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	<updated>2026-04-19T23:27:44Z</updated>
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		<id>https://gswiki.play.net/index.php?title=Legendary_claidhmores&amp;diff=216809</id>
		<title>Legendary claidhmores</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Legendary_claidhmores&amp;diff=216809"/>
		<updated>2024-04-10T19:55:36Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: Changed one of the claid&amp;#039;s descriptions to keep it up to date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of rare and &#039;&#039;&#039;legendary claidhmores&#039;&#039;&#039;.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==+5 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a blackened mithril claidhmore – show: Skillfully crafted of blackened grey mithril, the claidhmore shows clear signs of expert dwarven craftsmanship.  Polished silver quillions tipped with an intricate knot design slant downward, away from the leather-wrapped grip.  Etched along the length of the blade is the word, &amp;quot;Lawbreaker.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a burnished blue mithril claidhmore – show: Skillfully crafted of deep blue mithril polished to a high gloss, the claidhmore shows clear signs of expert dwarven craftsmanship.  A large cabochon white sunstone has been set into the pommel, while smaller knobs of uncut chalcedony cap the straight invar quillions.  Etched along the length of the blade is the word, &amp;quot;Peacekeeper.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a finely serrated blue-white mithril claidhmore - from [[Solstice Dreams]] &lt;br /&gt;
&lt;br /&gt;
* a luminous white mithril claidhmore - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a smoky laen claidhmore&lt;br /&gt;
&lt;br /&gt;
==+6 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a black laen claidhmore - has extra weighting (10 points)&lt;br /&gt;
&lt;br /&gt;
==+10 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a battle-marred ora Faendryl warclaidh - show: Masterfully forged from a singular piece of solid black ora, this impressive warclaidh is marked with silver Faendryl glyphs along the entire blade. Set upon the crossguard is the great seal of House Faendryl with intricate designs and scrollwork engraved around it. Expertly etched upon the pommel is a majestic ebony dragon with fierce black diamond eyes.&lt;br /&gt;
&lt;br /&gt;
* a fiery scarlet claidhmore - found on a creature&lt;br /&gt;
&lt;br /&gt;
* a gold-inlaid dusky red ora claidhmore – show: The sinuous form of a rampant golden wyvern is laid into the dark red ora of the claidhmore&#039;s massive blade near the guard, though its tail coils and twists over halfway to the tip.  The angled quillions of the huge sword are vaned and scalloped like the spread leathern wings of a great wyrm.  On the opposite side of the blade, a line of elegant, slanted script is picked out in flattened gold wire. Has &amp;quot;Battle bravely, Wyrm of Vaalor&amp;quot; written on it in elven.  from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a golvern-edged black ora claidhmore - show: Running down the length of the blade is a razor-sharp golvern edge that has been hammered and folded repeatedly to create fiery ripples that shimmer when hit by light, betraying the deadliness of the blade with their beauty. The burnished quillions are forged from tempered golvern, seperating the blade from a hilt of carved ebony dragons that twine about each other in what could be a lovers embrace or a fight for life. Engraved in delicate script along the flat of the blade is the word, &amp;quot;Releaser.&amp;quot; - Sancted&lt;br /&gt;
&lt;br /&gt;
* an inky black claidhmore with scorched vruul hide wound about its hilt &lt;br /&gt;
&lt;br /&gt;
* a wavy-edged ora claidhmore with a rippled blue and silver blade - show: Alternating bands of blue and silver hues run along the length of this claidhmore, giving the ora a rippled water-like quality.  Faint waves run along either side of the blade in a wavy line, adding a serrated edge to the metal.  Twisted, argent-hued wire makes up the crossguard, the silver molded to appear like the surface of the ocean.  Contrasting sharply with the color of the rest of the weapon, the smooth haft is made of a bone white driftwood with a square of dark blue sea glass set into the pommel.  In the Common language, it reads: Hurricane -- From [[Ebon Gate Treasure Trove/2020|Ebon Gate 2020]]&lt;br /&gt;
&lt;br /&gt;
==+12 Claidhmores==&lt;br /&gt;
*an ithloss claidhmore (7lbs)&lt;br /&gt;
&lt;br /&gt;
==+15 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a gold-hilted black glaes claidhmore - Single mana self-cast [[Zealot (1617)|zealot]].&lt;br /&gt;
&lt;br /&gt;
* a translucent rainbow glaes claidhmore – show: With a keenly edged blade of colorfully translucent rainbow glaes, the claidhmore shows clear signs of expert dwarven craftsmanship.  Nuggets of deep red jasper, shaped like drops of blood, are used to cap the leather-wrapped pommel and speckled invar quillions.  As the pommel is tilted, causing a cascade of colors in the light, you notice the length of the blade bears a single etched word, &amp;quot;Elfsmiter.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a xenium-hilted serrated laen claidhmore - Sold off the shelf during the ICE Age.&lt;br /&gt;
&lt;br /&gt;
==+20 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a slightly luminous iorake claidhmore - originally made as a custom order for Krakii by the ICE Halfling smith merchant, Effefavelopa.  Traded away some time between 1997 and 2002.  Holy.&lt;br /&gt;
&lt;br /&gt;
* a faintly luminous iorake claidhmore - originally made as a custom order for Bede by the ICE Halfling smith merchant, Effefavelopa.  Holy.&lt;br /&gt;
&lt;br /&gt;
* a pure white eonake claidhmore - Forged from precious eonake, the massive blade of the dwarven-crafted weapon is in pristine condition and polished to a brilliant shine. The golvern hilt is wrapped in supple leather which has been buffed to a matte finish. Set into the center of the pommel is a brilliant blue shimmarglin sapphire inlaid with a small golden anvil. - Sancted&lt;br /&gt;
&lt;br /&gt;
* a sigil-etched dark vultite claidhmore - 4x old-style claidhmore (two handed sword base).  Originally &amp;quot;a ruby-hilted blue shaalk claidhmore&amp;quot; and was converted to &amp;quot;a ruby-hilted blue vultite claidhmore&amp;quot; during a GM interaction with Michaelous, who was the owner at the time.  This is an exceptionally special claidhmore, as it has a full 50 points of critical weighting (10 more than a normal claidhmore, and the maximum under the current WPS mechanics).  It is currently altered into &amp;quot;a sigil-etched dark vultite claidhmore&amp;quot; and is owned by Madmountan.  It has a Ghezresh themed show:  &amp;quot;An enormous blade masterfully hammered from a single slab of dark silvery-indigo vultite has dried blood darkening the recess of each sigil carefully etched along the length of the blade.  Intertwined around the crossguard is the unmistakable shape of the chelioboros, a massive eel consuming its own tail.  The oversized grip of the blade, spacious enough for even two giantman hands, is tightly wrapped with dried seaweed for better handling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* a silver ora claidhmore - The long blade of the claidhmore has been engraved with a series of rose vines that twine their way from tip to crossguard.  Complete with leaves and thorns, the vines are bereft of blossoms as they reach the guard, where clever metalwork brings the etchings to life as mithril vines coiled along both limbs.  At the center of the cross is a single rose with crimson petals in a nest of verdant leaves.  A hilt of black oak is capped by a mithril wolf&#039;s head, its emerald eyes the same hue as the vines above.  You also notice a small enchanter&#039;s glyph.  A faint aura of holy light radiates from the claidhmore.  A strange necrotic haze radiates from the claidhmore - Grimbane (+10 weighting), T1 ensorcelled, T3 Animalistic, +3 Dispel flares. Currently owned by Xess.&lt;br /&gt;
&lt;br /&gt;
* a jade-inset incandescent claidhmore - Special ordered from ICE merchant, made of iorake, so Holy.&lt;br /&gt;
&lt;br /&gt;
==+22 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a serrated krodera claidhmore topped with a ruby cut into the form of a dragon&#039;s head&lt;br /&gt;
&lt;br /&gt;
==+25 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*a serrated krodera claidhmore with a leather-wrapped veil iron hilt (7lbs)&lt;br /&gt;
&lt;br /&gt;
==+30 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*an iorake claidhmore - Sanctified (not exact description)&lt;br /&gt;
*an imperial holy claidhmore - Sanctified&lt;br /&gt;
*a weathered golvern-edged mithril claidhmore (6lbs) +9THW, UDB (undead bane), Blink, Void flares. A tiny golden eyelid, which is open, is inlaid into the weapon, while a faint blue flicker dances around it. You also notice a small enchanter&#039;s glyph. There appears to be something written on it. In the Common language, it reads: Gerald&lt;br /&gt;
&lt;br /&gt;
==+40 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*a massive claidhmore - The claidhmore is enormous.  Its heavy hilt is only outweighed by the massive blade, which rises from the expansive steel cross-guard like a mountain from the earth.  Although this weapon is expansive, it lacks any decoration what-so-ever.  The crafter left no remembrance of him or herself on this piece, save for its sheer size. (+40, Greater Undead Bane (+10 AS), T1 ensorcel)&lt;br /&gt;
&lt;br /&gt;
*a glaes-hilted dark ghezyte claidhmore with scintillating chromatic edges - An oily sheen reflects off the surface of the claidhmore, its warped edges tinged with scintillating chromatic hues.  The deep onyx coloration of the ghezyte blade is straited with thin, silvery veins that barely peak through the surface of its fuller, forming a nearly indistinct word in the Common language.  A hilt of twisted, multihued glaes is bound with chaotically etched silver bands that congregate and wreath the pommel, forming a chelioboros with indigo pearl eyes.  You also notice a small enchanter&#039;s glyph.  A strange necrotic haze radiates from the claidhmore. There appears to be something written on it. &amp;quot;~ D ~e~ S ~o~ L ~a~ T ~o~ R ~&amp;quot; - 8x, ensorcelled once for the memes, ghezyte, [[Rotating flare]] script (heat, cold, vacuum) selected via TURN. Won by Maros during the [[Grand Auction of 5123]]&lt;br /&gt;
&lt;br /&gt;
==+50 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*a wrotwood-hilted dark somnis claidhmore edged in red ur-barath (6lbs) UDB (Undead bane), T5 Ensorcell, Blink, Rotflares.   A tiny golden eyelid, which is closed, is inlaid into the weapon, while a faint blue flicker dances around it. You also notice a small enchanter&#039;s glyph.  The claidhmore gleams faintly with inner light. There appears to be something written on it. In the Common language, it reads: - Dance of Death - &lt;br /&gt;
&lt;br /&gt;
[[Category:Legendary Items]]&lt;br /&gt;
[[Category:Two-handed Weapons Legendary Items]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cursed_Armor&amp;diff=189941</id>
		<title>Cursed Armor</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cursed_Armor&amp;diff=189941"/>
		<updated>2023-02-22T04:05:22Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&#039;&#039;&#039;Cursed Armor&#039;&#039;&#039; was created by [[User:GS4-XERAPHINA|GM Xeraphina]] and originally released for [[:Category:Duskruin|Duskruin]] [[Bloodriven Village/shop listing February 2021 part 1|February 2021]] in the shop [[BVShop:Shadowed Light|Shadowed Light]]. This armor has perks for followers of &amp;quot;[[Council of Light|a society that doesn&#039;t exist]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Cursed Armor has four tiers of unlocking available, each tier granting both benefits and backlash. This is based on an affinity (hunger) system. The higher the tier, the higher the affinity. With the armor being cursed, similar to [[black ora]], you need to [[Remove Curse (315)|uncurse]] it to remove it. This is very important to remember because you WILL incur damage if you even attempt to remove it prior to doing so...&lt;br /&gt;
&lt;br /&gt;
Backlash affects will continue to be felt until max affinity for the tier is reached. So, as noted by the table below, if you max your affinity/attunement, you will not feel the affects of the noted backlash. Also, be warned that foreign wearers of the armor (once affinity starts being gained by the original wearer) will find themselves falling victim to backlash more than the one who has built up affinity to the armor.&lt;br /&gt;
&lt;br /&gt;
Please note that each consecutive tier will have both the boosts, and the backlashes of the prior tier available to it.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 1&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= You analyze the linen soutane and sense that the creator has provided the following information: This soutane has been imbued by shadow one time.&lt;br /&gt;
&lt;br /&gt;
Its tiny dark tendrils seem to undulate without bias.&lt;br /&gt;
&lt;br /&gt;
As it hungers for the spirit of the living, your ability to overcome adversity will be tested until&lt;br /&gt;
it is satisfied with your commitment, after which your hard work will be rewarded.&lt;br /&gt;
&lt;br /&gt;
Wearing it is not without risk, and removing it is not without cost. You can PULL it to sacrifice&lt;br /&gt;
your spiritual tether for safe detachment.&lt;br /&gt;
&lt;br /&gt;
You can RUB the soutane to gauge its hunger and TOUCH it to hush its presence.&lt;br /&gt;
&lt;br /&gt;
You sense an additional action:&lt;br /&gt;
&lt;br /&gt;
BOW&lt;br /&gt;
&lt;br /&gt;
When being altered, its appearance must remain suitable for its dark, cryptic nature.&amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= Boost has a chance to flare [[Calm]] when hit successfully by a foe. Backlash has a chance for random hard [[roundtime]] up to 10 seconds. See [[Cursed Armor#Affinity|affinity table]] below for society perk.  &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} &lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Availability&lt;br /&gt;
! First&lt;br /&gt;
! Third&lt;br /&gt;
|-&lt;br /&gt;
! BOW&lt;br /&gt;
| All&lt;br /&gt;
| You bow slightly forward as shadowy flames dissipate upward from your black ora jazerant.&lt;br /&gt;
| xxxx bows slightly forward as shadowy flames dissipate upward from his black ora jazerant.&lt;br /&gt;
|-&lt;br /&gt;
! RUB&lt;br /&gt;
| All&lt;br /&gt;
| As you touch your black ora jazerant, a satiated groan fills your mind, though you sense a perpetual need for just a little more.&lt;br /&gt;
| xxxx rubs his black ora jazerant and appears momentarily distracted.&lt;br /&gt;
|-&lt;br /&gt;
! TOUCH&lt;br /&gt;
| All&lt;br /&gt;
| As you discreetly reach for your black ora jazerant, the forgotten sharp pain in your fingertips resurfaces and fades.&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
! HANG&lt;br /&gt;
| Council of Light&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! POUND&lt;br /&gt;
| Council of Light&lt;br /&gt;
|{{addmetext}}&lt;br /&gt;
|{{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 2&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity=Boost has a chance to flare +5 [[Defensive Strength]] (DS) per unlock tier upon attack attempt. Backlash has a chance of -5 DS upon attack attempt. See [[Cursed Armor#Affinity|affinity table]] below for society perk. &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable=Yes &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Availability&lt;br /&gt;
! First&lt;br /&gt;
! Third&lt;br /&gt;
|-&lt;br /&gt;
! HOLD&lt;br /&gt;
| Council of Light&lt;br /&gt;
| You discreetly hold a cupped hand to the chest of your cuirbouilli leather.  Sensing the sacrifice would be wasted, you desist.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 3&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= Boost has +3 [[Target Defense]] (TD) per unlock tier added to T2&#039;s boost. Backlash is a random head injury and hard roundtime. See [[Cursed Armor#Affinity|affinity table]] below for society perk.&amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Availability&lt;br /&gt;
! First&lt;br /&gt;
! Third&lt;br /&gt;
|-&lt;br /&gt;
! WAVE&lt;br /&gt;
| Council of Light&lt;br /&gt;
| You discreetly wave a hand over the chest of your crimson haubergeon.  Shadow briefly darkens your hand as you feel your magical tether invigorated.&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 4&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= Boost has a chance of +20 [[Attack Strength]] (AS) and +12 [[Casting Strength]] (CS) upon attack/cast attempt. Backlash has -12 TD to the T2 backlash and 1 spirit drained if armor is not fed (persists with full affinity). See [[Cursed Armor#Affinity|affinity table]] below for society perk.&amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Availability&lt;br /&gt;
! First&lt;br /&gt;
! Third&lt;br /&gt;
|-&lt;br /&gt;
! SURRENDER&lt;br /&gt;
| Council of Light&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
==Additional Information==&lt;br /&gt;
===Affinity===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Tier  !!  Affinity  !!  Boost  !!  Backlash  !!  Cult Perk&lt;br /&gt;
|-&lt;br /&gt;
|OTS/1  ||  0-500  ||  Chance to flare Calm when hit successfully by a foe  ||  Random hard RT up to 10 seconds  ||  1x/day Hypnosis ({{boldmono|HANG}})/Possession ({{boldmono|POUND}}) using mana, not spirit. (2x/day upon full affinity)&lt;br /&gt;
|-&lt;br /&gt;
|2  ||  0-1000  ||  Chance to flare +5 DS (per unlock tier) upon attack attempt  ||  Chance of -5 DS (per unlock tier) upon attack attempt  ||  1x/day Healing ({{boldmono|HOLD}}) using mana, not spirit (2x/day upon full affinity)&lt;br /&gt;
|-&lt;br /&gt;
|3  ||  0-3000  ||  +3 TD (per unlock tier) to Tier 2&#039;s boost)  ||  Random head injury and hard RT  ||  1x/day Mana Regen ({{boldmono|WAVE}}) for 10 min (2x/day upon full affinity)&lt;br /&gt;
|-&lt;br /&gt;
|4  ||  0-4000  ||  Chance of +20 AS/+12 CS upon attack/cast attempt  ||  -12 TD to Tier 2 backlash, 1 spirit drained if armor is not fed (persists with full affinity)  ||  1x/day Darkness ({{boldmono|SURRENDER}}) (2x/day upon full affinity)*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; SURRENDER will have the following effects&lt;br /&gt;
* Reduces spirit to 1. If already at 1, rank 2 nerve wound instead.&lt;br /&gt;
* Mana reduced to 0&lt;br /&gt;
* Any active society benefits end with no deactivation cost&lt;br /&gt;
* Can be used in RT and stunned (you CANNOT use if unconscious or dead)&lt;br /&gt;
* CANNOT be used in anti-magic rooms or rooms you would otherwise not be able to teleport out of&lt;br /&gt;
* Will not appear &amp;quot;drained&amp;quot; in public&lt;br /&gt;
* FORCED prone with a stun&lt;br /&gt;
===Release Story===&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;Perhaps it was a mistake to wander into this shop, I had thought, while debating my choices in life as I stared at the wares that eerily called to me. I should not have tarried too long, as my curiosity oftens gets the better of me... and it was starting to now. Each item bore a unique design, but all maintained a similar trait: armor... with bits of black ora.&lt;br /&gt;
&lt;br /&gt;
Goose pimples rose from my skin as I continued my meandering, looking for someone, anyone, who might be able to offer some insight as to what I was seeing. No one was found, despite the feeling of being watched from all over. Terror overcame me as I could feel spectral fingers grip my neck and drag me towards one display. I was beholden to my curiosity, but also my fear. I must get away from here... but my feet would not move in the direction I begged of them. No... no... I was drawn to what seemed my destiny.&lt;br /&gt;
&lt;br /&gt;
In a panic, I offered up my payment to a worker who suddenly appeared, and was in turn, offered a new set of armor that held an ominous presence. It hungered...&lt;br /&gt;
&lt;br /&gt;
No longer held in place by whatever malicious presence remained in the shop, I stepped out and stared down at my newly acquired leathers. Time stood still as I debated my decision. It was too late, as I sensed the merchant behind the shop, Shadowed Light, had an &amp;quot;ALL SALES FINAL, no returns or exchanges, no store credit&amp;quot; policy in place. I was stuck with this, whether I wished it or not.&lt;br /&gt;
&lt;br /&gt;
Something... shadowy seemed to slither across the surface... or perhaps I imagined it. I gulped, fearing this would be the end, and offered a prayer to Fash&#039;lo&#039;nae, before donning the armor. I felt those shadows ooze out of the armor, and then, I couldn&#039;t breathe. I wanted to scream, but my voice caught in my throat. I tried to remove it, but it was then I realized the armor was stuck to me... and refused to come off. I cried, resigning myself to my fate... and my hunger.&lt;br /&gt;
&lt;br /&gt;
To be continued...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;I awoke in a gutter nearby the grate where many ran in and out, scurrying like the rats they are. My body, my mind, it all ached. The last thing I remembered was attempting to &#039;&#039;&#039;REMOVE&#039;&#039;&#039; the armor from me, only to have pain rip through me like those in the arena rip through their voucher books. My nerves were shot... I could feel everything. Why... what did I do to deserve this? I &#039;&#039;&#039;PULL&#039;&#039;&#039;ed at the armor that clung voraciously to my body... my soul... I could feel my spirit drain from me. I was scared. I... I didn&#039;t know what to do.&lt;br /&gt;
&lt;br /&gt;
I stood, trying to make sense of what had happened, what was happening to me. Distractedly, I &#039;&#039;&#039;TOUCH&#039;&#039;&#039;ed my hand to chest, covering the leather, and felt a sharp pain stab at my fingertips, the sensation fading as quickly as it surfaced. I could not help but think... armor is meant to protect me... yet all it has given me so far is pain. I could feel it starting again, forcing me to &#039;&#039;&#039;BOW&#039;&#039;&#039; in submission to it. I saw the shadows once more, rising up to my face before dissipating completely.&lt;br /&gt;
&lt;br /&gt;
The hunger... I was so hungry... but... was it actually the armor begging to be fed? How...? The urge to &#039;&#039;&#039;RUB&#039;&#039;&#039; my armor over my stomach was overwhelming and I was suddenly wracked with starvation, as though I had not eaten in days... weeks. The cravings came on so strong and I... if I did not eat, I would die... No... if the armor did not eat... it might kill me.&lt;br /&gt;
&lt;br /&gt;
To be continued...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;It was beginning to feel like a second skin, the armor... The longer it was stuck on me... the more I felt... comfortable? No, not comfortable... eerily at ease. We were slowly becoming one with an odd &#039;&#039;&#039;AFFINITY&#039;&#039;&#039; for each other. Not quite parasitic in nature... perhaps more symbiotic.&lt;br /&gt;
&lt;br /&gt;
Despite the growing comfort, from time to time, I felt the need to &#039;&#039;&#039;CRACK&#039;&#039;&#039; my neck, as if trying to relieve an unfelt discomfort... but each time it did, I felt almost dizzy, my vision blurring so much.&lt;br /&gt;
&lt;br /&gt;
Occasionally, I would lose my focus on whatever task was at hand, distracted by a vision that I couldn&#039;t place properly. When I regained my attention, I realized I had &#039;&#039;&#039;SCRATCH&#039;&#039;&#039;ed myself sufficiently enough to draw blood. Should I have felt afraid? I was more worried that I didn&#039;t.&lt;br /&gt;
&lt;br /&gt;
To be continued...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;There are shadows everywhere... all around me. Am I just seeing things? The visions persist, &#039;&#039;&#039;C&#039;&#039;&#039;louding my eyes, &#039;&#039;&#039;O&#039;&#039;&#039;bscuring my sight. When will it all just &#039;&#039;&#039;L&#039;&#039;&#039;eave me be?!&lt;br /&gt;
&lt;br /&gt;
I try to &#039;&#039;&#039;STRETCH&#039;&#039;&#039; my body, as the armor feels tight around me. I cough, and feel a dark essence escape my lips. If I &#039;&#039;&#039;RAISE&#039;&#039;&#039; my hand... tendrils of shadow ooze from my fingers... I feel them caress my face.&lt;br /&gt;
&lt;br /&gt;
Am I possessed? Am I mad? Have I sold my soul? I feel so lost... Someone... anyone... help... me...&lt;br /&gt;
&lt;br /&gt;
To be continued...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;I am being haunted... I am being hunted...&lt;br /&gt;
&lt;br /&gt;
I see dark figures in my peripheral view, but when I turn to look, they are not there. I &#039;&#039;&#039;BREATHE&#039;&#039;&#039;, trying to calm myself, but the pervasion feeling of paranoia encompasses me, making me acutely aware of each thumping beat of my heart.&lt;br /&gt;
&lt;br /&gt;
No, nothing is there. Wait? Am I wrong... What was that? Can it hear me? I&#039;m waiting to &#039;&#039;&#039;EXHALE&#039;&#039;&#039;, only to be tormented by the shadows surrounding me.&lt;br /&gt;
&lt;br /&gt;
I can do only one thing... I &#039;&#039;&#039;SURRENDER&#039;&#039;&#039; to the darkness.&lt;br /&gt;
&lt;br /&gt;
Fin&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Credits===&lt;br /&gt;
GM Xeraphina thanked the following people in the release forum post.&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;THANKS&lt;br /&gt;
* First: this project could not have been completed without the awesome code ninja skills of GM Naiken, so thank you, GM Naiken, for all your hard work on this armor.&lt;br /&gt;
* Second: GM Sindin offered up some additional and awesome flavorings to this. I hope you all enjoy them as much as I did. Thank you, GM Sindin.&lt;br /&gt;
* Third: I would like to thank the group that inspired this idea.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved_posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Black ora weapon]]&lt;br /&gt;
* [[Council of Light]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type= Mechanical&amp;lt;!-- REQUIRED: Mechanical or Fluff. --&amp;gt;&lt;br /&gt;
|type2= &amp;lt;!-- OPTIONAL: If an item is feature altering, please enter &amp;quot;Feature altering&amp;quot;. --&amp;gt;&lt;br /&gt;
|itemclass= Armor&amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Clothing, Accessory, Container, Miscellaneous. --&amp;gt;&lt;br /&gt;
|itemclass2= &amp;lt;!-- OPTIONAL: If a script can be applied to more than one classification.  An example would be scripts that can be applied to clothing and accessories. --&amp;gt;&lt;br /&gt;
|itemclass3=&lt;br /&gt;
|itemtype= All ASGs&amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified. --&amp;gt;&lt;br /&gt;
|itemtype2=&lt;br /&gt;
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|itemtype6=&lt;br /&gt;
|itemtype7=&lt;br /&gt;
|itemtype8=&lt;br /&gt;
|alter= Yes&amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|ld= &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered --&amp;gt;&lt;br /&gt;
|feature2=&lt;br /&gt;
|feature3=&lt;br /&gt;
|feature4=&lt;br /&gt;
|feature5=&lt;br /&gt;
|feature6=&lt;br /&gt;
|feature7=&lt;br /&gt;
|feature8=&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;--&amp;gt;&lt;br /&gt;
|custom2=&lt;br /&gt;
|custom3=&lt;br /&gt;
|custom4=&lt;br /&gt;
|custom5=&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If not, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue= Duskruin&amp;lt;!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|tiered=Yes&amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber=4&amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock=Certificate &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot; or &amp;quot;Certificate&amp;quot; ONLY. If both, enter at unlock2.--&amp;gt;&lt;br /&gt;
|unlock2=&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity=Yes &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hideable= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if an item is hideable in inventory.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hide= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable.  This should indicate HOW it hides, whether by a verb or simply by being WORN. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell2=&lt;br /&gt;
|spell3=&lt;br /&gt;
|spell4=&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= Must remain suitable for dark, cryptic nature&amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb= BOW&amp;lt;!-- Verbs MUST be capitalized when entered. --&amp;gt;&lt;br /&gt;
|verb2= HANG&lt;br /&gt;
|verb3= HOLD&lt;br /&gt;
|verb4= POUND&lt;br /&gt;
|verb5= RUB&lt;br /&gt;
|verb6= SURRENDER&lt;br /&gt;
|verb7= TOUCH&lt;br /&gt;
|verb8= WAVE&lt;br /&gt;
|verb9=&lt;br /&gt;
|verb10=&lt;br /&gt;
|verb11=&lt;br /&gt;
|verb12=&lt;br /&gt;
|verb13=&lt;br /&gt;
|verb14=&lt;br /&gt;
|verb15=&lt;br /&gt;
|verb16=&lt;br /&gt;
|verb17=&lt;br /&gt;
|verb18=&lt;br /&gt;
|verb19=&lt;br /&gt;
|verb20=&lt;br /&gt;
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|verb23=&lt;br /&gt;
|verb24=&lt;br /&gt;
|verb25=&lt;br /&gt;
|verb26=&lt;br /&gt;
|verb27=&lt;br /&gt;
|verb28=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cursed_Armor&amp;diff=189940</id>
		<title>Cursed Armor</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cursed_Armor&amp;diff=189940"/>
		<updated>2023-02-22T04:04:17Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&#039;&#039;&#039;Cursed Armor&#039;&#039;&#039; was created by [[User:GS4-XERAPHINA|GM Xeraphina]] and originally released for [[:Category:Duskruin|Duskruin]] [[Bloodriven Village/shop listing February 2021 part 1|February 2021]] in the shop [[BVShop:Shadowed Light|Shadowed Light]]. This armor has perks for followers of &amp;quot;[[Council of Light|a society that doesn&#039;t exist]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Cursed Armor has four tiers of unlocking available, each tier granting both benefits and backlash. This is based on an affinity (hunger) system. The higher the tier, the higher the affinity. With the armor being cursed, similar to [[black ora]], you need to [[Remove Curse (315)|uncurse]] it to remove it. This is very important to remember because you WILL incur damage if you even attempt to remove it prior to doing so...&lt;br /&gt;
&lt;br /&gt;
Backlash affects will continue to be felt until max affinity for the tier is reached. So, as noted by the table below, if you max your affinity/attunement, you will not feel the affects of the noted backlash. Also, be warned that foreign wearers of the armor (once affinity starts being gained by the original wearer) will find themselves falling victim to backlash more than the one who has built up affinity to the armor.&lt;br /&gt;
&lt;br /&gt;
Please note that each consecutive tier will have both the boosts, and the backlashes of the prior tier available to it.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 1&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= You analyze the linen soutane and sense that the creator has provided the following information: This soutane has been imbued by shadow one time.&lt;br /&gt;
&lt;br /&gt;
Its tiny dark tendrils seem to undulate without bias.&lt;br /&gt;
&lt;br /&gt;
As it hungers for the spirit of the living, your ability to overcome adversity will be tested until&lt;br /&gt;
it is satisfied with your commitment, after which your hard work will be rewarded.&lt;br /&gt;
&lt;br /&gt;
Wearing it is not without risk, and removing it is not without cost. You can PULL it to sacrifice&lt;br /&gt;
your spiritual tether for safe detachment.&lt;br /&gt;
&lt;br /&gt;
You can RUB the soutane to gauge its hunger and TOUCH it to hush its presence.&lt;br /&gt;
&lt;br /&gt;
You sense an additional action:&lt;br /&gt;
&lt;br /&gt;
BOW&lt;br /&gt;
&lt;br /&gt;
When being altered, its appearance must remain suitable for its dark, cryptic nature.&amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= Boost has a chance to flare [[Calm]] when hit successfully by a foe. Backlash has a chance for random hard [[roundtime]] up to 10 seconds. See [[Cursed Armor#Affinity|affinity table]] below for society perk.  &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} &lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Availability&lt;br /&gt;
! First&lt;br /&gt;
! Third&lt;br /&gt;
|-&lt;br /&gt;
! BOW&lt;br /&gt;
| All&lt;br /&gt;
| You bow slightly forward as shadowy flames dissipate upward from your black ora jazerant.&lt;br /&gt;
| xxxx bows slightly forward as shadowy flames dissipate upward from his black ora jazerant.&lt;br /&gt;
|-&lt;br /&gt;
! RUB&lt;br /&gt;
| All&lt;br /&gt;
| As you touch your black ora jazerant, a satiated groan fills your mind, though you sense a perpetual need for just a little more.&lt;br /&gt;
| xxxx rubs his black ora jazerant and appears momentarily distracted.&lt;br /&gt;
|-&lt;br /&gt;
! TOUCH&lt;br /&gt;
| All&lt;br /&gt;
| As you discreetly reach for your black ora jazerant, the forgotten sharp pain in your fingertips resurfaces and fades.&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
! HANG&lt;br /&gt;
| Council of Light&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! POUND&lt;br /&gt;
| Council of Light&lt;br /&gt;
|{{addmetext}}&lt;br /&gt;
|{{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 2&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity=Boost has a chance to flare +5 [[Defensive Strength]] (DS) per unlock tier upon attack attempt. Backlash has a chance of -5 DS upon attack attempt. See [[Cursed Armor#Affinity|affinity table]] below for society perk. &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable=Yes &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Availability&lt;br /&gt;
! First&lt;br /&gt;
! Third&lt;br /&gt;
|-&lt;br /&gt;
! HOLD&lt;br /&gt;
| Council of Light&lt;br /&gt;
| {{You discreetly hold a cupped hand to the chest of your cuirbouilli leather.  Sensing the sacrifice would be wasted, you desist.}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 3&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= Boost has +3 [[Target Defense]] (TD) per unlock tier added to T2&#039;s boost. Backlash is a random head injury and hard roundtime. See [[Cursed Armor#Affinity|affinity table]] below for society perk.&amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Availability&lt;br /&gt;
! First&lt;br /&gt;
! Third&lt;br /&gt;
|-&lt;br /&gt;
! WAVE&lt;br /&gt;
| Council of Light&lt;br /&gt;
| You discreetly wave a hand over the chest of your crimson haubergeon.  Shadow briefly darkens your hand as you feel your magical tether invigorated.&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 4&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= Boost has a chance of +20 [[Attack Strength]] (AS) and +12 [[Casting Strength]] (CS) upon attack/cast attempt. Backlash has -12 TD to the T2 backlash and 1 spirit drained if armor is not fed (persists with full affinity). See [[Cursed Armor#Affinity|affinity table]] below for society perk.&amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Availability&lt;br /&gt;
! First&lt;br /&gt;
! Third&lt;br /&gt;
|-&lt;br /&gt;
! SURRENDER&lt;br /&gt;
| Council of Light&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
==Additional Information==&lt;br /&gt;
===Affinity===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Tier  !!  Affinity  !!  Boost  !!  Backlash  !!  Cult Perk&lt;br /&gt;
|-&lt;br /&gt;
|OTS/1  ||  0-500  ||  Chance to flare Calm when hit successfully by a foe  ||  Random hard RT up to 10 seconds  ||  1x/day Hypnosis ({{boldmono|HANG}})/Possession ({{boldmono|POUND}}) using mana, not spirit. (2x/day upon full affinity)&lt;br /&gt;
|-&lt;br /&gt;
|2  ||  0-1000  ||  Chance to flare +5 DS (per unlock tier) upon attack attempt  ||  Chance of -5 DS (per unlock tier) upon attack attempt  ||  1x/day Healing ({{boldmono|HOLD}}) using mana, not spirit (2x/day upon full affinity)&lt;br /&gt;
|-&lt;br /&gt;
|3  ||  0-3000  ||  +3 TD (per unlock tier) to Tier 2&#039;s boost)  ||  Random head injury and hard RT  ||  1x/day Mana Regen ({{boldmono|WAVE}}) for 10 min (2x/day upon full affinity)&lt;br /&gt;
|-&lt;br /&gt;
|4  ||  0-4000  ||  Chance of +20 AS/+12 CS upon attack/cast attempt  ||  -12 TD to Tier 2 backlash, 1 spirit drained if armor is not fed (persists with full affinity)  ||  1x/day Darkness ({{boldmono|SURRENDER}}) (2x/day upon full affinity)*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; SURRENDER will have the following effects&lt;br /&gt;
* Reduces spirit to 1. If already at 1, rank 2 nerve wound instead.&lt;br /&gt;
* Mana reduced to 0&lt;br /&gt;
* Any active society benefits end with no deactivation cost&lt;br /&gt;
* Can be used in RT and stunned (you CANNOT use if unconscious or dead)&lt;br /&gt;
* CANNOT be used in anti-magic rooms or rooms you would otherwise not be able to teleport out of&lt;br /&gt;
* Will not appear &amp;quot;drained&amp;quot; in public&lt;br /&gt;
* FORCED prone with a stun&lt;br /&gt;
===Release Story===&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;Perhaps it was a mistake to wander into this shop, I had thought, while debating my choices in life as I stared at the wares that eerily called to me. I should not have tarried too long, as my curiosity oftens gets the better of me... and it was starting to now. Each item bore a unique design, but all maintained a similar trait: armor... with bits of black ora.&lt;br /&gt;
&lt;br /&gt;
Goose pimples rose from my skin as I continued my meandering, looking for someone, anyone, who might be able to offer some insight as to what I was seeing. No one was found, despite the feeling of being watched from all over. Terror overcame me as I could feel spectral fingers grip my neck and drag me towards one display. I was beholden to my curiosity, but also my fear. I must get away from here... but my feet would not move in the direction I begged of them. No... no... I was drawn to what seemed my destiny.&lt;br /&gt;
&lt;br /&gt;
In a panic, I offered up my payment to a worker who suddenly appeared, and was in turn, offered a new set of armor that held an ominous presence. It hungered...&lt;br /&gt;
&lt;br /&gt;
No longer held in place by whatever malicious presence remained in the shop, I stepped out and stared down at my newly acquired leathers. Time stood still as I debated my decision. It was too late, as I sensed the merchant behind the shop, Shadowed Light, had an &amp;quot;ALL SALES FINAL, no returns or exchanges, no store credit&amp;quot; policy in place. I was stuck with this, whether I wished it or not.&lt;br /&gt;
&lt;br /&gt;
Something... shadowy seemed to slither across the surface... or perhaps I imagined it. I gulped, fearing this would be the end, and offered a prayer to Fash&#039;lo&#039;nae, before donning the armor. I felt those shadows ooze out of the armor, and then, I couldn&#039;t breathe. I wanted to scream, but my voice caught in my throat. I tried to remove it, but it was then I realized the armor was stuck to me... and refused to come off. I cried, resigning myself to my fate... and my hunger.&lt;br /&gt;
&lt;br /&gt;
To be continued...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;I awoke in a gutter nearby the grate where many ran in and out, scurrying like the rats they are. My body, my mind, it all ached. The last thing I remembered was attempting to &#039;&#039;&#039;REMOVE&#039;&#039;&#039; the armor from me, only to have pain rip through me like those in the arena rip through their voucher books. My nerves were shot... I could feel everything. Why... what did I do to deserve this? I &#039;&#039;&#039;PULL&#039;&#039;&#039;ed at the armor that clung voraciously to my body... my soul... I could feel my spirit drain from me. I was scared. I... I didn&#039;t know what to do.&lt;br /&gt;
&lt;br /&gt;
I stood, trying to make sense of what had happened, what was happening to me. Distractedly, I &#039;&#039;&#039;TOUCH&#039;&#039;&#039;ed my hand to chest, covering the leather, and felt a sharp pain stab at my fingertips, the sensation fading as quickly as it surfaced. I could not help but think... armor is meant to protect me... yet all it has given me so far is pain. I could feel it starting again, forcing me to &#039;&#039;&#039;BOW&#039;&#039;&#039; in submission to it. I saw the shadows once more, rising up to my face before dissipating completely.&lt;br /&gt;
&lt;br /&gt;
The hunger... I was so hungry... but... was it actually the armor begging to be fed? How...? The urge to &#039;&#039;&#039;RUB&#039;&#039;&#039; my armor over my stomach was overwhelming and I was suddenly wracked with starvation, as though I had not eaten in days... weeks. The cravings came on so strong and I... if I did not eat, I would die... No... if the armor did not eat... it might kill me.&lt;br /&gt;
&lt;br /&gt;
To be continued...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;It was beginning to feel like a second skin, the armor... The longer it was stuck on me... the more I felt... comfortable? No, not comfortable... eerily at ease. We were slowly becoming one with an odd &#039;&#039;&#039;AFFINITY&#039;&#039;&#039; for each other. Not quite parasitic in nature... perhaps more symbiotic.&lt;br /&gt;
&lt;br /&gt;
Despite the growing comfort, from time to time, I felt the need to &#039;&#039;&#039;CRACK&#039;&#039;&#039; my neck, as if trying to relieve an unfelt discomfort... but each time it did, I felt almost dizzy, my vision blurring so much.&lt;br /&gt;
&lt;br /&gt;
Occasionally, I would lose my focus on whatever task was at hand, distracted by a vision that I couldn&#039;t place properly. When I regained my attention, I realized I had &#039;&#039;&#039;SCRATCH&#039;&#039;&#039;ed myself sufficiently enough to draw blood. Should I have felt afraid? I was more worried that I didn&#039;t.&lt;br /&gt;
&lt;br /&gt;
To be continued...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;There are shadows everywhere... all around me. Am I just seeing things? The visions persist, &#039;&#039;&#039;C&#039;&#039;&#039;louding my eyes, &#039;&#039;&#039;O&#039;&#039;&#039;bscuring my sight. When will it all just &#039;&#039;&#039;L&#039;&#039;&#039;eave me be?!&lt;br /&gt;
&lt;br /&gt;
I try to &#039;&#039;&#039;STRETCH&#039;&#039;&#039; my body, as the armor feels tight around me. I cough, and feel a dark essence escape my lips. If I &#039;&#039;&#039;RAISE&#039;&#039;&#039; my hand... tendrils of shadow ooze from my fingers... I feel them caress my face.&lt;br /&gt;
&lt;br /&gt;
Am I possessed? Am I mad? Have I sold my soul? I feel so lost... Someone... anyone... help... me...&lt;br /&gt;
&lt;br /&gt;
To be continued...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;I am being haunted... I am being hunted...&lt;br /&gt;
&lt;br /&gt;
I see dark figures in my peripheral view, but when I turn to look, they are not there. I &#039;&#039;&#039;BREATHE&#039;&#039;&#039;, trying to calm myself, but the pervasion feeling of paranoia encompasses me, making me acutely aware of each thumping beat of my heart.&lt;br /&gt;
&lt;br /&gt;
No, nothing is there. Wait? Am I wrong... What was that? Can it hear me? I&#039;m waiting to &#039;&#039;&#039;EXHALE&#039;&#039;&#039;, only to be tormented by the shadows surrounding me.&lt;br /&gt;
&lt;br /&gt;
I can do only one thing... I &#039;&#039;&#039;SURRENDER&#039;&#039;&#039; to the darkness.&lt;br /&gt;
&lt;br /&gt;
Fin&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Credits===&lt;br /&gt;
GM Xeraphina thanked the following people in the release forum post.&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;THANKS&lt;br /&gt;
* First: this project could not have been completed without the awesome code ninja skills of GM Naiken, so thank you, GM Naiken, for all your hard work on this armor.&lt;br /&gt;
* Second: GM Sindin offered up some additional and awesome flavorings to this. I hope you all enjoy them as much as I did. Thank you, GM Sindin.&lt;br /&gt;
* Third: I would like to thank the group that inspired this idea.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved_posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Black ora weapon]]&lt;br /&gt;
* [[Council of Light]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type= Mechanical&amp;lt;!-- REQUIRED: Mechanical or Fluff. --&amp;gt;&lt;br /&gt;
|type2= &amp;lt;!-- OPTIONAL: If an item is feature altering, please enter &amp;quot;Feature altering&amp;quot;. --&amp;gt;&lt;br /&gt;
|itemclass= Armor&amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Clothing, Accessory, Container, Miscellaneous. --&amp;gt;&lt;br /&gt;
|itemclass2= &amp;lt;!-- OPTIONAL: If a script can be applied to more than one classification.  An example would be scripts that can be applied to clothing and accessories. --&amp;gt;&lt;br /&gt;
|itemclass3=&lt;br /&gt;
|itemtype= All ASGs&amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified. --&amp;gt;&lt;br /&gt;
|itemtype2=&lt;br /&gt;
|itemtype3=&lt;br /&gt;
|itemtype4=&lt;br /&gt;
|itemtype5=&lt;br /&gt;
|itemtype6=&lt;br /&gt;
|itemtype7=&lt;br /&gt;
|itemtype8=&lt;br /&gt;
|alter= Yes&amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|ld= &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered --&amp;gt;&lt;br /&gt;
|feature2=&lt;br /&gt;
|feature3=&lt;br /&gt;
|feature4=&lt;br /&gt;
|feature5=&lt;br /&gt;
|feature6=&lt;br /&gt;
|feature7=&lt;br /&gt;
|feature8=&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;--&amp;gt;&lt;br /&gt;
|custom2=&lt;br /&gt;
|custom3=&lt;br /&gt;
|custom4=&lt;br /&gt;
|custom5=&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If not, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue= Duskruin&amp;lt;!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|tiered=Yes&amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber=4&amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock=Certificate &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot; or &amp;quot;Certificate&amp;quot; ONLY. If both, enter at unlock2.--&amp;gt;&lt;br /&gt;
|unlock2=&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity=Yes &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hideable= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if an item is hideable in inventory.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hide= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable.  This should indicate HOW it hides, whether by a verb or simply by being WORN. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell2=&lt;br /&gt;
|spell3=&lt;br /&gt;
|spell4=&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= Must remain suitable for dark, cryptic nature&amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb= BOW&amp;lt;!-- Verbs MUST be capitalized when entered. --&amp;gt;&lt;br /&gt;
|verb2= HANG&lt;br /&gt;
|verb3= HOLD&lt;br /&gt;
|verb4= POUND&lt;br /&gt;
|verb5= RUB&lt;br /&gt;
|verb6= SURRENDER&lt;br /&gt;
|verb7= TOUCH&lt;br /&gt;
|verb8= WAVE&lt;br /&gt;
|verb9=&lt;br /&gt;
|verb10=&lt;br /&gt;
|verb11=&lt;br /&gt;
|verb12=&lt;br /&gt;
|verb13=&lt;br /&gt;
|verb14=&lt;br /&gt;
|verb15=&lt;br /&gt;
|verb16=&lt;br /&gt;
|verb17=&lt;br /&gt;
|verb18=&lt;br /&gt;
|verb19=&lt;br /&gt;
|verb20=&lt;br /&gt;
|verb21=&lt;br /&gt;
|verb22=&lt;br /&gt;
|verb23=&lt;br /&gt;
|verb24=&lt;br /&gt;
|verb25=&lt;br /&gt;
|verb26=&lt;br /&gt;
|verb27=&lt;br /&gt;
|verb28=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Half-krolvin&amp;diff=156645</id>
		<title>Half-krolvin</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Half-krolvin&amp;diff=156645"/>
		<updated>2021-12-29T16:45:23Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race&lt;br /&gt;
| [[File:Halfkrolvin.gif|center]]&lt;br /&gt;
|decay = 13 minutes&lt;br /&gt;
|regen = 1 per 4 min&lt;br /&gt;
|height = 5&#039; to 5.5&#039;, 6&#039; max&lt;br /&gt;
|weight = 100 to 300 lbs.&lt;br /&gt;
|language = Common, Krolvin}}&lt;br /&gt;
&amp;lt;section begin=halfkrol /&amp;gt;&#039;&#039;&#039;Half-Krolvin&#039;&#039;&#039; most often wear their heritage in their bodies, an undeniable badge of identification. Most half-krolvin have pale skin, but their skin tones are within the range considered &amp;quot;normal&amp;quot; on a [[human]], except that they often support a blue or blue-grey tinge, as on a human who has been overexposed to the cold. They also tend to be hairier than the average human, and much hairier than the average [[elf]].&amp;lt;section end=halfkrol /&amp;gt; Many half-krolvin tend to have disproportionately long arms ending in long hands with elongated fingers and swollen-looking knuckles.&lt;br /&gt;
&lt;br /&gt;
Often the elegance and delicacy of their fingers is remarked on, along with some comment as to how the swollen knuckles mar the beauty of the hand. Also, in profile it becomes apparent that the foreheads of half-krolvins tend to slope backward into the hairline and they often have a concave chin shape. The most obvious attribute that is used to prove half-krolvin heritage is a hair growth from the top four vertebrae of the spine. This is obviously easy to cover with clothing in most circumstances, but can be construed as damning evidence if a being&#039;s heritage is called into question for having krolvin blood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note: This page contains &#039;&#039;&#039;collapsed&#039;&#039;&#039; content.  To view all uncollapsed, click:&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-1 mw-customtoggle-2&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;&#039;&#039;&#039;Toggle all content&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
{{Race stats&lt;br /&gt;
|str  = +10|con  = +10|dex  = 0|agi  = +5|dis  = 0|aur  = 0|log  = -10|int  = 0|wis  = -5|inf  = -5}}&lt;br /&gt;
&lt;br /&gt;
For [[statistic growth rate]]s by [[profession]], see [[List of statistic growth rates#Half-Krolvin]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Other Characteristics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Spirit Regeneration&lt;br /&gt;
| 1 per 4 min&lt;br /&gt;
!Decay Timer&lt;br /&gt;
| 13 min&lt;br /&gt;
|-&lt;br /&gt;
!Max Health&lt;br /&gt;
| 165&lt;br /&gt;
!Base Regeneration&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
!Weight Factor&lt;br /&gt;
| 1&lt;br /&gt;
!Encumbrance Factor&lt;br /&gt;
| 1.1&lt;br /&gt;
|-&lt;br /&gt;
!Maneuver Bonus&lt;br /&gt;
| Average&lt;br /&gt;
!Elemental TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Spiritual TD&lt;br /&gt;
| 0&lt;br /&gt;
!Mental TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Sorcerer TD&lt;br /&gt;
| 0&lt;br /&gt;
!Poison TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Disease TD&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Half-Krolvin take less damage from [[Cold critical table|cold]] attacks as if they wore heavy [[critical padding]]. This bonus will stack with any other modifiers that apply (e.g., armor).&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;alternating&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;The Half-Krolvin Klinastes&#039;&#039;&#039;&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;white-space: nowrap; padding-right: 20px;&amp;quot; |&#039;&#039;&#039;Gob&#039;tak&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;a simple, stylized sword&#039;&#039;&lt;br /&gt;
|Largest and most power-hungry of the klinastes, Gob&#039;tak favors able fighters with strong muscles and quick reflexes. Most Gob&#039;tak have a martial background and make fine Warriors, Rogues and even Paladins. Many are extremely militant or violent in their dealings with others.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;white-space: nowrap; padding-right: 20px;&amp;quot; |&#039;&#039;&#039;Rafi&#039;kaes&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;a stylized wave&#039;&#039;&lt;br /&gt;
|The seafaring klinast, Rafi&#039;kaes are wanderers and explorers. They have a deep bond with the icy lands and nearly freezing ocean waters. Rafi&#039;kaes revel in their partial immunity to the rigors of cold inherited from their Krolvin side. Since most of its members prefer to be off exploring new shores or sailing the distant seas, this klinast never gained much power or members. Rafi&#039;kaes are often Rangers or elemental magic users.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;white-space: nowrap; padding-right: 20px;&amp;quot; |&#039;&#039;&#039;Hos&#039;tau&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;a starburst&#039;&#039;&lt;br /&gt;
| Secretive and elusive, Hos&#039;tau houses those with the inclination to learn magical skills. Though most prefer to work with elemental magic, there are those delve within the other various facets of magic. Members often seek privacy and do not have many tight knit relationships within their klinast. Rangers, wizards, sorcerers and the extremely rare savant are most commonly found in Hos&#039;tau.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;white-space: nowrap; padding-right: 20px;&amp;quot; |&#039;&#039;&#039;Lar&#039;toth&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;a square inscribed in a circle&#039;&#039;&lt;br /&gt;
| Builders and crafters, Lar&#039;toth klinast is formed from those of more artistic temperament. Generally more intelligent than others, Lar&#039;toth are called upon when new buildings and outposts are needed. They are regarded with a strange mixture of respect for their abilities and disdain for their distinctly non-violent interests. Lar&#039;toth draw members of any profession who feel a strong calling for craft.&lt;br /&gt;
|- style = &amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;white-space: nowrap; padding-right: 20px;&amp;quot; |&#039;&#039;&#039;Swu&#039;lin&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;a stylized leaf&#039;&#039;&lt;br /&gt;
|Smallest of the klinastes, Swu&#039;lin is comprised of those who feel drawn to helping others or who have a spiritual calling be it martial or nature bound. Empaths, clerics, monks and the occasional paladin, ranger or bard can claim allegiance to the Swu&#039;lin klinast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
The main population of half-krolvin originates from the icy colony of [[Krint]], where the krolvin slaver [[Krintaur]] interbred krolvin with humans and giantmen for his personal army. In time, the half-krolvin banded into organized clans, known as &#039;&#039;klinasts&#039;&#039;, and overthrew their masters. The original bloodlines are still viewed with pride by the &#039;&#039;Pla&#039;dush gno Krint&#039;&#039;, who see themselves as having the best of both heritages. Outside of Krint, some half-krolvin are born of isolated relationships between krolvin (or half-krol) and non-krolvin. These &#039;&#039;Pla&#039;dushte gno Krol&#039;&#039; are only allowed to marry into the bloodlines in rare circumstances, after proving their worth and loyalty.&lt;br /&gt;
&lt;br /&gt;
The half-krolvin of Krint worship the traditional gods of the krol, foremost of whom is the Three-Faced God [[Khar&#039;ta]], ruler of the oceans. Each &#039;&#039;klinast&#039;&#039; also has its own patrons.&lt;br /&gt;
&lt;br /&gt;
== Verbs ==&lt;br /&gt;
{{work-in-progress}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt; {verb} set {standard/culture}&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bark===&lt;br /&gt;
* &amp;lt;div class=&amp;quot;mw-customtoggle-1&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;&#039;&#039;&#039;Untargeted&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1&amp;quot;&amp;gt;&lt;br /&gt;
{{#section:Verb:BARK|notarget}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;div class=&amp;quot;mw-customtoggle-2&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;&#039;&#039;&#039;Targeted&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-2&amp;quot;&amp;gt;&lt;br /&gt;
{{#section:Verb:BARK|target}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=verbs /&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[BRISTLE (verb)|BRISTLE]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE &amp;lt;self&amp;gt;&lt;br /&gt;
|You turn your head slightly and tense up, forcing the hair on your body to go stiff.&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE &amp;lt;target&amp;gt;&lt;br /&gt;
|You bristle at (target). &lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE ANXIOUS&lt;br /&gt;
|You glance around, bristling with anxiety.&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE EXCITED&lt;br /&gt;
|You bristle with excitement!&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE HAPPY&lt;br /&gt;
|You give a bright yelp of laughter and bristle with happiness.&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE IMPATIENT&lt;br /&gt;
|You bristle impatiently.&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE NERVOUS&lt;br /&gt;
|You bristle nervously.&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE PROUD&lt;br /&gt;
|You hold yourself in dignified silence, bristling with pride.&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE SATISFIED&lt;br /&gt;
|You stretch slowly, bristling with satisfaction.&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE SLEEPY&lt;br /&gt;
|You stretch lazily, bristling as you suppress a yawn.&lt;br /&gt;
|-&lt;br /&gt;
|BRISTLE SMUG&lt;br /&gt;
|You bristle smugly.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[ROAR (verb)|ROAR]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|ROAR ANGRY&lt;br /&gt;
|You bare your fangs and roar angrily!&lt;br /&gt;
|-&lt;br /&gt;
|ROAR HUNGRY&lt;br /&gt;
|Pointing to your mouth, you roar hungrily!&lt;br /&gt;
|-&lt;br /&gt;
|ROAR LOUDLY&lt;br /&gt;
|You take a deep breath and level a deafening roar!&lt;br /&gt;
|-&lt;br /&gt;
|ROAR PAIN&lt;br /&gt;
|Wincing with pain, you let out a roar!&lt;br /&gt;
|-&lt;br /&gt;
|ROAR TRIUMPH&lt;br /&gt;
|You throw back your head and let loose with a roar of triumph!&lt;br /&gt;
|-&lt;br /&gt;
|ROAR FEAR&lt;br /&gt;
|Quivering in fear, you let out a tentative roar!&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;section end=verbs /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Kraet Styles | A Guide to Kraet Styles]] (official documentation)&lt;br /&gt;
*[[Regarding the Half-Krolvin]] (official documentation)&lt;br /&gt;
*[[Of Krolvin and Reivers]] (official documentation)&lt;br /&gt;
*[[Blood of the Sea: The Krolvin and Their Descendants]] (official documentation)&lt;br /&gt;
*[[A Short Primer on Half-Krolvin Society and Faith]] (official documentation)&lt;br /&gt;
*[[The Colonies of the Half-Krolvin]] (official documentation)&lt;br /&gt;
*[[Krolgeh Language]] (official documentation)&lt;br /&gt;
*[[List of half-krolvin weapon and armor names]]&lt;br /&gt;
*[http://www.play.net/gs4/info/races/halfkrolvin.asp Races: Half-Krolvin], on Play.net&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Races/Half-Krolvin/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
{{Half-Krolvin}}&lt;br /&gt;
{{Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Races and Cultures]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Platinum_subscription&amp;diff=153277</id>
		<title>Platinum subscription</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Platinum_subscription&amp;diff=153277"/>
		<updated>2021-09-16T13:06:43Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Platinum&#039;&#039;&#039;, also known as &amp;quot;Plat,&amp;quot; is a subscription option that has its own dedicated game instance/server.  It was intended to be for extremely dedicated [[roleplay]]ers who wanted item droppage upon death and a smaller community.  The world is similar to [[Prime]], however, due to its pricing level much fewer people play there.  Platinum also gets its own unique [[festival]]s and [[storylines]], and often gets to beta test new system mechanics.&lt;br /&gt;
&lt;br /&gt;
The current Platinum game instance is alive and well and enjoys an active player base with player driven storylines supported by our dedicated Gamemasters: GM Naionna, *GM Skhorne, GM Ubiq and GM Annanasi.  Our dedicated GMs also craft storylines, original to Platinum, that take the game instance&#039;s unique history and characters into consideration.&lt;br /&gt;
&lt;br /&gt;
*GM Skhorne, while never officially a platinum GM, did enrich our community by assisting in storylines and merchant events. Sadly he passed away in 2020 and is dearly missed.&lt;br /&gt;
&lt;br /&gt;
Regardless of the original intentions upon its creation, there is no &amp;quot;Correct&amp;quot; way to play on the Platinum game server.  It is home to players that enjoy roleplaying, hunting, the acquisition of items, crafters, and many other activities.  The only incorrect way to play on the Platinum game server is the same as the Prime game server, please do not AFK script.&lt;br /&gt;
&lt;br /&gt;
Note: Droppage on Decay is no longer a feature of the Platinum game instance and was removed on March 15, 2018 per Wyrom.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Pricing ==&lt;br /&gt;
&lt;br /&gt;
The current pricing for a Platinum [[subscription]] is $49.95 per month, and allows for 16 character slots in Prime, as well as 30 character slots in Platinum.&lt;br /&gt;
&lt;br /&gt;
In addition, a Platinum subscription receives 725 [[SimuCoin]]s per month on your account&#039;s billing date and all [[Premium]] benefits.&lt;br /&gt;
&lt;br /&gt;
However, [https://www.play.net/gs4/platinum/trial.asp a free trial] to join Platinum for a month is available.&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
The community consists of much fewer people, typically fewer than 40 on at any given time. Therefore most everyone knows most everyone else. Further this community tends to be very close knit, as many of the Prime player organizations are, however it encompasses virtually the whole world. This closeness is further assisted by the portal which will be described later.&lt;br /&gt;
&lt;br /&gt;
== Role Playing ==&lt;br /&gt;
Most players who have been in the game more than a year know the main RP roles of virtually everyone else. This can give a more stable RP environment where people can&#039;t drastically change from day to day. Further individual RP can be explored in great depth, especially during events, which will be explored later.&lt;br /&gt;
&lt;br /&gt;
The primary difficulty with this smaller community is that there is not enough people of a given profession to adequately help players at all times. There are times when people cannot find any wizards at all to do any enchanting, empaths to heal when someone is wounded, bards to sing, rogues to pick, clerics to raise, etc.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
Events are somewhat different in Platinum. Platinum usually gets every event that Prime does as well as the occasional other event that is solely for Platinum. Platinum events that Prime also get are usually identical with only timeline and individual player RP differences. Further, events can be more personalized and involve a greater number of players per capita than prime. Even very low level characters have been directly involved in storylines.&lt;br /&gt;
&lt;br /&gt;
However, some events can overrun Platinum when they are not tweaked just perfectly from the Prime event.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Merchant events are very special to Platinum. Whereas in Prime any one merchant is flooded with people of which only a fraction will be serviced, in Platinum it is very common, if not expected that everyone in the room will receive the services of a merchant. Merchants giving away limited release items still exist perhaps as often as in prime, however as there are fewer players vieing for them, players have a much greater individual chance of obtaining one of these coveted items than in Prime.&lt;br /&gt;
&lt;br /&gt;
== [[Portal]] ==&lt;br /&gt;
A Portal system exists beneath [[Wehnimer&#039;s Landing]] which allows people to travel across realms instantaneously for the price of 10,000 silvers for a 30-day ticket (1,000 silvers for any new characters first ticket). This portal has allowed the Platinum players to rescue each other so that [[decay]]ing is not necessary. As there are so few players on at a time, it would be nearly impossible to rescue those in other realms in a reasonable time. Further this has allowed Platinum players to gather rapidly in the case of an event, especially invasions. The Portal system also allows people to hunt in distant locations but still congregate with others while they rest.&lt;br /&gt;
&lt;br /&gt;
However, this portal has also led to a lack of use of other systems within [[Elanthia]]. While short range travel systems like the [[gold ring]] are still useful, long range systems of travel, such as the Sorcerer&#039;s [[Planar Shift (740)]], are less useful than in Prime. However they are still a good device for RP, especially as the price of chalk in Platinum is much lower.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The economy of Platinum as compared to Prime is drastically different, on the much slower side. Decent to excellent items tend to stay with a player for very long periods of time. Further when these items do change hands it is usually only for another item(s). It is almost unheard of for greater than decent items to be traded for silver, and therefore silver has become almost worthless.&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;problem&amp;quot; with the economy has been brought up from time to time with no resolution to date.&lt;br /&gt;
&lt;br /&gt;
== [[GameMasters]] ==&lt;br /&gt;
Platinum only has access to GameMasters, there are no [[GameHost]]s. Potentially the GameMasters have a greater depth of knowledge to draw from, however there are fewer in number so ASSISTance may not be available as often.&lt;br /&gt;
&lt;br /&gt;
However, the chance of personal attention given to Platinum players by GameMasters tends to be higher than in Prime.&lt;br /&gt;
&lt;br /&gt;
Current Platinum Guru: GM Naionna&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Cast of characters]] (Summary of Current Active Players and Storyline Involvement)&lt;br /&gt;
*[[:Category:Platinum_player_characters|Biographies of Platinum Player Characters]]&lt;br /&gt;
*[[:Category:Platinum_Instance_Storylines|Storylines Unique to the Platinum Instance]]&lt;br /&gt;
*[[Merchants&#039; Bazaar]] - Information about service night and unlocks&lt;br /&gt;
*[https://www.play.net/gs4/platinum/ Platinum], on Play.net&lt;br /&gt;
*[http://gsguide.wikia.com/wiki/GSGuide_Wiki GSGuide Wiki]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/GemStone%20Platinum/view Officials main folder]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/GemStone%20Platinum/Announcements/view Announcements]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/GemStone%20Platinum/Questions%20about%20Platinum/view Questions About Platinum]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/GemStone%20Platinum/General%20Discussions%20about%20Platinum/view General Discussion]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/GemStone%20Platinum/Platinum%20Events%20and%20Logs/view Platinum Events and Logs]&lt;br /&gt;
*[http://forums.play.net/forums/17/201/2182/view/810 Bye bye... DROPPAGE ON DECAY]]&lt;br /&gt;
&lt;br /&gt;
[[Category: World]]&lt;br /&gt;
[[Category: Subscriptions]]&lt;br /&gt;
[[Category: Platinum| ]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Legendary_claidhmores&amp;diff=152964</id>
		<title>Legendary claidhmores</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Legendary_claidhmores&amp;diff=152964"/>
		<updated>2021-09-01T18:01:22Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of rare and &#039;&#039;&#039;legendary claidhmores&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==+5 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a blackened mithril claidhmore – show: Skillfully crafted of blackened grey mithril, the claidhmore shows clear signs of expert dwarven craftsmanship.  Polished silver quillions tipped with an intricate knot design slant downward, away from the leather-wrapped grip.  Etched along the length of the blade is the word, &amp;quot;Lawbreaker.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a burnished blue mithril claidhmore – show: Skillfully crafted of deep blue mithril polished to a high gloss, the claidhmore shows clear signs of expert dwarven craftsmanship.  A large cabochon white sunstone has been set into the pommel, while smaller knobs of uncut chalcedony cap the straight invar quillions.  Etched along the length of the blade is the word, &amp;quot;Peacekeeper.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a finely serrated blue-white mithril claidhmore - from [[Solstice Dreams]] &lt;br /&gt;
&lt;br /&gt;
* a luminous white mithril claidhmore - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a smoky laen claidhmore&lt;br /&gt;
&lt;br /&gt;
==+6 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a black laen claidhmore - has extra weighting (10 points)&lt;br /&gt;
&lt;br /&gt;
==+10 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a battle-marred ora Faendryl warclaidh - show: Masterfully forged from a singular piece of solid black ora, this impressive warclaidh is marked with silver Faendryl glyphs along the entire blade. Set upon the crossguard is the great seal of House Faendryl with intricate designs and scrollwork engraved around it. Expertly etched upon the pommel is a majestic ebony dragon with fierce black diamond eyes.&lt;br /&gt;
&lt;br /&gt;
* a fiery scarlet claidhmore - found on a creature&lt;br /&gt;
&lt;br /&gt;
* a gold-inlaid dusky red ora claidhmore – show: The sinuous form of a rampant golden wyvern is laid into the dark red ora of the claidhmore&#039;s massive blade near the guard, though its tail coils and twists over halfway to the tip.  The angled quillions of the huge sword are vaned and scalloped like the spread leathern wings of a great wyrm.  On the opposite side of the blade, a line of elegant, slanted script is picked out in flattened gold wire. Has &amp;quot;Battle bravely, Wyrm of Vaalor&amp;quot; written on it in elven.  from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a golvern-edged black ora claidhmore - show: Running down the length of the blade is a razor-sharp golvern edge that has been hammered and folded repeatedly to create fiery ripples that shimmer when hit by light, betraying the deadliness of the blade with their beauty. The burnished quillions are forged from tempered golvern, seperating the blade from a hilt of carved ebony dragons that twine about each other in what could be a lovers embrace or a fight for life. Engraved in delicate script along the flat of the blade is the word, &amp;quot;Releaser.&amp;quot; - Sancted&lt;br /&gt;
&lt;br /&gt;
* an inky black claidhmore with scorched vruul hide wound about its hilt &lt;br /&gt;
&lt;br /&gt;
* a wavy-edged ora claidhmore with a rippled blue and silver blade - show: Alternating bands of blue and silver hues run along the length of this claidhmore, giving the ora a rippled water-like quality.  Faint waves run along either side of the blade in a wavy line, adding a serrated edge to the metal.  Twisted, argent-hued wire makes up the crossguard, the silver molded to appear like the surface of the ocean.  Contrasting sharply with the color of the rest of the weapon, the smooth haft is made of a bone white driftwood with a square of dark blue sea glass set into the pommel.  In the Common language, it reads: Hurricane -- From [[Ebon_Gate_2020/Treasure_Trove|Ebon Gate 2020]]&lt;br /&gt;
&lt;br /&gt;
==+12 Claidhmores==&lt;br /&gt;
*an ithloss claidhmore (7lbs)&lt;br /&gt;
&lt;br /&gt;
==+15 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a gold-hilted black glaes claidhmore - Single mana self-cast [[Zealot (1617)|zealot]].&lt;br /&gt;
&lt;br /&gt;
* a translucent rainbow glaes claidhmore – show: With a keenly edged blade of colorfully translucent rainbow glaes, the claidhmore shows clear signs of expert dwarven craftsmanship.  Nuggets of deep red jasper, shaped like drops of blood, are used to cap the leather-wrapped pommel and speckled invar quillions.  As the pommel is tilted, causing a cascade of colors in the light, you notice the length of the blade bears a single etched word, &amp;quot;Elfsmiter.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a xenium-hilted serrated laen claidhmore - Sold off the shelf during the ICE Age.&lt;br /&gt;
&lt;br /&gt;
==+20 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a slightly luminous iorake claidhmore - originally made as a custom order for Krakii by the ICE Halfling smith merchant, Effefavelopa.  Traded away some time between 1997 and 2002.  Holy.&lt;br /&gt;
&lt;br /&gt;
* a faintly luminous iorake claidhmore - originally made as a custom order for Bede by the ICE Halfling smith merchant, Effefavelopa.  Holy.&lt;br /&gt;
&lt;br /&gt;
* a pure white eonake claidhmore - Forged from precious eonake, the massive blade of the dwarven-crafted weapon is in pristine condition and polished to a brilliant shine. The golvern hilt is wrapped in supple leather which has been buffed to a matte finish. Set into the center of the pommel is a brilliant blue shimmarglin sapphire inlaid with a small golden anvil. - Sancted&lt;br /&gt;
&lt;br /&gt;
* a sigil-etched dark vultite claidhmore - 4x old-style claidhmore (two handed sword base).  Originally &amp;quot;a ruby-hilted blue shaalk claidhmore&amp;quot; and was converted to &amp;quot;a ruby-hilted blue vultite claidhmore&amp;quot; during a GM interaction with Michaelous, who was the owner at the time.  This is an exceptionally special claidhmore, as it has a full 50 points of critical weighting (10 more than a normal claidhmore, and the maximum under the current WPS mechanics).  It is currently altered into &amp;quot;a sigil-etched dark vultite claidhmore&amp;quot; and is owned by Madmountan.  It has a Ghezresh themed show:  &amp;quot;An enormous blade masterfully hammered from a single slab of dark silvery-indigo vultite has dried blood darkening the recess of each sigil carefully etched along the length of the blade.  Intertwined around the crossguard is the unmistakable shape of the chelioboros, a massive eel consuming its own tail.  The oversized grip of the blade, spacious enough for even two giantman hands, is tightly wrapped with dried seaweed for better handling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* a mithril-set greyed ora claidhmore - The blade of the claidhmore has been engraved with a series of rose vines that twine their way from tip to crossguard.  Complete with leaves and thorns, the vines are bereft of blossoms as they reach the guard, where clever metalwork brings the etchings to life as mithril vines coiled along both limbs.  At the center of the cross is a single rose with crimson petals in a nest of verdant leaves.  Below, a hilt of black oak is capped by a mithril wolf&#039;s head, its emerald eyes the same hue as the vines above.  A strange necrotic haze radiates from the claidhmore. - Grimbane (+10 weighting), T1 ensorcelled&lt;br /&gt;
&lt;br /&gt;
* a jade-inset incandescent claidhmore - Special ordered from ICE merchant, made of iorake, so Holy.&lt;br /&gt;
&lt;br /&gt;
==+22 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a serrated krodera claidhmore topped with a ruby cut into the form of a dragon&#039;s head&lt;br /&gt;
&lt;br /&gt;
==+25 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*a serrated krodera claidhmore with a leather-wrapped veil iron hilt (7lbs)&lt;br /&gt;
&lt;br /&gt;
==+30 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*an iorake claidhmore - Sanctified (not exact description)&lt;br /&gt;
*an imperial holy claidhmore - Sanctified&lt;br /&gt;
*a weathered golvern-edged mithril claidhmore (6lbs) +9THW, UDB (undead bane), Blink, Void flares. A tiny golden eyelid, which is open, is inlaid into the weapon, while a faint blue flicker dances around it. You also notice a small enchanter&#039;s glyph. There appears to be something written on it. In the Common language, it reads: Gerald&lt;br /&gt;
&lt;br /&gt;
==+40 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*a massive claidhmore - The claidhmore is enormous.  Its heavy hilt is only outweighed by the massive blade, which rises from the expansive steel cross-guard like a mountain from the earth.  Although this weapon is expansive, it lacks any decoration what-so-ever.  The crafter left no remembrance of him or herself on this piece, save for its sheer size. (+35, Greater Undead Bane (+10 AS))&lt;br /&gt;
&lt;br /&gt;
==+50 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*a wrotwood-hilted dark ora claidhmore edged in red ur-barath (6lbs) UDB (Undead bane), T5 Ensorcell, Blink, Rotflares.   A tiny golden eyelid, which is closed, is inlaid into the weapon, while a faint blue flicker dances around it. You also notice a small enchanter&#039;s glyph.  The claidhmore gleams faintly with inner light. There appears to be something written on it. In the Common language, it reads: - Dance of Death - &lt;br /&gt;
&lt;br /&gt;
[[Category:Legendary Items]]&lt;br /&gt;
[[Category:Two-handed Weapons Legendary Items]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Legendary_claidhmores&amp;diff=120066</id>
		<title>Legendary claidhmores</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Legendary_claidhmores&amp;diff=120066"/>
		<updated>2019-09-01T04:14:32Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* +35 Claidhmores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of rare and &#039;&#039;&#039;legendary claidhmores&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==+5 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a blackened mithril claidhmore – show: Skillfully crafted of blackened grey mithril, the claidhmore shows clear signs of expert dwarven craftsmanship.  Polished silver quillions tipped with an intricate knot design slant downward, away from the leather-wrapped grip.  Etched along the length of the blade is the word, &amp;quot;Lawbreaker.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a burnished blue mithril claidhmore – show: Skillfully crafted of deep blue mithril polished to a high gloss, the claidhmore shows clear signs of expert dwarven craftsmanship.  A large cabochon white sunstone has been set into the pommel, while smaller knobs of uncut chalcedony cap the straight invar quillions.  Etched along the length of the blade is the word, &amp;quot;Peacekeeper.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a finely serrated blue-white mithril claidhmore - from [[Solstice Dreams]] &lt;br /&gt;
&lt;br /&gt;
* a luminous white mithril claidhmore - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a smoky laen claidhmore&lt;br /&gt;
&lt;br /&gt;
==+6 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a black laen claidhmore - has extra weighting (10 points)&lt;br /&gt;
&lt;br /&gt;
==+10 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a battle-marred ora Faendryl warclaidh - show: Masterfully forged from a singular piece of solid black ora, this impressive warclaidh is marked with silver Faendryl glyphs along the entire blade. Set upon the crossguard is the great seal of House Faendryl with intricate designs and scrollwork engraved around it. Expertly etched upon the pommel is a majestic ebony dragon with fierce black diamond eyes.&lt;br /&gt;
&lt;br /&gt;
* a fiery scarlet claidhmore - found on a creature&lt;br /&gt;
&lt;br /&gt;
* a gold-inlaid dusky red ora claidhmore – show: The sinuous form of a rampant golden wyvern is laid into the dark red ora of the claidhmore&#039;s massive blade near the guard, though its tail coils and twists over halfway to the tip.  The angled quillions of the huge sword are vaned and scalloped like the spread leathern wings of a great wyrm.  On the opposite side of the blade, a line of elegant, slanted script is picked out in flattened gold wire. Has &amp;quot;Battle bravely, Wyrm of Vaalor&amp;quot; written on it in elven.  from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a golvern-edged black ora claidhmore - show: Running down the length of the blade is a razor-sharp golvern edge that has been hammered and folded repeatedly to create fiery ripples that shimmer when hit by light, betraying the deadliness of the blade with their beauty. The burnished quillions are forged from tempered golvern, seperating the blade from a hilt of carved ebony dragons that twine about each other in what could be a lovers embrace or a fight for life. Engraved in delicate script along the flat of the blade is the word, &amp;quot;Releaser.&amp;quot; - Sancted&lt;br /&gt;
&lt;br /&gt;
* an inky black claidhmore with scorched vruul hide wound about its hilt &lt;br /&gt;
&lt;br /&gt;
==+12 Claidhmores==&lt;br /&gt;
*an ithloss claidhmore (7lbs)&lt;br /&gt;
&lt;br /&gt;
==+15 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a gold-hilted black glaes claidhmore - Single mana self-cast [[Zealot (1617)|zealot]].&lt;br /&gt;
&lt;br /&gt;
* a translucent rainbow glaes claidhmore – show: With a keenly edged blade of colorfully translucent rainbow glaes, the claidhmore shows clear signs of expert dwarven craftsmanship.  Nuggets of deep red jasper, shaped like drops of blood, are used to cap the leather-wrapped pommel and speckled invar quillions.  As the pommel is tilted, causing a cascade of colors in the light, you notice the length of the blade bears a single etched word, &amp;quot;Elfsmiter.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a xenium-hilted serrated laen claidhmore - Sold off the shelf during the ICE Age.&lt;br /&gt;
&lt;br /&gt;
==+20 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a slightly luminous iorake claidhmore - originally made as a custom order for Krakii by the ICE Halfling smith merchant, Effefavelopa.  Traded away some time between 1997 and 2002.  Holy.&lt;br /&gt;
&lt;br /&gt;
* a faintly luminous iorake claidhmore - originally made as a custom order for Bede by the ICE Halfling smith merchant, Effefavelopa.  Holy.&lt;br /&gt;
&lt;br /&gt;
* a pure white eonake claidhmore - Forged from precious eonake, the massive blade of the dwarven-crafted weapon is in pristine condition and polished to a brilliant shine. The golvern hilt is wrapped in supple leather which has been buffed to a matte finish. Set into the center of the pommel is a brilliant blue shimmarglin sapphire inlaid with a small golden anvil. - Sancted&lt;br /&gt;
&lt;br /&gt;
* a sigil-etched dark vultite claidhmore - 4x old-style claidhmore (two handed sword base).  Originally &amp;quot;a ruby-hilted blue shaalk claidhmore&amp;quot; and was converted to &amp;quot;a ruby-hilted blue vultite claidhmore&amp;quot; during a GM interaction with Michaelous, who was the owner at the time.  This is an exceptionally special claidhmore, as it has a full 50 points of critical weighting (10 more than a normal claidhmore, and the maximum under the current WPS mechanics).  It is currently altered into &amp;quot;a sigil-etched dark vultite claidhmore&amp;quot; and is owned by Madmountan.  It has a Ghezresh themed show:  &amp;quot;An enormous blade masterfully hammered from a single slab of dark silvery-indigo vultite has dried blood darkening the recess of each sigil carefully etched along the length of the blade.  Intertwined around the crossguard is the unmistakable shape of the chelioboros, a massive eel consuming its own tail.  The oversized grip of the blade, spacious enough for even two giantman hands, is tightly wrapped with dried seaweed for better handling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* a mithril-set greyed ora claidhmore - The blade of the claidhmore has been engraved with a series of rose vines that twine their way from tip to crossguard.  Complete with leaves and thorns, the vines are bereft of blossoms as they reach the guard, where clever metalwork brings the etchings to life as mithril vines coiled along both limbs.  At the center of the cross is a single rose with crimson petals in a nest of verdant leaves.  Below, a hilt of black oak is capped by a mithril wolf&#039;s head, its emerald eyes the same hue as the vines above.  A strange necrotic haze radiates from the claidhmore. - Grimbane (+10 weighting), T1 ensorcelled&lt;br /&gt;
&lt;br /&gt;
* a jade-inset incandescent claidhmore - Special ordered from ICE merchant, made of iorake, so Holy.&lt;br /&gt;
&lt;br /&gt;
==+22 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a serrated krodera claidhmore topped with a ruby cut into the form of a dragon&#039;s head&lt;br /&gt;
&lt;br /&gt;
==+25 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*a serrated krodera claidhmore with a leather-wrapped veil iron hilt (7lbs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==+30 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*an iorake claidhmore - Sanctified (not exact description)&lt;br /&gt;
*an imperial holy claidhmore - Sanctified&lt;br /&gt;
*a weathered golvern-edged mithril claidhmore (6lbs) +9THW, UDB (undead bane), Blink, Void flares. A tiny golden eyelid, which is open, is inlaid into the weapon, while a faint blue flicker dances around it. You also notice a small enchanter&#039;s glyph. There appears to be something written on it. In the Common language, it reads: Gerald&lt;br /&gt;
&lt;br /&gt;
==+45 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*a wrotwood-hilted dark ora claidhmore edged in red ur-barath (6lbs) UDB (Undead bane), Blink, Rotflares.   A tiny golden eyelid, which is closed, is inlaid into the weapon, while a faint blue flicker dances around it. You also notice a small enchanter&#039;s glyph.  The claidhmore gleams faintly with inner light. There appears to be something written on it. In the Common language, it reads: - Dance of Death - &lt;br /&gt;
&lt;br /&gt;
[[Category:Legendary Items]]&lt;br /&gt;
[[Category:Two-handed Weapons Legendary Items]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Zelnorn&amp;diff=119946</id>
		<title>Zelnorn</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Zelnorn&amp;diff=119946"/>
		<updated>2019-08-29T04:19:29Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{material&lt;br /&gt;
 | off = +10&lt;br /&gt;
 | def = +10&lt;br /&gt;
 | str = ?&lt;br /&gt;
 | dur = ?&lt;br /&gt;
 | weight = Unknown&lt;br /&gt;
 | use = Armor, Weaponry, Shields&lt;br /&gt;
 | rarity = Extremely Rare&lt;br /&gt;
 | special = Bonus to AS and DS&lt;br /&gt;
 | color = Golden&lt;br /&gt;
 | dye = Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zelnorn&#039;&#039;&#039; has the unique property of enhancing [[attack strength]] as well as [[defensive strength]].&lt;br /&gt;
&lt;br /&gt;
The metal appears to be identical to [[steel]], as far as weight, strength, and durability are concerned.  The makeup of the material is unknown, and the metal cannot be [[enchant]]ed by normal means.  The natural color of the metal is a golden hue, but it can also be dyed any color.&lt;br /&gt;
&lt;br /&gt;
Zelnorn cannot be used by characters incapable of taking on a [[massive troll king]], which is about [[level]] 63.  The innate abilities are significantly more powerful than standard materials, which is why a higher than normal level restriction applies.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
Zelnorn was released during [[Ebon Gate 2006|Ebon Gate]], in the year 5106.  &lt;br /&gt;
&lt;br /&gt;
Two sets of zelnorn armor were released at Ebon Gate 5107.&lt;br /&gt;
&lt;br /&gt;
Two sets of zelnorn longswords were released at [[Ebon Gate 2008|Ebon Gate 5108]].&lt;br /&gt;
&lt;br /&gt;
==Enhancements==&lt;br /&gt;
The enchant of the metal in its base state is +10/+10. This natural bonus can be enhanced, but the AS/DS bonuses should always be within one point of one another.  It can be enchanted through the [[premium point]]s system, and when enchanted through this system both the attack strength and defensive strength bonus provided by the item will be increased, each one alternating between +3 and +2 such that the bonus to both AS and DS remains relatively equal.  For example, a zelnorn item that was originally +15/+15 and is enchanted once will provide a +18 bonus to AS and a +17 bonus to DS.  Enchanted twice, the item will provide a +20 bonus to both AS and DS.&lt;br /&gt;
&lt;br /&gt;
Zelnorn takes the [[Item properties|primary enhancement slot]], so it is not compatible with weighting/padding/flares. Zelnorn weapons are effectively [[defender weapon]]s (up to +25/+25). Zelnorn shields and armor provide their bonus AS to all attacks, including bolt spells.&lt;br /&gt;
&lt;br /&gt;
Zelnorn is considered 10x when it is +25 AS / +25 DS. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Material/saved_posts#Adamantine_.28And_Other_Metals.29|Material saved posts]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[https://web.archive.org/web/20111016074639/http://www.nilandia.com/merchants/ebongate06auction.htm Ebon Gate 2006: Auction Information], on www.nilandia.com (archived)&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118355</id>
		<title>Comprehensive Wizard Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118355"/>
		<updated>2019-08-02T03:27:37Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* Melee Warmages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Issalya portrait.jpg]]&lt;br /&gt;
| name = Lady Issalya Valdarien Illistim&lt;br /&gt;
| type = [[Elemental]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]]&amp;lt;br /&amp;gt;[[Major Elemental]]&amp;lt;br /&amp;gt;[[Wizard Base]]&lt;br /&gt;
| prime = [[Aura]], [[Logic]]&lt;br /&gt;
| mana = [[Aura]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  =  14 / 0 | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 14 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 8 / 2   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 10 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 8 / 0   | PFranks  = 1&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 1   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 1   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 2 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 4   | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0 / 15  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 15  | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 6   | ELranks  = 2&lt;br /&gt;
  | SpLcost = 0 / 20  | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 10  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20  | MLranks  = 1&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 1&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 2 / 1   | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
{{otheruses4|the Wizard profession|the front end|Wizard (front end)}}&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
This guide is brought to you by members of the GS community from discussions via various forums, Discord chats and direct player input on gswiki.  It is ALWAYS open for contributions from the community.&amp;lt;br&amp;gt;&lt;br /&gt;
Last Upate:  2/9/2018&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;10&#039;&#039;&#039;||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-10||&#039;&#039;&#039;10&#039;&#039;&#039;||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR is Melee AS and Ranged RT.&amp;lt;br&amp;gt;&lt;br /&gt;
DEX is spell bolts and Ranged AS and Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
AGI is also a factor in Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura is Elemental CS.&lt;br /&gt;
&lt;br /&gt;
==Benefits of Dexterity==&lt;br /&gt;
A Ranged attack or Bolt spells uses [[Dexterity]] as an AS mod, but it is much more than that.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people do not realize that TRUNC(DEX Bonus/4) is added as phantom damage to attacks, when no crit weighting is present.  When calculating damage you take the damage factor, multiply by the endroll in excess of 100, and, depending on the damage versus the armor type, you get crits that provide extra damage. However, between those two steps, there is one additional calculation. Your DEX Bonus/4, rounded down is added as &amp;quot;phantom damage&amp;quot; when calculating what rank crit you get. This occurs in all AS based attacks, including melee, ranged, and spells. &lt;br /&gt;
&lt;br /&gt;
*Please note:  The DEX BONUS/4 is still commonly accepted as true, but there do appear to be abnormalities that don&#039;t make it uniformly applied.  This is still being tested to determine any potential limits.&lt;br /&gt;
&lt;br /&gt;
As an example of how this is applied we can take a simple cast of 901:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all know 901 has a terrible DF.  However, if a halfling with maxed DEX casts it, with their +40 DEX bonus, they get 10 phantom damage right off the bat. If they do adequate damage to obtain a Tier 1 crit, it will receive +10 phantom damage when calculating the crit. Since a substantial margin of the damage from 901 is based on the crit tier, this could significantly increase the damage.&lt;br /&gt;
&lt;br /&gt;
When it comes to racial selection this means Halflings are potentially the best race to select for bolting.  At least from a purely offensive point of view. With the second highest max DEX bonus, Dark Elves have a DEX bonus at +35 at 100, but since phantom damage is rounded down, they max at only +8 phantom damage, while halflings get +10 phantom Damage from their +40 max bonus. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s a wonderful example that Riltus provided, with a breakdown of the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You gesture at a dark orc.&amp;lt;br&amp;gt;&lt;br /&gt;
You hurl a small surge of electricity at a dark orc!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +212 vs DS: +39 with AvD: +22 + d100 roll: +68 = +263&amp;lt;br&amp;gt;&lt;br /&gt;
... and hit for 49 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 5 Crit w/25 damage&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard with 20 air lore and 34 Dex bonus (8 pts. crit weighting)&amp;lt;br&amp;gt;&lt;br /&gt;
901 DF: 0.133&amp;lt;br&amp;gt;&lt;br /&gt;
Lore DF bonus: 0.012&amp;lt;br&amp;gt;&lt;br /&gt;
Effective DF: 0.145&amp;lt;br&amp;gt;&lt;br /&gt;
Endroll success margin: 163&amp;lt;br&amp;gt;&lt;br /&gt;
Raw damage: 23.6 rounds up to 24&amp;lt;br&amp;gt;&lt;br /&gt;
Armor: double leather w/ 6 crit divisor&amp;lt;br&amp;gt;&lt;br /&gt;
Calc max crit w/o weighting: 24/6 = 4&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit damage: 25 (R5 chest)&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit: rank 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum Crit weighting for a rank 5 outcome: 6 pts. [(24 + 6)/6 = rank 5 crit] &lt;br /&gt;
&lt;br /&gt;
Without phantom damage, the maximum crit outcome would have been a tier 4 crit (only 20 damage), so that additional phantom damage for the crit roll ended up being an additional 5 real damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Warmages==&lt;br /&gt;
&amp;lt;s&amp;gt;Melee Warmages are mainly concerned about strength.  They need all the AS they can get relative to the other classes before the AS slowdown. AgiDex is less of a concern because, from an RT perspective if you are doing most melee builds, you should be able to swing anything in 6 seconds with any race. That is the RT needed to hit 1 second eventually. If your stats are placed for growth, and you are using a lance, AgiDex might be a concern in a few cases.  In that case just make sure you math it out before you get started, or swap to a faster polearm.&lt;br /&gt;
&lt;br /&gt;
The strongest races are:&lt;br /&gt;
&amp;lt;u&amp;gt;Giantman&amp;lt;/u&amp;gt;: +15 STR, but bolting suffers with a -5 DEX and CS takes a hit with a -5 Aura.  They do have a nice CON bonus at +10 and the best encumbrance factor of all races.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half-Krol&amp;lt;/u&amp;gt;: +10 STR, with no bonus or penalty on DEX or AURA.  They share the same +10 CON bonus as Giantmen, as well as a high encumbrance factor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarf&amp;lt;/u&amp;gt;: +10 STR, no DEX penalties but -5 to AGI and bad Aura at -10.  They have the highest CON bonus at +15.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Human&amp;lt;/u&amp;gt;: Only +5 STR, no modifiers to DEX, AGI or AURA.  Humans are the middle of the road race.&lt;br /&gt;
&lt;br /&gt;
It should be noted that these THW warmages races outlined above tend to be weak in DEX and Aura if you decide to swap builds after the AS slowdown. So you would find it very difficult to swap from a Racially maximized THW Warmage to a Pure or Ranged Warmage.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a warmage, AS is important but reaching 1sec RT is top priority. You want to come out the gates swinging your target weapon at 5sec RT. If you build your warmage with using this starting rule, you&#039;ll save yourself a boat load of TPs in the long run. Lets take a Claidhmore as an example since Two Handed Weapons are a popular weapon choice for warmages. The base round time on a claidhmore is 8 seconds (https://gswiki.play.net/Claidhmore). &lt;br /&gt;
&lt;br /&gt;
If we refer to the Two Handed Weapon round time table from the Celerity (506) wiki page https://gswiki.play.net/Celerity_(506) , you&#039;ll see that a 6 second base round time for swinging a claidhmore will require 80 ranks of air lore as oppose to a 5 second base swinging round time would only take 58 ranks. That is a difference of 528 physical TPs to get to one second swinging round time. As a warmage your AS is going to be low, the power comes from the 1 second round time swings and disabling your opponent with stomp evoked 909.  &#039;&#039;&#039;An AGI + DEX bonus of 53+ will ensure your character swings any weapon at 5sec rt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Two-Handed Weapons&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | Base Weapon Speed&lt;br /&gt;
|- &lt;br /&gt;
| Current RT&lt;br /&gt;
| 9&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
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| 5&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 9&lt;br /&gt;
| 154&lt;br /&gt;
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| 106&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8&lt;br /&gt;
| 131&lt;br /&gt;
| 124&lt;br /&gt;
| 110&lt;br /&gt;
| 103&lt;br /&gt;
| 89&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7&lt;br /&gt;
| 108&lt;br /&gt;
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| 90&lt;br /&gt;
| 84&lt;br /&gt;
| 72&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 6&lt;br /&gt;
| 85&lt;br /&gt;
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| 65&lt;br /&gt;
| 55&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5&lt;br /&gt;
| 62&lt;br /&gt;
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| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The best races that achieve the AGI + DEX bonus of 53+ are elves of any sort. &lt;br /&gt;
Strength is secondary to AGI and DEX since it&#039;s directly connected to AS. &lt;br /&gt;
&lt;br /&gt;
You training goals for a warmage should be as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Goals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Elemental: - 1x until 75 (This is for the AS boost that 425 offers)&amp;lt;br&amp;gt;&lt;br /&gt;
Major Elemental: - 1x until 50 (You can skip a few tanks but you obviously want 506 and 509 ASAP)&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard - As able (You want 909 ASAP but after that you can take your time. The 900 circle is the best circle for a wizard to gain DS.)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon skill - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Physical Fitness - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Perception - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Harness power - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Spell aim - 2x (It&#039;s always good to have an alternative attack method)&amp;lt;br&amp;gt;&lt;br /&gt;
Air lore - as much as possible until you can 1 sec swing your goal weapon. (Do not neglect the other primary skills to achieve this)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Goals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can you swing your choice weapon with 1 sec RT? no? then why are you looking here?!&amp;lt;br&amp;gt;&lt;br /&gt;
Combat Maneuvers - whatever you can spare. (Every 2 ranks is +1 AS. the Cman skill of choice is feint followed by disarm.)&amp;lt;br&amp;gt;&lt;br /&gt;
Magic item use&amp;lt;br&amp;gt;&lt;br /&gt;
Arcane Symbols&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Mana Control - I stopped at 30 ranks&amp;lt;br&amp;gt;&lt;br /&gt;
Armor use&amp;lt;br&amp;gt;&lt;br /&gt;
Whatever else you want. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This section was edited by Alsal on 08/01/2019&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ranged Warmage==&lt;br /&gt;
Ranged Warmages primarily need 1 thing, [[Dexterity]]. Even a halfling with -15 STR mod can get to a STR bonus of +5 and fire an aimed longbow in 1 second. The following highlights strength mods because it can be a factor at lower levels and in the case that you decide to switch builds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Halflings&amp;lt;/u&amp;gt;: The winning race with +15 DEX, but a woeful -15 STR and -5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elf&amp;lt;/u&amp;gt;: +10 DEX, 0 STR, and +10 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +10 DEX, 0 STR and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burger Gnome&amp;lt;/u&amp;gt;: +10 Dex, with the same -15 STR as a halfling, but a +5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 DEX, 0 STR, and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half Elves&amp;lt;/u&amp;gt;: +5 Dex, 0 STR, 0 Aura. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Aelotoi&amp;lt;/u&amp;gt;: +5 DEX and 0 Aura like Half-Elves, but with -5 Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Forest Gnomes&amp;lt;/u&amp;gt;: +5 DEX, -10 Strength, and 0 Aura.&lt;br /&gt;
&lt;br /&gt;
==Pure Builds==&lt;br /&gt;
The emphasis here is on Aura, as our CS mod, because we already highlighted DEX in the Ranged section:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elves&amp;lt;/u&amp;gt;: +10 Aura, along with their +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burghal Gnomes&amp;lt;/u&amp;gt;: +5 AURA, also with +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 AURA as well but only +5 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +5 AURA too and with +10 DEX&lt;br /&gt;
&lt;br /&gt;
==Other Racial Factors==&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent wizard.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a halfling anyway because that DEX!&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Reduces swinging RT, maneuver penalties, and spell hindrance from wearing armor.&lt;br /&gt;
*[[Shield Use]] Generates DS when using a shield.&lt;br /&gt;
*Weapons Use Raises AS with a particular Weapon.&lt;br /&gt;
*[[Two Weapon Combat]] Ability to use two one-handed weapons.  It is prohibitively expensive for a wizard to train in.&lt;br /&gt;
*[[Combat Maneuvers]] +.5 Melee AS per rank. 1 CM Point per rank to use towards the limited list of combat maneuvers available to wizards!&lt;br /&gt;
*[[Multi-Opponent Combat]] Reduces Force-on-Force penalties for multiple opponents and adds 1 to the minimum ball-spell area effect per rank. &lt;br /&gt;
*[[Ambush]] Ability to aim physical attacks.  Improves ranged AS by .25 for every rank over 40.&lt;br /&gt;
*[[Physical Fitness]] HP total, stamina, factors into Maneuver defense&lt;br /&gt;
*[[Dodge]] Adds to evade DS but is prohibitively expensive for wizards.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Ability to use scrolls, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Magic Item Use]] Ability to use magic items such as wands, small statues and other imbeds, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Harness Power]] +3 Mana per rank up to your level, +1 mana per rank over level.&lt;br /&gt;
*[[Spell Aiming]] Adds to bolt AS in the same way weapons training adds to a physical AS.&lt;br /&gt;
*Mana Control: Allows sharing of mana with others, based on your skill in a specific mana control and theirs.  Also improves your mana regeneration rate.&lt;br /&gt;
*[[Spell Research]] Learn spells, improve effectiveness and duration.&lt;br /&gt;
*[[Elemental Lore]]: Various effects and improvements to specific elemental spells.  Other lores do not effect your native spells.&lt;br /&gt;
&lt;br /&gt;
==Elemental Lores==&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Lore]] Review offered a variety of new synergies between spells, and introduced a lot more than just DF bonuses on bolt spells.  The list below gives a general overview of which spells each lore effects and a general idea of how.  A more complete overview can be found in the [[Lore_chart|Lore Chart]].&lt;br /&gt;
&lt;br /&gt;
===Important Breakpoints===&lt;br /&gt;
*50 ranks in any lore gives the greatest Bolt DF benefit before diminishing returns on spells of that element, or .050 DF.&lt;br /&gt;
*100 combined ranks provide the greatest Bolt DF benefit before diminishing returns on dual element spells, or .050 DF.&lt;br /&gt;
*20 ranks in any lore gives the 518 specialization for that lore and 10 ranks each of two lores provides the specialization for dual lore specializations&lt;br /&gt;
*Arcane Circle spell EVOKES and Tonis Bolt:  &lt;br /&gt;
**20 Fire for 903 -&amp;gt; 1707&lt;br /&gt;
**20 Air for Tonis Bolt&lt;br /&gt;
**30 Water for 904 -&amp;gt; 1710&lt;br /&gt;
*55 or 60 air lore provides the majority of RT reduction from [[506|Celerity]] for a warmage&lt;br /&gt;
*[[514|Stone Fist]] Earth Lore at .5x for SLAP, 1.25x for CLENCH, and 2x for POUND&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Fire]]===&lt;br /&gt;
*[[413]]: Increases TD penalty by Seed 5 summation.&lt;br /&gt;
*[[415]]: Chance equal to [[Elemental Lore, Fire]] ranks/2 to strike an additional target in the room for 5 additional mana.&lt;br /&gt;
*[[417]]: 10 ranks unlocks a defensive spell from the target.  The chance is 10% +3% per every 10 ranks.  The mana drain is increased by skill/15.&lt;br /&gt;
*[[425]]: A percentage chance on a Seed 10 scale to increase the critical weighting of your next spell cast within 10 seconds.&lt;br /&gt;
*[[502]]: Fire Version - Provides a DS pushdown against fire spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks. &lt;br /&gt;
*[[513]]: Casting multiple bolts at the same target will increase AS by Seed 4 stacking up to +25 maximum.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Fire specification which uses [[906|Minor Fire]]&#039;s damage tables and lore bonuses.  10 ranks of Fire AND Water unlock Steam.&lt;br /&gt;
*[[519]]: Increases critical damage and damage cycles.&lt;br /&gt;
*[[903]]: 20 ranks unlocks [[Minor_Steam_(1707)|Minor Steam]] using EVOKE with this spell.&lt;br /&gt;
*[[906]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  &lt;br /&gt;
*[[908]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the fire version.&lt;br /&gt;
*[[925]]: 100 ranks unlocks the ability to enchant fire or steam flaring weapons.&lt;br /&gt;
*[[950]]: Increases AS of spells cast with 950 by 6 * Seed 10 summation and CS by 3/5 that amount.&lt;br /&gt;
*[[1707]] Increases DF by .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Fire====&lt;br /&gt;
&lt;br /&gt;
The only major discreet breakpoint for fire lore is 20 ranks for EVOKE on [[903|Minor Water]] for [[1707|Minor Steam]], the best damage to mana ratio bolt spell.  The other important bonuses are scaling.&lt;br /&gt;
&lt;br /&gt;
519 bonuses are two fold: &lt;br /&gt;
*Chance of incineration on warding margins 50 or higher = Seed 1 summation (Fire Lore ranks -10)/2 &lt;br /&gt;
*And Ranks / 1.5 % chance of an extra damage cycle. (100% at 150 ranks)&lt;br /&gt;
&lt;br /&gt;
The 513 AS bonus maxes out at +25. This makes some seed values appear more beneficial than others. Because going from +5 AS per bolt to +6 AS per bolt will still require 5 bolts to max out the benefit of +25 AS that +1 AS might be less substantial.  The number of bolts needed to cap the bonus is below:&lt;br /&gt;
*+1 per bolt: 25 casts to cap&lt;br /&gt;
*+2 per bolt: 13 casts to cap&lt;br /&gt;
*+3 per bolt: 9 bolts to cap&lt;br /&gt;
*+4 per bolt: 7 bolts to cap&lt;br /&gt;
*+5 per bolt: 5 bolts to cap&lt;br /&gt;
*+6 per bolt: 5 bolts to cap&lt;br /&gt;
*+7 per bolt: 4 bolts to cap&lt;br /&gt;
*+9 per bolt: 3 bolts to cap&lt;br /&gt;
*+13 per bolt: 2 bolts to cap&lt;br /&gt;
*Benefit maxes at +19, always 2 bolts to cap the benefit.&lt;br /&gt;
*This mechanic of the +25 max, paired with a Summation Seed 4 for benefit ends up producing two forms of diminishing returns. The difference between 72 ranks of fire lore for +9 per bolt (3 to cap), and 130 ranks for +13 per bolt (2 to cap) is substantial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
*[[402]]: Gives a chance to point out hidden targets based on ranks in [[Elemental Lore, Air]] versus the targets hide ranks.&lt;br /&gt;
*[[405]]: At 30 ranks can detect elemental flares and if an item is enhancive (but not what it enhances)&lt;br /&gt;
*[[410]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[435]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[502]]: Air/Lightning version - Provides a DS pushdown against air/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[504]]: Increases RT penalty by 1 at 24, 100, and 100 ranks.  Increases possible targets by 1 per 20 ranks.&lt;br /&gt;
*[[505]]: 20 ranks unlocks Tonis Bolt using EVOKE.  Increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[506]]: 50 ranks unlocks a group version with EVOKE.  Decreases the stamina cost of combat actions and improves RT reduction of utility actions.&lt;br /&gt;
*[[511]]: Increases maximum items by Seed 10 summation.&lt;br /&gt;
*[[515]]: Gives a percentage chance to provide a CHANNEL bonus to a spell without additional RT equal to Seed 1 summation.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Air specialization, which uses vacuum crits.  10 Air AND Water ranks unlocks Lightning specialization.&lt;br /&gt;
*[[535]]: -1% RT for every 5 ranks, max of 60%.&lt;br /&gt;
*[[550]]: Increases the amount of RT removed from negative effects by 1.5 * Seed 1 summation.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[911]]: Adds phantom [[Dodge]] ranks on a Seed 1 summation.&lt;br /&gt;
*[[912]]: Adds a 2% chance per Seed 5 summation to produce a vortex which causes RT for a random, ungrouped target at a regular interval.&lt;br /&gt;
*[[914]]: Reduces the summoning time and increases critical damage.&lt;br /&gt;
*[[916]]: 50 ranks unlocks a group version that lasts for 2 minutes using EVOKE.&lt;br /&gt;
*[[920]]: Decreases the time it takes a familiar to find a player-character.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant vacuum and lightning flaring items.&lt;br /&gt;
*[[950]]: Allows a chance to gain offensive CHANNEL benefits to the spells cast without the RT with a percentage chance equal to 5 * Seed 1 Summation.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Air====&lt;br /&gt;
&lt;br /&gt;
Arguably the greatest benefit to training air lore is Tonis Bolt at 20 ranks or the -1% RT from Celerity per 5 ranks, depending on your build. &lt;br /&gt;
&lt;br /&gt;
[[506|Celerity]] Breakpoints:&lt;br /&gt;
*Base 4 RT becomes 1 at 60 ranks&lt;br /&gt;
*Base 5 RT becomes 1 at 105 ranks&lt;br /&gt;
*Base 6 RT becomes 2 at 55 Ranks, 1 at 135 Ranks&lt;br /&gt;
*Base 7 RT becomes 3 at 20 Ranks, 2 at 90 Ranks, 1 at 160 ranks&lt;br /&gt;
*Base 8 RT becomes 3 at 55 ranks, 3 at 115 ranks, and 1 at 180 ranks&lt;br /&gt;
&lt;br /&gt;
After either 55 or 60 ranks in Air Lore, you receive a majority of the RT reduction bonuses. You also unlock all the major breakpoints for air lore:&lt;br /&gt;
Tonis Bolt&lt;br /&gt;
Group Casting 506 &lt;br /&gt;
410/435 Sphere&lt;br /&gt;
Flare detection on 405&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Water]]===&lt;br /&gt;
*[[403]]: Removes 1 point per Seed 10 summation of potential damage to a lockpick on a failed attempt.&lt;br /&gt;
*[[404]]: Reduces DISARM roundtime by 1 second per Seed 6 summation.&lt;br /&gt;
*[[407]]: Unsuccessful casts will corrode a lock, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[408]]: Unsuccessful casts will corrode a trap, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[410]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[416]]: Grants a percentage chance equal to Skill/4 to show Unlock and Disarm success messenging.&lt;br /&gt;
*[[418]]: Provides a +10 mana regeneration bonus for the caster.  This bonus will last a number of pulses equal to a Seed 10 summation.&lt;br /&gt;
*[[435]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[502]]: Water/Cold/Lightning version - Provides a DS pushdown against water/cold/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[512]]: Increases targets by 1 per Seed 5 summation.  Shatter chance on fully encased targets equal to Skill Bonus/3.  Converts [[903|Minor water]] cast at target to [[1709|Minor Cold]] for Seed 10 summation casts.&lt;br /&gt;
*[[515]]: Percentage chance to negate the cooldown when the spell ends equal to Seed 1 summation.&lt;br /&gt;
*[[516]]: Percentage chance equal to Seed 2 summation to drain an additional 20 mana.&lt;br /&gt;
*[[518]]: 20 ranks to unlock cold specialization, which uses [[1709|Minor Cold]] damage tables and lore bonuses and water specialization, which uses [[903|Minor water]]. 10 ranks + 10 Fire/Earth/Air unlocks Steam/Acid/Lightning.&lt;br /&gt;
*[[520]]: Water mode dispel cooldown reduced by Seed 1 summation seconds.&lt;br /&gt;
*[[550]]: 50 ranks unlocks an automatic [[410|Elemental Wave]] cast for free alongside Time Stop.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[903]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Increases the chance to soak a target by skill/2%.&lt;br /&gt;
*[[904]]: 30 ranks unlocks [[1710|Major Acid]] with EVOKE.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[907]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the cold version.&lt;br /&gt;
*[[920]]: 50 ranks unlocks the ability to set an anchor on an earthnode.&lt;br /&gt;
*[[925]]: Allows storing of a mana pool for infusing tempering potions at a rate of 1 point on a Seed 5 summation for every 30 XP absorbed, starting at 5 ranks.  100 ranks unlocks enchanting Cold/Acid/Lightning/Steam flaring items.&lt;br /&gt;
*[[1707]]: Combined Fire and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[1709]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that. &lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Water====&lt;br /&gt;
&lt;br /&gt;
Water lore has very little in the way of discreet breakpoints.  Five ranks unlocks the ability to store mana for [[925|Enchant Item]], an important benefit for minimal investment. 30 ranks will allow the use of [[1710|Major Acid]] with 904 and 50 ranks will provide the ability to set an anchor for your familiar and have an automatic [[410|Elemental Wave]] when you cast [[550|Time Stop]].  While interesting these benefits are not build defining. &lt;br /&gt;
&lt;br /&gt;
The largest benefit of water lore is its diversity.  Water lore provides bonuses to the DFs for a startling number of bolts.  This includes 901, 903, 904, 907, 910, 1707, 1709, and 1710.  It also lends itself to a variety of modes for 518.  This combines with the utility aspects to make water lore an interesting lore for a generalist wizard.&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Earth]]===&lt;br /&gt;
*[[412]]: Increases max targets of the open version by 1 per 20 ranks.&lt;br /&gt;
*[[414]]: 25 ranks unlocks a 5% + 1% per 20 additional ranks chance to block a single AS/DS attack when wearing all three elemental defenses.  &lt;br /&gt;
*[[430]]: Gives a percentage chance equal to Seed 10 summation to gain +10 critical padding for a single attack.&lt;br /&gt;
*[[502]]: Earth version - Provides a DS pushdown against impact spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[503]]: Gives a percentage chance equal to Seed 10 summation to gain +20 DS against an attack.&lt;br /&gt;
*[[507]]: 15 ranks unlocks bolt redirection ability with a chance of 5% + 1% / 10 additional ranks.  Redirected bolts strike at a random enemy target with a -20 AS penalty.&lt;br /&gt;
*[[508]]: 25 ranks unlocks a 5% + 1% per additional 10 ranks chance to increase TD by 20 against a single warding spell.&lt;br /&gt;
*[[509]]: Provides a self-cast additional AS bonus equal to Seed 4 summation.&lt;br /&gt;
*[[510]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
*[[514]]: Unlocks additional commands at training breakpoints:  SLAP - .5x, CLENCH - 1.25x, POUND - 2x.&lt;br /&gt;
*[[518]]: 20 ranks to unlock earth specialization, which uses [[510|Hurl Boulder]] damage and lore benefits.  10 ranks + 10 water lore ranks to unlock acid specialization.&lt;br /&gt;
*[[520]]: Earth mode stun shield provides additional padding ranks equal to a Seed 3 summation.&lt;br /&gt;
*[[550]]: Increases uses per day by 1 at 40, 115, and 190 ranks.&lt;br /&gt;
*[[902]]: Increases the enhancive weapon skill bonus by 1 per Seed 7 summation.&lt;br /&gt;
*[[904]]: 10 ranks unlocks an acid burn ability at a rate of 25 + truncated(Skill Bonus/4)%.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[905]]: Provides an additional 1 DS per Seed 5 summation.&lt;br /&gt;
*[[909]]: Increases the E/B/P penalty by 1 per Seed 4 summation / 2.  Increases charges of the EVOKE version by 1 at 20, 50, 90, 150, and 200 ranks.&lt;br /&gt;
*[[914]]: Increases critical damage.&lt;br /&gt;
*[[917]]: Gives a percentage of the damage bonus provided by a stunned/prone target to all cycles after the initial strike equal to (100 * Ranks / 202)%.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant earth or acid flaring items.&lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Earth====&lt;br /&gt;
&lt;br /&gt;
Earth lore has a few important discreet breakpoints to consider.  One is the additional charges on the evoked version of [[909|Tremors]] at 20, 50, 90, 150, and 200 ranks.  Another is the added uses per day of [[550|Time Stop]] at 40, 115, and 190 ranks respectively.  Finally there is the acid burn effect on [[904|Minor Acid]] which turns on at 10 ranks and improves from there.  &lt;br /&gt;
&lt;br /&gt;
With that in mind 50 ranks will net you:&lt;br /&gt;
+2 charges of EVOKE 909&lt;br /&gt;
+1 daily use of 550&lt;br /&gt;
62% chance of acid burn on 904&lt;br /&gt;
25% of the stunned/prone bonus on 917&lt;br /&gt;
&lt;br /&gt;
The major outlier here is [[514|Stone Fist]].  Only a dedicated earth mage will get to make any real use of the additional commands that hold most of this spells power.  At 50 ranks you would be able to reasonably use SLAP but the spell likely is not worth using without at least CLENCH, if not POUND.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runes==&lt;br /&gt;
Wizards have access to learning three runes:&lt;br /&gt;
*After learning 930, a wizard can learn the &amp;quot;Gate&amp;quot; Rune.  Applying this on a runestone and holding the runestone while you cast decreases failure chances.&lt;br /&gt;
*A wizard who knows it can teach another the &amp;quot;Binding&amp;quot; Rune.  This will allow the wizard to trap their familiar type in an amulet that can be purchase from the wizard guild.  Holding this when casting 920 guarantees that type of critter. (i.e.  cats)&lt;br /&gt;
*The Wy&#039;Zio is used to unlearn unique runes.  Which currently means nothing to wizards.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY wizard:&lt;br /&gt;
*2x [[Spell Research]]: As a pure you should, at minimum, be training 2 spell ranks per level. (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]]: Harness power, at level, provides 3 mana per training (0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]]: Mana regeneration, Multi-cast, Spellup, and benefits to many spells. (0/4)&lt;br /&gt;
*1x [[Physical Fitness]]: Combat Maneuvers Defense and health (8/0)&lt;br /&gt;
*1x [[Perception]]: Maneuver defense, getting around. (0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
[[Armor Use]] &lt;br /&gt;
*4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
*15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
*35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
==The Archer Mage==&lt;br /&gt;
&lt;br /&gt;
===Why Archery?===&lt;br /&gt;
Wizards main attack are magical bolts. This puts a high emphasis on [[Dexterity]].  Archery offers an alternative method for attack that relies on the same [[Dexterity]] bonus.  It also offers a cost-effective way to max out your weapon enchant bonus and is not largely impacted by encumbrance. With [[506|Celerity]] you can easily produce a hail of arrows.&lt;br /&gt;
&lt;br /&gt;
The strength of the build is maximization of all enhancive spells.  [[509|Strength]] applies towards RT reduction alongside [[506|Celerity]]. Due to these spells it is quite easy to hit a 1 second RT with a longbow, while aiming. Furthermore, the focus on [[Dexterity]] allows an Archer Mage can make full use of classic Wizard Bolt Spells as well. Having two viable attack options opens up a lot of potential creatures to hunt.&lt;br /&gt;
&lt;br /&gt;
In addition [[404|Disarm Enhancement]] provides a pseudo-bonus to [[Perception]] when it comes to AIMing ranged attacks.  Even if Wizards are not the best aimers, 404 is easy to stack up with 515, and every little bit helps.&lt;br /&gt;
&lt;br /&gt;
===Training for Archery===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Ranged Weapons]] (14/3)&lt;br /&gt;
*+1x [[Perception]] (2x total) (0/6)&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
**+(20/12)&lt;br /&gt;
**=28/47 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]: 66 ranks If you&#039;re a small race, like a halfling, gnome, etc. 55 ranks if you&#039;re a race with a higher STR bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&amp;lt;br&amp;gt;&lt;br /&gt;
*25 ranks of [[Elemental Lore, Earth]] for bonus AS and some defensive benefits.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
Additional [[Spell Research]] is the best way to improve your stance offensive DS.&lt;br /&gt;
&lt;br /&gt;
===Post Cap Goals===&lt;br /&gt;
*3x [[Spell Research]]. More DS, more AS/CS for spells, better enchanting capabilities.&lt;br /&gt;
*1x [[Ambushing]]. 100 ranks of Ambush will net you 15 AS. AS bonus = ((ranks -40)/4). This is INCREDIBLY expensive at (15/10) per rank for such a small AS boost. That is why it is not listed in core training. This will not assist aiming, as it only impacts aiming while hidden.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*All spheres to rank 2 at level 2&lt;br /&gt;
*Major Elemental &amp;amp; Wizard until Wizard=13&lt;br /&gt;
*Minor Elemental &amp;amp; Major Elemental until Major Elemental = 20 (13 wizard, 9 minor, 20 major)&lt;br /&gt;
*2x Minor Elemental until Minor Elemental = 31 (Should be level 31)&amp;lt;br&amp;gt;&lt;br /&gt;
*From there determine your target ranks of Major Elemental and Air Lore needed to minimize RT.&amp;lt;br&amp;gt;&lt;br /&gt;
**50 Ranks in MjE will unlock 550, a strong escape spell&amp;lt;br&amp;gt;&lt;br /&gt;
**75 Ranks of MnE will max out AS potential from 425&amp;lt;br&amp;gt;&lt;br /&gt;
**Wizard Circle will generate the most DS of any three circles&lt;br /&gt;
&lt;br /&gt;
===Combat Suggestions===&lt;br /&gt;
*Keep [[506|Celerity]] Up&lt;br /&gt;
*1 Creature and plenty of mana - 505 bolt until it falls prone -&amp;gt; Arrows.&lt;br /&gt;
*1 Creature and low on mana -  Arrows&lt;br /&gt;
*2 Creatures and plenty of mana -  410 -&amp;gt; Arrows&lt;br /&gt;
*2 Creatures and low on mana -&amp;gt; Arrows, carefully&lt;br /&gt;
*&amp;gt;2 Creatures 410 -&amp;gt; 518&lt;br /&gt;
*Undead - 901/903/904/906 are less hassle than finding a bless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Two Handed Mage==&lt;br /&gt;
1. Get a big weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Swing a big weapon really fast.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Profit!&amp;lt;br&amp;gt;&lt;br /&gt;
Two-Handed Mages can use Polearms or Two-Handed Weapons at the same TP cost. If you want to be a polearm mage, just make sure it is a two handed polearm.&lt;br /&gt;
&lt;br /&gt;
===Why a Two-Hander?===&lt;br /&gt;
The best defense is a good offense and in Gemstone IV a good offense often comes in the form of a giant weapon.  An even better offense comes in the form of a giant weapon swung with a 1 second RT.&lt;br /&gt;
Two Handers and Polearms have the highest Damage Factors out of any weapons in the game. Paired with the speed of [[506|Celerity]] this can be a devastating build.&lt;br /&gt;
&lt;br /&gt;
Two-Handers are a great way to level, especially early on when mana is tight. By the time your AS growth slows down you have the mana to keep [[506|Celerity]] going and speed yourself up.  As an added benefit this build is more interested in strength so you can pick your race appropriately.  No need to worry about picking up a smooth stone and being encumbered.&lt;br /&gt;
&lt;br /&gt;
===Training for Two-Handers===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Two-Handed Weapons]] or [[Polearms]] (14/3)&lt;br /&gt;
*1x [[Combat Maneuvers]] (12/8)&lt;br /&gt;
**+26/11&lt;br /&gt;
**=34/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]:  Typically 55 or 60 ranks but figure out what you need to swing your chosen weapon in 1 second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Earth]]:  You can consider getting 25 or 35 ranks to increase 902 and 509 potency.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Air]]:  Getting up to 55 ranks, if you needed less than that for the discrete training, will end up rounding advantageously for you.  See the lores section for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]]&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You could take armor up to Leather Breastplate, if not further. Warmages do not cast in combat nearly as much as Pures. The hindrance can be annoying but, overall, better AvD and crit divisor is worth it, as you are gonna be caught in offensive more.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
[[Elemental Lore, Earth]]. This is really the only other way to increase AS after you&#039;ve reached 75 ranks in Minor Elemental. There are huge diminishing returns after the first 25-35 ranks unfortunately.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*Start off with 2/2/2 at level 2&lt;br /&gt;
*Wizard &amp;amp; Major Elemental until at 11/11 (Level 11)  (Rank 11 yields bonuses from 503 and 507, also floating disk)&lt;br /&gt;
*Wizard &amp;amp; Minor Elemental until 13/4 (Level 13)&lt;br /&gt;
*2x Minor Elemental until 25 (Level 25)  You reach this a little before level 25 at full 2x spells&amp;lt;br&amp;gt;&lt;br /&gt;
From here there are some options:&amp;lt;br&amp;gt;&lt;br /&gt;
*Major Elemental to 51: If your RT without [[506|Celeity]] is 6 seconds, 51 ranks will produce an additional -1 RT, and take it down to 1 sec with [[506|Celerity]].&lt;br /&gt;
*Minor Elemental up to 75 to max out the AS contribution of 425.&lt;br /&gt;
*If DS is an issue the wizard circle generates the most DS of any circle, at 1.25 DS per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
As 513 no longer reduces melee AS, a melee warmage has a variety of options available.&lt;br /&gt;
&lt;br /&gt;
If you are attuned to air then at 25 ranks of air lore you can use a 1x weapon and e-blade it.  An e-bladed weapon can take advantage of the [[502|Chromatic Circle]] weakness effect. Plus it is cheaper than buying a 5x flaring weapon.&lt;br /&gt;
&lt;br /&gt;
Due to the low swinging AS, warmages need to utilize disablers like 505, 909, 912, or 410 as an opener to knock the critters down for the DS reduction.  Since you are training in CMANs, you will also have feint and some other options available to you as an opener later on in life.  If you are attuned to air (or earth with enough earth lore), and are wielding an e-bladed weapon, you can start off with a 502 before your opener to further reduce your target&#039;s DS.  Beyond that you want to simply keep [[506|Celerity]] up and hack away at things.&lt;br /&gt;
&lt;br /&gt;
Remember that you do still have a full litany of spells available to you if you while hunting.  Your Bolt AS will not be bad as a Warmage, assuming you choose to train in Spell Aiming.  It is viable for hunting, and is a perfect way to deal with undead in areas such as Wyneb or Maaghara in Ta&#039;Illistim, where they are mixed in with living creatures.  Just use your magic against the undead, and swing your weapon against the living.&lt;br /&gt;
&lt;br /&gt;
==Warmage AS Slowdown==&lt;br /&gt;
Non-pure builds tend to slow down in the later levels.  Mathematically, a warmage&#039;s AS is going to fall behind other swingers eventually. An archer or two-hander needs to train Weapon Training and either 1x CM or 2x perception.  That will grant 1.5 AS per level in later levels. That is a 1 AS per level deficit compared to a semi or square who trains 1x in CM and can 2x their weapon. Warmages have two tools to assist in bridging the gap: 425 and 509.  Meanwhile a ranger has Phoen&#039;s Strength.  With that in mind here is a comparison between a warmage and ranger.&lt;br /&gt;
&lt;br /&gt;
Since 425&#039;s potency is .5/level, that still puts a warmage at a .5 AS per level deficit compared to a ranger. &lt;br /&gt;
*At level 20, a warmage is 15 AS below a ranger (15 (509) -20 - 10 (606)) -15. &lt;br /&gt;
*At 25, a warmage actually gets ahead of a ranger (15-25-10+25) by +5 AS due to 425. &lt;br /&gt;
*At level 75,  it is still pretty close at (75 - 15 + 10 - 50) -20 AS, but 425 potency is maxed out.&lt;br /&gt;
*At level 80, the warmage is behind by (80-15+10-50) -25 AS.&lt;br /&gt;
*New to cap, a warmage is at -45 AS compared to a ranger.&lt;br /&gt;
&lt;br /&gt;
The only way to make up this disparity is through proper use of disablers.  Even then, the ranger is going to have similar skills available.  What they will never have is a 1 second RT to take full advantage.  The warmage will probably never hit as hard but they will hit anywhere from 3 to 6 times more often.&lt;br /&gt;
&lt;br /&gt;
==The Pure Mage==&lt;br /&gt;
&lt;br /&gt;
To put this simply, you get to hurl balls of fire at your enemies and burn them to cinders.  Wizards are the masters of elemental magic and bolting.  When you have access to some of the most powerful spells in Elanthia why would you ever want to pick up a weapon?  Wizards might have the second-to-worst melee AS in the game but their bolting AS is second to none.  A well trained wizard is a magical powerhouse that can tangle with the toughest creatures in the game and come out laughing.&lt;br /&gt;
&lt;br /&gt;
===Training for a Pure===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/1)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/1)&lt;br /&gt;
*1x [[Elemental Lore]] (0/6)  Which type depends on your choices.&lt;br /&gt;
**Additional TP cost of (6/11)&lt;br /&gt;
**=14/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Optional Training for a Pure&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x in [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained pure mage is a well trained pure mage with a ton of outside spells.  Beyond that they help with some utility skills like enchanting and recharging.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some wizards choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
At low levels, returns from additional ranks of harness power are more substantial. Gaining 1 more mana when you have a max pool of 30 is proportionally much better than getting that same 1 mana when you have a pool of 300. A low level pure wizard&#039;s biggest stumbling block is the lack of mana.  [[1700|Arcane Blast]] does mitigate this somewhat, as do wands, but having more mana early is a boon.  At low levels it can be worthwhile to dump additional points into Harness Power. Once you reach your 20s or 30s and find yourself comfortable with your mana total you can simply stop training in [[Harness Power]] until your level catches up to your ranks.  Once that is done everything else should go into [[Spell Research]].&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
*Wizard and Major Elemental to 13&lt;br /&gt;
*Major Elemental and Minor Elemental until Major Elemental 18&lt;br /&gt;
*All Spell Research into Minor Elemental until 430 is unlocked&lt;br /&gt;
*Go back to Major to train it up to = Level&lt;br /&gt;
*Keep Major = Level, Try to get Minor Elemental = Level&lt;br /&gt;
*Any additional spell ranks go into wizard circle&lt;br /&gt;
&lt;br /&gt;
===Channeling===&lt;br /&gt;
&lt;br /&gt;
====Channeling Bolts====&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For how unchanneled bolts are assigned location, see [[Unaimed Body Location Assignment (saved post)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Channeling Warding Spells====&lt;br /&gt;
The spells [[Chromatic Circle (502)]] and [[Immolation (519)]] can gain a bonus from [[CHANNEL]].  &lt;br /&gt;
&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
===Runestaves vs. Shields===&lt;br /&gt;
&lt;br /&gt;
Runestaves make the Pure builds work, but before we had them we used shields.  It turns out that there are still pros and cons to using a shield over a runestaff.  Shields tend to offer higher DS totals over runestaves.  They also do not suffer from the possibility of being disarmed.  In contrast runestaves will certainly allow you to spend more points on magical skills.  Additionally you need to consider runestaff flares, which are designed purely with casters in mind.&lt;br /&gt;
&lt;br /&gt;
====Shield Benefits====&lt;br /&gt;
The first thing to remember about a shield is that you will get a flat +20 DS from using a shield before anything else is factored in.  When you explore the runestaff formula you will find that it takes a lot of magical ranks to make up even that 20 extra.  It is also worth noting that the stance modifier for parry DS (runestaves) in offensive stance is .2, compared to .5 for block DS in that stance.  What that means is that more shield DS survives stancing up and that is the stance you are most worried about being hit in.  Finally, we need to remember that one of the most dangerous things that can happen to a pure is having their runestaff disarmed and shields do not have that problem.&lt;br /&gt;
&lt;br /&gt;
The cost for a wizard of one rank of [[Shield Use]] is 13/0 and, considering a wizard is likely already converting PTPs to MTPs is more like 0/6.5, call it 7.  That is roughly the equivalent of 2 magical skills or 1/5 of an extra spell rank.  We already know the most DS per spell rank is wizard spells at 1.25 DS so 1/5 of that is &#039;&#039;&#039;.25 DS&#039;&#039;&#039;.  2 magical skills will increase your parry ranks by .2 per level, or roughly &#039;&#039;&#039;.06 DS&#039;&#039;&#039; per level in offensive stance.  The block DS formula is:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[((Shields Ranks + trunc(STR Bonus / 4) + trunc(DEX Bonus / 4)) x Size Modifier x Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant.  &lt;br /&gt;
&lt;br /&gt;
For ease of use we can just say our STR and DEX bonuses are 0 and using a medium shield.  So 1 rank of shield use would increase our total offensive DS by &#039;&#039;&#039;.5 DS&#039;&#039;&#039;.  It is also worth noting that it can be beneficial, depending on your STR and DEX bonuses, to train a single rank of [[Brawling]] to activate the parry DS formula with a shield.  If you have a strength bonus of 5, with an additional 15 from 509, and a dexterity bonus of 20 that 1 rank is worth 2.2 parry DS in offensive.  The best DS return you can get on your training point investment for just that single rank.  &lt;br /&gt;
&lt;br /&gt;
====Runestaff Benefits====&lt;br /&gt;
&lt;br /&gt;
There is no denying that there is a positive DS benefit to using a shield over a runestaff.  With that said, DS is not the only thing we care about.  There are multiple other factors to consider when making the decision about how to spend our valuable training points.  We care just as much about our offensive and utility capabilities.&lt;br /&gt;
&lt;br /&gt;
While the cost of 1 rank of shield use is worth far less in terms of DS for a spell rank or magical skills, that is not the only thing those points are gaining you.  One more spell rank might be worth roughly half of the equivalent TPs in shield rank DS but it is a spell rank.  Above all else it is another spell you can cast.  Beyond that it is more CS for that circle and potentially other circles.  It is also increased duration on your spells from that circle.  It represents other efficiency increases for spells in that circle.  At some points it could represent increased AS as well.  A spell rank is more than just the sum of its DS addition.&lt;br /&gt;
&lt;br /&gt;
In much the same way additional magical skills have their own value.  It is easy to discount 2 additional magical skills, say 1 rank each of MIU and AS as just .06 DS.  What cannot be discounted is what can be done with those skills.  In the example we are using that represents increased durations on spells that are used from magic items or scrolls.  Those skills also factor in to other important skills such as enchanting and recharging.  Depending on how they are using they could certainly provide more DS than using a shield ever would, along with AS, CS, TD, and tertiary benefits.&lt;br /&gt;
&lt;br /&gt;
As we can see the greatest benefit to using a runestaff is not having to waste any of our precious training points on anything that does not directly benefit our magical skills.  The other big factor is the multitude of abilities you can add to a runestaff.  The most common example is runestaff flares, which offer additional power to your spells.  Beyond that there are various combat scripts designed for runestaves that benefit the pure caster.  Rarely will a combat script designed for a shield provide anywhere near such a benefit.  These things need to be taken into consideration when choosing what to hold in your hands.&lt;br /&gt;
&lt;br /&gt;
Just remember that many creatures are all too happy to knock that thing out of your hand as well.&lt;br /&gt;
&lt;br /&gt;
=====Runestaves Formula Explained=====&lt;br /&gt;
Runestaves generate DS based on your total ranks in magical skills per level. Magical skills include:&amp;lt;br&amp;gt;&lt;br /&gt;
*Spell Research&lt;br /&gt;
*Spell Aiming&lt;br /&gt;
*Mana Controls&lt;br /&gt;
*Harness Power&lt;br /&gt;
*Lores&lt;br /&gt;
*Arcane Symbols&lt;br /&gt;
*Magic Item Use&lt;br /&gt;
&lt;br /&gt;
Runestaff defense uses the two-handed parry DS equation, including a flat stance adjustment, so you always get +50 DS regardless of ranks when in defensive versus offensive.  Since it uses the two-handed formula, you&#039;ll get 1:1 on Enchant added to DS.  &lt;br /&gt;
&lt;br /&gt;
The actual formula is: ((Parry Ranks + 10 + (STR Bonus/4) + (Dex Bonus/4)) * Stance Mod * 1.5 ) + Stance Bonus + Enchant Bonus&lt;br /&gt;
Note: Stance Modifier for Offensive is .2&lt;br /&gt;
&lt;br /&gt;
You gain Parry Ranks from training more magical skills. 8 ranks of magical skills per level is the equivalent of training 1x in two-handed weapons and a typical caster is expected to have between 10 and 11 magical ranks per level when using a runestaff.  Spell heavy builds will get more DS from their spells and typically are fine with anywhere from 6-8 ranks.  &lt;br /&gt;
&lt;br /&gt;
Example: If you&#039;re level 20, and have 160 ranks in magic skills, that&#039;s 8/level, or would yield 20 Parry Ranks.&lt;br /&gt;
If you were level 20, and had 180 ranks in magic skills, that&#039;s 9/level, and would yield 22 Parry Ranks.&lt;br /&gt;
&lt;br /&gt;
+2 ranks in parrying is quite small, especially considering the cost of those +20 magic skills could be as high as 40 MTPs, which could result in a spell rank.&lt;br /&gt;
&lt;br /&gt;
2 ranks of parry would yield .6 DS in offensive, whereas 1 rank in Major Elemental would yield .75 DS, and 1 rank in Wizard would yield 1.25 DS.&lt;br /&gt;
&lt;br /&gt;
Training specifically for Runestaff DS is not a recommended path.&lt;br /&gt;
&lt;br /&gt;
You can find more information on the [[Runestaff]] Page&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  This includes bolts and fire can be VERY effective against a warcamp full of trolls.  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which is essentially free mana when you have nothing else to do with stamina&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
Some of the intangibles can be nice for warmages, like blessing.  The ability to UAC without needing a bless can be helpful to the new subset of brawling warmages.&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. With the symbol of blessing, warmages can fight undead, and pures can both just spellcast. Undead are typically pretty easy targets to hunt relative to other critters at like levels, so you&#039;ll find yourself hunting a lot of them. &lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
*[[Charge Item (517)]] and the [[Charge Item (guide)]]:  Provide great information on maximizing the wizard&#039;s ability to charge magical items.&lt;br /&gt;
*[[Call Familiar (920)]]:  A familiar is an integral part of the wizarding experience.  This will give you the basic background info for how to use one of the most coveted spells in Elanthia.&lt;br /&gt;
*[[Enchant Item (925)]]:  The resource to learn everything necessary to enchant weapons and armor.  Also [[Research:Enchant (925) Formula‎‎]] provides some great player research into the mechanics behind Enchant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118354</id>
		<title>Comprehensive Wizard Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118354"/>
		<updated>2019-08-02T03:27:08Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* Melee Warmages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Issalya portrait.jpg]]&lt;br /&gt;
| name = Lady Issalya Valdarien Illistim&lt;br /&gt;
| type = [[Elemental]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]]&amp;lt;br /&amp;gt;[[Major Elemental]]&amp;lt;br /&amp;gt;[[Wizard Base]]&lt;br /&gt;
| prime = [[Aura]], [[Logic]]&lt;br /&gt;
| mana = [[Aura]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  =  14 / 0 | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 14 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 8 / 2   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 10 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 8 / 0   | PFranks  = 1&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 1   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 1   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 2 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 4   | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0 / 15  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 15  | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 6   | ELranks  = 2&lt;br /&gt;
  | SpLcost = 0 / 20  | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 10  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20  | MLranks  = 1&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 1&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 2 / 1   | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
{{otheruses4|the Wizard profession|the front end|Wizard (front end)}}&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
This guide is brought to you by members of the GS community from discussions via various forums, Discord chats and direct player input on gswiki.  It is ALWAYS open for contributions from the community.&amp;lt;br&amp;gt;&lt;br /&gt;
Last Upate:  2/9/2018&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;10&#039;&#039;&#039;||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-10||&#039;&#039;&#039;10&#039;&#039;&#039;||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR is Melee AS and Ranged RT.&amp;lt;br&amp;gt;&lt;br /&gt;
DEX is spell bolts and Ranged AS and Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
AGI is also a factor in Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura is Elemental CS.&lt;br /&gt;
&lt;br /&gt;
==Benefits of Dexterity==&lt;br /&gt;
A Ranged attack or Bolt spells uses [[Dexterity]] as an AS mod, but it is much more than that.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people do not realize that TRUNC(DEX Bonus/4) is added as phantom damage to attacks, when no crit weighting is present.  When calculating damage you take the damage factor, multiply by the endroll in excess of 100, and, depending on the damage versus the armor type, you get crits that provide extra damage. However, between those two steps, there is one additional calculation. Your DEX Bonus/4, rounded down is added as &amp;quot;phantom damage&amp;quot; when calculating what rank crit you get. This occurs in all AS based attacks, including melee, ranged, and spells. &lt;br /&gt;
&lt;br /&gt;
*Please note:  The DEX BONUS/4 is still commonly accepted as true, but there do appear to be abnormalities that don&#039;t make it uniformly applied.  This is still being tested to determine any potential limits.&lt;br /&gt;
&lt;br /&gt;
As an example of how this is applied we can take a simple cast of 901:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all know 901 has a terrible DF.  However, if a halfling with maxed DEX casts it, with their +40 DEX bonus, they get 10 phantom damage right off the bat. If they do adequate damage to obtain a Tier 1 crit, it will receive +10 phantom damage when calculating the crit. Since a substantial margin of the damage from 901 is based on the crit tier, this could significantly increase the damage.&lt;br /&gt;
&lt;br /&gt;
When it comes to racial selection this means Halflings are potentially the best race to select for bolting.  At least from a purely offensive point of view. With the second highest max DEX bonus, Dark Elves have a DEX bonus at +35 at 100, but since phantom damage is rounded down, they max at only +8 phantom damage, while halflings get +10 phantom Damage from their +40 max bonus. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s a wonderful example that Riltus provided, with a breakdown of the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You gesture at a dark orc.&amp;lt;br&amp;gt;&lt;br /&gt;
You hurl a small surge of electricity at a dark orc!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +212 vs DS: +39 with AvD: +22 + d100 roll: +68 = +263&amp;lt;br&amp;gt;&lt;br /&gt;
... and hit for 49 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 5 Crit w/25 damage&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard with 20 air lore and 34 Dex bonus (8 pts. crit weighting)&amp;lt;br&amp;gt;&lt;br /&gt;
901 DF: 0.133&amp;lt;br&amp;gt;&lt;br /&gt;
Lore DF bonus: 0.012&amp;lt;br&amp;gt;&lt;br /&gt;
Effective DF: 0.145&amp;lt;br&amp;gt;&lt;br /&gt;
Endroll success margin: 163&amp;lt;br&amp;gt;&lt;br /&gt;
Raw damage: 23.6 rounds up to 24&amp;lt;br&amp;gt;&lt;br /&gt;
Armor: double leather w/ 6 crit divisor&amp;lt;br&amp;gt;&lt;br /&gt;
Calc max crit w/o weighting: 24/6 = 4&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit damage: 25 (R5 chest)&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit: rank 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum Crit weighting for a rank 5 outcome: 6 pts. [(24 + 6)/6 = rank 5 crit] &lt;br /&gt;
&lt;br /&gt;
Without phantom damage, the maximum crit outcome would have been a tier 4 crit (only 20 damage), so that additional phantom damage for the crit roll ended up being an additional 5 real damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Warmages==&lt;br /&gt;
&amp;lt;s&amp;gt;Melee Warmages are mainly concerned about strength.  They need all the AS they can get relative to the other classes before the AS slowdown. AgiDex is less of a concern because, from an RT perspective if you are doing most melee builds, you should be able to swing anything in 6 seconds with any race. That is the RT needed to hit 1 second eventually. If your stats are placed for growth, and you are using a lance, AgiDex might be a concern in a few cases.  In that case just make sure you math it out before you get started, or swap to a faster polearm.&lt;br /&gt;
&lt;br /&gt;
The strongest races are:&lt;br /&gt;
&amp;lt;u&amp;gt;Giantman&amp;lt;/u&amp;gt;: +15 STR, but bolting suffers with a -5 DEX and CS takes a hit with a -5 Aura.  They do have a nice CON bonus at +10 and the best encumbrance factor of all races.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half-Krol&amp;lt;/u&amp;gt;: +10 STR, with no bonus or penalty on DEX or AURA.  They share the same +10 CON bonus as Giantmen, as well as a high encumbrance factor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarf&amp;lt;/u&amp;gt;: +10 STR, no DEX penalties but -5 to AGI and bad Aura at -10.  They have the highest CON bonus at +15.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Human&amp;lt;/u&amp;gt;: Only +5 STR, no modifiers to DEX, AGI or AURA.  Humans are the middle of the road race.&lt;br /&gt;
&lt;br /&gt;
It should be noted that these THW warmages races outlined above tend to be weak in DEX and Aura if you decide to swap builds after the AS slowdown. So you would find it very difficult to swap from a Racially maximized THW Warmage to a Pure or Ranged Warmage.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a warmage, AS is important but reaching 1sec RT is top priority. You want to come out the gates swinging your target weapon at 5sec RT. If you build your warmage with using this starting rule, you&#039;ll save yourself a boat load of TPs in the long run. Lets take a Claidhmore as an example since Two Handed Weapons are a popular weapon choice for warmages. The base round time on a claidhmore is 8 seconds (https://gswiki.play.net/Claidhmore). &lt;br /&gt;
&lt;br /&gt;
If we refer to the Two Handed Weapon round time table from the Celerity (506) wiki page https://gswiki.play.net/Celerity_(506) , you&#039;ll see that a 6 second base round time for swinging a claidhmore will require 80 ranks of air lore as oppose to a 5 second base swinging round time would only take 58 ranks. That is a difference of 528 physical TPs to get to one second swinging round time. As a warmage your AS is going to be low, the power comes from the 1 second round time swings and disabling your opponent with stomp evoked 909.  &#039;&#039;&#039;An AGI + DEX bonus of 53+ will ensure your character swings any weapon at 5sec rt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Two-Handed Weapons&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | Base Weapon Speed&lt;br /&gt;
|- &lt;br /&gt;
| Current RT&lt;br /&gt;
| 9&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
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| 5&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 9&lt;br /&gt;
| 154&lt;br /&gt;
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| 106&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8&lt;br /&gt;
| 131&lt;br /&gt;
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| 89&lt;br /&gt;
|- &lt;br /&gt;
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| 108&lt;br /&gt;
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| 72&lt;br /&gt;
|- &lt;br /&gt;
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| 85&lt;br /&gt;
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|- &lt;br /&gt;
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| 62&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
The best races that achieve the AGI + DEX bonus of 53+ are elves of any sort. &lt;br /&gt;
Strength is secondary to AGI and DEX since it&#039;s directly connected to AS. &lt;br /&gt;
&lt;br /&gt;
You training goals for a warmage should be as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Goals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Elemental: - 1x until 75 (This is for the AS boost that 425 offers)&amp;lt;br&amp;gt;&lt;br /&gt;
Major Elemental: - 1x until 50 (You can skip a few tanks but you obviously want 506 and 509 ASAP)&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard - As able (You want 909 ASAP but after that you can take your time. The 900 circle is the best circle for a wizard to gain DS.)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon skill - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Physical Fitness - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Perception - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Harness power - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Spell aim - 2x (It&#039;s always good to have an alternative attack method)&amp;lt;br&amp;gt;&lt;br /&gt;
Air lore - as much as possible until you can 1 sec swing your goal weapon. (Do not neglect the other primary skills to achieve this)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Goals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can you swing your choice weapon with 1 sec RT? no? then why are you looking here?!&amp;lt;br&amp;gt;&lt;br /&gt;
Combat Maneuvers - whatever you can spare. (Every 2 ranks is +1 AS. the Cman skill of choice is feint followed by disarm.)&amp;lt;br&amp;gt;&lt;br /&gt;
Magic item use&amp;lt;br&amp;gt;&lt;br /&gt;
Arcane Symbols&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Mana Control - I stopped at 30 ranks&amp;lt;br&amp;gt;&lt;br /&gt;
Armor use&amp;lt;br&amp;gt;&lt;br /&gt;
Whatever else you want. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This section was edited by Alsal on 08/01/2019&lt;br /&gt;
&lt;br /&gt;
==Ranged Warmage==&lt;br /&gt;
Ranged Warmages primarily need 1 thing, [[Dexterity]]. Even a halfling with -15 STR mod can get to a STR bonus of +5 and fire an aimed longbow in 1 second. The following highlights strength mods because it can be a factor at lower levels and in the case that you decide to switch builds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Halflings&amp;lt;/u&amp;gt;: The winning race with +15 DEX, but a woeful -15 STR and -5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elf&amp;lt;/u&amp;gt;: +10 DEX, 0 STR, and +10 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +10 DEX, 0 STR and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burger Gnome&amp;lt;/u&amp;gt;: +10 Dex, with the same -15 STR as a halfling, but a +5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 DEX, 0 STR, and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half Elves&amp;lt;/u&amp;gt;: +5 Dex, 0 STR, 0 Aura. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Aelotoi&amp;lt;/u&amp;gt;: +5 DEX and 0 Aura like Half-Elves, but with -5 Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Forest Gnomes&amp;lt;/u&amp;gt;: +5 DEX, -10 Strength, and 0 Aura.&lt;br /&gt;
&lt;br /&gt;
==Pure Builds==&lt;br /&gt;
The emphasis here is on Aura, as our CS mod, because we already highlighted DEX in the Ranged section:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elves&amp;lt;/u&amp;gt;: +10 Aura, along with their +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burghal Gnomes&amp;lt;/u&amp;gt;: +5 AURA, also with +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 AURA as well but only +5 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +5 AURA too and with +10 DEX&lt;br /&gt;
&lt;br /&gt;
==Other Racial Factors==&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent wizard.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a halfling anyway because that DEX!&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Reduces swinging RT, maneuver penalties, and spell hindrance from wearing armor.&lt;br /&gt;
*[[Shield Use]] Generates DS when using a shield.&lt;br /&gt;
*Weapons Use Raises AS with a particular Weapon.&lt;br /&gt;
*[[Two Weapon Combat]] Ability to use two one-handed weapons.  It is prohibitively expensive for a wizard to train in.&lt;br /&gt;
*[[Combat Maneuvers]] +.5 Melee AS per rank. 1 CM Point per rank to use towards the limited list of combat maneuvers available to wizards!&lt;br /&gt;
*[[Multi-Opponent Combat]] Reduces Force-on-Force penalties for multiple opponents and adds 1 to the minimum ball-spell area effect per rank. &lt;br /&gt;
*[[Ambush]] Ability to aim physical attacks.  Improves ranged AS by .25 for every rank over 40.&lt;br /&gt;
*[[Physical Fitness]] HP total, stamina, factors into Maneuver defense&lt;br /&gt;
*[[Dodge]] Adds to evade DS but is prohibitively expensive for wizards.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Ability to use scrolls, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Magic Item Use]] Ability to use magic items such as wands, small statues and other imbeds, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Harness Power]] +3 Mana per rank up to your level, +1 mana per rank over level.&lt;br /&gt;
*[[Spell Aiming]] Adds to bolt AS in the same way weapons training adds to a physical AS.&lt;br /&gt;
*Mana Control: Allows sharing of mana with others, based on your skill in a specific mana control and theirs.  Also improves your mana regeneration rate.&lt;br /&gt;
*[[Spell Research]] Learn spells, improve effectiveness and duration.&lt;br /&gt;
*[[Elemental Lore]]: Various effects and improvements to specific elemental spells.  Other lores do not effect your native spells.&lt;br /&gt;
&lt;br /&gt;
==Elemental Lores==&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Lore]] Review offered a variety of new synergies between spells, and introduced a lot more than just DF bonuses on bolt spells.  The list below gives a general overview of which spells each lore effects and a general idea of how.  A more complete overview can be found in the [[Lore_chart|Lore Chart]].&lt;br /&gt;
&lt;br /&gt;
===Important Breakpoints===&lt;br /&gt;
*50 ranks in any lore gives the greatest Bolt DF benefit before diminishing returns on spells of that element, or .050 DF.&lt;br /&gt;
*100 combined ranks provide the greatest Bolt DF benefit before diminishing returns on dual element spells, or .050 DF.&lt;br /&gt;
*20 ranks in any lore gives the 518 specialization for that lore and 10 ranks each of two lores provides the specialization for dual lore specializations&lt;br /&gt;
*Arcane Circle spell EVOKES and Tonis Bolt:  &lt;br /&gt;
**20 Fire for 903 -&amp;gt; 1707&lt;br /&gt;
**20 Air for Tonis Bolt&lt;br /&gt;
**30 Water for 904 -&amp;gt; 1710&lt;br /&gt;
*55 or 60 air lore provides the majority of RT reduction from [[506|Celerity]] for a warmage&lt;br /&gt;
*[[514|Stone Fist]] Earth Lore at .5x for SLAP, 1.25x for CLENCH, and 2x for POUND&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Fire]]===&lt;br /&gt;
*[[413]]: Increases TD penalty by Seed 5 summation.&lt;br /&gt;
*[[415]]: Chance equal to [[Elemental Lore, Fire]] ranks/2 to strike an additional target in the room for 5 additional mana.&lt;br /&gt;
*[[417]]: 10 ranks unlocks a defensive spell from the target.  The chance is 10% +3% per every 10 ranks.  The mana drain is increased by skill/15.&lt;br /&gt;
*[[425]]: A percentage chance on a Seed 10 scale to increase the critical weighting of your next spell cast within 10 seconds.&lt;br /&gt;
*[[502]]: Fire Version - Provides a DS pushdown against fire spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks. &lt;br /&gt;
*[[513]]: Casting multiple bolts at the same target will increase AS by Seed 4 stacking up to +25 maximum.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Fire specification which uses [[906|Minor Fire]]&#039;s damage tables and lore bonuses.  10 ranks of Fire AND Water unlock Steam.&lt;br /&gt;
*[[519]]: Increases critical damage and damage cycles.&lt;br /&gt;
*[[903]]: 20 ranks unlocks [[Minor_Steam_(1707)|Minor Steam]] using EVOKE with this spell.&lt;br /&gt;
*[[906]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  &lt;br /&gt;
*[[908]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the fire version.&lt;br /&gt;
*[[925]]: 100 ranks unlocks the ability to enchant fire or steam flaring weapons.&lt;br /&gt;
*[[950]]: Increases AS of spells cast with 950 by 6 * Seed 10 summation and CS by 3/5 that amount.&lt;br /&gt;
*[[1707]] Increases DF by .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Fire====&lt;br /&gt;
&lt;br /&gt;
The only major discreet breakpoint for fire lore is 20 ranks for EVOKE on [[903|Minor Water]] for [[1707|Minor Steam]], the best damage to mana ratio bolt spell.  The other important bonuses are scaling.&lt;br /&gt;
&lt;br /&gt;
519 bonuses are two fold: &lt;br /&gt;
*Chance of incineration on warding margins 50 or higher = Seed 1 summation (Fire Lore ranks -10)/2 &lt;br /&gt;
*And Ranks / 1.5 % chance of an extra damage cycle. (100% at 150 ranks)&lt;br /&gt;
&lt;br /&gt;
The 513 AS bonus maxes out at +25. This makes some seed values appear more beneficial than others. Because going from +5 AS per bolt to +6 AS per bolt will still require 5 bolts to max out the benefit of +25 AS that +1 AS might be less substantial.  The number of bolts needed to cap the bonus is below:&lt;br /&gt;
*+1 per bolt: 25 casts to cap&lt;br /&gt;
*+2 per bolt: 13 casts to cap&lt;br /&gt;
*+3 per bolt: 9 bolts to cap&lt;br /&gt;
*+4 per bolt: 7 bolts to cap&lt;br /&gt;
*+5 per bolt: 5 bolts to cap&lt;br /&gt;
*+6 per bolt: 5 bolts to cap&lt;br /&gt;
*+7 per bolt: 4 bolts to cap&lt;br /&gt;
*+9 per bolt: 3 bolts to cap&lt;br /&gt;
*+13 per bolt: 2 bolts to cap&lt;br /&gt;
*Benefit maxes at +19, always 2 bolts to cap the benefit.&lt;br /&gt;
*This mechanic of the +25 max, paired with a Summation Seed 4 for benefit ends up producing two forms of diminishing returns. The difference between 72 ranks of fire lore for +9 per bolt (3 to cap), and 130 ranks for +13 per bolt (2 to cap) is substantial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
*[[402]]: Gives a chance to point out hidden targets based on ranks in [[Elemental Lore, Air]] versus the targets hide ranks.&lt;br /&gt;
*[[405]]: At 30 ranks can detect elemental flares and if an item is enhancive (but not what it enhances)&lt;br /&gt;
*[[410]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[435]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[502]]: Air/Lightning version - Provides a DS pushdown against air/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[504]]: Increases RT penalty by 1 at 24, 100, and 100 ranks.  Increases possible targets by 1 per 20 ranks.&lt;br /&gt;
*[[505]]: 20 ranks unlocks Tonis Bolt using EVOKE.  Increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[506]]: 50 ranks unlocks a group version with EVOKE.  Decreases the stamina cost of combat actions and improves RT reduction of utility actions.&lt;br /&gt;
*[[511]]: Increases maximum items by Seed 10 summation.&lt;br /&gt;
*[[515]]: Gives a percentage chance to provide a CHANNEL bonus to a spell without additional RT equal to Seed 1 summation.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Air specialization, which uses vacuum crits.  10 Air AND Water ranks unlocks Lightning specialization.&lt;br /&gt;
*[[535]]: -1% RT for every 5 ranks, max of 60%.&lt;br /&gt;
*[[550]]: Increases the amount of RT removed from negative effects by 1.5 * Seed 1 summation.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[911]]: Adds phantom [[Dodge]] ranks on a Seed 1 summation.&lt;br /&gt;
*[[912]]: Adds a 2% chance per Seed 5 summation to produce a vortex which causes RT for a random, ungrouped target at a regular interval.&lt;br /&gt;
*[[914]]: Reduces the summoning time and increases critical damage.&lt;br /&gt;
*[[916]]: 50 ranks unlocks a group version that lasts for 2 minutes using EVOKE.&lt;br /&gt;
*[[920]]: Decreases the time it takes a familiar to find a player-character.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant vacuum and lightning flaring items.&lt;br /&gt;
*[[950]]: Allows a chance to gain offensive CHANNEL benefits to the spells cast without the RT with a percentage chance equal to 5 * Seed 1 Summation.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Air====&lt;br /&gt;
&lt;br /&gt;
Arguably the greatest benefit to training air lore is Tonis Bolt at 20 ranks or the -1% RT from Celerity per 5 ranks, depending on your build. &lt;br /&gt;
&lt;br /&gt;
[[506|Celerity]] Breakpoints:&lt;br /&gt;
*Base 4 RT becomes 1 at 60 ranks&lt;br /&gt;
*Base 5 RT becomes 1 at 105 ranks&lt;br /&gt;
*Base 6 RT becomes 2 at 55 Ranks, 1 at 135 Ranks&lt;br /&gt;
*Base 7 RT becomes 3 at 20 Ranks, 2 at 90 Ranks, 1 at 160 ranks&lt;br /&gt;
*Base 8 RT becomes 3 at 55 ranks, 3 at 115 ranks, and 1 at 180 ranks&lt;br /&gt;
&lt;br /&gt;
After either 55 or 60 ranks in Air Lore, you receive a majority of the RT reduction bonuses. You also unlock all the major breakpoints for air lore:&lt;br /&gt;
Tonis Bolt&lt;br /&gt;
Group Casting 506 &lt;br /&gt;
410/435 Sphere&lt;br /&gt;
Flare detection on 405&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Water]]===&lt;br /&gt;
*[[403]]: Removes 1 point per Seed 10 summation of potential damage to a lockpick on a failed attempt.&lt;br /&gt;
*[[404]]: Reduces DISARM roundtime by 1 second per Seed 6 summation.&lt;br /&gt;
*[[407]]: Unsuccessful casts will corrode a lock, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[408]]: Unsuccessful casts will corrode a trap, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[410]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[416]]: Grants a percentage chance equal to Skill/4 to show Unlock and Disarm success messenging.&lt;br /&gt;
*[[418]]: Provides a +10 mana regeneration bonus for the caster.  This bonus will last a number of pulses equal to a Seed 10 summation.&lt;br /&gt;
*[[435]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[502]]: Water/Cold/Lightning version - Provides a DS pushdown against water/cold/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[512]]: Increases targets by 1 per Seed 5 summation.  Shatter chance on fully encased targets equal to Skill Bonus/3.  Converts [[903|Minor water]] cast at target to [[1709|Minor Cold]] for Seed 10 summation casts.&lt;br /&gt;
*[[515]]: Percentage chance to negate the cooldown when the spell ends equal to Seed 1 summation.&lt;br /&gt;
*[[516]]: Percentage chance equal to Seed 2 summation to drain an additional 20 mana.&lt;br /&gt;
*[[518]]: 20 ranks to unlock cold specialization, which uses [[1709|Minor Cold]] damage tables and lore bonuses and water specialization, which uses [[903|Minor water]]. 10 ranks + 10 Fire/Earth/Air unlocks Steam/Acid/Lightning.&lt;br /&gt;
*[[520]]: Water mode dispel cooldown reduced by Seed 1 summation seconds.&lt;br /&gt;
*[[550]]: 50 ranks unlocks an automatic [[410|Elemental Wave]] cast for free alongside Time Stop.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[903]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Increases the chance to soak a target by skill/2%.&lt;br /&gt;
*[[904]]: 30 ranks unlocks [[1710|Major Acid]] with EVOKE.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[907]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the cold version.&lt;br /&gt;
*[[920]]: 50 ranks unlocks the ability to set an anchor on an earthnode.&lt;br /&gt;
*[[925]]: Allows storing of a mana pool for infusing tempering potions at a rate of 1 point on a Seed 5 summation for every 30 XP absorbed, starting at 5 ranks.  100 ranks unlocks enchanting Cold/Acid/Lightning/Steam flaring items.&lt;br /&gt;
*[[1707]]: Combined Fire and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[1709]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that. &lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Water====&lt;br /&gt;
&lt;br /&gt;
Water lore has very little in the way of discreet breakpoints.  Five ranks unlocks the ability to store mana for [[925|Enchant Item]], an important benefit for minimal investment. 30 ranks will allow the use of [[1710|Major Acid]] with 904 and 50 ranks will provide the ability to set an anchor for your familiar and have an automatic [[410|Elemental Wave]] when you cast [[550|Time Stop]].  While interesting these benefits are not build defining. &lt;br /&gt;
&lt;br /&gt;
The largest benefit of water lore is its diversity.  Water lore provides bonuses to the DFs for a startling number of bolts.  This includes 901, 903, 904, 907, 910, 1707, 1709, and 1710.  It also lends itself to a variety of modes for 518.  This combines with the utility aspects to make water lore an interesting lore for a generalist wizard.&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Earth]]===&lt;br /&gt;
*[[412]]: Increases max targets of the open version by 1 per 20 ranks.&lt;br /&gt;
*[[414]]: 25 ranks unlocks a 5% + 1% per 20 additional ranks chance to block a single AS/DS attack when wearing all three elemental defenses.  &lt;br /&gt;
*[[430]]: Gives a percentage chance equal to Seed 10 summation to gain +10 critical padding for a single attack.&lt;br /&gt;
*[[502]]: Earth version - Provides a DS pushdown against impact spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[503]]: Gives a percentage chance equal to Seed 10 summation to gain +20 DS against an attack.&lt;br /&gt;
*[[507]]: 15 ranks unlocks bolt redirection ability with a chance of 5% + 1% / 10 additional ranks.  Redirected bolts strike at a random enemy target with a -20 AS penalty.&lt;br /&gt;
*[[508]]: 25 ranks unlocks a 5% + 1% per additional 10 ranks chance to increase TD by 20 against a single warding spell.&lt;br /&gt;
*[[509]]: Provides a self-cast additional AS bonus equal to Seed 4 summation.&lt;br /&gt;
*[[510]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
*[[514]]: Unlocks additional commands at training breakpoints:  SLAP - .5x, CLENCH - 1.25x, POUND - 2x.&lt;br /&gt;
*[[518]]: 20 ranks to unlock earth specialization, which uses [[510|Hurl Boulder]] damage and lore benefits.  10 ranks + 10 water lore ranks to unlock acid specialization.&lt;br /&gt;
*[[520]]: Earth mode stun shield provides additional padding ranks equal to a Seed 3 summation.&lt;br /&gt;
*[[550]]: Increases uses per day by 1 at 40, 115, and 190 ranks.&lt;br /&gt;
*[[902]]: Increases the enhancive weapon skill bonus by 1 per Seed 7 summation.&lt;br /&gt;
*[[904]]: 10 ranks unlocks an acid burn ability at a rate of 25 + truncated(Skill Bonus/4)%.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[905]]: Provides an additional 1 DS per Seed 5 summation.&lt;br /&gt;
*[[909]]: Increases the E/B/P penalty by 1 per Seed 4 summation / 2.  Increases charges of the EVOKE version by 1 at 20, 50, 90, 150, and 200 ranks.&lt;br /&gt;
*[[914]]: Increases critical damage.&lt;br /&gt;
*[[917]]: Gives a percentage of the damage bonus provided by a stunned/prone target to all cycles after the initial strike equal to (100 * Ranks / 202)%.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant earth or acid flaring items.&lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Earth====&lt;br /&gt;
&lt;br /&gt;
Earth lore has a few important discreet breakpoints to consider.  One is the additional charges on the evoked version of [[909|Tremors]] at 20, 50, 90, 150, and 200 ranks.  Another is the added uses per day of [[550|Time Stop]] at 40, 115, and 190 ranks respectively.  Finally there is the acid burn effect on [[904|Minor Acid]] which turns on at 10 ranks and improves from there.  &lt;br /&gt;
&lt;br /&gt;
With that in mind 50 ranks will net you:&lt;br /&gt;
+2 charges of EVOKE 909&lt;br /&gt;
+1 daily use of 550&lt;br /&gt;
62% chance of acid burn on 904&lt;br /&gt;
25% of the stunned/prone bonus on 917&lt;br /&gt;
&lt;br /&gt;
The major outlier here is [[514|Stone Fist]].  Only a dedicated earth mage will get to make any real use of the additional commands that hold most of this spells power.  At 50 ranks you would be able to reasonably use SLAP but the spell likely is not worth using without at least CLENCH, if not POUND.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runes==&lt;br /&gt;
Wizards have access to learning three runes:&lt;br /&gt;
*After learning 930, a wizard can learn the &amp;quot;Gate&amp;quot; Rune.  Applying this on a runestone and holding the runestone while you cast decreases failure chances.&lt;br /&gt;
*A wizard who knows it can teach another the &amp;quot;Binding&amp;quot; Rune.  This will allow the wizard to trap their familiar type in an amulet that can be purchase from the wizard guild.  Holding this when casting 920 guarantees that type of critter. (i.e.  cats)&lt;br /&gt;
*The Wy&#039;Zio is used to unlearn unique runes.  Which currently means nothing to wizards.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY wizard:&lt;br /&gt;
*2x [[Spell Research]]: As a pure you should, at minimum, be training 2 spell ranks per level. (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]]: Harness power, at level, provides 3 mana per training (0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]]: Mana regeneration, Multi-cast, Spellup, and benefits to many spells. (0/4)&lt;br /&gt;
*1x [[Physical Fitness]]: Combat Maneuvers Defense and health (8/0)&lt;br /&gt;
*1x [[Perception]]: Maneuver defense, getting around. (0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
[[Armor Use]] &lt;br /&gt;
*4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
*15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
*35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
==The Archer Mage==&lt;br /&gt;
&lt;br /&gt;
===Why Archery?===&lt;br /&gt;
Wizards main attack are magical bolts. This puts a high emphasis on [[Dexterity]].  Archery offers an alternative method for attack that relies on the same [[Dexterity]] bonus.  It also offers a cost-effective way to max out your weapon enchant bonus and is not largely impacted by encumbrance. With [[506|Celerity]] you can easily produce a hail of arrows.&lt;br /&gt;
&lt;br /&gt;
The strength of the build is maximization of all enhancive spells.  [[509|Strength]] applies towards RT reduction alongside [[506|Celerity]]. Due to these spells it is quite easy to hit a 1 second RT with a longbow, while aiming. Furthermore, the focus on [[Dexterity]] allows an Archer Mage can make full use of classic Wizard Bolt Spells as well. Having two viable attack options opens up a lot of potential creatures to hunt.&lt;br /&gt;
&lt;br /&gt;
In addition [[404|Disarm Enhancement]] provides a pseudo-bonus to [[Perception]] when it comes to AIMing ranged attacks.  Even if Wizards are not the best aimers, 404 is easy to stack up with 515, and every little bit helps.&lt;br /&gt;
&lt;br /&gt;
===Training for Archery===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Ranged Weapons]] (14/3)&lt;br /&gt;
*+1x [[Perception]] (2x total) (0/6)&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
**+(20/12)&lt;br /&gt;
**=28/47 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]: 66 ranks If you&#039;re a small race, like a halfling, gnome, etc. 55 ranks if you&#039;re a race with a higher STR bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&amp;lt;br&amp;gt;&lt;br /&gt;
*25 ranks of [[Elemental Lore, Earth]] for bonus AS and some defensive benefits.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
Additional [[Spell Research]] is the best way to improve your stance offensive DS.&lt;br /&gt;
&lt;br /&gt;
===Post Cap Goals===&lt;br /&gt;
*3x [[Spell Research]]. More DS, more AS/CS for spells, better enchanting capabilities.&lt;br /&gt;
*1x [[Ambushing]]. 100 ranks of Ambush will net you 15 AS. AS bonus = ((ranks -40)/4). This is INCREDIBLY expensive at (15/10) per rank for such a small AS boost. That is why it is not listed in core training. This will not assist aiming, as it only impacts aiming while hidden.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*All spheres to rank 2 at level 2&lt;br /&gt;
*Major Elemental &amp;amp; Wizard until Wizard=13&lt;br /&gt;
*Minor Elemental &amp;amp; Major Elemental until Major Elemental = 20 (13 wizard, 9 minor, 20 major)&lt;br /&gt;
*2x Minor Elemental until Minor Elemental = 31 (Should be level 31)&amp;lt;br&amp;gt;&lt;br /&gt;
*From there determine your target ranks of Major Elemental and Air Lore needed to minimize RT.&amp;lt;br&amp;gt;&lt;br /&gt;
**50 Ranks in MjE will unlock 550, a strong escape spell&amp;lt;br&amp;gt;&lt;br /&gt;
**75 Ranks of MnE will max out AS potential from 425&amp;lt;br&amp;gt;&lt;br /&gt;
**Wizard Circle will generate the most DS of any three circles&lt;br /&gt;
&lt;br /&gt;
===Combat Suggestions===&lt;br /&gt;
*Keep [[506|Celerity]] Up&lt;br /&gt;
*1 Creature and plenty of mana - 505 bolt until it falls prone -&amp;gt; Arrows.&lt;br /&gt;
*1 Creature and low on mana -  Arrows&lt;br /&gt;
*2 Creatures and plenty of mana -  410 -&amp;gt; Arrows&lt;br /&gt;
*2 Creatures and low on mana -&amp;gt; Arrows, carefully&lt;br /&gt;
*&amp;gt;2 Creatures 410 -&amp;gt; 518&lt;br /&gt;
*Undead - 901/903/904/906 are less hassle than finding a bless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Two Handed Mage==&lt;br /&gt;
1. Get a big weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Swing a big weapon really fast.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Profit!&amp;lt;br&amp;gt;&lt;br /&gt;
Two-Handed Mages can use Polearms or Two-Handed Weapons at the same TP cost. If you want to be a polearm mage, just make sure it is a two handed polearm.&lt;br /&gt;
&lt;br /&gt;
===Why a Two-Hander?===&lt;br /&gt;
The best defense is a good offense and in Gemstone IV a good offense often comes in the form of a giant weapon.  An even better offense comes in the form of a giant weapon swung with a 1 second RT.&lt;br /&gt;
Two Handers and Polearms have the highest Damage Factors out of any weapons in the game. Paired with the speed of [[506|Celerity]] this can be a devastating build.&lt;br /&gt;
&lt;br /&gt;
Two-Handers are a great way to level, especially early on when mana is tight. By the time your AS growth slows down you have the mana to keep [[506|Celerity]] going and speed yourself up.  As an added benefit this build is more interested in strength so you can pick your race appropriately.  No need to worry about picking up a smooth stone and being encumbered.&lt;br /&gt;
&lt;br /&gt;
===Training for Two-Handers===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Two-Handed Weapons]] or [[Polearms]] (14/3)&lt;br /&gt;
*1x [[Combat Maneuvers]] (12/8)&lt;br /&gt;
**+26/11&lt;br /&gt;
**=34/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]:  Typically 55 or 60 ranks but figure out what you need to swing your chosen weapon in 1 second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Earth]]:  You can consider getting 25 or 35 ranks to increase 902 and 509 potency.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Air]]:  Getting up to 55 ranks, if you needed less than that for the discrete training, will end up rounding advantageously for you.  See the lores section for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]]&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You could take armor up to Leather Breastplate, if not further. Warmages do not cast in combat nearly as much as Pures. The hindrance can be annoying but, overall, better AvD and crit divisor is worth it, as you are gonna be caught in offensive more.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
[[Elemental Lore, Earth]]. This is really the only other way to increase AS after you&#039;ve reached 75 ranks in Minor Elemental. There are huge diminishing returns after the first 25-35 ranks unfortunately.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*Start off with 2/2/2 at level 2&lt;br /&gt;
*Wizard &amp;amp; Major Elemental until at 11/11 (Level 11)  (Rank 11 yields bonuses from 503 and 507, also floating disk)&lt;br /&gt;
*Wizard &amp;amp; Minor Elemental until 13/4 (Level 13)&lt;br /&gt;
*2x Minor Elemental until 25 (Level 25)  You reach this a little before level 25 at full 2x spells&amp;lt;br&amp;gt;&lt;br /&gt;
From here there are some options:&amp;lt;br&amp;gt;&lt;br /&gt;
*Major Elemental to 51: If your RT without [[506|Celeity]] is 6 seconds, 51 ranks will produce an additional -1 RT, and take it down to 1 sec with [[506|Celerity]].&lt;br /&gt;
*Minor Elemental up to 75 to max out the AS contribution of 425.&lt;br /&gt;
*If DS is an issue the wizard circle generates the most DS of any circle, at 1.25 DS per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
As 513 no longer reduces melee AS, a melee warmage has a variety of options available.&lt;br /&gt;
&lt;br /&gt;
If you are attuned to air then at 25 ranks of air lore you can use a 1x weapon and e-blade it.  An e-bladed weapon can take advantage of the [[502|Chromatic Circle]] weakness effect. Plus it is cheaper than buying a 5x flaring weapon.&lt;br /&gt;
&lt;br /&gt;
Due to the low swinging AS, warmages need to utilize disablers like 505, 909, 912, or 410 as an opener to knock the critters down for the DS reduction.  Since you are training in CMANs, you will also have feint and some other options available to you as an opener later on in life.  If you are attuned to air (or earth with enough earth lore), and are wielding an e-bladed weapon, you can start off with a 502 before your opener to further reduce your target&#039;s DS.  Beyond that you want to simply keep [[506|Celerity]] up and hack away at things.&lt;br /&gt;
&lt;br /&gt;
Remember that you do still have a full litany of spells available to you if you while hunting.  Your Bolt AS will not be bad as a Warmage, assuming you choose to train in Spell Aiming.  It is viable for hunting, and is a perfect way to deal with undead in areas such as Wyneb or Maaghara in Ta&#039;Illistim, where they are mixed in with living creatures.  Just use your magic against the undead, and swing your weapon against the living.&lt;br /&gt;
&lt;br /&gt;
==Warmage AS Slowdown==&lt;br /&gt;
Non-pure builds tend to slow down in the later levels.  Mathematically, a warmage&#039;s AS is going to fall behind other swingers eventually. An archer or two-hander needs to train Weapon Training and either 1x CM or 2x perception.  That will grant 1.5 AS per level in later levels. That is a 1 AS per level deficit compared to a semi or square who trains 1x in CM and can 2x their weapon. Warmages have two tools to assist in bridging the gap: 425 and 509.  Meanwhile a ranger has Phoen&#039;s Strength.  With that in mind here is a comparison between a warmage and ranger.&lt;br /&gt;
&lt;br /&gt;
Since 425&#039;s potency is .5/level, that still puts a warmage at a .5 AS per level deficit compared to a ranger. &lt;br /&gt;
*At level 20, a warmage is 15 AS below a ranger (15 (509) -20 - 10 (606)) -15. &lt;br /&gt;
*At 25, a warmage actually gets ahead of a ranger (15-25-10+25) by +5 AS due to 425. &lt;br /&gt;
*At level 75,  it is still pretty close at (75 - 15 + 10 - 50) -20 AS, but 425 potency is maxed out.&lt;br /&gt;
*At level 80, the warmage is behind by (80-15+10-50) -25 AS.&lt;br /&gt;
*New to cap, a warmage is at -45 AS compared to a ranger.&lt;br /&gt;
&lt;br /&gt;
The only way to make up this disparity is through proper use of disablers.  Even then, the ranger is going to have similar skills available.  What they will never have is a 1 second RT to take full advantage.  The warmage will probably never hit as hard but they will hit anywhere from 3 to 6 times more often.&lt;br /&gt;
&lt;br /&gt;
==The Pure Mage==&lt;br /&gt;
&lt;br /&gt;
To put this simply, you get to hurl balls of fire at your enemies and burn them to cinders.  Wizards are the masters of elemental magic and bolting.  When you have access to some of the most powerful spells in Elanthia why would you ever want to pick up a weapon?  Wizards might have the second-to-worst melee AS in the game but their bolting AS is second to none.  A well trained wizard is a magical powerhouse that can tangle with the toughest creatures in the game and come out laughing.&lt;br /&gt;
&lt;br /&gt;
===Training for a Pure===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/1)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/1)&lt;br /&gt;
*1x [[Elemental Lore]] (0/6)  Which type depends on your choices.&lt;br /&gt;
**Additional TP cost of (6/11)&lt;br /&gt;
**=14/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Optional Training for a Pure&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x in [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained pure mage is a well trained pure mage with a ton of outside spells.  Beyond that they help with some utility skills like enchanting and recharging.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some wizards choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
At low levels, returns from additional ranks of harness power are more substantial. Gaining 1 more mana when you have a max pool of 30 is proportionally much better than getting that same 1 mana when you have a pool of 300. A low level pure wizard&#039;s biggest stumbling block is the lack of mana.  [[1700|Arcane Blast]] does mitigate this somewhat, as do wands, but having more mana early is a boon.  At low levels it can be worthwhile to dump additional points into Harness Power. Once you reach your 20s or 30s and find yourself comfortable with your mana total you can simply stop training in [[Harness Power]] until your level catches up to your ranks.  Once that is done everything else should go into [[Spell Research]].&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
*Wizard and Major Elemental to 13&lt;br /&gt;
*Major Elemental and Minor Elemental until Major Elemental 18&lt;br /&gt;
*All Spell Research into Minor Elemental until 430 is unlocked&lt;br /&gt;
*Go back to Major to train it up to = Level&lt;br /&gt;
*Keep Major = Level, Try to get Minor Elemental = Level&lt;br /&gt;
*Any additional spell ranks go into wizard circle&lt;br /&gt;
&lt;br /&gt;
===Channeling===&lt;br /&gt;
&lt;br /&gt;
====Channeling Bolts====&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For how unchanneled bolts are assigned location, see [[Unaimed Body Location Assignment (saved post)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Channeling Warding Spells====&lt;br /&gt;
The spells [[Chromatic Circle (502)]] and [[Immolation (519)]] can gain a bonus from [[CHANNEL]].  &lt;br /&gt;
&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
===Runestaves vs. Shields===&lt;br /&gt;
&lt;br /&gt;
Runestaves make the Pure builds work, but before we had them we used shields.  It turns out that there are still pros and cons to using a shield over a runestaff.  Shields tend to offer higher DS totals over runestaves.  They also do not suffer from the possibility of being disarmed.  In contrast runestaves will certainly allow you to spend more points on magical skills.  Additionally you need to consider runestaff flares, which are designed purely with casters in mind.&lt;br /&gt;
&lt;br /&gt;
====Shield Benefits====&lt;br /&gt;
The first thing to remember about a shield is that you will get a flat +20 DS from using a shield before anything else is factored in.  When you explore the runestaff formula you will find that it takes a lot of magical ranks to make up even that 20 extra.  It is also worth noting that the stance modifier for parry DS (runestaves) in offensive stance is .2, compared to .5 for block DS in that stance.  What that means is that more shield DS survives stancing up and that is the stance you are most worried about being hit in.  Finally, we need to remember that one of the most dangerous things that can happen to a pure is having their runestaff disarmed and shields do not have that problem.&lt;br /&gt;
&lt;br /&gt;
The cost for a wizard of one rank of [[Shield Use]] is 13/0 and, considering a wizard is likely already converting PTPs to MTPs is more like 0/6.5, call it 7.  That is roughly the equivalent of 2 magical skills or 1/5 of an extra spell rank.  We already know the most DS per spell rank is wizard spells at 1.25 DS so 1/5 of that is &#039;&#039;&#039;.25 DS&#039;&#039;&#039;.  2 magical skills will increase your parry ranks by .2 per level, or roughly &#039;&#039;&#039;.06 DS&#039;&#039;&#039; per level in offensive stance.  The block DS formula is:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[((Shields Ranks + trunc(STR Bonus / 4) + trunc(DEX Bonus / 4)) x Size Modifier x Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant.  &lt;br /&gt;
&lt;br /&gt;
For ease of use we can just say our STR and DEX bonuses are 0 and using a medium shield.  So 1 rank of shield use would increase our total offensive DS by &#039;&#039;&#039;.5 DS&#039;&#039;&#039;.  It is also worth noting that it can be beneficial, depending on your STR and DEX bonuses, to train a single rank of [[Brawling]] to activate the parry DS formula with a shield.  If you have a strength bonus of 5, with an additional 15 from 509, and a dexterity bonus of 20 that 1 rank is worth 2.2 parry DS in offensive.  The best DS return you can get on your training point investment for just that single rank.  &lt;br /&gt;
&lt;br /&gt;
====Runestaff Benefits====&lt;br /&gt;
&lt;br /&gt;
There is no denying that there is a positive DS benefit to using a shield over a runestaff.  With that said, DS is not the only thing we care about.  There are multiple other factors to consider when making the decision about how to spend our valuable training points.  We care just as much about our offensive and utility capabilities.&lt;br /&gt;
&lt;br /&gt;
While the cost of 1 rank of shield use is worth far less in terms of DS for a spell rank or magical skills, that is not the only thing those points are gaining you.  One more spell rank might be worth roughly half of the equivalent TPs in shield rank DS but it is a spell rank.  Above all else it is another spell you can cast.  Beyond that it is more CS for that circle and potentially other circles.  It is also increased duration on your spells from that circle.  It represents other efficiency increases for spells in that circle.  At some points it could represent increased AS as well.  A spell rank is more than just the sum of its DS addition.&lt;br /&gt;
&lt;br /&gt;
In much the same way additional magical skills have their own value.  It is easy to discount 2 additional magical skills, say 1 rank each of MIU and AS as just .06 DS.  What cannot be discounted is what can be done with those skills.  In the example we are using that represents increased durations on spells that are used from magic items or scrolls.  Those skills also factor in to other important skills such as enchanting and recharging.  Depending on how they are using they could certainly provide more DS than using a shield ever would, along with AS, CS, TD, and tertiary benefits.&lt;br /&gt;
&lt;br /&gt;
As we can see the greatest benefit to using a runestaff is not having to waste any of our precious training points on anything that does not directly benefit our magical skills.  The other big factor is the multitude of abilities you can add to a runestaff.  The most common example is runestaff flares, which offer additional power to your spells.  Beyond that there are various combat scripts designed for runestaves that benefit the pure caster.  Rarely will a combat script designed for a shield provide anywhere near such a benefit.  These things need to be taken into consideration when choosing what to hold in your hands.&lt;br /&gt;
&lt;br /&gt;
Just remember that many creatures are all too happy to knock that thing out of your hand as well.&lt;br /&gt;
&lt;br /&gt;
=====Runestaves Formula Explained=====&lt;br /&gt;
Runestaves generate DS based on your total ranks in magical skills per level. Magical skills include:&amp;lt;br&amp;gt;&lt;br /&gt;
*Spell Research&lt;br /&gt;
*Spell Aiming&lt;br /&gt;
*Mana Controls&lt;br /&gt;
*Harness Power&lt;br /&gt;
*Lores&lt;br /&gt;
*Arcane Symbols&lt;br /&gt;
*Magic Item Use&lt;br /&gt;
&lt;br /&gt;
Runestaff defense uses the two-handed parry DS equation, including a flat stance adjustment, so you always get +50 DS regardless of ranks when in defensive versus offensive.  Since it uses the two-handed formula, you&#039;ll get 1:1 on Enchant added to DS.  &lt;br /&gt;
&lt;br /&gt;
The actual formula is: ((Parry Ranks + 10 + (STR Bonus/4) + (Dex Bonus/4)) * Stance Mod * 1.5 ) + Stance Bonus + Enchant Bonus&lt;br /&gt;
Note: Stance Modifier for Offensive is .2&lt;br /&gt;
&lt;br /&gt;
You gain Parry Ranks from training more magical skills. 8 ranks of magical skills per level is the equivalent of training 1x in two-handed weapons and a typical caster is expected to have between 10 and 11 magical ranks per level when using a runestaff.  Spell heavy builds will get more DS from their spells and typically are fine with anywhere from 6-8 ranks.  &lt;br /&gt;
&lt;br /&gt;
Example: If you&#039;re level 20, and have 160 ranks in magic skills, that&#039;s 8/level, or would yield 20 Parry Ranks.&lt;br /&gt;
If you were level 20, and had 180 ranks in magic skills, that&#039;s 9/level, and would yield 22 Parry Ranks.&lt;br /&gt;
&lt;br /&gt;
+2 ranks in parrying is quite small, especially considering the cost of those +20 magic skills could be as high as 40 MTPs, which could result in a spell rank.&lt;br /&gt;
&lt;br /&gt;
2 ranks of parry would yield .6 DS in offensive, whereas 1 rank in Major Elemental would yield .75 DS, and 1 rank in Wizard would yield 1.25 DS.&lt;br /&gt;
&lt;br /&gt;
Training specifically for Runestaff DS is not a recommended path.&lt;br /&gt;
&lt;br /&gt;
You can find more information on the [[Runestaff]] Page&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  This includes bolts and fire can be VERY effective against a warcamp full of trolls.  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which is essentially free mana when you have nothing else to do with stamina&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
Some of the intangibles can be nice for warmages, like blessing.  The ability to UAC without needing a bless can be helpful to the new subset of brawling warmages.&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. With the symbol of blessing, warmages can fight undead, and pures can both just spellcast. Undead are typically pretty easy targets to hunt relative to other critters at like levels, so you&#039;ll find yourself hunting a lot of them. &lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
*[[Charge Item (517)]] and the [[Charge Item (guide)]]:  Provide great information on maximizing the wizard&#039;s ability to charge magical items.&lt;br /&gt;
*[[Call Familiar (920)]]:  A familiar is an integral part of the wizarding experience.  This will give you the basic background info for how to use one of the most coveted spells in Elanthia.&lt;br /&gt;
*[[Enchant Item (925)]]:  The resource to learn everything necessary to enchant weapons and armor.  Also [[Research:Enchant (925) Formula‎‎]] provides some great player research into the mechanics behind Enchant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118353</id>
		<title>Comprehensive Wizard Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118353"/>
		<updated>2019-08-02T03:26:25Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* Melee Warmages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Issalya portrait.jpg]]&lt;br /&gt;
| name = Lady Issalya Valdarien Illistim&lt;br /&gt;
| type = [[Elemental]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]]&amp;lt;br /&amp;gt;[[Major Elemental]]&amp;lt;br /&amp;gt;[[Wizard Base]]&lt;br /&gt;
| prime = [[Aura]], [[Logic]]&lt;br /&gt;
| mana = [[Aura]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  =  14 / 0 | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 14 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 8 / 2   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 10 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 8 / 0   | PFranks  = 1&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 1   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 1   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 2 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 4   | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0 / 15  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 15  | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 6   | ELranks  = 2&lt;br /&gt;
  | SpLcost = 0 / 20  | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 10  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20  | MLranks  = 1&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 1&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 2 / 1   | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
{{otheruses4|the Wizard profession|the front end|Wizard (front end)}}&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
This guide is brought to you by members of the GS community from discussions via various forums, Discord chats and direct player input on gswiki.  It is ALWAYS open for contributions from the community.&amp;lt;br&amp;gt;&lt;br /&gt;
Last Upate:  2/9/2018&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;10&#039;&#039;&#039;||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-10||&#039;&#039;&#039;10&#039;&#039;&#039;||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR is Melee AS and Ranged RT.&amp;lt;br&amp;gt;&lt;br /&gt;
DEX is spell bolts and Ranged AS and Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
AGI is also a factor in Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura is Elemental CS.&lt;br /&gt;
&lt;br /&gt;
==Benefits of Dexterity==&lt;br /&gt;
A Ranged attack or Bolt spells uses [[Dexterity]] as an AS mod, but it is much more than that.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people do not realize that TRUNC(DEX Bonus/4) is added as phantom damage to attacks, when no crit weighting is present.  When calculating damage you take the damage factor, multiply by the endroll in excess of 100, and, depending on the damage versus the armor type, you get crits that provide extra damage. However, between those two steps, there is one additional calculation. Your DEX Bonus/4, rounded down is added as &amp;quot;phantom damage&amp;quot; when calculating what rank crit you get. This occurs in all AS based attacks, including melee, ranged, and spells. &lt;br /&gt;
&lt;br /&gt;
*Please note:  The DEX BONUS/4 is still commonly accepted as true, but there do appear to be abnormalities that don&#039;t make it uniformly applied.  This is still being tested to determine any potential limits.&lt;br /&gt;
&lt;br /&gt;
As an example of how this is applied we can take a simple cast of 901:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all know 901 has a terrible DF.  However, if a halfling with maxed DEX casts it, with their +40 DEX bonus, they get 10 phantom damage right off the bat. If they do adequate damage to obtain a Tier 1 crit, it will receive +10 phantom damage when calculating the crit. Since a substantial margin of the damage from 901 is based on the crit tier, this could significantly increase the damage.&lt;br /&gt;
&lt;br /&gt;
When it comes to racial selection this means Halflings are potentially the best race to select for bolting.  At least from a purely offensive point of view. With the second highest max DEX bonus, Dark Elves have a DEX bonus at +35 at 100, but since phantom damage is rounded down, they max at only +8 phantom damage, while halflings get +10 phantom Damage from their +40 max bonus. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s a wonderful example that Riltus provided, with a breakdown of the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You gesture at a dark orc.&amp;lt;br&amp;gt;&lt;br /&gt;
You hurl a small surge of electricity at a dark orc!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +212 vs DS: +39 with AvD: +22 + d100 roll: +68 = +263&amp;lt;br&amp;gt;&lt;br /&gt;
... and hit for 49 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 5 Crit w/25 damage&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard with 20 air lore and 34 Dex bonus (8 pts. crit weighting)&amp;lt;br&amp;gt;&lt;br /&gt;
901 DF: 0.133&amp;lt;br&amp;gt;&lt;br /&gt;
Lore DF bonus: 0.012&amp;lt;br&amp;gt;&lt;br /&gt;
Effective DF: 0.145&amp;lt;br&amp;gt;&lt;br /&gt;
Endroll success margin: 163&amp;lt;br&amp;gt;&lt;br /&gt;
Raw damage: 23.6 rounds up to 24&amp;lt;br&amp;gt;&lt;br /&gt;
Armor: double leather w/ 6 crit divisor&amp;lt;br&amp;gt;&lt;br /&gt;
Calc max crit w/o weighting: 24/6 = 4&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit damage: 25 (R5 chest)&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit: rank 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum Crit weighting for a rank 5 outcome: 6 pts. [(24 + 6)/6 = rank 5 crit] &lt;br /&gt;
&lt;br /&gt;
Without phantom damage, the maximum crit outcome would have been a tier 4 crit (only 20 damage), so that additional phantom damage for the crit roll ended up being an additional 5 real damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Warmages==&lt;br /&gt;
&amp;lt;s&amp;gt;Melee Warmages are mainly concerned about strength.  They need all the AS they can get relative to the other classes before the AS slowdown. AgiDex is less of a concern because, from an RT perspective if you are doing most melee builds, you should be able to swing anything in 6 seconds with any race. That is the RT needed to hit 1 second eventually. If your stats are placed for growth, and you are using a lance, AgiDex might be a concern in a few cases.  In that case just make sure you math it out before you get started, or swap to a faster polearm.&lt;br /&gt;
&lt;br /&gt;
The strongest races are:&lt;br /&gt;
&amp;lt;u&amp;gt;Giantman&amp;lt;/u&amp;gt;: +15 STR, but bolting suffers with a -5 DEX and CS takes a hit with a -5 Aura.  They do have a nice CON bonus at +10 and the best encumbrance factor of all races.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half-Krol&amp;lt;/u&amp;gt;: +10 STR, with no bonus or penalty on DEX or AURA.  They share the same +10 CON bonus as Giantmen, as well as a high encumbrance factor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarf&amp;lt;/u&amp;gt;: +10 STR, no DEX penalties but -5 to AGI and bad Aura at -10.  They have the highest CON bonus at +15.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Human&amp;lt;/u&amp;gt;: Only +5 STR, no modifiers to DEX, AGI or AURA.  Humans are the middle of the road race.&lt;br /&gt;
&lt;br /&gt;
It should be noted that these THW warmages races outlined above tend to be weak in DEX and Aura if you decide to swap builds after the AS slowdown. So you would find it very difficult to swap from a Racially maximized THW Warmage to a Pure or Ranged Warmage.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a warmage, AS is important but reaching 1sec RT is top priority. You want to come out the gates swinging your target weapon at 5sec RT. If you build your warmage with using this starting rule, you&#039;ll save yourself a boat load of TPs in the long run. Lets take a Claidhmore as an example since Two Handed Weapons are a popular weapon choice for warmages. The base round time on a claidhmore is 8 seconds (https://gswiki.play.net/Claidhmore). &lt;br /&gt;
&lt;br /&gt;
If we refer to the Two Handed Weapon round time table from the Celerity (506) wiki page https://gswiki.play.net/Celerity_(506) , you&#039;ll see that a 6 second base round time for swinging a claidhmore will require 80 ranks of air lore as oppose to a 5 second base swinging round time would only take 58 ranks. That is a difference of 528 physical TPs to get to one second swinging round time. As a warmage your AS is going to be low, the power comes from the 1 second round time swings and disabling your opponent with stomp evoked 909.  &#039;&#039;&#039;An AGI + DEX bonus of 53+ will ensure your character swings any weapon at 5sec rt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Two-Handed Weapons&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | Base Weapon Speed&lt;br /&gt;
|- &lt;br /&gt;
| Current RT&lt;br /&gt;
| 9&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 9&lt;br /&gt;
| 154&lt;br /&gt;
| 146&lt;br /&gt;
| 130&lt;br /&gt;
| 122&lt;br /&gt;
| 106&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8&lt;br /&gt;
| 131&lt;br /&gt;
| 124&lt;br /&gt;
| 110&lt;br /&gt;
| 103&lt;br /&gt;
| 89&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7&lt;br /&gt;
| 108&lt;br /&gt;
| 102&lt;br /&gt;
| 90&lt;br /&gt;
| 84&lt;br /&gt;
| 72&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 6&lt;br /&gt;
| 85&lt;br /&gt;
| 80&lt;br /&gt;
| 70&lt;br /&gt;
| 65&lt;br /&gt;
| 55&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5&lt;br /&gt;
| 62&lt;br /&gt;
| 58&lt;br /&gt;
| 50&lt;br /&gt;
| 46&lt;br /&gt;
| 38&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4&lt;br /&gt;
| 39&lt;br /&gt;
| 36&lt;br /&gt;
| 30&lt;br /&gt;
| 27&lt;br /&gt;
| 21&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3&lt;br /&gt;
| 16&lt;br /&gt;
| 14&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The best races that achieve the AGI + DEX bonus of 53+ are elves of any sort. &lt;br /&gt;
Strength is secondary to AGI and DEX since it&#039;s directly connected to AS. &lt;br /&gt;
&lt;br /&gt;
You training goals for a warmage should be as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Goals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Elemental: - 1x until 75 (This is for the AS boost that 425 offers)&amp;lt;br&amp;gt;&lt;br /&gt;
Major Elemental: - 1x until 50 (You can skip a few tanks but you obviously want 506 and 509 ASAP)&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard - As able (You want 909 ASAP but after that you can take your time. The 900 circle is the best circle for a wizard to gain DS.)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon skill - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Physical Fitness - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Perception - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Harness power - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Spell aim - 2x (It&#039;s always good to have an alternative attack method)&amp;lt;br&amp;gt;&lt;br /&gt;
Air lore - as much as possible until you can 1 sec swing your goal weapon. (Do not neglect the other primary skills to achieve this)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Goals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can you swing your choice weapon with 1 sec RT? no? then why are you looking here?!&amp;lt;br&amp;gt;&lt;br /&gt;
Combat Maneuvers - whatever you can spare. (Every 2 ranks is +1 AS. the Cman skill of choice is feint followed by disarm.)&amp;lt;br&amp;gt;&lt;br /&gt;
Magic item use&amp;lt;br&amp;gt;&lt;br /&gt;
Arcane Symbols&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Mana Control - I stopped at 30 ranks&amp;lt;br&amp;gt;&lt;br /&gt;
Armor use&amp;lt;br&amp;gt;&lt;br /&gt;
Whatever else you want. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This section was edited by Alsal&lt;br /&gt;
&lt;br /&gt;
==Ranged Warmage==&lt;br /&gt;
Ranged Warmages primarily need 1 thing, [[Dexterity]]. Even a halfling with -15 STR mod can get to a STR bonus of +5 and fire an aimed longbow in 1 second. The following highlights strength mods because it can be a factor at lower levels and in the case that you decide to switch builds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Halflings&amp;lt;/u&amp;gt;: The winning race with +15 DEX, but a woeful -15 STR and -5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elf&amp;lt;/u&amp;gt;: +10 DEX, 0 STR, and +10 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +10 DEX, 0 STR and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burger Gnome&amp;lt;/u&amp;gt;: +10 Dex, with the same -15 STR as a halfling, but a +5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 DEX, 0 STR, and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half Elves&amp;lt;/u&amp;gt;: +5 Dex, 0 STR, 0 Aura. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Aelotoi&amp;lt;/u&amp;gt;: +5 DEX and 0 Aura like Half-Elves, but with -5 Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Forest Gnomes&amp;lt;/u&amp;gt;: +5 DEX, -10 Strength, and 0 Aura.&lt;br /&gt;
&lt;br /&gt;
==Pure Builds==&lt;br /&gt;
The emphasis here is on Aura, as our CS mod, because we already highlighted DEX in the Ranged section:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elves&amp;lt;/u&amp;gt;: +10 Aura, along with their +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burghal Gnomes&amp;lt;/u&amp;gt;: +5 AURA, also with +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 AURA as well but only +5 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +5 AURA too and with +10 DEX&lt;br /&gt;
&lt;br /&gt;
==Other Racial Factors==&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent wizard.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a halfling anyway because that DEX!&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Reduces swinging RT, maneuver penalties, and spell hindrance from wearing armor.&lt;br /&gt;
*[[Shield Use]] Generates DS when using a shield.&lt;br /&gt;
*Weapons Use Raises AS with a particular Weapon.&lt;br /&gt;
*[[Two Weapon Combat]] Ability to use two one-handed weapons.  It is prohibitively expensive for a wizard to train in.&lt;br /&gt;
*[[Combat Maneuvers]] +.5 Melee AS per rank. 1 CM Point per rank to use towards the limited list of combat maneuvers available to wizards!&lt;br /&gt;
*[[Multi-Opponent Combat]] Reduces Force-on-Force penalties for multiple opponents and adds 1 to the minimum ball-spell area effect per rank. &lt;br /&gt;
*[[Ambush]] Ability to aim physical attacks.  Improves ranged AS by .25 for every rank over 40.&lt;br /&gt;
*[[Physical Fitness]] HP total, stamina, factors into Maneuver defense&lt;br /&gt;
*[[Dodge]] Adds to evade DS but is prohibitively expensive for wizards.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Ability to use scrolls, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Magic Item Use]] Ability to use magic items such as wands, small statues and other imbeds, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Harness Power]] +3 Mana per rank up to your level, +1 mana per rank over level.&lt;br /&gt;
*[[Spell Aiming]] Adds to bolt AS in the same way weapons training adds to a physical AS.&lt;br /&gt;
*Mana Control: Allows sharing of mana with others, based on your skill in a specific mana control and theirs.  Also improves your mana regeneration rate.&lt;br /&gt;
*[[Spell Research]] Learn spells, improve effectiveness and duration.&lt;br /&gt;
*[[Elemental Lore]]: Various effects and improvements to specific elemental spells.  Other lores do not effect your native spells.&lt;br /&gt;
&lt;br /&gt;
==Elemental Lores==&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Lore]] Review offered a variety of new synergies between spells, and introduced a lot more than just DF bonuses on bolt spells.  The list below gives a general overview of which spells each lore effects and a general idea of how.  A more complete overview can be found in the [[Lore_chart|Lore Chart]].&lt;br /&gt;
&lt;br /&gt;
===Important Breakpoints===&lt;br /&gt;
*50 ranks in any lore gives the greatest Bolt DF benefit before diminishing returns on spells of that element, or .050 DF.&lt;br /&gt;
*100 combined ranks provide the greatest Bolt DF benefit before diminishing returns on dual element spells, or .050 DF.&lt;br /&gt;
*20 ranks in any lore gives the 518 specialization for that lore and 10 ranks each of two lores provides the specialization for dual lore specializations&lt;br /&gt;
*Arcane Circle spell EVOKES and Tonis Bolt:  &lt;br /&gt;
**20 Fire for 903 -&amp;gt; 1707&lt;br /&gt;
**20 Air for Tonis Bolt&lt;br /&gt;
**30 Water for 904 -&amp;gt; 1710&lt;br /&gt;
*55 or 60 air lore provides the majority of RT reduction from [[506|Celerity]] for a warmage&lt;br /&gt;
*[[514|Stone Fist]] Earth Lore at .5x for SLAP, 1.25x for CLENCH, and 2x for POUND&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Fire]]===&lt;br /&gt;
*[[413]]: Increases TD penalty by Seed 5 summation.&lt;br /&gt;
*[[415]]: Chance equal to [[Elemental Lore, Fire]] ranks/2 to strike an additional target in the room for 5 additional mana.&lt;br /&gt;
*[[417]]: 10 ranks unlocks a defensive spell from the target.  The chance is 10% +3% per every 10 ranks.  The mana drain is increased by skill/15.&lt;br /&gt;
*[[425]]: A percentage chance on a Seed 10 scale to increase the critical weighting of your next spell cast within 10 seconds.&lt;br /&gt;
*[[502]]: Fire Version - Provides a DS pushdown against fire spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks. &lt;br /&gt;
*[[513]]: Casting multiple bolts at the same target will increase AS by Seed 4 stacking up to +25 maximum.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Fire specification which uses [[906|Minor Fire]]&#039;s damage tables and lore bonuses.  10 ranks of Fire AND Water unlock Steam.&lt;br /&gt;
*[[519]]: Increases critical damage and damage cycles.&lt;br /&gt;
*[[903]]: 20 ranks unlocks [[Minor_Steam_(1707)|Minor Steam]] using EVOKE with this spell.&lt;br /&gt;
*[[906]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  &lt;br /&gt;
*[[908]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the fire version.&lt;br /&gt;
*[[925]]: 100 ranks unlocks the ability to enchant fire or steam flaring weapons.&lt;br /&gt;
*[[950]]: Increases AS of spells cast with 950 by 6 * Seed 10 summation and CS by 3/5 that amount.&lt;br /&gt;
*[[1707]] Increases DF by .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Fire====&lt;br /&gt;
&lt;br /&gt;
The only major discreet breakpoint for fire lore is 20 ranks for EVOKE on [[903|Minor Water]] for [[1707|Minor Steam]], the best damage to mana ratio bolt spell.  The other important bonuses are scaling.&lt;br /&gt;
&lt;br /&gt;
519 bonuses are two fold: &lt;br /&gt;
*Chance of incineration on warding margins 50 or higher = Seed 1 summation (Fire Lore ranks -10)/2 &lt;br /&gt;
*And Ranks / 1.5 % chance of an extra damage cycle. (100% at 150 ranks)&lt;br /&gt;
&lt;br /&gt;
The 513 AS bonus maxes out at +25. This makes some seed values appear more beneficial than others. Because going from +5 AS per bolt to +6 AS per bolt will still require 5 bolts to max out the benefit of +25 AS that +1 AS might be less substantial.  The number of bolts needed to cap the bonus is below:&lt;br /&gt;
*+1 per bolt: 25 casts to cap&lt;br /&gt;
*+2 per bolt: 13 casts to cap&lt;br /&gt;
*+3 per bolt: 9 bolts to cap&lt;br /&gt;
*+4 per bolt: 7 bolts to cap&lt;br /&gt;
*+5 per bolt: 5 bolts to cap&lt;br /&gt;
*+6 per bolt: 5 bolts to cap&lt;br /&gt;
*+7 per bolt: 4 bolts to cap&lt;br /&gt;
*+9 per bolt: 3 bolts to cap&lt;br /&gt;
*+13 per bolt: 2 bolts to cap&lt;br /&gt;
*Benefit maxes at +19, always 2 bolts to cap the benefit.&lt;br /&gt;
*This mechanic of the +25 max, paired with a Summation Seed 4 for benefit ends up producing two forms of diminishing returns. The difference between 72 ranks of fire lore for +9 per bolt (3 to cap), and 130 ranks for +13 per bolt (2 to cap) is substantial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
*[[402]]: Gives a chance to point out hidden targets based on ranks in [[Elemental Lore, Air]] versus the targets hide ranks.&lt;br /&gt;
*[[405]]: At 30 ranks can detect elemental flares and if an item is enhancive (but not what it enhances)&lt;br /&gt;
*[[410]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[435]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[502]]: Air/Lightning version - Provides a DS pushdown against air/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[504]]: Increases RT penalty by 1 at 24, 100, and 100 ranks.  Increases possible targets by 1 per 20 ranks.&lt;br /&gt;
*[[505]]: 20 ranks unlocks Tonis Bolt using EVOKE.  Increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[506]]: 50 ranks unlocks a group version with EVOKE.  Decreases the stamina cost of combat actions and improves RT reduction of utility actions.&lt;br /&gt;
*[[511]]: Increases maximum items by Seed 10 summation.&lt;br /&gt;
*[[515]]: Gives a percentage chance to provide a CHANNEL bonus to a spell without additional RT equal to Seed 1 summation.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Air specialization, which uses vacuum crits.  10 Air AND Water ranks unlocks Lightning specialization.&lt;br /&gt;
*[[535]]: -1% RT for every 5 ranks, max of 60%.&lt;br /&gt;
*[[550]]: Increases the amount of RT removed from negative effects by 1.5 * Seed 1 summation.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[911]]: Adds phantom [[Dodge]] ranks on a Seed 1 summation.&lt;br /&gt;
*[[912]]: Adds a 2% chance per Seed 5 summation to produce a vortex which causes RT for a random, ungrouped target at a regular interval.&lt;br /&gt;
*[[914]]: Reduces the summoning time and increases critical damage.&lt;br /&gt;
*[[916]]: 50 ranks unlocks a group version that lasts for 2 minutes using EVOKE.&lt;br /&gt;
*[[920]]: Decreases the time it takes a familiar to find a player-character.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant vacuum and lightning flaring items.&lt;br /&gt;
*[[950]]: Allows a chance to gain offensive CHANNEL benefits to the spells cast without the RT with a percentage chance equal to 5 * Seed 1 Summation.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Air====&lt;br /&gt;
&lt;br /&gt;
Arguably the greatest benefit to training air lore is Tonis Bolt at 20 ranks or the -1% RT from Celerity per 5 ranks, depending on your build. &lt;br /&gt;
&lt;br /&gt;
[[506|Celerity]] Breakpoints:&lt;br /&gt;
*Base 4 RT becomes 1 at 60 ranks&lt;br /&gt;
*Base 5 RT becomes 1 at 105 ranks&lt;br /&gt;
*Base 6 RT becomes 2 at 55 Ranks, 1 at 135 Ranks&lt;br /&gt;
*Base 7 RT becomes 3 at 20 Ranks, 2 at 90 Ranks, 1 at 160 ranks&lt;br /&gt;
*Base 8 RT becomes 3 at 55 ranks, 3 at 115 ranks, and 1 at 180 ranks&lt;br /&gt;
&lt;br /&gt;
After either 55 or 60 ranks in Air Lore, you receive a majority of the RT reduction bonuses. You also unlock all the major breakpoints for air lore:&lt;br /&gt;
Tonis Bolt&lt;br /&gt;
Group Casting 506 &lt;br /&gt;
410/435 Sphere&lt;br /&gt;
Flare detection on 405&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Water]]===&lt;br /&gt;
*[[403]]: Removes 1 point per Seed 10 summation of potential damage to a lockpick on a failed attempt.&lt;br /&gt;
*[[404]]: Reduces DISARM roundtime by 1 second per Seed 6 summation.&lt;br /&gt;
*[[407]]: Unsuccessful casts will corrode a lock, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[408]]: Unsuccessful casts will corrode a trap, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[410]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[416]]: Grants a percentage chance equal to Skill/4 to show Unlock and Disarm success messenging.&lt;br /&gt;
*[[418]]: Provides a +10 mana regeneration bonus for the caster.  This bonus will last a number of pulses equal to a Seed 10 summation.&lt;br /&gt;
*[[435]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[502]]: Water/Cold/Lightning version - Provides a DS pushdown against water/cold/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[512]]: Increases targets by 1 per Seed 5 summation.  Shatter chance on fully encased targets equal to Skill Bonus/3.  Converts [[903|Minor water]] cast at target to [[1709|Minor Cold]] for Seed 10 summation casts.&lt;br /&gt;
*[[515]]: Percentage chance to negate the cooldown when the spell ends equal to Seed 1 summation.&lt;br /&gt;
*[[516]]: Percentage chance equal to Seed 2 summation to drain an additional 20 mana.&lt;br /&gt;
*[[518]]: 20 ranks to unlock cold specialization, which uses [[1709|Minor Cold]] damage tables and lore bonuses and water specialization, which uses [[903|Minor water]]. 10 ranks + 10 Fire/Earth/Air unlocks Steam/Acid/Lightning.&lt;br /&gt;
*[[520]]: Water mode dispel cooldown reduced by Seed 1 summation seconds.&lt;br /&gt;
*[[550]]: 50 ranks unlocks an automatic [[410|Elemental Wave]] cast for free alongside Time Stop.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[903]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Increases the chance to soak a target by skill/2%.&lt;br /&gt;
*[[904]]: 30 ranks unlocks [[1710|Major Acid]] with EVOKE.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[907]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the cold version.&lt;br /&gt;
*[[920]]: 50 ranks unlocks the ability to set an anchor on an earthnode.&lt;br /&gt;
*[[925]]: Allows storing of a mana pool for infusing tempering potions at a rate of 1 point on a Seed 5 summation for every 30 XP absorbed, starting at 5 ranks.  100 ranks unlocks enchanting Cold/Acid/Lightning/Steam flaring items.&lt;br /&gt;
*[[1707]]: Combined Fire and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[1709]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that. &lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Water====&lt;br /&gt;
&lt;br /&gt;
Water lore has very little in the way of discreet breakpoints.  Five ranks unlocks the ability to store mana for [[925|Enchant Item]], an important benefit for minimal investment. 30 ranks will allow the use of [[1710|Major Acid]] with 904 and 50 ranks will provide the ability to set an anchor for your familiar and have an automatic [[410|Elemental Wave]] when you cast [[550|Time Stop]].  While interesting these benefits are not build defining. &lt;br /&gt;
&lt;br /&gt;
The largest benefit of water lore is its diversity.  Water lore provides bonuses to the DFs for a startling number of bolts.  This includes 901, 903, 904, 907, 910, 1707, 1709, and 1710.  It also lends itself to a variety of modes for 518.  This combines with the utility aspects to make water lore an interesting lore for a generalist wizard.&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Earth]]===&lt;br /&gt;
*[[412]]: Increases max targets of the open version by 1 per 20 ranks.&lt;br /&gt;
*[[414]]: 25 ranks unlocks a 5% + 1% per 20 additional ranks chance to block a single AS/DS attack when wearing all three elemental defenses.  &lt;br /&gt;
*[[430]]: Gives a percentage chance equal to Seed 10 summation to gain +10 critical padding for a single attack.&lt;br /&gt;
*[[502]]: Earth version - Provides a DS pushdown against impact spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[503]]: Gives a percentage chance equal to Seed 10 summation to gain +20 DS against an attack.&lt;br /&gt;
*[[507]]: 15 ranks unlocks bolt redirection ability with a chance of 5% + 1% / 10 additional ranks.  Redirected bolts strike at a random enemy target with a -20 AS penalty.&lt;br /&gt;
*[[508]]: 25 ranks unlocks a 5% + 1% per additional 10 ranks chance to increase TD by 20 against a single warding spell.&lt;br /&gt;
*[[509]]: Provides a self-cast additional AS bonus equal to Seed 4 summation.&lt;br /&gt;
*[[510]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
*[[514]]: Unlocks additional commands at training breakpoints:  SLAP - .5x, CLENCH - 1.25x, POUND - 2x.&lt;br /&gt;
*[[518]]: 20 ranks to unlock earth specialization, which uses [[510|Hurl Boulder]] damage and lore benefits.  10 ranks + 10 water lore ranks to unlock acid specialization.&lt;br /&gt;
*[[520]]: Earth mode stun shield provides additional padding ranks equal to a Seed 3 summation.&lt;br /&gt;
*[[550]]: Increases uses per day by 1 at 40, 115, and 190 ranks.&lt;br /&gt;
*[[902]]: Increases the enhancive weapon skill bonus by 1 per Seed 7 summation.&lt;br /&gt;
*[[904]]: 10 ranks unlocks an acid burn ability at a rate of 25 + truncated(Skill Bonus/4)%.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[905]]: Provides an additional 1 DS per Seed 5 summation.&lt;br /&gt;
*[[909]]: Increases the E/B/P penalty by 1 per Seed 4 summation / 2.  Increases charges of the EVOKE version by 1 at 20, 50, 90, 150, and 200 ranks.&lt;br /&gt;
*[[914]]: Increases critical damage.&lt;br /&gt;
*[[917]]: Gives a percentage of the damage bonus provided by a stunned/prone target to all cycles after the initial strike equal to (100 * Ranks / 202)%.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant earth or acid flaring items.&lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Earth====&lt;br /&gt;
&lt;br /&gt;
Earth lore has a few important discreet breakpoints to consider.  One is the additional charges on the evoked version of [[909|Tremors]] at 20, 50, 90, 150, and 200 ranks.  Another is the added uses per day of [[550|Time Stop]] at 40, 115, and 190 ranks respectively.  Finally there is the acid burn effect on [[904|Minor Acid]] which turns on at 10 ranks and improves from there.  &lt;br /&gt;
&lt;br /&gt;
With that in mind 50 ranks will net you:&lt;br /&gt;
+2 charges of EVOKE 909&lt;br /&gt;
+1 daily use of 550&lt;br /&gt;
62% chance of acid burn on 904&lt;br /&gt;
25% of the stunned/prone bonus on 917&lt;br /&gt;
&lt;br /&gt;
The major outlier here is [[514|Stone Fist]].  Only a dedicated earth mage will get to make any real use of the additional commands that hold most of this spells power.  At 50 ranks you would be able to reasonably use SLAP but the spell likely is not worth using without at least CLENCH, if not POUND.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runes==&lt;br /&gt;
Wizards have access to learning three runes:&lt;br /&gt;
*After learning 930, a wizard can learn the &amp;quot;Gate&amp;quot; Rune.  Applying this on a runestone and holding the runestone while you cast decreases failure chances.&lt;br /&gt;
*A wizard who knows it can teach another the &amp;quot;Binding&amp;quot; Rune.  This will allow the wizard to trap their familiar type in an amulet that can be purchase from the wizard guild.  Holding this when casting 920 guarantees that type of critter. (i.e.  cats)&lt;br /&gt;
*The Wy&#039;Zio is used to unlearn unique runes.  Which currently means nothing to wizards.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY wizard:&lt;br /&gt;
*2x [[Spell Research]]: As a pure you should, at minimum, be training 2 spell ranks per level. (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]]: Harness power, at level, provides 3 mana per training (0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]]: Mana regeneration, Multi-cast, Spellup, and benefits to many spells. (0/4)&lt;br /&gt;
*1x [[Physical Fitness]]: Combat Maneuvers Defense and health (8/0)&lt;br /&gt;
*1x [[Perception]]: Maneuver defense, getting around. (0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
[[Armor Use]] &lt;br /&gt;
*4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
*15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
*35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
==The Archer Mage==&lt;br /&gt;
&lt;br /&gt;
===Why Archery?===&lt;br /&gt;
Wizards main attack are magical bolts. This puts a high emphasis on [[Dexterity]].  Archery offers an alternative method for attack that relies on the same [[Dexterity]] bonus.  It also offers a cost-effective way to max out your weapon enchant bonus and is not largely impacted by encumbrance. With [[506|Celerity]] you can easily produce a hail of arrows.&lt;br /&gt;
&lt;br /&gt;
The strength of the build is maximization of all enhancive spells.  [[509|Strength]] applies towards RT reduction alongside [[506|Celerity]]. Due to these spells it is quite easy to hit a 1 second RT with a longbow, while aiming. Furthermore, the focus on [[Dexterity]] allows an Archer Mage can make full use of classic Wizard Bolt Spells as well. Having two viable attack options opens up a lot of potential creatures to hunt.&lt;br /&gt;
&lt;br /&gt;
In addition [[404|Disarm Enhancement]] provides a pseudo-bonus to [[Perception]] when it comes to AIMing ranged attacks.  Even if Wizards are not the best aimers, 404 is easy to stack up with 515, and every little bit helps.&lt;br /&gt;
&lt;br /&gt;
===Training for Archery===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Ranged Weapons]] (14/3)&lt;br /&gt;
*+1x [[Perception]] (2x total) (0/6)&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
**+(20/12)&lt;br /&gt;
**=28/47 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]: 66 ranks If you&#039;re a small race, like a halfling, gnome, etc. 55 ranks if you&#039;re a race with a higher STR bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&amp;lt;br&amp;gt;&lt;br /&gt;
*25 ranks of [[Elemental Lore, Earth]] for bonus AS and some defensive benefits.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
Additional [[Spell Research]] is the best way to improve your stance offensive DS.&lt;br /&gt;
&lt;br /&gt;
===Post Cap Goals===&lt;br /&gt;
*3x [[Spell Research]]. More DS, more AS/CS for spells, better enchanting capabilities.&lt;br /&gt;
*1x [[Ambushing]]. 100 ranks of Ambush will net you 15 AS. AS bonus = ((ranks -40)/4). This is INCREDIBLY expensive at (15/10) per rank for such a small AS boost. That is why it is not listed in core training. This will not assist aiming, as it only impacts aiming while hidden.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*All spheres to rank 2 at level 2&lt;br /&gt;
*Major Elemental &amp;amp; Wizard until Wizard=13&lt;br /&gt;
*Minor Elemental &amp;amp; Major Elemental until Major Elemental = 20 (13 wizard, 9 minor, 20 major)&lt;br /&gt;
*2x Minor Elemental until Minor Elemental = 31 (Should be level 31)&amp;lt;br&amp;gt;&lt;br /&gt;
*From there determine your target ranks of Major Elemental and Air Lore needed to minimize RT.&amp;lt;br&amp;gt;&lt;br /&gt;
**50 Ranks in MjE will unlock 550, a strong escape spell&amp;lt;br&amp;gt;&lt;br /&gt;
**75 Ranks of MnE will max out AS potential from 425&amp;lt;br&amp;gt;&lt;br /&gt;
**Wizard Circle will generate the most DS of any three circles&lt;br /&gt;
&lt;br /&gt;
===Combat Suggestions===&lt;br /&gt;
*Keep [[506|Celerity]] Up&lt;br /&gt;
*1 Creature and plenty of mana - 505 bolt until it falls prone -&amp;gt; Arrows.&lt;br /&gt;
*1 Creature and low on mana -  Arrows&lt;br /&gt;
*2 Creatures and plenty of mana -  410 -&amp;gt; Arrows&lt;br /&gt;
*2 Creatures and low on mana -&amp;gt; Arrows, carefully&lt;br /&gt;
*&amp;gt;2 Creatures 410 -&amp;gt; 518&lt;br /&gt;
*Undead - 901/903/904/906 are less hassle than finding a bless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Two Handed Mage==&lt;br /&gt;
1. Get a big weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Swing a big weapon really fast.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Profit!&amp;lt;br&amp;gt;&lt;br /&gt;
Two-Handed Mages can use Polearms or Two-Handed Weapons at the same TP cost. If you want to be a polearm mage, just make sure it is a two handed polearm.&lt;br /&gt;
&lt;br /&gt;
===Why a Two-Hander?===&lt;br /&gt;
The best defense is a good offense and in Gemstone IV a good offense often comes in the form of a giant weapon.  An even better offense comes in the form of a giant weapon swung with a 1 second RT.&lt;br /&gt;
Two Handers and Polearms have the highest Damage Factors out of any weapons in the game. Paired with the speed of [[506|Celerity]] this can be a devastating build.&lt;br /&gt;
&lt;br /&gt;
Two-Handers are a great way to level, especially early on when mana is tight. By the time your AS growth slows down you have the mana to keep [[506|Celerity]] going and speed yourself up.  As an added benefit this build is more interested in strength so you can pick your race appropriately.  No need to worry about picking up a smooth stone and being encumbered.&lt;br /&gt;
&lt;br /&gt;
===Training for Two-Handers===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Two-Handed Weapons]] or [[Polearms]] (14/3)&lt;br /&gt;
*1x [[Combat Maneuvers]] (12/8)&lt;br /&gt;
**+26/11&lt;br /&gt;
**=34/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]:  Typically 55 or 60 ranks but figure out what you need to swing your chosen weapon in 1 second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Earth]]:  You can consider getting 25 or 35 ranks to increase 902 and 509 potency.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Air]]:  Getting up to 55 ranks, if you needed less than that for the discrete training, will end up rounding advantageously for you.  See the lores section for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]]&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You could take armor up to Leather Breastplate, if not further. Warmages do not cast in combat nearly as much as Pures. The hindrance can be annoying but, overall, better AvD and crit divisor is worth it, as you are gonna be caught in offensive more.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
[[Elemental Lore, Earth]]. This is really the only other way to increase AS after you&#039;ve reached 75 ranks in Minor Elemental. There are huge diminishing returns after the first 25-35 ranks unfortunately.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*Start off with 2/2/2 at level 2&lt;br /&gt;
*Wizard &amp;amp; Major Elemental until at 11/11 (Level 11)  (Rank 11 yields bonuses from 503 and 507, also floating disk)&lt;br /&gt;
*Wizard &amp;amp; Minor Elemental until 13/4 (Level 13)&lt;br /&gt;
*2x Minor Elemental until 25 (Level 25)  You reach this a little before level 25 at full 2x spells&amp;lt;br&amp;gt;&lt;br /&gt;
From here there are some options:&amp;lt;br&amp;gt;&lt;br /&gt;
*Major Elemental to 51: If your RT without [[506|Celeity]] is 6 seconds, 51 ranks will produce an additional -1 RT, and take it down to 1 sec with [[506|Celerity]].&lt;br /&gt;
*Minor Elemental up to 75 to max out the AS contribution of 425.&lt;br /&gt;
*If DS is an issue the wizard circle generates the most DS of any circle, at 1.25 DS per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
As 513 no longer reduces melee AS, a melee warmage has a variety of options available.&lt;br /&gt;
&lt;br /&gt;
If you are attuned to air then at 25 ranks of air lore you can use a 1x weapon and e-blade it.  An e-bladed weapon can take advantage of the [[502|Chromatic Circle]] weakness effect. Plus it is cheaper than buying a 5x flaring weapon.&lt;br /&gt;
&lt;br /&gt;
Due to the low swinging AS, warmages need to utilize disablers like 505, 909, 912, or 410 as an opener to knock the critters down for the DS reduction.  Since you are training in CMANs, you will also have feint and some other options available to you as an opener later on in life.  If you are attuned to air (or earth with enough earth lore), and are wielding an e-bladed weapon, you can start off with a 502 before your opener to further reduce your target&#039;s DS.  Beyond that you want to simply keep [[506|Celerity]] up and hack away at things.&lt;br /&gt;
&lt;br /&gt;
Remember that you do still have a full litany of spells available to you if you while hunting.  Your Bolt AS will not be bad as a Warmage, assuming you choose to train in Spell Aiming.  It is viable for hunting, and is a perfect way to deal with undead in areas such as Wyneb or Maaghara in Ta&#039;Illistim, where they are mixed in with living creatures.  Just use your magic against the undead, and swing your weapon against the living.&lt;br /&gt;
&lt;br /&gt;
==Warmage AS Slowdown==&lt;br /&gt;
Non-pure builds tend to slow down in the later levels.  Mathematically, a warmage&#039;s AS is going to fall behind other swingers eventually. An archer or two-hander needs to train Weapon Training and either 1x CM or 2x perception.  That will grant 1.5 AS per level in later levels. That is a 1 AS per level deficit compared to a semi or square who trains 1x in CM and can 2x their weapon. Warmages have two tools to assist in bridging the gap: 425 and 509.  Meanwhile a ranger has Phoen&#039;s Strength.  With that in mind here is a comparison between a warmage and ranger.&lt;br /&gt;
&lt;br /&gt;
Since 425&#039;s potency is .5/level, that still puts a warmage at a .5 AS per level deficit compared to a ranger. &lt;br /&gt;
*At level 20, a warmage is 15 AS below a ranger (15 (509) -20 - 10 (606)) -15. &lt;br /&gt;
*At 25, a warmage actually gets ahead of a ranger (15-25-10+25) by +5 AS due to 425. &lt;br /&gt;
*At level 75,  it is still pretty close at (75 - 15 + 10 - 50) -20 AS, but 425 potency is maxed out.&lt;br /&gt;
*At level 80, the warmage is behind by (80-15+10-50) -25 AS.&lt;br /&gt;
*New to cap, a warmage is at -45 AS compared to a ranger.&lt;br /&gt;
&lt;br /&gt;
The only way to make up this disparity is through proper use of disablers.  Even then, the ranger is going to have similar skills available.  What they will never have is a 1 second RT to take full advantage.  The warmage will probably never hit as hard but they will hit anywhere from 3 to 6 times more often.&lt;br /&gt;
&lt;br /&gt;
==The Pure Mage==&lt;br /&gt;
&lt;br /&gt;
To put this simply, you get to hurl balls of fire at your enemies and burn them to cinders.  Wizards are the masters of elemental magic and bolting.  When you have access to some of the most powerful spells in Elanthia why would you ever want to pick up a weapon?  Wizards might have the second-to-worst melee AS in the game but their bolting AS is second to none.  A well trained wizard is a magical powerhouse that can tangle with the toughest creatures in the game and come out laughing.&lt;br /&gt;
&lt;br /&gt;
===Training for a Pure===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/1)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/1)&lt;br /&gt;
*1x [[Elemental Lore]] (0/6)  Which type depends on your choices.&lt;br /&gt;
**Additional TP cost of (6/11)&lt;br /&gt;
**=14/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Optional Training for a Pure&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x in [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained pure mage is a well trained pure mage with a ton of outside spells.  Beyond that they help with some utility skills like enchanting and recharging.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some wizards choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
At low levels, returns from additional ranks of harness power are more substantial. Gaining 1 more mana when you have a max pool of 30 is proportionally much better than getting that same 1 mana when you have a pool of 300. A low level pure wizard&#039;s biggest stumbling block is the lack of mana.  [[1700|Arcane Blast]] does mitigate this somewhat, as do wands, but having more mana early is a boon.  At low levels it can be worthwhile to dump additional points into Harness Power. Once you reach your 20s or 30s and find yourself comfortable with your mana total you can simply stop training in [[Harness Power]] until your level catches up to your ranks.  Once that is done everything else should go into [[Spell Research]].&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
*Wizard and Major Elemental to 13&lt;br /&gt;
*Major Elemental and Minor Elemental until Major Elemental 18&lt;br /&gt;
*All Spell Research into Minor Elemental until 430 is unlocked&lt;br /&gt;
*Go back to Major to train it up to = Level&lt;br /&gt;
*Keep Major = Level, Try to get Minor Elemental = Level&lt;br /&gt;
*Any additional spell ranks go into wizard circle&lt;br /&gt;
&lt;br /&gt;
===Channeling===&lt;br /&gt;
&lt;br /&gt;
====Channeling Bolts====&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For how unchanneled bolts are assigned location, see [[Unaimed Body Location Assignment (saved post)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Channeling Warding Spells====&lt;br /&gt;
The spells [[Chromatic Circle (502)]] and [[Immolation (519)]] can gain a bonus from [[CHANNEL]].  &lt;br /&gt;
&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
===Runestaves vs. Shields===&lt;br /&gt;
&lt;br /&gt;
Runestaves make the Pure builds work, but before we had them we used shields.  It turns out that there are still pros and cons to using a shield over a runestaff.  Shields tend to offer higher DS totals over runestaves.  They also do not suffer from the possibility of being disarmed.  In contrast runestaves will certainly allow you to spend more points on magical skills.  Additionally you need to consider runestaff flares, which are designed purely with casters in mind.&lt;br /&gt;
&lt;br /&gt;
====Shield Benefits====&lt;br /&gt;
The first thing to remember about a shield is that you will get a flat +20 DS from using a shield before anything else is factored in.  When you explore the runestaff formula you will find that it takes a lot of magical ranks to make up even that 20 extra.  It is also worth noting that the stance modifier for parry DS (runestaves) in offensive stance is .2, compared to .5 for block DS in that stance.  What that means is that more shield DS survives stancing up and that is the stance you are most worried about being hit in.  Finally, we need to remember that one of the most dangerous things that can happen to a pure is having their runestaff disarmed and shields do not have that problem.&lt;br /&gt;
&lt;br /&gt;
The cost for a wizard of one rank of [[Shield Use]] is 13/0 and, considering a wizard is likely already converting PTPs to MTPs is more like 0/6.5, call it 7.  That is roughly the equivalent of 2 magical skills or 1/5 of an extra spell rank.  We already know the most DS per spell rank is wizard spells at 1.25 DS so 1/5 of that is &#039;&#039;&#039;.25 DS&#039;&#039;&#039;.  2 magical skills will increase your parry ranks by .2 per level, or roughly &#039;&#039;&#039;.06 DS&#039;&#039;&#039; per level in offensive stance.  The block DS formula is:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[((Shields Ranks + trunc(STR Bonus / 4) + trunc(DEX Bonus / 4)) x Size Modifier x Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant.  &lt;br /&gt;
&lt;br /&gt;
For ease of use we can just say our STR and DEX bonuses are 0 and using a medium shield.  So 1 rank of shield use would increase our total offensive DS by &#039;&#039;&#039;.5 DS&#039;&#039;&#039;.  It is also worth noting that it can be beneficial, depending on your STR and DEX bonuses, to train a single rank of [[Brawling]] to activate the parry DS formula with a shield.  If you have a strength bonus of 5, with an additional 15 from 509, and a dexterity bonus of 20 that 1 rank is worth 2.2 parry DS in offensive.  The best DS return you can get on your training point investment for just that single rank.  &lt;br /&gt;
&lt;br /&gt;
====Runestaff Benefits====&lt;br /&gt;
&lt;br /&gt;
There is no denying that there is a positive DS benefit to using a shield over a runestaff.  With that said, DS is not the only thing we care about.  There are multiple other factors to consider when making the decision about how to spend our valuable training points.  We care just as much about our offensive and utility capabilities.&lt;br /&gt;
&lt;br /&gt;
While the cost of 1 rank of shield use is worth far less in terms of DS for a spell rank or magical skills, that is not the only thing those points are gaining you.  One more spell rank might be worth roughly half of the equivalent TPs in shield rank DS but it is a spell rank.  Above all else it is another spell you can cast.  Beyond that it is more CS for that circle and potentially other circles.  It is also increased duration on your spells from that circle.  It represents other efficiency increases for spells in that circle.  At some points it could represent increased AS as well.  A spell rank is more than just the sum of its DS addition.&lt;br /&gt;
&lt;br /&gt;
In much the same way additional magical skills have their own value.  It is easy to discount 2 additional magical skills, say 1 rank each of MIU and AS as just .06 DS.  What cannot be discounted is what can be done with those skills.  In the example we are using that represents increased durations on spells that are used from magic items or scrolls.  Those skills also factor in to other important skills such as enchanting and recharging.  Depending on how they are using they could certainly provide more DS than using a shield ever would, along with AS, CS, TD, and tertiary benefits.&lt;br /&gt;
&lt;br /&gt;
As we can see the greatest benefit to using a runestaff is not having to waste any of our precious training points on anything that does not directly benefit our magical skills.  The other big factor is the multitude of abilities you can add to a runestaff.  The most common example is runestaff flares, which offer additional power to your spells.  Beyond that there are various combat scripts designed for runestaves that benefit the pure caster.  Rarely will a combat script designed for a shield provide anywhere near such a benefit.  These things need to be taken into consideration when choosing what to hold in your hands.&lt;br /&gt;
&lt;br /&gt;
Just remember that many creatures are all too happy to knock that thing out of your hand as well.&lt;br /&gt;
&lt;br /&gt;
=====Runestaves Formula Explained=====&lt;br /&gt;
Runestaves generate DS based on your total ranks in magical skills per level. Magical skills include:&amp;lt;br&amp;gt;&lt;br /&gt;
*Spell Research&lt;br /&gt;
*Spell Aiming&lt;br /&gt;
*Mana Controls&lt;br /&gt;
*Harness Power&lt;br /&gt;
*Lores&lt;br /&gt;
*Arcane Symbols&lt;br /&gt;
*Magic Item Use&lt;br /&gt;
&lt;br /&gt;
Runestaff defense uses the two-handed parry DS equation, including a flat stance adjustment, so you always get +50 DS regardless of ranks when in defensive versus offensive.  Since it uses the two-handed formula, you&#039;ll get 1:1 on Enchant added to DS.  &lt;br /&gt;
&lt;br /&gt;
The actual formula is: ((Parry Ranks + 10 + (STR Bonus/4) + (Dex Bonus/4)) * Stance Mod * 1.5 ) + Stance Bonus + Enchant Bonus&lt;br /&gt;
Note: Stance Modifier for Offensive is .2&lt;br /&gt;
&lt;br /&gt;
You gain Parry Ranks from training more magical skills. 8 ranks of magical skills per level is the equivalent of training 1x in two-handed weapons and a typical caster is expected to have between 10 and 11 magical ranks per level when using a runestaff.  Spell heavy builds will get more DS from their spells and typically are fine with anywhere from 6-8 ranks.  &lt;br /&gt;
&lt;br /&gt;
Example: If you&#039;re level 20, and have 160 ranks in magic skills, that&#039;s 8/level, or would yield 20 Parry Ranks.&lt;br /&gt;
If you were level 20, and had 180 ranks in magic skills, that&#039;s 9/level, and would yield 22 Parry Ranks.&lt;br /&gt;
&lt;br /&gt;
+2 ranks in parrying is quite small, especially considering the cost of those +20 magic skills could be as high as 40 MTPs, which could result in a spell rank.&lt;br /&gt;
&lt;br /&gt;
2 ranks of parry would yield .6 DS in offensive, whereas 1 rank in Major Elemental would yield .75 DS, and 1 rank in Wizard would yield 1.25 DS.&lt;br /&gt;
&lt;br /&gt;
Training specifically for Runestaff DS is not a recommended path.&lt;br /&gt;
&lt;br /&gt;
You can find more information on the [[Runestaff]] Page&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  This includes bolts and fire can be VERY effective against a warcamp full of trolls.  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which is essentially free mana when you have nothing else to do with stamina&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
Some of the intangibles can be nice for warmages, like blessing.  The ability to UAC without needing a bless can be helpful to the new subset of brawling warmages.&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. With the symbol of blessing, warmages can fight undead, and pures can both just spellcast. Undead are typically pretty easy targets to hunt relative to other critters at like levels, so you&#039;ll find yourself hunting a lot of them. &lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
*[[Charge Item (517)]] and the [[Charge Item (guide)]]:  Provide great information on maximizing the wizard&#039;s ability to charge magical items.&lt;br /&gt;
*[[Call Familiar (920)]]:  A familiar is an integral part of the wizarding experience.  This will give you the basic background info for how to use one of the most coveted spells in Elanthia.&lt;br /&gt;
*[[Enchant Item (925)]]:  The resource to learn everything necessary to enchant weapons and armor.  Also [[Research:Enchant (925) Formula‎‎]] provides some great player research into the mechanics behind Enchant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118352</id>
		<title>Comprehensive Wizard Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118352"/>
		<updated>2019-08-02T03:25:12Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* Melee Warmages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Issalya portrait.jpg]]&lt;br /&gt;
| name = Lady Issalya Valdarien Illistim&lt;br /&gt;
| type = [[Elemental]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]]&amp;lt;br /&amp;gt;[[Major Elemental]]&amp;lt;br /&amp;gt;[[Wizard Base]]&lt;br /&gt;
| prime = [[Aura]], [[Logic]]&lt;br /&gt;
| mana = [[Aura]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  =  14 / 0 | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 14 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 8 / 2   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 10 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 8 / 0   | PFranks  = 1&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 1   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 1   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 2 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 4   | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0 / 15  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 15  | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 6   | ELranks  = 2&lt;br /&gt;
  | SpLcost = 0 / 20  | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 10  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20  | MLranks  = 1&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 1&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 2 / 1   | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
{{otheruses4|the Wizard profession|the front end|Wizard (front end)}}&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
This guide is brought to you by members of the GS community from discussions via various forums, Discord chats and direct player input on gswiki.  It is ALWAYS open for contributions from the community.&amp;lt;br&amp;gt;&lt;br /&gt;
Last Upate:  2/9/2018&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;10&#039;&#039;&#039;||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-10||&#039;&#039;&#039;10&#039;&#039;&#039;||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR is Melee AS and Ranged RT.&amp;lt;br&amp;gt;&lt;br /&gt;
DEX is spell bolts and Ranged AS and Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
AGI is also a factor in Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura is Elemental CS.&lt;br /&gt;
&lt;br /&gt;
==Benefits of Dexterity==&lt;br /&gt;
A Ranged attack or Bolt spells uses [[Dexterity]] as an AS mod, but it is much more than that.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people do not realize that TRUNC(DEX Bonus/4) is added as phantom damage to attacks, when no crit weighting is present.  When calculating damage you take the damage factor, multiply by the endroll in excess of 100, and, depending on the damage versus the armor type, you get crits that provide extra damage. However, between those two steps, there is one additional calculation. Your DEX Bonus/4, rounded down is added as &amp;quot;phantom damage&amp;quot; when calculating what rank crit you get. This occurs in all AS based attacks, including melee, ranged, and spells. &lt;br /&gt;
&lt;br /&gt;
*Please note:  The DEX BONUS/4 is still commonly accepted as true, but there do appear to be abnormalities that don&#039;t make it uniformly applied.  This is still being tested to determine any potential limits.&lt;br /&gt;
&lt;br /&gt;
As an example of how this is applied we can take a simple cast of 901:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all know 901 has a terrible DF.  However, if a halfling with maxed DEX casts it, with their +40 DEX bonus, they get 10 phantom damage right off the bat. If they do adequate damage to obtain a Tier 1 crit, it will receive +10 phantom damage when calculating the crit. Since a substantial margin of the damage from 901 is based on the crit tier, this could significantly increase the damage.&lt;br /&gt;
&lt;br /&gt;
When it comes to racial selection this means Halflings are potentially the best race to select for bolting.  At least from a purely offensive point of view. With the second highest max DEX bonus, Dark Elves have a DEX bonus at +35 at 100, but since phantom damage is rounded down, they max at only +8 phantom damage, while halflings get +10 phantom Damage from their +40 max bonus. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s a wonderful example that Riltus provided, with a breakdown of the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You gesture at a dark orc.&amp;lt;br&amp;gt;&lt;br /&gt;
You hurl a small surge of electricity at a dark orc!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +212 vs DS: +39 with AvD: +22 + d100 roll: +68 = +263&amp;lt;br&amp;gt;&lt;br /&gt;
... and hit for 49 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 5 Crit w/25 damage&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard with 20 air lore and 34 Dex bonus (8 pts. crit weighting)&amp;lt;br&amp;gt;&lt;br /&gt;
901 DF: 0.133&amp;lt;br&amp;gt;&lt;br /&gt;
Lore DF bonus: 0.012&amp;lt;br&amp;gt;&lt;br /&gt;
Effective DF: 0.145&amp;lt;br&amp;gt;&lt;br /&gt;
Endroll success margin: 163&amp;lt;br&amp;gt;&lt;br /&gt;
Raw damage: 23.6 rounds up to 24&amp;lt;br&amp;gt;&lt;br /&gt;
Armor: double leather w/ 6 crit divisor&amp;lt;br&amp;gt;&lt;br /&gt;
Calc max crit w/o weighting: 24/6 = 4&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit damage: 25 (R5 chest)&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit: rank 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum Crit weighting for a rank 5 outcome: 6 pts. [(24 + 6)/6 = rank 5 crit] &lt;br /&gt;
&lt;br /&gt;
Without phantom damage, the maximum crit outcome would have been a tier 4 crit (only 20 damage), so that additional phantom damage for the crit roll ended up being an additional 5 real damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Warmages==&lt;br /&gt;
&#039;&#039;&#039;This information is incorrect, do not follow&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;s&amp;gt;Melee Warmages are mainly concerned about strength.  They need all the AS they can get relative to the other classes before the AS slowdown. AgiDex is less of a concern because, from an RT perspective if you are doing most melee builds, you should be able to swing anything in 6 seconds with any race. That is the RT needed to hit 1 second eventually. If your stats are placed for growth, and you are using a lance, AgiDex might be a concern in a few cases.  In that case just make sure you math it out before you get started, or swap to a faster polearm.&lt;br /&gt;
&lt;br /&gt;
The strongest races are:&lt;br /&gt;
&amp;lt;u&amp;gt;Giantman&amp;lt;/u&amp;gt;: +15 STR, but bolting suffers with a -5 DEX and CS takes a hit with a -5 Aura.  They do have a nice CON bonus at +10 and the best encumbrance factor of all races.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half-Krol&amp;lt;/u&amp;gt;: +10 STR, with no bonus or penalty on DEX or AURA.  They share the same +10 CON bonus as Giantmen, as well as a high encumbrance factor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarf&amp;lt;/u&amp;gt;: +10 STR, no DEX penalties but -5 to AGI and bad Aura at -10.  They have the highest CON bonus at +15.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Human&amp;lt;/u&amp;gt;: Only +5 STR, no modifiers to DEX, AGI or AURA.  Humans are the middle of the road race.&lt;br /&gt;
&lt;br /&gt;
It should be noted that these THW warmages races outlined above tend to be weak in DEX and Aura if you decide to swap builds after the AS slowdown. So you would find it very difficult to swap from a Racially maximized THW Warmage to a Pure or Ranged Warmage.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a warmage, AS is important but reaching 1sec RT is top priority. You want to come out the gates swinging your target weapon at 5sec RT. If you build your warmage with using this starting rule, you&#039;ll save yourself a boat load of TPs in the long run. Lets take a Claidhmore as an example since Two Handed Weapons are a popular weapon choice for warmages. The base round time on a claidhmore is 8 seconds (https://gswiki.play.net/Claidhmore). &lt;br /&gt;
&lt;br /&gt;
If we refer to the Two Handed Weapon round time table from the Celerity (506) wiki page https://gswiki.play.net/Celerity_(506) , you&#039;ll see that a 6 second base round time for swinging a claidhmore will require 80 ranks of air lore as oppose to a 5 second base swinging round time would only take 58 ranks. That is a difference of 528 physical TPs to get to one second swinging round time. As a warmage your AS is going to be low, the power comes from the 1 second round time swings and disabling your opponent with stomp evoked 909.  &#039;&#039;&#039;An AGI + DEX bonus of 53+ will ensure your character swings any weapon at 5sec rt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Two-Handed Weapons&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | Base Weapon Speed&lt;br /&gt;
|- &lt;br /&gt;
| Current RT&lt;br /&gt;
| 9&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 9&lt;br /&gt;
| 154&lt;br /&gt;
| 146&lt;br /&gt;
| 130&lt;br /&gt;
| 122&lt;br /&gt;
| 106&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8&lt;br /&gt;
| 131&lt;br /&gt;
| 124&lt;br /&gt;
| 110&lt;br /&gt;
| 103&lt;br /&gt;
| 89&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7&lt;br /&gt;
| 108&lt;br /&gt;
| 102&lt;br /&gt;
| 90&lt;br /&gt;
| 84&lt;br /&gt;
| 72&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 6&lt;br /&gt;
| 85&lt;br /&gt;
| 80&lt;br /&gt;
| 70&lt;br /&gt;
| 65&lt;br /&gt;
| 55&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5&lt;br /&gt;
| 62&lt;br /&gt;
| 58&lt;br /&gt;
| 50&lt;br /&gt;
| 46&lt;br /&gt;
| 38&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4&lt;br /&gt;
| 39&lt;br /&gt;
| 36&lt;br /&gt;
| 30&lt;br /&gt;
| 27&lt;br /&gt;
| 21&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3&lt;br /&gt;
| 16&lt;br /&gt;
| 14&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The best races that achieve the AGI + DEX bonus of 53+ are elves of any sort. &lt;br /&gt;
Strength is secondary to AGI and DEX since it&#039;s directly connected to AS. &lt;br /&gt;
&lt;br /&gt;
You training goals for a warmage should be as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Goals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Elemental: - 1x until 75 (This is for the AS boost that 425 offers)&amp;lt;br&amp;gt;&lt;br /&gt;
Major Elemental: - 1x until 50 (You can skip a few tanks but you obviously want 506 and 509 ASAP)&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard - As able (You want 909 ASAP but after that you can take your time. The 900 circle is the best circle for a wizard to gain DS.)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon skill - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Physical Fitness - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Perception - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Harness power - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Spell aim - 2x (It&#039;s always good to have an alternative attack method)&amp;lt;br&amp;gt;&lt;br /&gt;
Air lore - as much as possible until you can 1 sec swing your goal weapon. (Do not neglect the other primary skills to achieve this)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Goals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can you swing your choice weapon with 1 sec RT? no? then why are you looking here?!&amp;lt;br&amp;gt;&lt;br /&gt;
Combat Maneuvers - whatever you can spare. (Every 2 ranks is +1 AS. the Cman skill of choice is feint followed by disarm.)&amp;lt;br&amp;gt;&lt;br /&gt;
Magic item use&amp;lt;br&amp;gt;&lt;br /&gt;
Arcane Symbols&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Mana Control - I stopped at 30 ranks&amp;lt;br&amp;gt;&lt;br /&gt;
Armor use&amp;lt;br&amp;gt;&lt;br /&gt;
Whatever else you want. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This section was edited by Alsal&lt;br /&gt;
&lt;br /&gt;
==Ranged Warmage==&lt;br /&gt;
Ranged Warmages primarily need 1 thing, [[Dexterity]]. Even a halfling with -15 STR mod can get to a STR bonus of +5 and fire an aimed longbow in 1 second. The following highlights strength mods because it can be a factor at lower levels and in the case that you decide to switch builds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Halflings&amp;lt;/u&amp;gt;: The winning race with +15 DEX, but a woeful -15 STR and -5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elf&amp;lt;/u&amp;gt;: +10 DEX, 0 STR, and +10 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +10 DEX, 0 STR and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burger Gnome&amp;lt;/u&amp;gt;: +10 Dex, with the same -15 STR as a halfling, but a +5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 DEX, 0 STR, and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half Elves&amp;lt;/u&amp;gt;: +5 Dex, 0 STR, 0 Aura. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Aelotoi&amp;lt;/u&amp;gt;: +5 DEX and 0 Aura like Half-Elves, but with -5 Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Forest Gnomes&amp;lt;/u&amp;gt;: +5 DEX, -10 Strength, and 0 Aura.&lt;br /&gt;
&lt;br /&gt;
==Pure Builds==&lt;br /&gt;
The emphasis here is on Aura, as our CS mod, because we already highlighted DEX in the Ranged section:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elves&amp;lt;/u&amp;gt;: +10 Aura, along with their +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burghal Gnomes&amp;lt;/u&amp;gt;: +5 AURA, also with +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 AURA as well but only +5 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +5 AURA too and with +10 DEX&lt;br /&gt;
&lt;br /&gt;
==Other Racial Factors==&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent wizard.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a halfling anyway because that DEX!&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Reduces swinging RT, maneuver penalties, and spell hindrance from wearing armor.&lt;br /&gt;
*[[Shield Use]] Generates DS when using a shield.&lt;br /&gt;
*Weapons Use Raises AS with a particular Weapon.&lt;br /&gt;
*[[Two Weapon Combat]] Ability to use two one-handed weapons.  It is prohibitively expensive for a wizard to train in.&lt;br /&gt;
*[[Combat Maneuvers]] +.5 Melee AS per rank. 1 CM Point per rank to use towards the limited list of combat maneuvers available to wizards!&lt;br /&gt;
*[[Multi-Opponent Combat]] Reduces Force-on-Force penalties for multiple opponents and adds 1 to the minimum ball-spell area effect per rank. &lt;br /&gt;
*[[Ambush]] Ability to aim physical attacks.  Improves ranged AS by .25 for every rank over 40.&lt;br /&gt;
*[[Physical Fitness]] HP total, stamina, factors into Maneuver defense&lt;br /&gt;
*[[Dodge]] Adds to evade DS but is prohibitively expensive for wizards.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Ability to use scrolls, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Magic Item Use]] Ability to use magic items such as wands, small statues and other imbeds, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Harness Power]] +3 Mana per rank up to your level, +1 mana per rank over level.&lt;br /&gt;
*[[Spell Aiming]] Adds to bolt AS in the same way weapons training adds to a physical AS.&lt;br /&gt;
*Mana Control: Allows sharing of mana with others, based on your skill in a specific mana control and theirs.  Also improves your mana regeneration rate.&lt;br /&gt;
*[[Spell Research]] Learn spells, improve effectiveness and duration.&lt;br /&gt;
*[[Elemental Lore]]: Various effects and improvements to specific elemental spells.  Other lores do not effect your native spells.&lt;br /&gt;
&lt;br /&gt;
==Elemental Lores==&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Lore]] Review offered a variety of new synergies between spells, and introduced a lot more than just DF bonuses on bolt spells.  The list below gives a general overview of which spells each lore effects and a general idea of how.  A more complete overview can be found in the [[Lore_chart|Lore Chart]].&lt;br /&gt;
&lt;br /&gt;
===Important Breakpoints===&lt;br /&gt;
*50 ranks in any lore gives the greatest Bolt DF benefit before diminishing returns on spells of that element, or .050 DF.&lt;br /&gt;
*100 combined ranks provide the greatest Bolt DF benefit before diminishing returns on dual element spells, or .050 DF.&lt;br /&gt;
*20 ranks in any lore gives the 518 specialization for that lore and 10 ranks each of two lores provides the specialization for dual lore specializations&lt;br /&gt;
*Arcane Circle spell EVOKES and Tonis Bolt:  &lt;br /&gt;
**20 Fire for 903 -&amp;gt; 1707&lt;br /&gt;
**20 Air for Tonis Bolt&lt;br /&gt;
**30 Water for 904 -&amp;gt; 1710&lt;br /&gt;
*55 or 60 air lore provides the majority of RT reduction from [[506|Celerity]] for a warmage&lt;br /&gt;
*[[514|Stone Fist]] Earth Lore at .5x for SLAP, 1.25x for CLENCH, and 2x for POUND&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Fire]]===&lt;br /&gt;
*[[413]]: Increases TD penalty by Seed 5 summation.&lt;br /&gt;
*[[415]]: Chance equal to [[Elemental Lore, Fire]] ranks/2 to strike an additional target in the room for 5 additional mana.&lt;br /&gt;
*[[417]]: 10 ranks unlocks a defensive spell from the target.  The chance is 10% +3% per every 10 ranks.  The mana drain is increased by skill/15.&lt;br /&gt;
*[[425]]: A percentage chance on a Seed 10 scale to increase the critical weighting of your next spell cast within 10 seconds.&lt;br /&gt;
*[[502]]: Fire Version - Provides a DS pushdown against fire spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks. &lt;br /&gt;
*[[513]]: Casting multiple bolts at the same target will increase AS by Seed 4 stacking up to +25 maximum.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Fire specification which uses [[906|Minor Fire]]&#039;s damage tables and lore bonuses.  10 ranks of Fire AND Water unlock Steam.&lt;br /&gt;
*[[519]]: Increases critical damage and damage cycles.&lt;br /&gt;
*[[903]]: 20 ranks unlocks [[Minor_Steam_(1707)|Minor Steam]] using EVOKE with this spell.&lt;br /&gt;
*[[906]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  &lt;br /&gt;
*[[908]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the fire version.&lt;br /&gt;
*[[925]]: 100 ranks unlocks the ability to enchant fire or steam flaring weapons.&lt;br /&gt;
*[[950]]: Increases AS of spells cast with 950 by 6 * Seed 10 summation and CS by 3/5 that amount.&lt;br /&gt;
*[[1707]] Increases DF by .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Fire====&lt;br /&gt;
&lt;br /&gt;
The only major discreet breakpoint for fire lore is 20 ranks for EVOKE on [[903|Minor Water]] for [[1707|Minor Steam]], the best damage to mana ratio bolt spell.  The other important bonuses are scaling.&lt;br /&gt;
&lt;br /&gt;
519 bonuses are two fold: &lt;br /&gt;
*Chance of incineration on warding margins 50 or higher = Seed 1 summation (Fire Lore ranks -10)/2 &lt;br /&gt;
*And Ranks / 1.5 % chance of an extra damage cycle. (100% at 150 ranks)&lt;br /&gt;
&lt;br /&gt;
The 513 AS bonus maxes out at +25. This makes some seed values appear more beneficial than others. Because going from +5 AS per bolt to +6 AS per bolt will still require 5 bolts to max out the benefit of +25 AS that +1 AS might be less substantial.  The number of bolts needed to cap the bonus is below:&lt;br /&gt;
*+1 per bolt: 25 casts to cap&lt;br /&gt;
*+2 per bolt: 13 casts to cap&lt;br /&gt;
*+3 per bolt: 9 bolts to cap&lt;br /&gt;
*+4 per bolt: 7 bolts to cap&lt;br /&gt;
*+5 per bolt: 5 bolts to cap&lt;br /&gt;
*+6 per bolt: 5 bolts to cap&lt;br /&gt;
*+7 per bolt: 4 bolts to cap&lt;br /&gt;
*+9 per bolt: 3 bolts to cap&lt;br /&gt;
*+13 per bolt: 2 bolts to cap&lt;br /&gt;
*Benefit maxes at +19, always 2 bolts to cap the benefit.&lt;br /&gt;
*This mechanic of the +25 max, paired with a Summation Seed 4 for benefit ends up producing two forms of diminishing returns. The difference between 72 ranks of fire lore for +9 per bolt (3 to cap), and 130 ranks for +13 per bolt (2 to cap) is substantial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
*[[402]]: Gives a chance to point out hidden targets based on ranks in [[Elemental Lore, Air]] versus the targets hide ranks.&lt;br /&gt;
*[[405]]: At 30 ranks can detect elemental flares and if an item is enhancive (but not what it enhances)&lt;br /&gt;
*[[410]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[435]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[502]]: Air/Lightning version - Provides a DS pushdown against air/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[504]]: Increases RT penalty by 1 at 24, 100, and 100 ranks.  Increases possible targets by 1 per 20 ranks.&lt;br /&gt;
*[[505]]: 20 ranks unlocks Tonis Bolt using EVOKE.  Increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[506]]: 50 ranks unlocks a group version with EVOKE.  Decreases the stamina cost of combat actions and improves RT reduction of utility actions.&lt;br /&gt;
*[[511]]: Increases maximum items by Seed 10 summation.&lt;br /&gt;
*[[515]]: Gives a percentage chance to provide a CHANNEL bonus to a spell without additional RT equal to Seed 1 summation.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Air specialization, which uses vacuum crits.  10 Air AND Water ranks unlocks Lightning specialization.&lt;br /&gt;
*[[535]]: -1% RT for every 5 ranks, max of 60%.&lt;br /&gt;
*[[550]]: Increases the amount of RT removed from negative effects by 1.5 * Seed 1 summation.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[911]]: Adds phantom [[Dodge]] ranks on a Seed 1 summation.&lt;br /&gt;
*[[912]]: Adds a 2% chance per Seed 5 summation to produce a vortex which causes RT for a random, ungrouped target at a regular interval.&lt;br /&gt;
*[[914]]: Reduces the summoning time and increases critical damage.&lt;br /&gt;
*[[916]]: 50 ranks unlocks a group version that lasts for 2 minutes using EVOKE.&lt;br /&gt;
*[[920]]: Decreases the time it takes a familiar to find a player-character.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant vacuum and lightning flaring items.&lt;br /&gt;
*[[950]]: Allows a chance to gain offensive CHANNEL benefits to the spells cast without the RT with a percentage chance equal to 5 * Seed 1 Summation.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Air====&lt;br /&gt;
&lt;br /&gt;
Arguably the greatest benefit to training air lore is Tonis Bolt at 20 ranks or the -1% RT from Celerity per 5 ranks, depending on your build. &lt;br /&gt;
&lt;br /&gt;
[[506|Celerity]] Breakpoints:&lt;br /&gt;
*Base 4 RT becomes 1 at 60 ranks&lt;br /&gt;
*Base 5 RT becomes 1 at 105 ranks&lt;br /&gt;
*Base 6 RT becomes 2 at 55 Ranks, 1 at 135 Ranks&lt;br /&gt;
*Base 7 RT becomes 3 at 20 Ranks, 2 at 90 Ranks, 1 at 160 ranks&lt;br /&gt;
*Base 8 RT becomes 3 at 55 ranks, 3 at 115 ranks, and 1 at 180 ranks&lt;br /&gt;
&lt;br /&gt;
After either 55 or 60 ranks in Air Lore, you receive a majority of the RT reduction bonuses. You also unlock all the major breakpoints for air lore:&lt;br /&gt;
Tonis Bolt&lt;br /&gt;
Group Casting 506 &lt;br /&gt;
410/435 Sphere&lt;br /&gt;
Flare detection on 405&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Water]]===&lt;br /&gt;
*[[403]]: Removes 1 point per Seed 10 summation of potential damage to a lockpick on a failed attempt.&lt;br /&gt;
*[[404]]: Reduces DISARM roundtime by 1 second per Seed 6 summation.&lt;br /&gt;
*[[407]]: Unsuccessful casts will corrode a lock, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[408]]: Unsuccessful casts will corrode a trap, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[410]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[416]]: Grants a percentage chance equal to Skill/4 to show Unlock and Disarm success messenging.&lt;br /&gt;
*[[418]]: Provides a +10 mana regeneration bonus for the caster.  This bonus will last a number of pulses equal to a Seed 10 summation.&lt;br /&gt;
*[[435]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[502]]: Water/Cold/Lightning version - Provides a DS pushdown against water/cold/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[512]]: Increases targets by 1 per Seed 5 summation.  Shatter chance on fully encased targets equal to Skill Bonus/3.  Converts [[903|Minor water]] cast at target to [[1709|Minor Cold]] for Seed 10 summation casts.&lt;br /&gt;
*[[515]]: Percentage chance to negate the cooldown when the spell ends equal to Seed 1 summation.&lt;br /&gt;
*[[516]]: Percentage chance equal to Seed 2 summation to drain an additional 20 mana.&lt;br /&gt;
*[[518]]: 20 ranks to unlock cold specialization, which uses [[1709|Minor Cold]] damage tables and lore bonuses and water specialization, which uses [[903|Minor water]]. 10 ranks + 10 Fire/Earth/Air unlocks Steam/Acid/Lightning.&lt;br /&gt;
*[[520]]: Water mode dispel cooldown reduced by Seed 1 summation seconds.&lt;br /&gt;
*[[550]]: 50 ranks unlocks an automatic [[410|Elemental Wave]] cast for free alongside Time Stop.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[903]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Increases the chance to soak a target by skill/2%.&lt;br /&gt;
*[[904]]: 30 ranks unlocks [[1710|Major Acid]] with EVOKE.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[907]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the cold version.&lt;br /&gt;
*[[920]]: 50 ranks unlocks the ability to set an anchor on an earthnode.&lt;br /&gt;
*[[925]]: Allows storing of a mana pool for infusing tempering potions at a rate of 1 point on a Seed 5 summation for every 30 XP absorbed, starting at 5 ranks.  100 ranks unlocks enchanting Cold/Acid/Lightning/Steam flaring items.&lt;br /&gt;
*[[1707]]: Combined Fire and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[1709]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that. &lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Water====&lt;br /&gt;
&lt;br /&gt;
Water lore has very little in the way of discreet breakpoints.  Five ranks unlocks the ability to store mana for [[925|Enchant Item]], an important benefit for minimal investment. 30 ranks will allow the use of [[1710|Major Acid]] with 904 and 50 ranks will provide the ability to set an anchor for your familiar and have an automatic [[410|Elemental Wave]] when you cast [[550|Time Stop]].  While interesting these benefits are not build defining. &lt;br /&gt;
&lt;br /&gt;
The largest benefit of water lore is its diversity.  Water lore provides bonuses to the DFs for a startling number of bolts.  This includes 901, 903, 904, 907, 910, 1707, 1709, and 1710.  It also lends itself to a variety of modes for 518.  This combines with the utility aspects to make water lore an interesting lore for a generalist wizard.&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Earth]]===&lt;br /&gt;
*[[412]]: Increases max targets of the open version by 1 per 20 ranks.&lt;br /&gt;
*[[414]]: 25 ranks unlocks a 5% + 1% per 20 additional ranks chance to block a single AS/DS attack when wearing all three elemental defenses.  &lt;br /&gt;
*[[430]]: Gives a percentage chance equal to Seed 10 summation to gain +10 critical padding for a single attack.&lt;br /&gt;
*[[502]]: Earth version - Provides a DS pushdown against impact spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[503]]: Gives a percentage chance equal to Seed 10 summation to gain +20 DS against an attack.&lt;br /&gt;
*[[507]]: 15 ranks unlocks bolt redirection ability with a chance of 5% + 1% / 10 additional ranks.  Redirected bolts strike at a random enemy target with a -20 AS penalty.&lt;br /&gt;
*[[508]]: 25 ranks unlocks a 5% + 1% per additional 10 ranks chance to increase TD by 20 against a single warding spell.&lt;br /&gt;
*[[509]]: Provides a self-cast additional AS bonus equal to Seed 4 summation.&lt;br /&gt;
*[[510]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
*[[514]]: Unlocks additional commands at training breakpoints:  SLAP - .5x, CLENCH - 1.25x, POUND - 2x.&lt;br /&gt;
*[[518]]: 20 ranks to unlock earth specialization, which uses [[510|Hurl Boulder]] damage and lore benefits.  10 ranks + 10 water lore ranks to unlock acid specialization.&lt;br /&gt;
*[[520]]: Earth mode stun shield provides additional padding ranks equal to a Seed 3 summation.&lt;br /&gt;
*[[550]]: Increases uses per day by 1 at 40, 115, and 190 ranks.&lt;br /&gt;
*[[902]]: Increases the enhancive weapon skill bonus by 1 per Seed 7 summation.&lt;br /&gt;
*[[904]]: 10 ranks unlocks an acid burn ability at a rate of 25 + truncated(Skill Bonus/4)%.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[905]]: Provides an additional 1 DS per Seed 5 summation.&lt;br /&gt;
*[[909]]: Increases the E/B/P penalty by 1 per Seed 4 summation / 2.  Increases charges of the EVOKE version by 1 at 20, 50, 90, 150, and 200 ranks.&lt;br /&gt;
*[[914]]: Increases critical damage.&lt;br /&gt;
*[[917]]: Gives a percentage of the damage bonus provided by a stunned/prone target to all cycles after the initial strike equal to (100 * Ranks / 202)%.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant earth or acid flaring items.&lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Earth====&lt;br /&gt;
&lt;br /&gt;
Earth lore has a few important discreet breakpoints to consider.  One is the additional charges on the evoked version of [[909|Tremors]] at 20, 50, 90, 150, and 200 ranks.  Another is the added uses per day of [[550|Time Stop]] at 40, 115, and 190 ranks respectively.  Finally there is the acid burn effect on [[904|Minor Acid]] which turns on at 10 ranks and improves from there.  &lt;br /&gt;
&lt;br /&gt;
With that in mind 50 ranks will net you:&lt;br /&gt;
+2 charges of EVOKE 909&lt;br /&gt;
+1 daily use of 550&lt;br /&gt;
62% chance of acid burn on 904&lt;br /&gt;
25% of the stunned/prone bonus on 917&lt;br /&gt;
&lt;br /&gt;
The major outlier here is [[514|Stone Fist]].  Only a dedicated earth mage will get to make any real use of the additional commands that hold most of this spells power.  At 50 ranks you would be able to reasonably use SLAP but the spell likely is not worth using without at least CLENCH, if not POUND.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runes==&lt;br /&gt;
Wizards have access to learning three runes:&lt;br /&gt;
*After learning 930, a wizard can learn the &amp;quot;Gate&amp;quot; Rune.  Applying this on a runestone and holding the runestone while you cast decreases failure chances.&lt;br /&gt;
*A wizard who knows it can teach another the &amp;quot;Binding&amp;quot; Rune.  This will allow the wizard to trap their familiar type in an amulet that can be purchase from the wizard guild.  Holding this when casting 920 guarantees that type of critter. (i.e.  cats)&lt;br /&gt;
*The Wy&#039;Zio is used to unlearn unique runes.  Which currently means nothing to wizards.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY wizard:&lt;br /&gt;
*2x [[Spell Research]]: As a pure you should, at minimum, be training 2 spell ranks per level. (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]]: Harness power, at level, provides 3 mana per training (0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]]: Mana regeneration, Multi-cast, Spellup, and benefits to many spells. (0/4)&lt;br /&gt;
*1x [[Physical Fitness]]: Combat Maneuvers Defense and health (8/0)&lt;br /&gt;
*1x [[Perception]]: Maneuver defense, getting around. (0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
[[Armor Use]] &lt;br /&gt;
*4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
*15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
*35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
==The Archer Mage==&lt;br /&gt;
&lt;br /&gt;
===Why Archery?===&lt;br /&gt;
Wizards main attack are magical bolts. This puts a high emphasis on [[Dexterity]].  Archery offers an alternative method for attack that relies on the same [[Dexterity]] bonus.  It also offers a cost-effective way to max out your weapon enchant bonus and is not largely impacted by encumbrance. With [[506|Celerity]] you can easily produce a hail of arrows.&lt;br /&gt;
&lt;br /&gt;
The strength of the build is maximization of all enhancive spells.  [[509|Strength]] applies towards RT reduction alongside [[506|Celerity]]. Due to these spells it is quite easy to hit a 1 second RT with a longbow, while aiming. Furthermore, the focus on [[Dexterity]] allows an Archer Mage can make full use of classic Wizard Bolt Spells as well. Having two viable attack options opens up a lot of potential creatures to hunt.&lt;br /&gt;
&lt;br /&gt;
In addition [[404|Disarm Enhancement]] provides a pseudo-bonus to [[Perception]] when it comes to AIMing ranged attacks.  Even if Wizards are not the best aimers, 404 is easy to stack up with 515, and every little bit helps.&lt;br /&gt;
&lt;br /&gt;
===Training for Archery===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Ranged Weapons]] (14/3)&lt;br /&gt;
*+1x [[Perception]] (2x total) (0/6)&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
**+(20/12)&lt;br /&gt;
**=28/47 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]: 66 ranks If you&#039;re a small race, like a halfling, gnome, etc. 55 ranks if you&#039;re a race with a higher STR bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&amp;lt;br&amp;gt;&lt;br /&gt;
*25 ranks of [[Elemental Lore, Earth]] for bonus AS and some defensive benefits.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
Additional [[Spell Research]] is the best way to improve your stance offensive DS.&lt;br /&gt;
&lt;br /&gt;
===Post Cap Goals===&lt;br /&gt;
*3x [[Spell Research]]. More DS, more AS/CS for spells, better enchanting capabilities.&lt;br /&gt;
*1x [[Ambushing]]. 100 ranks of Ambush will net you 15 AS. AS bonus = ((ranks -40)/4). This is INCREDIBLY expensive at (15/10) per rank for such a small AS boost. That is why it is not listed in core training. This will not assist aiming, as it only impacts aiming while hidden.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*All spheres to rank 2 at level 2&lt;br /&gt;
*Major Elemental &amp;amp; Wizard until Wizard=13&lt;br /&gt;
*Minor Elemental &amp;amp; Major Elemental until Major Elemental = 20 (13 wizard, 9 minor, 20 major)&lt;br /&gt;
*2x Minor Elemental until Minor Elemental = 31 (Should be level 31)&amp;lt;br&amp;gt;&lt;br /&gt;
*From there determine your target ranks of Major Elemental and Air Lore needed to minimize RT.&amp;lt;br&amp;gt;&lt;br /&gt;
**50 Ranks in MjE will unlock 550, a strong escape spell&amp;lt;br&amp;gt;&lt;br /&gt;
**75 Ranks of MnE will max out AS potential from 425&amp;lt;br&amp;gt;&lt;br /&gt;
**Wizard Circle will generate the most DS of any three circles&lt;br /&gt;
&lt;br /&gt;
===Combat Suggestions===&lt;br /&gt;
*Keep [[506|Celerity]] Up&lt;br /&gt;
*1 Creature and plenty of mana - 505 bolt until it falls prone -&amp;gt; Arrows.&lt;br /&gt;
*1 Creature and low on mana -  Arrows&lt;br /&gt;
*2 Creatures and plenty of mana -  410 -&amp;gt; Arrows&lt;br /&gt;
*2 Creatures and low on mana -&amp;gt; Arrows, carefully&lt;br /&gt;
*&amp;gt;2 Creatures 410 -&amp;gt; 518&lt;br /&gt;
*Undead - 901/903/904/906 are less hassle than finding a bless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Two Handed Mage==&lt;br /&gt;
1. Get a big weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Swing a big weapon really fast.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Profit!&amp;lt;br&amp;gt;&lt;br /&gt;
Two-Handed Mages can use Polearms or Two-Handed Weapons at the same TP cost. If you want to be a polearm mage, just make sure it is a two handed polearm.&lt;br /&gt;
&lt;br /&gt;
===Why a Two-Hander?===&lt;br /&gt;
The best defense is a good offense and in Gemstone IV a good offense often comes in the form of a giant weapon.  An even better offense comes in the form of a giant weapon swung with a 1 second RT.&lt;br /&gt;
Two Handers and Polearms have the highest Damage Factors out of any weapons in the game. Paired with the speed of [[506|Celerity]] this can be a devastating build.&lt;br /&gt;
&lt;br /&gt;
Two-Handers are a great way to level, especially early on when mana is tight. By the time your AS growth slows down you have the mana to keep [[506|Celerity]] going and speed yourself up.  As an added benefit this build is more interested in strength so you can pick your race appropriately.  No need to worry about picking up a smooth stone and being encumbered.&lt;br /&gt;
&lt;br /&gt;
===Training for Two-Handers===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Two-Handed Weapons]] or [[Polearms]] (14/3)&lt;br /&gt;
*1x [[Combat Maneuvers]] (12/8)&lt;br /&gt;
**+26/11&lt;br /&gt;
**=34/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]:  Typically 55 or 60 ranks but figure out what you need to swing your chosen weapon in 1 second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Earth]]:  You can consider getting 25 or 35 ranks to increase 902 and 509 potency.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Air]]:  Getting up to 55 ranks, if you needed less than that for the discrete training, will end up rounding advantageously for you.  See the lores section for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]]&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You could take armor up to Leather Breastplate, if not further. Warmages do not cast in combat nearly as much as Pures. The hindrance can be annoying but, overall, better AvD and crit divisor is worth it, as you are gonna be caught in offensive more.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
[[Elemental Lore, Earth]]. This is really the only other way to increase AS after you&#039;ve reached 75 ranks in Minor Elemental. There are huge diminishing returns after the first 25-35 ranks unfortunately.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*Start off with 2/2/2 at level 2&lt;br /&gt;
*Wizard &amp;amp; Major Elemental until at 11/11 (Level 11)  (Rank 11 yields bonuses from 503 and 507, also floating disk)&lt;br /&gt;
*Wizard &amp;amp; Minor Elemental until 13/4 (Level 13)&lt;br /&gt;
*2x Minor Elemental until 25 (Level 25)  You reach this a little before level 25 at full 2x spells&amp;lt;br&amp;gt;&lt;br /&gt;
From here there are some options:&amp;lt;br&amp;gt;&lt;br /&gt;
*Major Elemental to 51: If your RT without [[506|Celeity]] is 6 seconds, 51 ranks will produce an additional -1 RT, and take it down to 1 sec with [[506|Celerity]].&lt;br /&gt;
*Minor Elemental up to 75 to max out the AS contribution of 425.&lt;br /&gt;
*If DS is an issue the wizard circle generates the most DS of any circle, at 1.25 DS per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
As 513 no longer reduces melee AS, a melee warmage has a variety of options available.&lt;br /&gt;
&lt;br /&gt;
If you are attuned to air then at 25 ranks of air lore you can use a 1x weapon and e-blade it.  An e-bladed weapon can take advantage of the [[502|Chromatic Circle]] weakness effect. Plus it is cheaper than buying a 5x flaring weapon.&lt;br /&gt;
&lt;br /&gt;
Due to the low swinging AS, warmages need to utilize disablers like 505, 909, 912, or 410 as an opener to knock the critters down for the DS reduction.  Since you are training in CMANs, you will also have feint and some other options available to you as an opener later on in life.  If you are attuned to air (or earth with enough earth lore), and are wielding an e-bladed weapon, you can start off with a 502 before your opener to further reduce your target&#039;s DS.  Beyond that you want to simply keep [[506|Celerity]] up and hack away at things.&lt;br /&gt;
&lt;br /&gt;
Remember that you do still have a full litany of spells available to you if you while hunting.  Your Bolt AS will not be bad as a Warmage, assuming you choose to train in Spell Aiming.  It is viable for hunting, and is a perfect way to deal with undead in areas such as Wyneb or Maaghara in Ta&#039;Illistim, where they are mixed in with living creatures.  Just use your magic against the undead, and swing your weapon against the living.&lt;br /&gt;
&lt;br /&gt;
==Warmage AS Slowdown==&lt;br /&gt;
Non-pure builds tend to slow down in the later levels.  Mathematically, a warmage&#039;s AS is going to fall behind other swingers eventually. An archer or two-hander needs to train Weapon Training and either 1x CM or 2x perception.  That will grant 1.5 AS per level in later levels. That is a 1 AS per level deficit compared to a semi or square who trains 1x in CM and can 2x their weapon. Warmages have two tools to assist in bridging the gap: 425 and 509.  Meanwhile a ranger has Phoen&#039;s Strength.  With that in mind here is a comparison between a warmage and ranger.&lt;br /&gt;
&lt;br /&gt;
Since 425&#039;s potency is .5/level, that still puts a warmage at a .5 AS per level deficit compared to a ranger. &lt;br /&gt;
*At level 20, a warmage is 15 AS below a ranger (15 (509) -20 - 10 (606)) -15. &lt;br /&gt;
*At 25, a warmage actually gets ahead of a ranger (15-25-10+25) by +5 AS due to 425. &lt;br /&gt;
*At level 75,  it is still pretty close at (75 - 15 + 10 - 50) -20 AS, but 425 potency is maxed out.&lt;br /&gt;
*At level 80, the warmage is behind by (80-15+10-50) -25 AS.&lt;br /&gt;
*New to cap, a warmage is at -45 AS compared to a ranger.&lt;br /&gt;
&lt;br /&gt;
The only way to make up this disparity is through proper use of disablers.  Even then, the ranger is going to have similar skills available.  What they will never have is a 1 second RT to take full advantage.  The warmage will probably never hit as hard but they will hit anywhere from 3 to 6 times more often.&lt;br /&gt;
&lt;br /&gt;
==The Pure Mage==&lt;br /&gt;
&lt;br /&gt;
To put this simply, you get to hurl balls of fire at your enemies and burn them to cinders.  Wizards are the masters of elemental magic and bolting.  When you have access to some of the most powerful spells in Elanthia why would you ever want to pick up a weapon?  Wizards might have the second-to-worst melee AS in the game but their bolting AS is second to none.  A well trained wizard is a magical powerhouse that can tangle with the toughest creatures in the game and come out laughing.&lt;br /&gt;
&lt;br /&gt;
===Training for a Pure===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/1)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/1)&lt;br /&gt;
*1x [[Elemental Lore]] (0/6)  Which type depends on your choices.&lt;br /&gt;
**Additional TP cost of (6/11)&lt;br /&gt;
**=14/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Optional Training for a Pure&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x in [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained pure mage is a well trained pure mage with a ton of outside spells.  Beyond that they help with some utility skills like enchanting and recharging.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some wizards choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
At low levels, returns from additional ranks of harness power are more substantial. Gaining 1 more mana when you have a max pool of 30 is proportionally much better than getting that same 1 mana when you have a pool of 300. A low level pure wizard&#039;s biggest stumbling block is the lack of mana.  [[1700|Arcane Blast]] does mitigate this somewhat, as do wands, but having more mana early is a boon.  At low levels it can be worthwhile to dump additional points into Harness Power. Once you reach your 20s or 30s and find yourself comfortable with your mana total you can simply stop training in [[Harness Power]] until your level catches up to your ranks.  Once that is done everything else should go into [[Spell Research]].&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
*Wizard and Major Elemental to 13&lt;br /&gt;
*Major Elemental and Minor Elemental until Major Elemental 18&lt;br /&gt;
*All Spell Research into Minor Elemental until 430 is unlocked&lt;br /&gt;
*Go back to Major to train it up to = Level&lt;br /&gt;
*Keep Major = Level, Try to get Minor Elemental = Level&lt;br /&gt;
*Any additional spell ranks go into wizard circle&lt;br /&gt;
&lt;br /&gt;
===Channeling===&lt;br /&gt;
&lt;br /&gt;
====Channeling Bolts====&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For how unchanneled bolts are assigned location, see [[Unaimed Body Location Assignment (saved post)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Channeling Warding Spells====&lt;br /&gt;
The spells [[Chromatic Circle (502)]] and [[Immolation (519)]] can gain a bonus from [[CHANNEL]].  &lt;br /&gt;
&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
===Runestaves vs. Shields===&lt;br /&gt;
&lt;br /&gt;
Runestaves make the Pure builds work, but before we had them we used shields.  It turns out that there are still pros and cons to using a shield over a runestaff.  Shields tend to offer higher DS totals over runestaves.  They also do not suffer from the possibility of being disarmed.  In contrast runestaves will certainly allow you to spend more points on magical skills.  Additionally you need to consider runestaff flares, which are designed purely with casters in mind.&lt;br /&gt;
&lt;br /&gt;
====Shield Benefits====&lt;br /&gt;
The first thing to remember about a shield is that you will get a flat +20 DS from using a shield before anything else is factored in.  When you explore the runestaff formula you will find that it takes a lot of magical ranks to make up even that 20 extra.  It is also worth noting that the stance modifier for parry DS (runestaves) in offensive stance is .2, compared to .5 for block DS in that stance.  What that means is that more shield DS survives stancing up and that is the stance you are most worried about being hit in.  Finally, we need to remember that one of the most dangerous things that can happen to a pure is having their runestaff disarmed and shields do not have that problem.&lt;br /&gt;
&lt;br /&gt;
The cost for a wizard of one rank of [[Shield Use]] is 13/0 and, considering a wizard is likely already converting PTPs to MTPs is more like 0/6.5, call it 7.  That is roughly the equivalent of 2 magical skills or 1/5 of an extra spell rank.  We already know the most DS per spell rank is wizard spells at 1.25 DS so 1/5 of that is &#039;&#039;&#039;.25 DS&#039;&#039;&#039;.  2 magical skills will increase your parry ranks by .2 per level, or roughly &#039;&#039;&#039;.06 DS&#039;&#039;&#039; per level in offensive stance.  The block DS formula is:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[((Shields Ranks + trunc(STR Bonus / 4) + trunc(DEX Bonus / 4)) x Size Modifier x Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant.  &lt;br /&gt;
&lt;br /&gt;
For ease of use we can just say our STR and DEX bonuses are 0 and using a medium shield.  So 1 rank of shield use would increase our total offensive DS by &#039;&#039;&#039;.5 DS&#039;&#039;&#039;.  It is also worth noting that it can be beneficial, depending on your STR and DEX bonuses, to train a single rank of [[Brawling]] to activate the parry DS formula with a shield.  If you have a strength bonus of 5, with an additional 15 from 509, and a dexterity bonus of 20 that 1 rank is worth 2.2 parry DS in offensive.  The best DS return you can get on your training point investment for just that single rank.  &lt;br /&gt;
&lt;br /&gt;
====Runestaff Benefits====&lt;br /&gt;
&lt;br /&gt;
There is no denying that there is a positive DS benefit to using a shield over a runestaff.  With that said, DS is not the only thing we care about.  There are multiple other factors to consider when making the decision about how to spend our valuable training points.  We care just as much about our offensive and utility capabilities.&lt;br /&gt;
&lt;br /&gt;
While the cost of 1 rank of shield use is worth far less in terms of DS for a spell rank or magical skills, that is not the only thing those points are gaining you.  One more spell rank might be worth roughly half of the equivalent TPs in shield rank DS but it is a spell rank.  Above all else it is another spell you can cast.  Beyond that it is more CS for that circle and potentially other circles.  It is also increased duration on your spells from that circle.  It represents other efficiency increases for spells in that circle.  At some points it could represent increased AS as well.  A spell rank is more than just the sum of its DS addition.&lt;br /&gt;
&lt;br /&gt;
In much the same way additional magical skills have their own value.  It is easy to discount 2 additional magical skills, say 1 rank each of MIU and AS as just .06 DS.  What cannot be discounted is what can be done with those skills.  In the example we are using that represents increased durations on spells that are used from magic items or scrolls.  Those skills also factor in to other important skills such as enchanting and recharging.  Depending on how they are using they could certainly provide more DS than using a shield ever would, along with AS, CS, TD, and tertiary benefits.&lt;br /&gt;
&lt;br /&gt;
As we can see the greatest benefit to using a runestaff is not having to waste any of our precious training points on anything that does not directly benefit our magical skills.  The other big factor is the multitude of abilities you can add to a runestaff.  The most common example is runestaff flares, which offer additional power to your spells.  Beyond that there are various combat scripts designed for runestaves that benefit the pure caster.  Rarely will a combat script designed for a shield provide anywhere near such a benefit.  These things need to be taken into consideration when choosing what to hold in your hands.&lt;br /&gt;
&lt;br /&gt;
Just remember that many creatures are all too happy to knock that thing out of your hand as well.&lt;br /&gt;
&lt;br /&gt;
=====Runestaves Formula Explained=====&lt;br /&gt;
Runestaves generate DS based on your total ranks in magical skills per level. Magical skills include:&amp;lt;br&amp;gt;&lt;br /&gt;
*Spell Research&lt;br /&gt;
*Spell Aiming&lt;br /&gt;
*Mana Controls&lt;br /&gt;
*Harness Power&lt;br /&gt;
*Lores&lt;br /&gt;
*Arcane Symbols&lt;br /&gt;
*Magic Item Use&lt;br /&gt;
&lt;br /&gt;
Runestaff defense uses the two-handed parry DS equation, including a flat stance adjustment, so you always get +50 DS regardless of ranks when in defensive versus offensive.  Since it uses the two-handed formula, you&#039;ll get 1:1 on Enchant added to DS.  &lt;br /&gt;
&lt;br /&gt;
The actual formula is: ((Parry Ranks + 10 + (STR Bonus/4) + (Dex Bonus/4)) * Stance Mod * 1.5 ) + Stance Bonus + Enchant Bonus&lt;br /&gt;
Note: Stance Modifier for Offensive is .2&lt;br /&gt;
&lt;br /&gt;
You gain Parry Ranks from training more magical skills. 8 ranks of magical skills per level is the equivalent of training 1x in two-handed weapons and a typical caster is expected to have between 10 and 11 magical ranks per level when using a runestaff.  Spell heavy builds will get more DS from their spells and typically are fine with anywhere from 6-8 ranks.  &lt;br /&gt;
&lt;br /&gt;
Example: If you&#039;re level 20, and have 160 ranks in magic skills, that&#039;s 8/level, or would yield 20 Parry Ranks.&lt;br /&gt;
If you were level 20, and had 180 ranks in magic skills, that&#039;s 9/level, and would yield 22 Parry Ranks.&lt;br /&gt;
&lt;br /&gt;
+2 ranks in parrying is quite small, especially considering the cost of those +20 magic skills could be as high as 40 MTPs, which could result in a spell rank.&lt;br /&gt;
&lt;br /&gt;
2 ranks of parry would yield .6 DS in offensive, whereas 1 rank in Major Elemental would yield .75 DS, and 1 rank in Wizard would yield 1.25 DS.&lt;br /&gt;
&lt;br /&gt;
Training specifically for Runestaff DS is not a recommended path.&lt;br /&gt;
&lt;br /&gt;
You can find more information on the [[Runestaff]] Page&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  This includes bolts and fire can be VERY effective against a warcamp full of trolls.  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which is essentially free mana when you have nothing else to do with stamina&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
Some of the intangibles can be nice for warmages, like blessing.  The ability to UAC without needing a bless can be helpful to the new subset of brawling warmages.&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. With the symbol of blessing, warmages can fight undead, and pures can both just spellcast. Undead are typically pretty easy targets to hunt relative to other critters at like levels, so you&#039;ll find yourself hunting a lot of them. &lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
*[[Charge Item (517)]] and the [[Charge Item (guide)]]:  Provide great information on maximizing the wizard&#039;s ability to charge magical items.&lt;br /&gt;
*[[Call Familiar (920)]]:  A familiar is an integral part of the wizarding experience.  This will give you the basic background info for how to use one of the most coveted spells in Elanthia.&lt;br /&gt;
*[[Enchant Item (925)]]:  The resource to learn everything necessary to enchant weapons and armor.  Also [[Research:Enchant (925) Formula‎‎]] provides some great player research into the mechanics behind Enchant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118351</id>
		<title>Comprehensive Wizard Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118351"/>
		<updated>2019-08-02T03:24:02Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* Melee Warmages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Issalya portrait.jpg]]&lt;br /&gt;
| name = Lady Issalya Valdarien Illistim&lt;br /&gt;
| type = [[Elemental]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]]&amp;lt;br /&amp;gt;[[Major Elemental]]&amp;lt;br /&amp;gt;[[Wizard Base]]&lt;br /&gt;
| prime = [[Aura]], [[Logic]]&lt;br /&gt;
| mana = [[Aura]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  =  14 / 0 | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 14 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 8 / 2   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 10 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 8 / 0   | PFranks  = 1&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 1   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 1   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 2 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 4   | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0 / 15  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 15  | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 6   | ELranks  = 2&lt;br /&gt;
  | SpLcost = 0 / 20  | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 10  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20  | MLranks  = 1&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 1&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 2 / 1   | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
{{otheruses4|the Wizard profession|the front end|Wizard (front end)}}&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
This guide is brought to you by members of the GS community from discussions via various forums, Discord chats and direct player input on gswiki.  It is ALWAYS open for contributions from the community.&amp;lt;br&amp;gt;&lt;br /&gt;
Last Upate:  2/9/2018&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;10&#039;&#039;&#039;||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-10||&#039;&#039;&#039;10&#039;&#039;&#039;||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR is Melee AS and Ranged RT.&amp;lt;br&amp;gt;&lt;br /&gt;
DEX is spell bolts and Ranged AS and Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
AGI is also a factor in Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura is Elemental CS.&lt;br /&gt;
&lt;br /&gt;
==Benefits of Dexterity==&lt;br /&gt;
A Ranged attack or Bolt spells uses [[Dexterity]] as an AS mod, but it is much more than that.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people do not realize that TRUNC(DEX Bonus/4) is added as phantom damage to attacks, when no crit weighting is present.  When calculating damage you take the damage factor, multiply by the endroll in excess of 100, and, depending on the damage versus the armor type, you get crits that provide extra damage. However, between those two steps, there is one additional calculation. Your DEX Bonus/4, rounded down is added as &amp;quot;phantom damage&amp;quot; when calculating what rank crit you get. This occurs in all AS based attacks, including melee, ranged, and spells. &lt;br /&gt;
&lt;br /&gt;
*Please note:  The DEX BONUS/4 is still commonly accepted as true, but there do appear to be abnormalities that don&#039;t make it uniformly applied.  This is still being tested to determine any potential limits.&lt;br /&gt;
&lt;br /&gt;
As an example of how this is applied we can take a simple cast of 901:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all know 901 has a terrible DF.  However, if a halfling with maxed DEX casts it, with their +40 DEX bonus, they get 10 phantom damage right off the bat. If they do adequate damage to obtain a Tier 1 crit, it will receive +10 phantom damage when calculating the crit. Since a substantial margin of the damage from 901 is based on the crit tier, this could significantly increase the damage.&lt;br /&gt;
&lt;br /&gt;
When it comes to racial selection this means Halflings are potentially the best race to select for bolting.  At least from a purely offensive point of view. With the second highest max DEX bonus, Dark Elves have a DEX bonus at +35 at 100, but since phantom damage is rounded down, they max at only +8 phantom damage, while halflings get +10 phantom Damage from their +40 max bonus. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s a wonderful example that Riltus provided, with a breakdown of the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You gesture at a dark orc.&amp;lt;br&amp;gt;&lt;br /&gt;
You hurl a small surge of electricity at a dark orc!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +212 vs DS: +39 with AvD: +22 + d100 roll: +68 = +263&amp;lt;br&amp;gt;&lt;br /&gt;
... and hit for 49 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 5 Crit w/25 damage&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard with 20 air lore and 34 Dex bonus (8 pts. crit weighting)&amp;lt;br&amp;gt;&lt;br /&gt;
901 DF: 0.133&amp;lt;br&amp;gt;&lt;br /&gt;
Lore DF bonus: 0.012&amp;lt;br&amp;gt;&lt;br /&gt;
Effective DF: 0.145&amp;lt;br&amp;gt;&lt;br /&gt;
Endroll success margin: 163&amp;lt;br&amp;gt;&lt;br /&gt;
Raw damage: 23.6 rounds up to 24&amp;lt;br&amp;gt;&lt;br /&gt;
Armor: double leather w/ 6 crit divisor&amp;lt;br&amp;gt;&lt;br /&gt;
Calc max crit w/o weighting: 24/6 = 4&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit damage: 25 (R5 chest)&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit: rank 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum Crit weighting for a rank 5 outcome: 6 pts. [(24 + 6)/6 = rank 5 crit] &lt;br /&gt;
&lt;br /&gt;
Without phantom damage, the maximum crit outcome would have been a tier 4 crit (only 20 damage), so that additional phantom damage for the crit roll ended up being an additional 5 real damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Warmages==&lt;br /&gt;
&#039;&#039;&#039;This information is incorrect, do not follow&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;s&amp;gt;Melee Warmages are mainly concerned about strength.  They need all the AS they can get relative to the other classes before the AS slowdown. AgiDex is less of a concern because, from an RT perspective if you are doing most melee builds, you should be able to swing anything in 6 seconds with any race. That is the RT needed to hit 1 second eventually. If your stats are placed for growth, and you are using a lance, AgiDex might be a concern in a few cases.  In that case just make sure you math it out before you get started, or swap to a faster polearm.&lt;br /&gt;
&lt;br /&gt;
The strongest races are:&lt;br /&gt;
&amp;lt;u&amp;gt;Giantman&amp;lt;/u&amp;gt;: +15 STR, but bolting suffers with a -5 DEX and CS takes a hit with a -5 Aura.  They do have a nice CON bonus at +10 and the best encumbrance factor of all races.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half-Krol&amp;lt;/u&amp;gt;: +10 STR, with no bonus or penalty on DEX or AURA.  They share the same +10 CON bonus as Giantmen, as well as a high encumbrance factor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarf&amp;lt;/u&amp;gt;: +10 STR, no DEX penalties but -5 to AGI and bad Aura at -10.  They have the highest CON bonus at +15.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Human&amp;lt;/u&amp;gt;: Only +5 STR, no modifiers to DEX, AGI or AURA.  Humans are the middle of the road race.&lt;br /&gt;
&lt;br /&gt;
It should be noted that these THW warmages races outlined above tend to be weak in DEX and Aura if you decide to swap builds after the AS slowdown. So you would find it very difficult to swap from a Racially maximized THW Warmage to a Pure or Ranged Warmage.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a warmage, AS is important but reaching 1sec RT is top priority. You want to come out the gates swinging your target weapon at 5sec RT. If you build your warmage with using this starting rule, you&#039;ll save yourself a boat load of TPs in the long run. Lets take a Claidhmore as an example since Two Handed Weapons are a popular weapon choice for warmages. The base round time on a claidhmore is 8 seconds (https://gswiki.play.net/Claidhmore). &lt;br /&gt;
&lt;br /&gt;
If we refer to the Two Handed Weapon round time table from the Celerity (506) wiki page https://gswiki.play.net/Celerity_(506) , you&#039;ll see that a 6 second base round time for swinging a claidhmore will require 80 ranks of air lore as oppose to a 5 second base swinging round time would only take 58 ranks. That is a difference of 528 physical TPs to get to one second swinging round time. As a warmage your AS is going to be low, the power comes from the 1 second round time swings and disabling your opponent with stomp evoked 909.  &#039;&#039;&#039;An AGI + DEX bonus of 53+ will ensure your character swings any weapon at 5sec rt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Two-Handed Weapons&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | Base Weapon Speed&lt;br /&gt;
|- &lt;br /&gt;
| Current RT&lt;br /&gt;
| 9&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 9&lt;br /&gt;
| 154&lt;br /&gt;
| 146&lt;br /&gt;
| 130&lt;br /&gt;
| 122&lt;br /&gt;
| 106&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8&lt;br /&gt;
| 131&lt;br /&gt;
| 124&lt;br /&gt;
| 110&lt;br /&gt;
| 103&lt;br /&gt;
| 89&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7&lt;br /&gt;
| 108&lt;br /&gt;
| 102&lt;br /&gt;
| 90&lt;br /&gt;
| 84&lt;br /&gt;
| 72&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 6&lt;br /&gt;
| 85&lt;br /&gt;
| 80&lt;br /&gt;
| 70&lt;br /&gt;
| 65&lt;br /&gt;
| 55&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5&lt;br /&gt;
| 62&lt;br /&gt;
| 58&lt;br /&gt;
| 50&lt;br /&gt;
| 46&lt;br /&gt;
| 38&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4&lt;br /&gt;
| 39&lt;br /&gt;
| 36&lt;br /&gt;
| 30&lt;br /&gt;
| 27&lt;br /&gt;
| 21&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3&lt;br /&gt;
| 16&lt;br /&gt;
| 14&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The best races that achieve the AGI + DEX bonus of 53+ are elves of any sort. &lt;br /&gt;
Strength is secondary to AGI and DEX since it&#039;s directly connected to AS. &lt;br /&gt;
&lt;br /&gt;
You training goals for a warmage should be as follows:&lt;br /&gt;
&#039;&#039;&#039;Primary Goals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Minor Elemental: - 1x until 75 (This is for the AS boost that 425 offers)&lt;br /&gt;
Major Elemental: - 1x until 50 (You can skip a few tanks but you obviously want 506 and 509 ASAP)&lt;br /&gt;
Wizard - As able (You want 909 ASAP but after that you can take your time. The 900 circle is the best circle for a wizard to gain DS.)&lt;br /&gt;
Weapon skill - 1x&lt;br /&gt;
Physical Fitness - 1x&lt;br /&gt;
Perception - 1x&lt;br /&gt;
Harness power - 1x&lt;br /&gt;
Spell aim - 2x (It&#039;s always good to have an alternative attack method)&lt;br /&gt;
Air lore - as much as possible until you can 1 sec swing your goal weapon. (Do not neglect the other primary skills to achieve this)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Goals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Can you swing your choice weapon with 1 sec RT? no? then why are you looking here?!&lt;br /&gt;
Combat Maneuvers - whatever you can spare. (Every 2 ranks is +1 AS. the Cman skill of choice is feint followed by disarm.)&lt;br /&gt;
Magic item use&lt;br /&gt;
Arcane Symbols&lt;br /&gt;
Elemental Mana Control - I stopped at 30 ranks&lt;br /&gt;
Armor use&lt;br /&gt;
Whatever else you want. &lt;br /&gt;
&lt;br /&gt;
This section was edited by Alsal&lt;br /&gt;
&lt;br /&gt;
==Ranged Warmage==&lt;br /&gt;
Ranged Warmages primarily need 1 thing, [[Dexterity]]. Even a halfling with -15 STR mod can get to a STR bonus of +5 and fire an aimed longbow in 1 second. The following highlights strength mods because it can be a factor at lower levels and in the case that you decide to switch builds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Halflings&amp;lt;/u&amp;gt;: The winning race with +15 DEX, but a woeful -15 STR and -5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elf&amp;lt;/u&amp;gt;: +10 DEX, 0 STR, and +10 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +10 DEX, 0 STR and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burger Gnome&amp;lt;/u&amp;gt;: +10 Dex, with the same -15 STR as a halfling, but a +5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 DEX, 0 STR, and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half Elves&amp;lt;/u&amp;gt;: +5 Dex, 0 STR, 0 Aura. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Aelotoi&amp;lt;/u&amp;gt;: +5 DEX and 0 Aura like Half-Elves, but with -5 Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Forest Gnomes&amp;lt;/u&amp;gt;: +5 DEX, -10 Strength, and 0 Aura.&lt;br /&gt;
&lt;br /&gt;
==Pure Builds==&lt;br /&gt;
The emphasis here is on Aura, as our CS mod, because we already highlighted DEX in the Ranged section:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elves&amp;lt;/u&amp;gt;: +10 Aura, along with their +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burghal Gnomes&amp;lt;/u&amp;gt;: +5 AURA, also with +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 AURA as well but only +5 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +5 AURA too and with +10 DEX&lt;br /&gt;
&lt;br /&gt;
==Other Racial Factors==&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent wizard.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a halfling anyway because that DEX!&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Reduces swinging RT, maneuver penalties, and spell hindrance from wearing armor.&lt;br /&gt;
*[[Shield Use]] Generates DS when using a shield.&lt;br /&gt;
*Weapons Use Raises AS with a particular Weapon.&lt;br /&gt;
*[[Two Weapon Combat]] Ability to use two one-handed weapons.  It is prohibitively expensive for a wizard to train in.&lt;br /&gt;
*[[Combat Maneuvers]] +.5 Melee AS per rank. 1 CM Point per rank to use towards the limited list of combat maneuvers available to wizards!&lt;br /&gt;
*[[Multi-Opponent Combat]] Reduces Force-on-Force penalties for multiple opponents and adds 1 to the minimum ball-spell area effect per rank. &lt;br /&gt;
*[[Ambush]] Ability to aim physical attacks.  Improves ranged AS by .25 for every rank over 40.&lt;br /&gt;
*[[Physical Fitness]] HP total, stamina, factors into Maneuver defense&lt;br /&gt;
*[[Dodge]] Adds to evade DS but is prohibitively expensive for wizards.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Ability to use scrolls, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Magic Item Use]] Ability to use magic items such as wands, small statues and other imbeds, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Harness Power]] +3 Mana per rank up to your level, +1 mana per rank over level.&lt;br /&gt;
*[[Spell Aiming]] Adds to bolt AS in the same way weapons training adds to a physical AS.&lt;br /&gt;
*Mana Control: Allows sharing of mana with others, based on your skill in a specific mana control and theirs.  Also improves your mana regeneration rate.&lt;br /&gt;
*[[Spell Research]] Learn spells, improve effectiveness and duration.&lt;br /&gt;
*[[Elemental Lore]]: Various effects and improvements to specific elemental spells.  Other lores do not effect your native spells.&lt;br /&gt;
&lt;br /&gt;
==Elemental Lores==&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Lore]] Review offered a variety of new synergies between spells, and introduced a lot more than just DF bonuses on bolt spells.  The list below gives a general overview of which spells each lore effects and a general idea of how.  A more complete overview can be found in the [[Lore_chart|Lore Chart]].&lt;br /&gt;
&lt;br /&gt;
===Important Breakpoints===&lt;br /&gt;
*50 ranks in any lore gives the greatest Bolt DF benefit before diminishing returns on spells of that element, or .050 DF.&lt;br /&gt;
*100 combined ranks provide the greatest Bolt DF benefit before diminishing returns on dual element spells, or .050 DF.&lt;br /&gt;
*20 ranks in any lore gives the 518 specialization for that lore and 10 ranks each of two lores provides the specialization for dual lore specializations&lt;br /&gt;
*Arcane Circle spell EVOKES and Tonis Bolt:  &lt;br /&gt;
**20 Fire for 903 -&amp;gt; 1707&lt;br /&gt;
**20 Air for Tonis Bolt&lt;br /&gt;
**30 Water for 904 -&amp;gt; 1710&lt;br /&gt;
*55 or 60 air lore provides the majority of RT reduction from [[506|Celerity]] for a warmage&lt;br /&gt;
*[[514|Stone Fist]] Earth Lore at .5x for SLAP, 1.25x for CLENCH, and 2x for POUND&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Fire]]===&lt;br /&gt;
*[[413]]: Increases TD penalty by Seed 5 summation.&lt;br /&gt;
*[[415]]: Chance equal to [[Elemental Lore, Fire]] ranks/2 to strike an additional target in the room for 5 additional mana.&lt;br /&gt;
*[[417]]: 10 ranks unlocks a defensive spell from the target.  The chance is 10% +3% per every 10 ranks.  The mana drain is increased by skill/15.&lt;br /&gt;
*[[425]]: A percentage chance on a Seed 10 scale to increase the critical weighting of your next spell cast within 10 seconds.&lt;br /&gt;
*[[502]]: Fire Version - Provides a DS pushdown against fire spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks. &lt;br /&gt;
*[[513]]: Casting multiple bolts at the same target will increase AS by Seed 4 stacking up to +25 maximum.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Fire specification which uses [[906|Minor Fire]]&#039;s damage tables and lore bonuses.  10 ranks of Fire AND Water unlock Steam.&lt;br /&gt;
*[[519]]: Increases critical damage and damage cycles.&lt;br /&gt;
*[[903]]: 20 ranks unlocks [[Minor_Steam_(1707)|Minor Steam]] using EVOKE with this spell.&lt;br /&gt;
*[[906]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  &lt;br /&gt;
*[[908]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the fire version.&lt;br /&gt;
*[[925]]: 100 ranks unlocks the ability to enchant fire or steam flaring weapons.&lt;br /&gt;
*[[950]]: Increases AS of spells cast with 950 by 6 * Seed 10 summation and CS by 3/5 that amount.&lt;br /&gt;
*[[1707]] Increases DF by .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Fire====&lt;br /&gt;
&lt;br /&gt;
The only major discreet breakpoint for fire lore is 20 ranks for EVOKE on [[903|Minor Water]] for [[1707|Minor Steam]], the best damage to mana ratio bolt spell.  The other important bonuses are scaling.&lt;br /&gt;
&lt;br /&gt;
519 bonuses are two fold: &lt;br /&gt;
*Chance of incineration on warding margins 50 or higher = Seed 1 summation (Fire Lore ranks -10)/2 &lt;br /&gt;
*And Ranks / 1.5 % chance of an extra damage cycle. (100% at 150 ranks)&lt;br /&gt;
&lt;br /&gt;
The 513 AS bonus maxes out at +25. This makes some seed values appear more beneficial than others. Because going from +5 AS per bolt to +6 AS per bolt will still require 5 bolts to max out the benefit of +25 AS that +1 AS might be less substantial.  The number of bolts needed to cap the bonus is below:&lt;br /&gt;
*+1 per bolt: 25 casts to cap&lt;br /&gt;
*+2 per bolt: 13 casts to cap&lt;br /&gt;
*+3 per bolt: 9 bolts to cap&lt;br /&gt;
*+4 per bolt: 7 bolts to cap&lt;br /&gt;
*+5 per bolt: 5 bolts to cap&lt;br /&gt;
*+6 per bolt: 5 bolts to cap&lt;br /&gt;
*+7 per bolt: 4 bolts to cap&lt;br /&gt;
*+9 per bolt: 3 bolts to cap&lt;br /&gt;
*+13 per bolt: 2 bolts to cap&lt;br /&gt;
*Benefit maxes at +19, always 2 bolts to cap the benefit.&lt;br /&gt;
*This mechanic of the +25 max, paired with a Summation Seed 4 for benefit ends up producing two forms of diminishing returns. The difference between 72 ranks of fire lore for +9 per bolt (3 to cap), and 130 ranks for +13 per bolt (2 to cap) is substantial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
*[[402]]: Gives a chance to point out hidden targets based on ranks in [[Elemental Lore, Air]] versus the targets hide ranks.&lt;br /&gt;
*[[405]]: At 30 ranks can detect elemental flares and if an item is enhancive (but not what it enhances)&lt;br /&gt;
*[[410]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[435]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[502]]: Air/Lightning version - Provides a DS pushdown against air/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[504]]: Increases RT penalty by 1 at 24, 100, and 100 ranks.  Increases possible targets by 1 per 20 ranks.&lt;br /&gt;
*[[505]]: 20 ranks unlocks Tonis Bolt using EVOKE.  Increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[506]]: 50 ranks unlocks a group version with EVOKE.  Decreases the stamina cost of combat actions and improves RT reduction of utility actions.&lt;br /&gt;
*[[511]]: Increases maximum items by Seed 10 summation.&lt;br /&gt;
*[[515]]: Gives a percentage chance to provide a CHANNEL bonus to a spell without additional RT equal to Seed 1 summation.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Air specialization, which uses vacuum crits.  10 Air AND Water ranks unlocks Lightning specialization.&lt;br /&gt;
*[[535]]: -1% RT for every 5 ranks, max of 60%.&lt;br /&gt;
*[[550]]: Increases the amount of RT removed from negative effects by 1.5 * Seed 1 summation.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[911]]: Adds phantom [[Dodge]] ranks on a Seed 1 summation.&lt;br /&gt;
*[[912]]: Adds a 2% chance per Seed 5 summation to produce a vortex which causes RT for a random, ungrouped target at a regular interval.&lt;br /&gt;
*[[914]]: Reduces the summoning time and increases critical damage.&lt;br /&gt;
*[[916]]: 50 ranks unlocks a group version that lasts for 2 minutes using EVOKE.&lt;br /&gt;
*[[920]]: Decreases the time it takes a familiar to find a player-character.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant vacuum and lightning flaring items.&lt;br /&gt;
*[[950]]: Allows a chance to gain offensive CHANNEL benefits to the spells cast without the RT with a percentage chance equal to 5 * Seed 1 Summation.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Air====&lt;br /&gt;
&lt;br /&gt;
Arguably the greatest benefit to training air lore is Tonis Bolt at 20 ranks or the -1% RT from Celerity per 5 ranks, depending on your build. &lt;br /&gt;
&lt;br /&gt;
[[506|Celerity]] Breakpoints:&lt;br /&gt;
*Base 4 RT becomes 1 at 60 ranks&lt;br /&gt;
*Base 5 RT becomes 1 at 105 ranks&lt;br /&gt;
*Base 6 RT becomes 2 at 55 Ranks, 1 at 135 Ranks&lt;br /&gt;
*Base 7 RT becomes 3 at 20 Ranks, 2 at 90 Ranks, 1 at 160 ranks&lt;br /&gt;
*Base 8 RT becomes 3 at 55 ranks, 3 at 115 ranks, and 1 at 180 ranks&lt;br /&gt;
&lt;br /&gt;
After either 55 or 60 ranks in Air Lore, you receive a majority of the RT reduction bonuses. You also unlock all the major breakpoints for air lore:&lt;br /&gt;
Tonis Bolt&lt;br /&gt;
Group Casting 506 &lt;br /&gt;
410/435 Sphere&lt;br /&gt;
Flare detection on 405&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Water]]===&lt;br /&gt;
*[[403]]: Removes 1 point per Seed 10 summation of potential damage to a lockpick on a failed attempt.&lt;br /&gt;
*[[404]]: Reduces DISARM roundtime by 1 second per Seed 6 summation.&lt;br /&gt;
*[[407]]: Unsuccessful casts will corrode a lock, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[408]]: Unsuccessful casts will corrode a trap, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[410]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[416]]: Grants a percentage chance equal to Skill/4 to show Unlock and Disarm success messenging.&lt;br /&gt;
*[[418]]: Provides a +10 mana regeneration bonus for the caster.  This bonus will last a number of pulses equal to a Seed 10 summation.&lt;br /&gt;
*[[435]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[502]]: Water/Cold/Lightning version - Provides a DS pushdown against water/cold/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[512]]: Increases targets by 1 per Seed 5 summation.  Shatter chance on fully encased targets equal to Skill Bonus/3.  Converts [[903|Minor water]] cast at target to [[1709|Minor Cold]] for Seed 10 summation casts.&lt;br /&gt;
*[[515]]: Percentage chance to negate the cooldown when the spell ends equal to Seed 1 summation.&lt;br /&gt;
*[[516]]: Percentage chance equal to Seed 2 summation to drain an additional 20 mana.&lt;br /&gt;
*[[518]]: 20 ranks to unlock cold specialization, which uses [[1709|Minor Cold]] damage tables and lore bonuses and water specialization, which uses [[903|Minor water]]. 10 ranks + 10 Fire/Earth/Air unlocks Steam/Acid/Lightning.&lt;br /&gt;
*[[520]]: Water mode dispel cooldown reduced by Seed 1 summation seconds.&lt;br /&gt;
*[[550]]: 50 ranks unlocks an automatic [[410|Elemental Wave]] cast for free alongside Time Stop.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[903]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Increases the chance to soak a target by skill/2%.&lt;br /&gt;
*[[904]]: 30 ranks unlocks [[1710|Major Acid]] with EVOKE.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[907]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the cold version.&lt;br /&gt;
*[[920]]: 50 ranks unlocks the ability to set an anchor on an earthnode.&lt;br /&gt;
*[[925]]: Allows storing of a mana pool for infusing tempering potions at a rate of 1 point on a Seed 5 summation for every 30 XP absorbed, starting at 5 ranks.  100 ranks unlocks enchanting Cold/Acid/Lightning/Steam flaring items.&lt;br /&gt;
*[[1707]]: Combined Fire and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[1709]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that. &lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Water====&lt;br /&gt;
&lt;br /&gt;
Water lore has very little in the way of discreet breakpoints.  Five ranks unlocks the ability to store mana for [[925|Enchant Item]], an important benefit for minimal investment. 30 ranks will allow the use of [[1710|Major Acid]] with 904 and 50 ranks will provide the ability to set an anchor for your familiar and have an automatic [[410|Elemental Wave]] when you cast [[550|Time Stop]].  While interesting these benefits are not build defining. &lt;br /&gt;
&lt;br /&gt;
The largest benefit of water lore is its diversity.  Water lore provides bonuses to the DFs for a startling number of bolts.  This includes 901, 903, 904, 907, 910, 1707, 1709, and 1710.  It also lends itself to a variety of modes for 518.  This combines with the utility aspects to make water lore an interesting lore for a generalist wizard.&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Earth]]===&lt;br /&gt;
*[[412]]: Increases max targets of the open version by 1 per 20 ranks.&lt;br /&gt;
*[[414]]: 25 ranks unlocks a 5% + 1% per 20 additional ranks chance to block a single AS/DS attack when wearing all three elemental defenses.  &lt;br /&gt;
*[[430]]: Gives a percentage chance equal to Seed 10 summation to gain +10 critical padding for a single attack.&lt;br /&gt;
*[[502]]: Earth version - Provides a DS pushdown against impact spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[503]]: Gives a percentage chance equal to Seed 10 summation to gain +20 DS against an attack.&lt;br /&gt;
*[[507]]: 15 ranks unlocks bolt redirection ability with a chance of 5% + 1% / 10 additional ranks.  Redirected bolts strike at a random enemy target with a -20 AS penalty.&lt;br /&gt;
*[[508]]: 25 ranks unlocks a 5% + 1% per additional 10 ranks chance to increase TD by 20 against a single warding spell.&lt;br /&gt;
*[[509]]: Provides a self-cast additional AS bonus equal to Seed 4 summation.&lt;br /&gt;
*[[510]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
*[[514]]: Unlocks additional commands at training breakpoints:  SLAP - .5x, CLENCH - 1.25x, POUND - 2x.&lt;br /&gt;
*[[518]]: 20 ranks to unlock earth specialization, which uses [[510|Hurl Boulder]] damage and lore benefits.  10 ranks + 10 water lore ranks to unlock acid specialization.&lt;br /&gt;
*[[520]]: Earth mode stun shield provides additional padding ranks equal to a Seed 3 summation.&lt;br /&gt;
*[[550]]: Increases uses per day by 1 at 40, 115, and 190 ranks.&lt;br /&gt;
*[[902]]: Increases the enhancive weapon skill bonus by 1 per Seed 7 summation.&lt;br /&gt;
*[[904]]: 10 ranks unlocks an acid burn ability at a rate of 25 + truncated(Skill Bonus/4)%.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[905]]: Provides an additional 1 DS per Seed 5 summation.&lt;br /&gt;
*[[909]]: Increases the E/B/P penalty by 1 per Seed 4 summation / 2.  Increases charges of the EVOKE version by 1 at 20, 50, 90, 150, and 200 ranks.&lt;br /&gt;
*[[914]]: Increases critical damage.&lt;br /&gt;
*[[917]]: Gives a percentage of the damage bonus provided by a stunned/prone target to all cycles after the initial strike equal to (100 * Ranks / 202)%.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant earth or acid flaring items.&lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Earth====&lt;br /&gt;
&lt;br /&gt;
Earth lore has a few important discreet breakpoints to consider.  One is the additional charges on the evoked version of [[909|Tremors]] at 20, 50, 90, 150, and 200 ranks.  Another is the added uses per day of [[550|Time Stop]] at 40, 115, and 190 ranks respectively.  Finally there is the acid burn effect on [[904|Minor Acid]] which turns on at 10 ranks and improves from there.  &lt;br /&gt;
&lt;br /&gt;
With that in mind 50 ranks will net you:&lt;br /&gt;
+2 charges of EVOKE 909&lt;br /&gt;
+1 daily use of 550&lt;br /&gt;
62% chance of acid burn on 904&lt;br /&gt;
25% of the stunned/prone bonus on 917&lt;br /&gt;
&lt;br /&gt;
The major outlier here is [[514|Stone Fist]].  Only a dedicated earth mage will get to make any real use of the additional commands that hold most of this spells power.  At 50 ranks you would be able to reasonably use SLAP but the spell likely is not worth using without at least CLENCH, if not POUND.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runes==&lt;br /&gt;
Wizards have access to learning three runes:&lt;br /&gt;
*After learning 930, a wizard can learn the &amp;quot;Gate&amp;quot; Rune.  Applying this on a runestone and holding the runestone while you cast decreases failure chances.&lt;br /&gt;
*A wizard who knows it can teach another the &amp;quot;Binding&amp;quot; Rune.  This will allow the wizard to trap their familiar type in an amulet that can be purchase from the wizard guild.  Holding this when casting 920 guarantees that type of critter. (i.e.  cats)&lt;br /&gt;
*The Wy&#039;Zio is used to unlearn unique runes.  Which currently means nothing to wizards.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY wizard:&lt;br /&gt;
*2x [[Spell Research]]: As a pure you should, at minimum, be training 2 spell ranks per level. (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]]: Harness power, at level, provides 3 mana per training (0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]]: Mana regeneration, Multi-cast, Spellup, and benefits to many spells. (0/4)&lt;br /&gt;
*1x [[Physical Fitness]]: Combat Maneuvers Defense and health (8/0)&lt;br /&gt;
*1x [[Perception]]: Maneuver defense, getting around. (0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
[[Armor Use]] &lt;br /&gt;
*4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
*15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
*35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
==The Archer Mage==&lt;br /&gt;
&lt;br /&gt;
===Why Archery?===&lt;br /&gt;
Wizards main attack are magical bolts. This puts a high emphasis on [[Dexterity]].  Archery offers an alternative method for attack that relies on the same [[Dexterity]] bonus.  It also offers a cost-effective way to max out your weapon enchant bonus and is not largely impacted by encumbrance. With [[506|Celerity]] you can easily produce a hail of arrows.&lt;br /&gt;
&lt;br /&gt;
The strength of the build is maximization of all enhancive spells.  [[509|Strength]] applies towards RT reduction alongside [[506|Celerity]]. Due to these spells it is quite easy to hit a 1 second RT with a longbow, while aiming. Furthermore, the focus on [[Dexterity]] allows an Archer Mage can make full use of classic Wizard Bolt Spells as well. Having two viable attack options opens up a lot of potential creatures to hunt.&lt;br /&gt;
&lt;br /&gt;
In addition [[404|Disarm Enhancement]] provides a pseudo-bonus to [[Perception]] when it comes to AIMing ranged attacks.  Even if Wizards are not the best aimers, 404 is easy to stack up with 515, and every little bit helps.&lt;br /&gt;
&lt;br /&gt;
===Training for Archery===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Ranged Weapons]] (14/3)&lt;br /&gt;
*+1x [[Perception]] (2x total) (0/6)&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
**+(20/12)&lt;br /&gt;
**=28/47 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]: 66 ranks If you&#039;re a small race, like a halfling, gnome, etc. 55 ranks if you&#039;re a race with a higher STR bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&amp;lt;br&amp;gt;&lt;br /&gt;
*25 ranks of [[Elemental Lore, Earth]] for bonus AS and some defensive benefits.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
Additional [[Spell Research]] is the best way to improve your stance offensive DS.&lt;br /&gt;
&lt;br /&gt;
===Post Cap Goals===&lt;br /&gt;
*3x [[Spell Research]]. More DS, more AS/CS for spells, better enchanting capabilities.&lt;br /&gt;
*1x [[Ambushing]]. 100 ranks of Ambush will net you 15 AS. AS bonus = ((ranks -40)/4). This is INCREDIBLY expensive at (15/10) per rank for such a small AS boost. That is why it is not listed in core training. This will not assist aiming, as it only impacts aiming while hidden.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*All spheres to rank 2 at level 2&lt;br /&gt;
*Major Elemental &amp;amp; Wizard until Wizard=13&lt;br /&gt;
*Minor Elemental &amp;amp; Major Elemental until Major Elemental = 20 (13 wizard, 9 minor, 20 major)&lt;br /&gt;
*2x Minor Elemental until Minor Elemental = 31 (Should be level 31)&amp;lt;br&amp;gt;&lt;br /&gt;
*From there determine your target ranks of Major Elemental and Air Lore needed to minimize RT.&amp;lt;br&amp;gt;&lt;br /&gt;
**50 Ranks in MjE will unlock 550, a strong escape spell&amp;lt;br&amp;gt;&lt;br /&gt;
**75 Ranks of MnE will max out AS potential from 425&amp;lt;br&amp;gt;&lt;br /&gt;
**Wizard Circle will generate the most DS of any three circles&lt;br /&gt;
&lt;br /&gt;
===Combat Suggestions===&lt;br /&gt;
*Keep [[506|Celerity]] Up&lt;br /&gt;
*1 Creature and plenty of mana - 505 bolt until it falls prone -&amp;gt; Arrows.&lt;br /&gt;
*1 Creature and low on mana -  Arrows&lt;br /&gt;
*2 Creatures and plenty of mana -  410 -&amp;gt; Arrows&lt;br /&gt;
*2 Creatures and low on mana -&amp;gt; Arrows, carefully&lt;br /&gt;
*&amp;gt;2 Creatures 410 -&amp;gt; 518&lt;br /&gt;
*Undead - 901/903/904/906 are less hassle than finding a bless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Two Handed Mage==&lt;br /&gt;
1. Get a big weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Swing a big weapon really fast.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Profit!&amp;lt;br&amp;gt;&lt;br /&gt;
Two-Handed Mages can use Polearms or Two-Handed Weapons at the same TP cost. If you want to be a polearm mage, just make sure it is a two handed polearm.&lt;br /&gt;
&lt;br /&gt;
===Why a Two-Hander?===&lt;br /&gt;
The best defense is a good offense and in Gemstone IV a good offense often comes in the form of a giant weapon.  An even better offense comes in the form of a giant weapon swung with a 1 second RT.&lt;br /&gt;
Two Handers and Polearms have the highest Damage Factors out of any weapons in the game. Paired with the speed of [[506|Celerity]] this can be a devastating build.&lt;br /&gt;
&lt;br /&gt;
Two-Handers are a great way to level, especially early on when mana is tight. By the time your AS growth slows down you have the mana to keep [[506|Celerity]] going and speed yourself up.  As an added benefit this build is more interested in strength so you can pick your race appropriately.  No need to worry about picking up a smooth stone and being encumbered.&lt;br /&gt;
&lt;br /&gt;
===Training for Two-Handers===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Two-Handed Weapons]] or [[Polearms]] (14/3)&lt;br /&gt;
*1x [[Combat Maneuvers]] (12/8)&lt;br /&gt;
**+26/11&lt;br /&gt;
**=34/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]:  Typically 55 or 60 ranks but figure out what you need to swing your chosen weapon in 1 second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Earth]]:  You can consider getting 25 or 35 ranks to increase 902 and 509 potency.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Air]]:  Getting up to 55 ranks, if you needed less than that for the discrete training, will end up rounding advantageously for you.  See the lores section for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]]&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You could take armor up to Leather Breastplate, if not further. Warmages do not cast in combat nearly as much as Pures. The hindrance can be annoying but, overall, better AvD and crit divisor is worth it, as you are gonna be caught in offensive more.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
[[Elemental Lore, Earth]]. This is really the only other way to increase AS after you&#039;ve reached 75 ranks in Minor Elemental. There are huge diminishing returns after the first 25-35 ranks unfortunately.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*Start off with 2/2/2 at level 2&lt;br /&gt;
*Wizard &amp;amp; Major Elemental until at 11/11 (Level 11)  (Rank 11 yields bonuses from 503 and 507, also floating disk)&lt;br /&gt;
*Wizard &amp;amp; Minor Elemental until 13/4 (Level 13)&lt;br /&gt;
*2x Minor Elemental until 25 (Level 25)  You reach this a little before level 25 at full 2x spells&amp;lt;br&amp;gt;&lt;br /&gt;
From here there are some options:&amp;lt;br&amp;gt;&lt;br /&gt;
*Major Elemental to 51: If your RT without [[506|Celeity]] is 6 seconds, 51 ranks will produce an additional -1 RT, and take it down to 1 sec with [[506|Celerity]].&lt;br /&gt;
*Minor Elemental up to 75 to max out the AS contribution of 425.&lt;br /&gt;
*If DS is an issue the wizard circle generates the most DS of any circle, at 1.25 DS per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
As 513 no longer reduces melee AS, a melee warmage has a variety of options available.&lt;br /&gt;
&lt;br /&gt;
If you are attuned to air then at 25 ranks of air lore you can use a 1x weapon and e-blade it.  An e-bladed weapon can take advantage of the [[502|Chromatic Circle]] weakness effect. Plus it is cheaper than buying a 5x flaring weapon.&lt;br /&gt;
&lt;br /&gt;
Due to the low swinging AS, warmages need to utilize disablers like 505, 909, 912, or 410 as an opener to knock the critters down for the DS reduction.  Since you are training in CMANs, you will also have feint and some other options available to you as an opener later on in life.  If you are attuned to air (or earth with enough earth lore), and are wielding an e-bladed weapon, you can start off with a 502 before your opener to further reduce your target&#039;s DS.  Beyond that you want to simply keep [[506|Celerity]] up and hack away at things.&lt;br /&gt;
&lt;br /&gt;
Remember that you do still have a full litany of spells available to you if you while hunting.  Your Bolt AS will not be bad as a Warmage, assuming you choose to train in Spell Aiming.  It is viable for hunting, and is a perfect way to deal with undead in areas such as Wyneb or Maaghara in Ta&#039;Illistim, where they are mixed in with living creatures.  Just use your magic against the undead, and swing your weapon against the living.&lt;br /&gt;
&lt;br /&gt;
==Warmage AS Slowdown==&lt;br /&gt;
Non-pure builds tend to slow down in the later levels.  Mathematically, a warmage&#039;s AS is going to fall behind other swingers eventually. An archer or two-hander needs to train Weapon Training and either 1x CM or 2x perception.  That will grant 1.5 AS per level in later levels. That is a 1 AS per level deficit compared to a semi or square who trains 1x in CM and can 2x their weapon. Warmages have two tools to assist in bridging the gap: 425 and 509.  Meanwhile a ranger has Phoen&#039;s Strength.  With that in mind here is a comparison between a warmage and ranger.&lt;br /&gt;
&lt;br /&gt;
Since 425&#039;s potency is .5/level, that still puts a warmage at a .5 AS per level deficit compared to a ranger. &lt;br /&gt;
*At level 20, a warmage is 15 AS below a ranger (15 (509) -20 - 10 (606)) -15. &lt;br /&gt;
*At 25, a warmage actually gets ahead of a ranger (15-25-10+25) by +5 AS due to 425. &lt;br /&gt;
*At level 75,  it is still pretty close at (75 - 15 + 10 - 50) -20 AS, but 425 potency is maxed out.&lt;br /&gt;
*At level 80, the warmage is behind by (80-15+10-50) -25 AS.&lt;br /&gt;
*New to cap, a warmage is at -45 AS compared to a ranger.&lt;br /&gt;
&lt;br /&gt;
The only way to make up this disparity is through proper use of disablers.  Even then, the ranger is going to have similar skills available.  What they will never have is a 1 second RT to take full advantage.  The warmage will probably never hit as hard but they will hit anywhere from 3 to 6 times more often.&lt;br /&gt;
&lt;br /&gt;
==The Pure Mage==&lt;br /&gt;
&lt;br /&gt;
To put this simply, you get to hurl balls of fire at your enemies and burn them to cinders.  Wizards are the masters of elemental magic and bolting.  When you have access to some of the most powerful spells in Elanthia why would you ever want to pick up a weapon?  Wizards might have the second-to-worst melee AS in the game but their bolting AS is second to none.  A well trained wizard is a magical powerhouse that can tangle with the toughest creatures in the game and come out laughing.&lt;br /&gt;
&lt;br /&gt;
===Training for a Pure===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/1)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/1)&lt;br /&gt;
*1x [[Elemental Lore]] (0/6)  Which type depends on your choices.&lt;br /&gt;
**Additional TP cost of (6/11)&lt;br /&gt;
**=14/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Optional Training for a Pure&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x in [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained pure mage is a well trained pure mage with a ton of outside spells.  Beyond that they help with some utility skills like enchanting and recharging.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some wizards choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
At low levels, returns from additional ranks of harness power are more substantial. Gaining 1 more mana when you have a max pool of 30 is proportionally much better than getting that same 1 mana when you have a pool of 300. A low level pure wizard&#039;s biggest stumbling block is the lack of mana.  [[1700|Arcane Blast]] does mitigate this somewhat, as do wands, but having more mana early is a boon.  At low levels it can be worthwhile to dump additional points into Harness Power. Once you reach your 20s or 30s and find yourself comfortable with your mana total you can simply stop training in [[Harness Power]] until your level catches up to your ranks.  Once that is done everything else should go into [[Spell Research]].&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
*Wizard and Major Elemental to 13&lt;br /&gt;
*Major Elemental and Minor Elemental until Major Elemental 18&lt;br /&gt;
*All Spell Research into Minor Elemental until 430 is unlocked&lt;br /&gt;
*Go back to Major to train it up to = Level&lt;br /&gt;
*Keep Major = Level, Try to get Minor Elemental = Level&lt;br /&gt;
*Any additional spell ranks go into wizard circle&lt;br /&gt;
&lt;br /&gt;
===Channeling===&lt;br /&gt;
&lt;br /&gt;
====Channeling Bolts====&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For how unchanneled bolts are assigned location, see [[Unaimed Body Location Assignment (saved post)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Channeling Warding Spells====&lt;br /&gt;
The spells [[Chromatic Circle (502)]] and [[Immolation (519)]] can gain a bonus from [[CHANNEL]].  &lt;br /&gt;
&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
===Runestaves vs. Shields===&lt;br /&gt;
&lt;br /&gt;
Runestaves make the Pure builds work, but before we had them we used shields.  It turns out that there are still pros and cons to using a shield over a runestaff.  Shields tend to offer higher DS totals over runestaves.  They also do not suffer from the possibility of being disarmed.  In contrast runestaves will certainly allow you to spend more points on magical skills.  Additionally you need to consider runestaff flares, which are designed purely with casters in mind.&lt;br /&gt;
&lt;br /&gt;
====Shield Benefits====&lt;br /&gt;
The first thing to remember about a shield is that you will get a flat +20 DS from using a shield before anything else is factored in.  When you explore the runestaff formula you will find that it takes a lot of magical ranks to make up even that 20 extra.  It is also worth noting that the stance modifier for parry DS (runestaves) in offensive stance is .2, compared to .5 for block DS in that stance.  What that means is that more shield DS survives stancing up and that is the stance you are most worried about being hit in.  Finally, we need to remember that one of the most dangerous things that can happen to a pure is having their runestaff disarmed and shields do not have that problem.&lt;br /&gt;
&lt;br /&gt;
The cost for a wizard of one rank of [[Shield Use]] is 13/0 and, considering a wizard is likely already converting PTPs to MTPs is more like 0/6.5, call it 7.  That is roughly the equivalent of 2 magical skills or 1/5 of an extra spell rank.  We already know the most DS per spell rank is wizard spells at 1.25 DS so 1/5 of that is &#039;&#039;&#039;.25 DS&#039;&#039;&#039;.  2 magical skills will increase your parry ranks by .2 per level, or roughly &#039;&#039;&#039;.06 DS&#039;&#039;&#039; per level in offensive stance.  The block DS formula is:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[((Shields Ranks + trunc(STR Bonus / 4) + trunc(DEX Bonus / 4)) x Size Modifier x Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant.  &lt;br /&gt;
&lt;br /&gt;
For ease of use we can just say our STR and DEX bonuses are 0 and using a medium shield.  So 1 rank of shield use would increase our total offensive DS by &#039;&#039;&#039;.5 DS&#039;&#039;&#039;.  It is also worth noting that it can be beneficial, depending on your STR and DEX bonuses, to train a single rank of [[Brawling]] to activate the parry DS formula with a shield.  If you have a strength bonus of 5, with an additional 15 from 509, and a dexterity bonus of 20 that 1 rank is worth 2.2 parry DS in offensive.  The best DS return you can get on your training point investment for just that single rank.  &lt;br /&gt;
&lt;br /&gt;
====Runestaff Benefits====&lt;br /&gt;
&lt;br /&gt;
There is no denying that there is a positive DS benefit to using a shield over a runestaff.  With that said, DS is not the only thing we care about.  There are multiple other factors to consider when making the decision about how to spend our valuable training points.  We care just as much about our offensive and utility capabilities.&lt;br /&gt;
&lt;br /&gt;
While the cost of 1 rank of shield use is worth far less in terms of DS for a spell rank or magical skills, that is not the only thing those points are gaining you.  One more spell rank might be worth roughly half of the equivalent TPs in shield rank DS but it is a spell rank.  Above all else it is another spell you can cast.  Beyond that it is more CS for that circle and potentially other circles.  It is also increased duration on your spells from that circle.  It represents other efficiency increases for spells in that circle.  At some points it could represent increased AS as well.  A spell rank is more than just the sum of its DS addition.&lt;br /&gt;
&lt;br /&gt;
In much the same way additional magical skills have their own value.  It is easy to discount 2 additional magical skills, say 1 rank each of MIU and AS as just .06 DS.  What cannot be discounted is what can be done with those skills.  In the example we are using that represents increased durations on spells that are used from magic items or scrolls.  Those skills also factor in to other important skills such as enchanting and recharging.  Depending on how they are using they could certainly provide more DS than using a shield ever would, along with AS, CS, TD, and tertiary benefits.&lt;br /&gt;
&lt;br /&gt;
As we can see the greatest benefit to using a runestaff is not having to waste any of our precious training points on anything that does not directly benefit our magical skills.  The other big factor is the multitude of abilities you can add to a runestaff.  The most common example is runestaff flares, which offer additional power to your spells.  Beyond that there are various combat scripts designed for runestaves that benefit the pure caster.  Rarely will a combat script designed for a shield provide anywhere near such a benefit.  These things need to be taken into consideration when choosing what to hold in your hands.&lt;br /&gt;
&lt;br /&gt;
Just remember that many creatures are all too happy to knock that thing out of your hand as well.&lt;br /&gt;
&lt;br /&gt;
=====Runestaves Formula Explained=====&lt;br /&gt;
Runestaves generate DS based on your total ranks in magical skills per level. Magical skills include:&amp;lt;br&amp;gt;&lt;br /&gt;
*Spell Research&lt;br /&gt;
*Spell Aiming&lt;br /&gt;
*Mana Controls&lt;br /&gt;
*Harness Power&lt;br /&gt;
*Lores&lt;br /&gt;
*Arcane Symbols&lt;br /&gt;
*Magic Item Use&lt;br /&gt;
&lt;br /&gt;
Runestaff defense uses the two-handed parry DS equation, including a flat stance adjustment, so you always get +50 DS regardless of ranks when in defensive versus offensive.  Since it uses the two-handed formula, you&#039;ll get 1:1 on Enchant added to DS.  &lt;br /&gt;
&lt;br /&gt;
The actual formula is: ((Parry Ranks + 10 + (STR Bonus/4) + (Dex Bonus/4)) * Stance Mod * 1.5 ) + Stance Bonus + Enchant Bonus&lt;br /&gt;
Note: Stance Modifier for Offensive is .2&lt;br /&gt;
&lt;br /&gt;
You gain Parry Ranks from training more magical skills. 8 ranks of magical skills per level is the equivalent of training 1x in two-handed weapons and a typical caster is expected to have between 10 and 11 magical ranks per level when using a runestaff.  Spell heavy builds will get more DS from their spells and typically are fine with anywhere from 6-8 ranks.  &lt;br /&gt;
&lt;br /&gt;
Example: If you&#039;re level 20, and have 160 ranks in magic skills, that&#039;s 8/level, or would yield 20 Parry Ranks.&lt;br /&gt;
If you were level 20, and had 180 ranks in magic skills, that&#039;s 9/level, and would yield 22 Parry Ranks.&lt;br /&gt;
&lt;br /&gt;
+2 ranks in parrying is quite small, especially considering the cost of those +20 magic skills could be as high as 40 MTPs, which could result in a spell rank.&lt;br /&gt;
&lt;br /&gt;
2 ranks of parry would yield .6 DS in offensive, whereas 1 rank in Major Elemental would yield .75 DS, and 1 rank in Wizard would yield 1.25 DS.&lt;br /&gt;
&lt;br /&gt;
Training specifically for Runestaff DS is not a recommended path.&lt;br /&gt;
&lt;br /&gt;
You can find more information on the [[Runestaff]] Page&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  This includes bolts and fire can be VERY effective against a warcamp full of trolls.  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which is essentially free mana when you have nothing else to do with stamina&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
Some of the intangibles can be nice for warmages, like blessing.  The ability to UAC without needing a bless can be helpful to the new subset of brawling warmages.&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. With the symbol of blessing, warmages can fight undead, and pures can both just spellcast. Undead are typically pretty easy targets to hunt relative to other critters at like levels, so you&#039;ll find yourself hunting a lot of them. &lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
*[[Charge Item (517)]] and the [[Charge Item (guide)]]:  Provide great information on maximizing the wizard&#039;s ability to charge magical items.&lt;br /&gt;
*[[Call Familiar (920)]]:  A familiar is an integral part of the wizarding experience.  This will give you the basic background info for how to use one of the most coveted spells in Elanthia.&lt;br /&gt;
*[[Enchant Item (925)]]:  The resource to learn everything necessary to enchant weapons and armor.  Also [[Research:Enchant (925) Formula‎‎]] provides some great player research into the mechanics behind Enchant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118350</id>
		<title>Comprehensive Wizard Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118350"/>
		<updated>2019-08-02T03:22:19Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* Melee Warmages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Issalya portrait.jpg]]&lt;br /&gt;
| name = Lady Issalya Valdarien Illistim&lt;br /&gt;
| type = [[Elemental]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]]&amp;lt;br /&amp;gt;[[Major Elemental]]&amp;lt;br /&amp;gt;[[Wizard Base]]&lt;br /&gt;
| prime = [[Aura]], [[Logic]]&lt;br /&gt;
| mana = [[Aura]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  =  14 / 0 | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 14 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 8 / 2   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 10 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 8 / 0   | PFranks  = 1&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 1   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 1   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 2 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 4   | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0 / 15  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 15  | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 6   | ELranks  = 2&lt;br /&gt;
  | SpLcost = 0 / 20  | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 10  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20  | MLranks  = 1&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 1&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 2 / 1   | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
{{otheruses4|the Wizard profession|the front end|Wizard (front end)}}&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
This guide is brought to you by members of the GS community from discussions via various forums, Discord chats and direct player input on gswiki.  It is ALWAYS open for contributions from the community.&amp;lt;br&amp;gt;&lt;br /&gt;
Last Upate:  2/9/2018&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;10&#039;&#039;&#039;||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-10||&#039;&#039;&#039;10&#039;&#039;&#039;||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR is Melee AS and Ranged RT.&amp;lt;br&amp;gt;&lt;br /&gt;
DEX is spell bolts and Ranged AS and Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
AGI is also a factor in Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura is Elemental CS.&lt;br /&gt;
&lt;br /&gt;
==Benefits of Dexterity==&lt;br /&gt;
A Ranged attack or Bolt spells uses [[Dexterity]] as an AS mod, but it is much more than that.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people do not realize that TRUNC(DEX Bonus/4) is added as phantom damage to attacks, when no crit weighting is present.  When calculating damage you take the damage factor, multiply by the endroll in excess of 100, and, depending on the damage versus the armor type, you get crits that provide extra damage. However, between those two steps, there is one additional calculation. Your DEX Bonus/4, rounded down is added as &amp;quot;phantom damage&amp;quot; when calculating what rank crit you get. This occurs in all AS based attacks, including melee, ranged, and spells. &lt;br /&gt;
&lt;br /&gt;
*Please note:  The DEX BONUS/4 is still commonly accepted as true, but there do appear to be abnormalities that don&#039;t make it uniformly applied.  This is still being tested to determine any potential limits.&lt;br /&gt;
&lt;br /&gt;
As an example of how this is applied we can take a simple cast of 901:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all know 901 has a terrible DF.  However, if a halfling with maxed DEX casts it, with their +40 DEX bonus, they get 10 phantom damage right off the bat. If they do adequate damage to obtain a Tier 1 crit, it will receive +10 phantom damage when calculating the crit. Since a substantial margin of the damage from 901 is based on the crit tier, this could significantly increase the damage.&lt;br /&gt;
&lt;br /&gt;
When it comes to racial selection this means Halflings are potentially the best race to select for bolting.  At least from a purely offensive point of view. With the second highest max DEX bonus, Dark Elves have a DEX bonus at +35 at 100, but since phantom damage is rounded down, they max at only +8 phantom damage, while halflings get +10 phantom Damage from their +40 max bonus. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s a wonderful example that Riltus provided, with a breakdown of the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You gesture at a dark orc.&amp;lt;br&amp;gt;&lt;br /&gt;
You hurl a small surge of electricity at a dark orc!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +212 vs DS: +39 with AvD: +22 + d100 roll: +68 = +263&amp;lt;br&amp;gt;&lt;br /&gt;
... and hit for 49 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 5 Crit w/25 damage&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard with 20 air lore and 34 Dex bonus (8 pts. crit weighting)&amp;lt;br&amp;gt;&lt;br /&gt;
901 DF: 0.133&amp;lt;br&amp;gt;&lt;br /&gt;
Lore DF bonus: 0.012&amp;lt;br&amp;gt;&lt;br /&gt;
Effective DF: 0.145&amp;lt;br&amp;gt;&lt;br /&gt;
Endroll success margin: 163&amp;lt;br&amp;gt;&lt;br /&gt;
Raw damage: 23.6 rounds up to 24&amp;lt;br&amp;gt;&lt;br /&gt;
Armor: double leather w/ 6 crit divisor&amp;lt;br&amp;gt;&lt;br /&gt;
Calc max crit w/o weighting: 24/6 = 4&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit damage: 25 (R5 chest)&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit: rank 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum Crit weighting for a rank 5 outcome: 6 pts. [(24 + 6)/6 = rank 5 crit] &lt;br /&gt;
&lt;br /&gt;
Without phantom damage, the maximum crit outcome would have been a tier 4 crit (only 20 damage), so that additional phantom damage for the crit roll ended up being an additional 5 real damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Warmages==&lt;br /&gt;
&#039;&#039;&#039;This information is incorrect, do not follow&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;s&amp;gt;Melee Warmages are mainly concerned about strength.  They need all the AS they can get relative to the other classes before the AS slowdown. AgiDex is less of a concern because, from an RT perspective if you are doing most melee builds, you should be able to swing anything in 6 seconds with any race. That is the RT needed to hit 1 second eventually. If your stats are placed for growth, and you are using a lance, AgiDex might be a concern in a few cases.  In that case just make sure you math it out before you get started, or swap to a faster polearm.&lt;br /&gt;
&lt;br /&gt;
The strongest races are:&lt;br /&gt;
&amp;lt;u&amp;gt;Giantman&amp;lt;/u&amp;gt;: +15 STR, but bolting suffers with a -5 DEX and CS takes a hit with a -5 Aura.  They do have a nice CON bonus at +10 and the best encumbrance factor of all races.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half-Krol&amp;lt;/u&amp;gt;: +10 STR, with no bonus or penalty on DEX or AURA.  They share the same +10 CON bonus as Giantmen, as well as a high encumbrance factor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarf&amp;lt;/u&amp;gt;: +10 STR, no DEX penalties but -5 to AGI and bad Aura at -10.  They have the highest CON bonus at +15.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Human&amp;lt;/u&amp;gt;: Only +5 STR, no modifiers to DEX, AGI or AURA.  Humans are the middle of the road race.&lt;br /&gt;
&lt;br /&gt;
It should be noted that these THW warmages races outlined above tend to be weak in DEX and Aura if you decide to swap builds after the AS slowdown. So you would find it very difficult to swap from a Racially maximized THW Warmage to a Pure or Ranged Warmage.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a warmage, AS is important but reaching 1sec RT is top priority. You want to come out the gates swinging your target weapon at 5sec RT. If you build your warmage with using this starting rule, you&#039;ll save yourself a boat load of TPs in the long run. Lets take a Claidhmore as an example since Two Handed Weapons are a popular weapon choice for warmages. The base round time on a claidhmore is 8 seconds (https://gswiki.play.net/Claidhmore). &lt;br /&gt;
&lt;br /&gt;
If we refer to the Two Handed Weapon round time table from the Celerity (506) wiki page https://gswiki.play.net/Celerity_(506) , you&#039;ll see that a 6 second base round time for swinging a claidhmore will require 80 ranks of air lore as oppose to a 5 second base swinging round time would only take 58 ranks. That is a difference of 528 physical TPs to get to one second swinging round time. As a warmage your AS is going to be low, the power comes from the 1 second round time swings and disabling your opponent with stomp evoked 909.  &#039;&#039;&#039;An AGI + DEX bonus of 53+ will ensure your character swings any weapon at 5sec rt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Two-Handed Weapons&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | Base Weapon Speed&lt;br /&gt;
|- &lt;br /&gt;
| Current RT&lt;br /&gt;
| 9&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 9&lt;br /&gt;
| 154&lt;br /&gt;
| 146&lt;br /&gt;
| 130&lt;br /&gt;
| 122&lt;br /&gt;
| 106&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8&lt;br /&gt;
| 131&lt;br /&gt;
| 124&lt;br /&gt;
| 110&lt;br /&gt;
| 103&lt;br /&gt;
| 89&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7&lt;br /&gt;
| 108&lt;br /&gt;
| 102&lt;br /&gt;
| 90&lt;br /&gt;
| 84&lt;br /&gt;
| 72&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 6&lt;br /&gt;
| 85&lt;br /&gt;
| 80&lt;br /&gt;
| 70&lt;br /&gt;
| 65&lt;br /&gt;
| 55&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5&lt;br /&gt;
| 62&lt;br /&gt;
| 58&lt;br /&gt;
| 50&lt;br /&gt;
| 46&lt;br /&gt;
| 38&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4&lt;br /&gt;
| 39&lt;br /&gt;
| 36&lt;br /&gt;
| 30&lt;br /&gt;
| 27&lt;br /&gt;
| 21&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3&lt;br /&gt;
| 16&lt;br /&gt;
| 14&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The best races that achieve the AGI + DEX bonus of 53+ are elves of any sort. &lt;br /&gt;
Strength is secondary to AGI and DEX since it&#039;s directly connected to AS. &lt;br /&gt;
&lt;br /&gt;
You training goals for a warmage should be as follows:&lt;br /&gt;
&#039;&#039;&#039;Primary Goals&#039;&#039;&#039;&lt;br /&gt;
Minor Elemental - 1x until 75 (This is for the AS boost that 425 offers)&lt;br /&gt;
Major Elemental - 1x until 50 (You can skip a few tanks but you obviously want 506 and 509 ASAP)&lt;br /&gt;
Wizard - As able (You want 909 ASAP but after that you can take your time. The 900 circle is the best circle for a wizard to gain DS.)&lt;br /&gt;
Weapon skill - 1x&lt;br /&gt;
Physical Fitness - 1x&lt;br /&gt;
Perception - 1x&lt;br /&gt;
Harness power - 1x&lt;br /&gt;
Spell aim - 2x (It&#039;s always good to have an alternative attack method)&lt;br /&gt;
Air lore - as much as possible until you can 1 sec swing your goal weapon. (Do not neglect the other primary skills to achieve this)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Goals&#039;&#039;&#039;&lt;br /&gt;
Can you swing your choice weapon with 1 sec RT? no? then why are you looking here?!&lt;br /&gt;
Combat Maneuvers - whatever you can spare. (Every 2 ranks is +1 AS. the Cman skill of choice is feint followed by disarm.)&lt;br /&gt;
Magic item use&lt;br /&gt;
Arcane Symbols&lt;br /&gt;
Elemental Mana Control - I stopped at 30 ranks&lt;br /&gt;
Armor use&lt;br /&gt;
Whatever else you want. &lt;br /&gt;
&lt;br /&gt;
This section was edited by Alsal&lt;br /&gt;
&lt;br /&gt;
==Ranged Warmage==&lt;br /&gt;
Ranged Warmages primarily need 1 thing, [[Dexterity]]. Even a halfling with -15 STR mod can get to a STR bonus of +5 and fire an aimed longbow in 1 second. The following highlights strength mods because it can be a factor at lower levels and in the case that you decide to switch builds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Halflings&amp;lt;/u&amp;gt;: The winning race with +15 DEX, but a woeful -15 STR and -5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elf&amp;lt;/u&amp;gt;: +10 DEX, 0 STR, and +10 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +10 DEX, 0 STR and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burger Gnome&amp;lt;/u&amp;gt;: +10 Dex, with the same -15 STR as a halfling, but a +5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 DEX, 0 STR, and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half Elves&amp;lt;/u&amp;gt;: +5 Dex, 0 STR, 0 Aura. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Aelotoi&amp;lt;/u&amp;gt;: +5 DEX and 0 Aura like Half-Elves, but with -5 Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Forest Gnomes&amp;lt;/u&amp;gt;: +5 DEX, -10 Strength, and 0 Aura.&lt;br /&gt;
&lt;br /&gt;
==Pure Builds==&lt;br /&gt;
The emphasis here is on Aura, as our CS mod, because we already highlighted DEX in the Ranged section:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elves&amp;lt;/u&amp;gt;: +10 Aura, along with their +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burghal Gnomes&amp;lt;/u&amp;gt;: +5 AURA, also with +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 AURA as well but only +5 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +5 AURA too and with +10 DEX&lt;br /&gt;
&lt;br /&gt;
==Other Racial Factors==&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent wizard.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a halfling anyway because that DEX!&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Reduces swinging RT, maneuver penalties, and spell hindrance from wearing armor.&lt;br /&gt;
*[[Shield Use]] Generates DS when using a shield.&lt;br /&gt;
*Weapons Use Raises AS with a particular Weapon.&lt;br /&gt;
*[[Two Weapon Combat]] Ability to use two one-handed weapons.  It is prohibitively expensive for a wizard to train in.&lt;br /&gt;
*[[Combat Maneuvers]] +.5 Melee AS per rank. 1 CM Point per rank to use towards the limited list of combat maneuvers available to wizards!&lt;br /&gt;
*[[Multi-Opponent Combat]] Reduces Force-on-Force penalties for multiple opponents and adds 1 to the minimum ball-spell area effect per rank. &lt;br /&gt;
*[[Ambush]] Ability to aim physical attacks.  Improves ranged AS by .25 for every rank over 40.&lt;br /&gt;
*[[Physical Fitness]] HP total, stamina, factors into Maneuver defense&lt;br /&gt;
*[[Dodge]] Adds to evade DS but is prohibitively expensive for wizards.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Ability to use scrolls, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Magic Item Use]] Ability to use magic items such as wands, small statues and other imbeds, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Harness Power]] +3 Mana per rank up to your level, +1 mana per rank over level.&lt;br /&gt;
*[[Spell Aiming]] Adds to bolt AS in the same way weapons training adds to a physical AS.&lt;br /&gt;
*Mana Control: Allows sharing of mana with others, based on your skill in a specific mana control and theirs.  Also improves your mana regeneration rate.&lt;br /&gt;
*[[Spell Research]] Learn spells, improve effectiveness and duration.&lt;br /&gt;
*[[Elemental Lore]]: Various effects and improvements to specific elemental spells.  Other lores do not effect your native spells.&lt;br /&gt;
&lt;br /&gt;
==Elemental Lores==&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Lore]] Review offered a variety of new synergies between spells, and introduced a lot more than just DF bonuses on bolt spells.  The list below gives a general overview of which spells each lore effects and a general idea of how.  A more complete overview can be found in the [[Lore_chart|Lore Chart]].&lt;br /&gt;
&lt;br /&gt;
===Important Breakpoints===&lt;br /&gt;
*50 ranks in any lore gives the greatest Bolt DF benefit before diminishing returns on spells of that element, or .050 DF.&lt;br /&gt;
*100 combined ranks provide the greatest Bolt DF benefit before diminishing returns on dual element spells, or .050 DF.&lt;br /&gt;
*20 ranks in any lore gives the 518 specialization for that lore and 10 ranks each of two lores provides the specialization for dual lore specializations&lt;br /&gt;
*Arcane Circle spell EVOKES and Tonis Bolt:  &lt;br /&gt;
**20 Fire for 903 -&amp;gt; 1707&lt;br /&gt;
**20 Air for Tonis Bolt&lt;br /&gt;
**30 Water for 904 -&amp;gt; 1710&lt;br /&gt;
*55 or 60 air lore provides the majority of RT reduction from [[506|Celerity]] for a warmage&lt;br /&gt;
*[[514|Stone Fist]] Earth Lore at .5x for SLAP, 1.25x for CLENCH, and 2x for POUND&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Fire]]===&lt;br /&gt;
*[[413]]: Increases TD penalty by Seed 5 summation.&lt;br /&gt;
*[[415]]: Chance equal to [[Elemental Lore, Fire]] ranks/2 to strike an additional target in the room for 5 additional mana.&lt;br /&gt;
*[[417]]: 10 ranks unlocks a defensive spell from the target.  The chance is 10% +3% per every 10 ranks.  The mana drain is increased by skill/15.&lt;br /&gt;
*[[425]]: A percentage chance on a Seed 10 scale to increase the critical weighting of your next spell cast within 10 seconds.&lt;br /&gt;
*[[502]]: Fire Version - Provides a DS pushdown against fire spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks. &lt;br /&gt;
*[[513]]: Casting multiple bolts at the same target will increase AS by Seed 4 stacking up to +25 maximum.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Fire specification which uses [[906|Minor Fire]]&#039;s damage tables and lore bonuses.  10 ranks of Fire AND Water unlock Steam.&lt;br /&gt;
*[[519]]: Increases critical damage and damage cycles.&lt;br /&gt;
*[[903]]: 20 ranks unlocks [[Minor_Steam_(1707)|Minor Steam]] using EVOKE with this spell.&lt;br /&gt;
*[[906]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  &lt;br /&gt;
*[[908]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the fire version.&lt;br /&gt;
*[[925]]: 100 ranks unlocks the ability to enchant fire or steam flaring weapons.&lt;br /&gt;
*[[950]]: Increases AS of spells cast with 950 by 6 * Seed 10 summation and CS by 3/5 that amount.&lt;br /&gt;
*[[1707]] Increases DF by .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Fire====&lt;br /&gt;
&lt;br /&gt;
The only major discreet breakpoint for fire lore is 20 ranks for EVOKE on [[903|Minor Water]] for [[1707|Minor Steam]], the best damage to mana ratio bolt spell.  The other important bonuses are scaling.&lt;br /&gt;
&lt;br /&gt;
519 bonuses are two fold: &lt;br /&gt;
*Chance of incineration on warding margins 50 or higher = Seed 1 summation (Fire Lore ranks -10)/2 &lt;br /&gt;
*And Ranks / 1.5 % chance of an extra damage cycle. (100% at 150 ranks)&lt;br /&gt;
&lt;br /&gt;
The 513 AS bonus maxes out at +25. This makes some seed values appear more beneficial than others. Because going from +5 AS per bolt to +6 AS per bolt will still require 5 bolts to max out the benefit of +25 AS that +1 AS might be less substantial.  The number of bolts needed to cap the bonus is below:&lt;br /&gt;
*+1 per bolt: 25 casts to cap&lt;br /&gt;
*+2 per bolt: 13 casts to cap&lt;br /&gt;
*+3 per bolt: 9 bolts to cap&lt;br /&gt;
*+4 per bolt: 7 bolts to cap&lt;br /&gt;
*+5 per bolt: 5 bolts to cap&lt;br /&gt;
*+6 per bolt: 5 bolts to cap&lt;br /&gt;
*+7 per bolt: 4 bolts to cap&lt;br /&gt;
*+9 per bolt: 3 bolts to cap&lt;br /&gt;
*+13 per bolt: 2 bolts to cap&lt;br /&gt;
*Benefit maxes at +19, always 2 bolts to cap the benefit.&lt;br /&gt;
*This mechanic of the +25 max, paired with a Summation Seed 4 for benefit ends up producing two forms of diminishing returns. The difference between 72 ranks of fire lore for +9 per bolt (3 to cap), and 130 ranks for +13 per bolt (2 to cap) is substantial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
*[[402]]: Gives a chance to point out hidden targets based on ranks in [[Elemental Lore, Air]] versus the targets hide ranks.&lt;br /&gt;
*[[405]]: At 30 ranks can detect elemental flares and if an item is enhancive (but not what it enhances)&lt;br /&gt;
*[[410]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[435]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[502]]: Air/Lightning version - Provides a DS pushdown against air/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[504]]: Increases RT penalty by 1 at 24, 100, and 100 ranks.  Increases possible targets by 1 per 20 ranks.&lt;br /&gt;
*[[505]]: 20 ranks unlocks Tonis Bolt using EVOKE.  Increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[506]]: 50 ranks unlocks a group version with EVOKE.  Decreases the stamina cost of combat actions and improves RT reduction of utility actions.&lt;br /&gt;
*[[511]]: Increases maximum items by Seed 10 summation.&lt;br /&gt;
*[[515]]: Gives a percentage chance to provide a CHANNEL bonus to a spell without additional RT equal to Seed 1 summation.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Air specialization, which uses vacuum crits.  10 Air AND Water ranks unlocks Lightning specialization.&lt;br /&gt;
*[[535]]: -1% RT for every 5 ranks, max of 60%.&lt;br /&gt;
*[[550]]: Increases the amount of RT removed from negative effects by 1.5 * Seed 1 summation.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[911]]: Adds phantom [[Dodge]] ranks on a Seed 1 summation.&lt;br /&gt;
*[[912]]: Adds a 2% chance per Seed 5 summation to produce a vortex which causes RT for a random, ungrouped target at a regular interval.&lt;br /&gt;
*[[914]]: Reduces the summoning time and increases critical damage.&lt;br /&gt;
*[[916]]: 50 ranks unlocks a group version that lasts for 2 minutes using EVOKE.&lt;br /&gt;
*[[920]]: Decreases the time it takes a familiar to find a player-character.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant vacuum and lightning flaring items.&lt;br /&gt;
*[[950]]: Allows a chance to gain offensive CHANNEL benefits to the spells cast without the RT with a percentage chance equal to 5 * Seed 1 Summation.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Air====&lt;br /&gt;
&lt;br /&gt;
Arguably the greatest benefit to training air lore is Tonis Bolt at 20 ranks or the -1% RT from Celerity per 5 ranks, depending on your build. &lt;br /&gt;
&lt;br /&gt;
[[506|Celerity]] Breakpoints:&lt;br /&gt;
*Base 4 RT becomes 1 at 60 ranks&lt;br /&gt;
*Base 5 RT becomes 1 at 105 ranks&lt;br /&gt;
*Base 6 RT becomes 2 at 55 Ranks, 1 at 135 Ranks&lt;br /&gt;
*Base 7 RT becomes 3 at 20 Ranks, 2 at 90 Ranks, 1 at 160 ranks&lt;br /&gt;
*Base 8 RT becomes 3 at 55 ranks, 3 at 115 ranks, and 1 at 180 ranks&lt;br /&gt;
&lt;br /&gt;
After either 55 or 60 ranks in Air Lore, you receive a majority of the RT reduction bonuses. You also unlock all the major breakpoints for air lore:&lt;br /&gt;
Tonis Bolt&lt;br /&gt;
Group Casting 506 &lt;br /&gt;
410/435 Sphere&lt;br /&gt;
Flare detection on 405&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Water]]===&lt;br /&gt;
*[[403]]: Removes 1 point per Seed 10 summation of potential damage to a lockpick on a failed attempt.&lt;br /&gt;
*[[404]]: Reduces DISARM roundtime by 1 second per Seed 6 summation.&lt;br /&gt;
*[[407]]: Unsuccessful casts will corrode a lock, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[408]]: Unsuccessful casts will corrode a trap, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[410]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[416]]: Grants a percentage chance equal to Skill/4 to show Unlock and Disarm success messenging.&lt;br /&gt;
*[[418]]: Provides a +10 mana regeneration bonus for the caster.  This bonus will last a number of pulses equal to a Seed 10 summation.&lt;br /&gt;
*[[435]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[502]]: Water/Cold/Lightning version - Provides a DS pushdown against water/cold/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[512]]: Increases targets by 1 per Seed 5 summation.  Shatter chance on fully encased targets equal to Skill Bonus/3.  Converts [[903|Minor water]] cast at target to [[1709|Minor Cold]] for Seed 10 summation casts.&lt;br /&gt;
*[[515]]: Percentage chance to negate the cooldown when the spell ends equal to Seed 1 summation.&lt;br /&gt;
*[[516]]: Percentage chance equal to Seed 2 summation to drain an additional 20 mana.&lt;br /&gt;
*[[518]]: 20 ranks to unlock cold specialization, which uses [[1709|Minor Cold]] damage tables and lore bonuses and water specialization, which uses [[903|Minor water]]. 10 ranks + 10 Fire/Earth/Air unlocks Steam/Acid/Lightning.&lt;br /&gt;
*[[520]]: Water mode dispel cooldown reduced by Seed 1 summation seconds.&lt;br /&gt;
*[[550]]: 50 ranks unlocks an automatic [[410|Elemental Wave]] cast for free alongside Time Stop.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[903]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Increases the chance to soak a target by skill/2%.&lt;br /&gt;
*[[904]]: 30 ranks unlocks [[1710|Major Acid]] with EVOKE.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[907]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the cold version.&lt;br /&gt;
*[[920]]: 50 ranks unlocks the ability to set an anchor on an earthnode.&lt;br /&gt;
*[[925]]: Allows storing of a mana pool for infusing tempering potions at a rate of 1 point on a Seed 5 summation for every 30 XP absorbed, starting at 5 ranks.  100 ranks unlocks enchanting Cold/Acid/Lightning/Steam flaring items.&lt;br /&gt;
*[[1707]]: Combined Fire and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[1709]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that. &lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Water====&lt;br /&gt;
&lt;br /&gt;
Water lore has very little in the way of discreet breakpoints.  Five ranks unlocks the ability to store mana for [[925|Enchant Item]], an important benefit for minimal investment. 30 ranks will allow the use of [[1710|Major Acid]] with 904 and 50 ranks will provide the ability to set an anchor for your familiar and have an automatic [[410|Elemental Wave]] when you cast [[550|Time Stop]].  While interesting these benefits are not build defining. &lt;br /&gt;
&lt;br /&gt;
The largest benefit of water lore is its diversity.  Water lore provides bonuses to the DFs for a startling number of bolts.  This includes 901, 903, 904, 907, 910, 1707, 1709, and 1710.  It also lends itself to a variety of modes for 518.  This combines with the utility aspects to make water lore an interesting lore for a generalist wizard.&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Earth]]===&lt;br /&gt;
*[[412]]: Increases max targets of the open version by 1 per 20 ranks.&lt;br /&gt;
*[[414]]: 25 ranks unlocks a 5% + 1% per 20 additional ranks chance to block a single AS/DS attack when wearing all three elemental defenses.  &lt;br /&gt;
*[[430]]: Gives a percentage chance equal to Seed 10 summation to gain +10 critical padding for a single attack.&lt;br /&gt;
*[[502]]: Earth version - Provides a DS pushdown against impact spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[503]]: Gives a percentage chance equal to Seed 10 summation to gain +20 DS against an attack.&lt;br /&gt;
*[[507]]: 15 ranks unlocks bolt redirection ability with a chance of 5% + 1% / 10 additional ranks.  Redirected bolts strike at a random enemy target with a -20 AS penalty.&lt;br /&gt;
*[[508]]: 25 ranks unlocks a 5% + 1% per additional 10 ranks chance to increase TD by 20 against a single warding spell.&lt;br /&gt;
*[[509]]: Provides a self-cast additional AS bonus equal to Seed 4 summation.&lt;br /&gt;
*[[510]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
*[[514]]: Unlocks additional commands at training breakpoints:  SLAP - .5x, CLENCH - 1.25x, POUND - 2x.&lt;br /&gt;
*[[518]]: 20 ranks to unlock earth specialization, which uses [[510|Hurl Boulder]] damage and lore benefits.  10 ranks + 10 water lore ranks to unlock acid specialization.&lt;br /&gt;
*[[520]]: Earth mode stun shield provides additional padding ranks equal to a Seed 3 summation.&lt;br /&gt;
*[[550]]: Increases uses per day by 1 at 40, 115, and 190 ranks.&lt;br /&gt;
*[[902]]: Increases the enhancive weapon skill bonus by 1 per Seed 7 summation.&lt;br /&gt;
*[[904]]: 10 ranks unlocks an acid burn ability at a rate of 25 + truncated(Skill Bonus/4)%.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[905]]: Provides an additional 1 DS per Seed 5 summation.&lt;br /&gt;
*[[909]]: Increases the E/B/P penalty by 1 per Seed 4 summation / 2.  Increases charges of the EVOKE version by 1 at 20, 50, 90, 150, and 200 ranks.&lt;br /&gt;
*[[914]]: Increases critical damage.&lt;br /&gt;
*[[917]]: Gives a percentage of the damage bonus provided by a stunned/prone target to all cycles after the initial strike equal to (100 * Ranks / 202)%.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant earth or acid flaring items.&lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Earth====&lt;br /&gt;
&lt;br /&gt;
Earth lore has a few important discreet breakpoints to consider.  One is the additional charges on the evoked version of [[909|Tremors]] at 20, 50, 90, 150, and 200 ranks.  Another is the added uses per day of [[550|Time Stop]] at 40, 115, and 190 ranks respectively.  Finally there is the acid burn effect on [[904|Minor Acid]] which turns on at 10 ranks and improves from there.  &lt;br /&gt;
&lt;br /&gt;
With that in mind 50 ranks will net you:&lt;br /&gt;
+2 charges of EVOKE 909&lt;br /&gt;
+1 daily use of 550&lt;br /&gt;
62% chance of acid burn on 904&lt;br /&gt;
25% of the stunned/prone bonus on 917&lt;br /&gt;
&lt;br /&gt;
The major outlier here is [[514|Stone Fist]].  Only a dedicated earth mage will get to make any real use of the additional commands that hold most of this spells power.  At 50 ranks you would be able to reasonably use SLAP but the spell likely is not worth using without at least CLENCH, if not POUND.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runes==&lt;br /&gt;
Wizards have access to learning three runes:&lt;br /&gt;
*After learning 930, a wizard can learn the &amp;quot;Gate&amp;quot; Rune.  Applying this on a runestone and holding the runestone while you cast decreases failure chances.&lt;br /&gt;
*A wizard who knows it can teach another the &amp;quot;Binding&amp;quot; Rune.  This will allow the wizard to trap their familiar type in an amulet that can be purchase from the wizard guild.  Holding this when casting 920 guarantees that type of critter. (i.e.  cats)&lt;br /&gt;
*The Wy&#039;Zio is used to unlearn unique runes.  Which currently means nothing to wizards.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY wizard:&lt;br /&gt;
*2x [[Spell Research]]: As a pure you should, at minimum, be training 2 spell ranks per level. (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]]: Harness power, at level, provides 3 mana per training (0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]]: Mana regeneration, Multi-cast, Spellup, and benefits to many spells. (0/4)&lt;br /&gt;
*1x [[Physical Fitness]]: Combat Maneuvers Defense and health (8/0)&lt;br /&gt;
*1x [[Perception]]: Maneuver defense, getting around. (0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
[[Armor Use]] &lt;br /&gt;
*4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
*15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
*35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
==The Archer Mage==&lt;br /&gt;
&lt;br /&gt;
===Why Archery?===&lt;br /&gt;
Wizards main attack are magical bolts. This puts a high emphasis on [[Dexterity]].  Archery offers an alternative method for attack that relies on the same [[Dexterity]] bonus.  It also offers a cost-effective way to max out your weapon enchant bonus and is not largely impacted by encumbrance. With [[506|Celerity]] you can easily produce a hail of arrows.&lt;br /&gt;
&lt;br /&gt;
The strength of the build is maximization of all enhancive spells.  [[509|Strength]] applies towards RT reduction alongside [[506|Celerity]]. Due to these spells it is quite easy to hit a 1 second RT with a longbow, while aiming. Furthermore, the focus on [[Dexterity]] allows an Archer Mage can make full use of classic Wizard Bolt Spells as well. Having two viable attack options opens up a lot of potential creatures to hunt.&lt;br /&gt;
&lt;br /&gt;
In addition [[404|Disarm Enhancement]] provides a pseudo-bonus to [[Perception]] when it comes to AIMing ranged attacks.  Even if Wizards are not the best aimers, 404 is easy to stack up with 515, and every little bit helps.&lt;br /&gt;
&lt;br /&gt;
===Training for Archery===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Ranged Weapons]] (14/3)&lt;br /&gt;
*+1x [[Perception]] (2x total) (0/6)&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
**+(20/12)&lt;br /&gt;
**=28/47 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]: 66 ranks If you&#039;re a small race, like a halfling, gnome, etc. 55 ranks if you&#039;re a race with a higher STR bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&amp;lt;br&amp;gt;&lt;br /&gt;
*25 ranks of [[Elemental Lore, Earth]] for bonus AS and some defensive benefits.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
Additional [[Spell Research]] is the best way to improve your stance offensive DS.&lt;br /&gt;
&lt;br /&gt;
===Post Cap Goals===&lt;br /&gt;
*3x [[Spell Research]]. More DS, more AS/CS for spells, better enchanting capabilities.&lt;br /&gt;
*1x [[Ambushing]]. 100 ranks of Ambush will net you 15 AS. AS bonus = ((ranks -40)/4). This is INCREDIBLY expensive at (15/10) per rank for such a small AS boost. That is why it is not listed in core training. This will not assist aiming, as it only impacts aiming while hidden.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*All spheres to rank 2 at level 2&lt;br /&gt;
*Major Elemental &amp;amp; Wizard until Wizard=13&lt;br /&gt;
*Minor Elemental &amp;amp; Major Elemental until Major Elemental = 20 (13 wizard, 9 minor, 20 major)&lt;br /&gt;
*2x Minor Elemental until Minor Elemental = 31 (Should be level 31)&amp;lt;br&amp;gt;&lt;br /&gt;
*From there determine your target ranks of Major Elemental and Air Lore needed to minimize RT.&amp;lt;br&amp;gt;&lt;br /&gt;
**50 Ranks in MjE will unlock 550, a strong escape spell&amp;lt;br&amp;gt;&lt;br /&gt;
**75 Ranks of MnE will max out AS potential from 425&amp;lt;br&amp;gt;&lt;br /&gt;
**Wizard Circle will generate the most DS of any three circles&lt;br /&gt;
&lt;br /&gt;
===Combat Suggestions===&lt;br /&gt;
*Keep [[506|Celerity]] Up&lt;br /&gt;
*1 Creature and plenty of mana - 505 bolt until it falls prone -&amp;gt; Arrows.&lt;br /&gt;
*1 Creature and low on mana -  Arrows&lt;br /&gt;
*2 Creatures and plenty of mana -  410 -&amp;gt; Arrows&lt;br /&gt;
*2 Creatures and low on mana -&amp;gt; Arrows, carefully&lt;br /&gt;
*&amp;gt;2 Creatures 410 -&amp;gt; 518&lt;br /&gt;
*Undead - 901/903/904/906 are less hassle than finding a bless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Two Handed Mage==&lt;br /&gt;
1. Get a big weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Swing a big weapon really fast.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Profit!&amp;lt;br&amp;gt;&lt;br /&gt;
Two-Handed Mages can use Polearms or Two-Handed Weapons at the same TP cost. If you want to be a polearm mage, just make sure it is a two handed polearm.&lt;br /&gt;
&lt;br /&gt;
===Why a Two-Hander?===&lt;br /&gt;
The best defense is a good offense and in Gemstone IV a good offense often comes in the form of a giant weapon.  An even better offense comes in the form of a giant weapon swung with a 1 second RT.&lt;br /&gt;
Two Handers and Polearms have the highest Damage Factors out of any weapons in the game. Paired with the speed of [[506|Celerity]] this can be a devastating build.&lt;br /&gt;
&lt;br /&gt;
Two-Handers are a great way to level, especially early on when mana is tight. By the time your AS growth slows down you have the mana to keep [[506|Celerity]] going and speed yourself up.  As an added benefit this build is more interested in strength so you can pick your race appropriately.  No need to worry about picking up a smooth stone and being encumbered.&lt;br /&gt;
&lt;br /&gt;
===Training for Two-Handers===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Two-Handed Weapons]] or [[Polearms]] (14/3)&lt;br /&gt;
*1x [[Combat Maneuvers]] (12/8)&lt;br /&gt;
**+26/11&lt;br /&gt;
**=34/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]:  Typically 55 or 60 ranks but figure out what you need to swing your chosen weapon in 1 second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Earth]]:  You can consider getting 25 or 35 ranks to increase 902 and 509 potency.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Air]]:  Getting up to 55 ranks, if you needed less than that for the discrete training, will end up rounding advantageously for you.  See the lores section for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]]&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You could take armor up to Leather Breastplate, if not further. Warmages do not cast in combat nearly as much as Pures. The hindrance can be annoying but, overall, better AvD and crit divisor is worth it, as you are gonna be caught in offensive more.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
[[Elemental Lore, Earth]]. This is really the only other way to increase AS after you&#039;ve reached 75 ranks in Minor Elemental. There are huge diminishing returns after the first 25-35 ranks unfortunately.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*Start off with 2/2/2 at level 2&lt;br /&gt;
*Wizard &amp;amp; Major Elemental until at 11/11 (Level 11)  (Rank 11 yields bonuses from 503 and 507, also floating disk)&lt;br /&gt;
*Wizard &amp;amp; Minor Elemental until 13/4 (Level 13)&lt;br /&gt;
*2x Minor Elemental until 25 (Level 25)  You reach this a little before level 25 at full 2x spells&amp;lt;br&amp;gt;&lt;br /&gt;
From here there are some options:&amp;lt;br&amp;gt;&lt;br /&gt;
*Major Elemental to 51: If your RT without [[506|Celeity]] is 6 seconds, 51 ranks will produce an additional -1 RT, and take it down to 1 sec with [[506|Celerity]].&lt;br /&gt;
*Minor Elemental up to 75 to max out the AS contribution of 425.&lt;br /&gt;
*If DS is an issue the wizard circle generates the most DS of any circle, at 1.25 DS per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
As 513 no longer reduces melee AS, a melee warmage has a variety of options available.&lt;br /&gt;
&lt;br /&gt;
If you are attuned to air then at 25 ranks of air lore you can use a 1x weapon and e-blade it.  An e-bladed weapon can take advantage of the [[502|Chromatic Circle]] weakness effect. Plus it is cheaper than buying a 5x flaring weapon.&lt;br /&gt;
&lt;br /&gt;
Due to the low swinging AS, warmages need to utilize disablers like 505, 909, 912, or 410 as an opener to knock the critters down for the DS reduction.  Since you are training in CMANs, you will also have feint and some other options available to you as an opener later on in life.  If you are attuned to air (or earth with enough earth lore), and are wielding an e-bladed weapon, you can start off with a 502 before your opener to further reduce your target&#039;s DS.  Beyond that you want to simply keep [[506|Celerity]] up and hack away at things.&lt;br /&gt;
&lt;br /&gt;
Remember that you do still have a full litany of spells available to you if you while hunting.  Your Bolt AS will not be bad as a Warmage, assuming you choose to train in Spell Aiming.  It is viable for hunting, and is a perfect way to deal with undead in areas such as Wyneb or Maaghara in Ta&#039;Illistim, where they are mixed in with living creatures.  Just use your magic against the undead, and swing your weapon against the living.&lt;br /&gt;
&lt;br /&gt;
==Warmage AS Slowdown==&lt;br /&gt;
Non-pure builds tend to slow down in the later levels.  Mathematically, a warmage&#039;s AS is going to fall behind other swingers eventually. An archer or two-hander needs to train Weapon Training and either 1x CM or 2x perception.  That will grant 1.5 AS per level in later levels. That is a 1 AS per level deficit compared to a semi or square who trains 1x in CM and can 2x their weapon. Warmages have two tools to assist in bridging the gap: 425 and 509.  Meanwhile a ranger has Phoen&#039;s Strength.  With that in mind here is a comparison between a warmage and ranger.&lt;br /&gt;
&lt;br /&gt;
Since 425&#039;s potency is .5/level, that still puts a warmage at a .5 AS per level deficit compared to a ranger. &lt;br /&gt;
*At level 20, a warmage is 15 AS below a ranger (15 (509) -20 - 10 (606)) -15. &lt;br /&gt;
*At 25, a warmage actually gets ahead of a ranger (15-25-10+25) by +5 AS due to 425. &lt;br /&gt;
*At level 75,  it is still pretty close at (75 - 15 + 10 - 50) -20 AS, but 425 potency is maxed out.&lt;br /&gt;
*At level 80, the warmage is behind by (80-15+10-50) -25 AS.&lt;br /&gt;
*New to cap, a warmage is at -45 AS compared to a ranger.&lt;br /&gt;
&lt;br /&gt;
The only way to make up this disparity is through proper use of disablers.  Even then, the ranger is going to have similar skills available.  What they will never have is a 1 second RT to take full advantage.  The warmage will probably never hit as hard but they will hit anywhere from 3 to 6 times more often.&lt;br /&gt;
&lt;br /&gt;
==The Pure Mage==&lt;br /&gt;
&lt;br /&gt;
To put this simply, you get to hurl balls of fire at your enemies and burn them to cinders.  Wizards are the masters of elemental magic and bolting.  When you have access to some of the most powerful spells in Elanthia why would you ever want to pick up a weapon?  Wizards might have the second-to-worst melee AS in the game but their bolting AS is second to none.  A well trained wizard is a magical powerhouse that can tangle with the toughest creatures in the game and come out laughing.&lt;br /&gt;
&lt;br /&gt;
===Training for a Pure===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/1)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/1)&lt;br /&gt;
*1x [[Elemental Lore]] (0/6)  Which type depends on your choices.&lt;br /&gt;
**Additional TP cost of (6/11)&lt;br /&gt;
**=14/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Optional Training for a Pure&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x in [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained pure mage is a well trained pure mage with a ton of outside spells.  Beyond that they help with some utility skills like enchanting and recharging.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some wizards choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
At low levels, returns from additional ranks of harness power are more substantial. Gaining 1 more mana when you have a max pool of 30 is proportionally much better than getting that same 1 mana when you have a pool of 300. A low level pure wizard&#039;s biggest stumbling block is the lack of mana.  [[1700|Arcane Blast]] does mitigate this somewhat, as do wands, but having more mana early is a boon.  At low levels it can be worthwhile to dump additional points into Harness Power. Once you reach your 20s or 30s and find yourself comfortable with your mana total you can simply stop training in [[Harness Power]] until your level catches up to your ranks.  Once that is done everything else should go into [[Spell Research]].&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
*Wizard and Major Elemental to 13&lt;br /&gt;
*Major Elemental and Minor Elemental until Major Elemental 18&lt;br /&gt;
*All Spell Research into Minor Elemental until 430 is unlocked&lt;br /&gt;
*Go back to Major to train it up to = Level&lt;br /&gt;
*Keep Major = Level, Try to get Minor Elemental = Level&lt;br /&gt;
*Any additional spell ranks go into wizard circle&lt;br /&gt;
&lt;br /&gt;
===Channeling===&lt;br /&gt;
&lt;br /&gt;
====Channeling Bolts====&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For how unchanneled bolts are assigned location, see [[Unaimed Body Location Assignment (saved post)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Channeling Warding Spells====&lt;br /&gt;
The spells [[Chromatic Circle (502)]] and [[Immolation (519)]] can gain a bonus from [[CHANNEL]].  &lt;br /&gt;
&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
===Runestaves vs. Shields===&lt;br /&gt;
&lt;br /&gt;
Runestaves make the Pure builds work, but before we had them we used shields.  It turns out that there are still pros and cons to using a shield over a runestaff.  Shields tend to offer higher DS totals over runestaves.  They also do not suffer from the possibility of being disarmed.  In contrast runestaves will certainly allow you to spend more points on magical skills.  Additionally you need to consider runestaff flares, which are designed purely with casters in mind.&lt;br /&gt;
&lt;br /&gt;
====Shield Benefits====&lt;br /&gt;
The first thing to remember about a shield is that you will get a flat +20 DS from using a shield before anything else is factored in.  When you explore the runestaff formula you will find that it takes a lot of magical ranks to make up even that 20 extra.  It is also worth noting that the stance modifier for parry DS (runestaves) in offensive stance is .2, compared to .5 for block DS in that stance.  What that means is that more shield DS survives stancing up and that is the stance you are most worried about being hit in.  Finally, we need to remember that one of the most dangerous things that can happen to a pure is having their runestaff disarmed and shields do not have that problem.&lt;br /&gt;
&lt;br /&gt;
The cost for a wizard of one rank of [[Shield Use]] is 13/0 and, considering a wizard is likely already converting PTPs to MTPs is more like 0/6.5, call it 7.  That is roughly the equivalent of 2 magical skills or 1/5 of an extra spell rank.  We already know the most DS per spell rank is wizard spells at 1.25 DS so 1/5 of that is &#039;&#039;&#039;.25 DS&#039;&#039;&#039;.  2 magical skills will increase your parry ranks by .2 per level, or roughly &#039;&#039;&#039;.06 DS&#039;&#039;&#039; per level in offensive stance.  The block DS formula is:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[((Shields Ranks + trunc(STR Bonus / 4) + trunc(DEX Bonus / 4)) x Size Modifier x Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant.  &lt;br /&gt;
&lt;br /&gt;
For ease of use we can just say our STR and DEX bonuses are 0 and using a medium shield.  So 1 rank of shield use would increase our total offensive DS by &#039;&#039;&#039;.5 DS&#039;&#039;&#039;.  It is also worth noting that it can be beneficial, depending on your STR and DEX bonuses, to train a single rank of [[Brawling]] to activate the parry DS formula with a shield.  If you have a strength bonus of 5, with an additional 15 from 509, and a dexterity bonus of 20 that 1 rank is worth 2.2 parry DS in offensive.  The best DS return you can get on your training point investment for just that single rank.  &lt;br /&gt;
&lt;br /&gt;
====Runestaff Benefits====&lt;br /&gt;
&lt;br /&gt;
There is no denying that there is a positive DS benefit to using a shield over a runestaff.  With that said, DS is not the only thing we care about.  There are multiple other factors to consider when making the decision about how to spend our valuable training points.  We care just as much about our offensive and utility capabilities.&lt;br /&gt;
&lt;br /&gt;
While the cost of 1 rank of shield use is worth far less in terms of DS for a spell rank or magical skills, that is not the only thing those points are gaining you.  One more spell rank might be worth roughly half of the equivalent TPs in shield rank DS but it is a spell rank.  Above all else it is another spell you can cast.  Beyond that it is more CS for that circle and potentially other circles.  It is also increased duration on your spells from that circle.  It represents other efficiency increases for spells in that circle.  At some points it could represent increased AS as well.  A spell rank is more than just the sum of its DS addition.&lt;br /&gt;
&lt;br /&gt;
In much the same way additional magical skills have their own value.  It is easy to discount 2 additional magical skills, say 1 rank each of MIU and AS as just .06 DS.  What cannot be discounted is what can be done with those skills.  In the example we are using that represents increased durations on spells that are used from magic items or scrolls.  Those skills also factor in to other important skills such as enchanting and recharging.  Depending on how they are using they could certainly provide more DS than using a shield ever would, along with AS, CS, TD, and tertiary benefits.&lt;br /&gt;
&lt;br /&gt;
As we can see the greatest benefit to using a runestaff is not having to waste any of our precious training points on anything that does not directly benefit our magical skills.  The other big factor is the multitude of abilities you can add to a runestaff.  The most common example is runestaff flares, which offer additional power to your spells.  Beyond that there are various combat scripts designed for runestaves that benefit the pure caster.  Rarely will a combat script designed for a shield provide anywhere near such a benefit.  These things need to be taken into consideration when choosing what to hold in your hands.&lt;br /&gt;
&lt;br /&gt;
Just remember that many creatures are all too happy to knock that thing out of your hand as well.&lt;br /&gt;
&lt;br /&gt;
=====Runestaves Formula Explained=====&lt;br /&gt;
Runestaves generate DS based on your total ranks in magical skills per level. Magical skills include:&amp;lt;br&amp;gt;&lt;br /&gt;
*Spell Research&lt;br /&gt;
*Spell Aiming&lt;br /&gt;
*Mana Controls&lt;br /&gt;
*Harness Power&lt;br /&gt;
*Lores&lt;br /&gt;
*Arcane Symbols&lt;br /&gt;
*Magic Item Use&lt;br /&gt;
&lt;br /&gt;
Runestaff defense uses the two-handed parry DS equation, including a flat stance adjustment, so you always get +50 DS regardless of ranks when in defensive versus offensive.  Since it uses the two-handed formula, you&#039;ll get 1:1 on Enchant added to DS.  &lt;br /&gt;
&lt;br /&gt;
The actual formula is: ((Parry Ranks + 10 + (STR Bonus/4) + (Dex Bonus/4)) * Stance Mod * 1.5 ) + Stance Bonus + Enchant Bonus&lt;br /&gt;
Note: Stance Modifier for Offensive is .2&lt;br /&gt;
&lt;br /&gt;
You gain Parry Ranks from training more magical skills. 8 ranks of magical skills per level is the equivalent of training 1x in two-handed weapons and a typical caster is expected to have between 10 and 11 magical ranks per level when using a runestaff.  Spell heavy builds will get more DS from their spells and typically are fine with anywhere from 6-8 ranks.  &lt;br /&gt;
&lt;br /&gt;
Example: If you&#039;re level 20, and have 160 ranks in magic skills, that&#039;s 8/level, or would yield 20 Parry Ranks.&lt;br /&gt;
If you were level 20, and had 180 ranks in magic skills, that&#039;s 9/level, and would yield 22 Parry Ranks.&lt;br /&gt;
&lt;br /&gt;
+2 ranks in parrying is quite small, especially considering the cost of those +20 magic skills could be as high as 40 MTPs, which could result in a spell rank.&lt;br /&gt;
&lt;br /&gt;
2 ranks of parry would yield .6 DS in offensive, whereas 1 rank in Major Elemental would yield .75 DS, and 1 rank in Wizard would yield 1.25 DS.&lt;br /&gt;
&lt;br /&gt;
Training specifically for Runestaff DS is not a recommended path.&lt;br /&gt;
&lt;br /&gt;
You can find more information on the [[Runestaff]] Page&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  This includes bolts and fire can be VERY effective against a warcamp full of trolls.  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which is essentially free mana when you have nothing else to do with stamina&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
Some of the intangibles can be nice for warmages, like blessing.  The ability to UAC without needing a bless can be helpful to the new subset of brawling warmages.&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. With the symbol of blessing, warmages can fight undead, and pures can both just spellcast. Undead are typically pretty easy targets to hunt relative to other critters at like levels, so you&#039;ll find yourself hunting a lot of them. &lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
*[[Charge Item (517)]] and the [[Charge Item (guide)]]:  Provide great information on maximizing the wizard&#039;s ability to charge magical items.&lt;br /&gt;
*[[Call Familiar (920)]]:  A familiar is an integral part of the wizarding experience.  This will give you the basic background info for how to use one of the most coveted spells in Elanthia.&lt;br /&gt;
*[[Enchant Item (925)]]:  The resource to learn everything necessary to enchant weapons and armor.  Also [[Research:Enchant (925) Formula‎‎]] provides some great player research into the mechanics behind Enchant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118349</id>
		<title>Comprehensive Wizard Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118349"/>
		<updated>2019-08-02T03:21:01Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* Melee Warmages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Issalya portrait.jpg]]&lt;br /&gt;
| name = Lady Issalya Valdarien Illistim&lt;br /&gt;
| type = [[Elemental]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]]&amp;lt;br /&amp;gt;[[Major Elemental]]&amp;lt;br /&amp;gt;[[Wizard Base]]&lt;br /&gt;
| prime = [[Aura]], [[Logic]]&lt;br /&gt;
| mana = [[Aura]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  =  14 / 0 | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 14 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 8 / 2   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 10 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 8 / 0   | PFranks  = 1&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 1   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 1   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 2 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 4   | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0 / 15  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 15  | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 6   | ELranks  = 2&lt;br /&gt;
  | SpLcost = 0 / 20  | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 10  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20  | MLranks  = 1&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 1&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 2 / 1   | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
{{otheruses4|the Wizard profession|the front end|Wizard (front end)}}&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
This guide is brought to you by members of the GS community from discussions via various forums, Discord chats and direct player input on gswiki.  It is ALWAYS open for contributions from the community.&amp;lt;br&amp;gt;&lt;br /&gt;
Last Upate:  2/9/2018&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;10&#039;&#039;&#039;||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-10||&#039;&#039;&#039;10&#039;&#039;&#039;||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR is Melee AS and Ranged RT.&amp;lt;br&amp;gt;&lt;br /&gt;
DEX is spell bolts and Ranged AS and Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
AGI is also a factor in Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura is Elemental CS.&lt;br /&gt;
&lt;br /&gt;
==Benefits of Dexterity==&lt;br /&gt;
A Ranged attack or Bolt spells uses [[Dexterity]] as an AS mod, but it is much more than that.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people do not realize that TRUNC(DEX Bonus/4) is added as phantom damage to attacks, when no crit weighting is present.  When calculating damage you take the damage factor, multiply by the endroll in excess of 100, and, depending on the damage versus the armor type, you get crits that provide extra damage. However, between those two steps, there is one additional calculation. Your DEX Bonus/4, rounded down is added as &amp;quot;phantom damage&amp;quot; when calculating what rank crit you get. This occurs in all AS based attacks, including melee, ranged, and spells. &lt;br /&gt;
&lt;br /&gt;
*Please note:  The DEX BONUS/4 is still commonly accepted as true, but there do appear to be abnormalities that don&#039;t make it uniformly applied.  This is still being tested to determine any potential limits.&lt;br /&gt;
&lt;br /&gt;
As an example of how this is applied we can take a simple cast of 901:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all know 901 has a terrible DF.  However, if a halfling with maxed DEX casts it, with their +40 DEX bonus, they get 10 phantom damage right off the bat. If they do adequate damage to obtain a Tier 1 crit, it will receive +10 phantom damage when calculating the crit. Since a substantial margin of the damage from 901 is based on the crit tier, this could significantly increase the damage.&lt;br /&gt;
&lt;br /&gt;
When it comes to racial selection this means Halflings are potentially the best race to select for bolting.  At least from a purely offensive point of view. With the second highest max DEX bonus, Dark Elves have a DEX bonus at +35 at 100, but since phantom damage is rounded down, they max at only +8 phantom damage, while halflings get +10 phantom Damage from their +40 max bonus. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s a wonderful example that Riltus provided, with a breakdown of the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You gesture at a dark orc.&amp;lt;br&amp;gt;&lt;br /&gt;
You hurl a small surge of electricity at a dark orc!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +212 vs DS: +39 with AvD: +22 + d100 roll: +68 = +263&amp;lt;br&amp;gt;&lt;br /&gt;
... and hit for 49 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 5 Crit w/25 damage&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard with 20 air lore and 34 Dex bonus (8 pts. crit weighting)&amp;lt;br&amp;gt;&lt;br /&gt;
901 DF: 0.133&amp;lt;br&amp;gt;&lt;br /&gt;
Lore DF bonus: 0.012&amp;lt;br&amp;gt;&lt;br /&gt;
Effective DF: 0.145&amp;lt;br&amp;gt;&lt;br /&gt;
Endroll success margin: 163&amp;lt;br&amp;gt;&lt;br /&gt;
Raw damage: 23.6 rounds up to 24&amp;lt;br&amp;gt;&lt;br /&gt;
Armor: double leather w/ 6 crit divisor&amp;lt;br&amp;gt;&lt;br /&gt;
Calc max crit w/o weighting: 24/6 = 4&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit damage: 25 (R5 chest)&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit: rank 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum Crit weighting for a rank 5 outcome: 6 pts. [(24 + 6)/6 = rank 5 crit] &lt;br /&gt;
&lt;br /&gt;
Without phantom damage, the maximum crit outcome would have been a tier 4 crit (only 20 damage), so that additional phantom damage for the crit roll ended up being an additional 5 real damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Warmages==&lt;br /&gt;
&#039;&#039;&#039;This information is incorrect, do not follow&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;s&amp;gt;Melee Warmages are mainly concerned about strength.  They need all the AS they can get relative to the other classes before the AS slowdown. AgiDex is less of a concern because, from an RT perspective if you are doing most melee builds, you should be able to swing anything in 6 seconds with any race. That is the RT needed to hit 1 second eventually. If your stats are placed for growth, and you are using a lance, AgiDex might be a concern in a few cases.  In that case just make sure you math it out before you get started, or swap to a faster polearm.&lt;br /&gt;
&lt;br /&gt;
The strongest races are:&lt;br /&gt;
&amp;lt;u&amp;gt;Giantman&amp;lt;/u&amp;gt;: +15 STR, but bolting suffers with a -5 DEX and CS takes a hit with a -5 Aura.  They do have a nice CON bonus at +10 and the best encumbrance factor of all races.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half-Krol&amp;lt;/u&amp;gt;: +10 STR, with no bonus or penalty on DEX or AURA.  They share the same +10 CON bonus as Giantmen, as well as a high encumbrance factor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarf&amp;lt;/u&amp;gt;: +10 STR, no DEX penalties but -5 to AGI and bad Aura at -10.  They have the highest CON bonus at +15.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Human&amp;lt;/u&amp;gt;: Only +5 STR, no modifiers to DEX, AGI or AURA.  Humans are the middle of the road race.&lt;br /&gt;
&lt;br /&gt;
It should be noted that these THW warmages races outlined above tend to be weak in DEX and Aura if you decide to swap builds after the AS slowdown. So you would find it very difficult to swap from a Racially maximized THW Warmage to a Pure or Ranged Warmage.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a warmage, AS is important but reaching 1sec RT is top priority. You want to come out the gates swinging your target weapon at 5sec RT. If you build your warmage with using this starting rule, you&#039;ll save yourself a boat load of TPs in the long run. Lets take a Claidhmore as an example since Two Handed Weapons are a popular weapon choice for warmages. The base round time on a claidhmore is 8 seconds (https://gswiki.play.net/Claidhmore). &lt;br /&gt;
&lt;br /&gt;
If we refer to the Two Handed Weapon round time table from the Celerity (506) wiki page (https://gswiki.play.net/Celerity_(506)), you&#039;ll see that a 6 second base round time for swinging a claidhmore will require 80 ranks of air lore as oppose to a 5 second base swinging round time would only take 58 ranks. That is a difference of 528 physical TPs to get to one second swinging round time. As a warmage your AS is going to be low, the power comes from the 1 second round time swings and disabling your opponent with stomp evoked 909.  &#039;&#039;&#039;An AGI + DEX bonus of 53+ will ensure your character swings any weapon at 5sec rt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Two-Handed Weapons&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | Base Weapon Speed&lt;br /&gt;
|- &lt;br /&gt;
| Current RT&lt;br /&gt;
| 9&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 9&lt;br /&gt;
| 154&lt;br /&gt;
| 146&lt;br /&gt;
| 130&lt;br /&gt;
| 122&lt;br /&gt;
| 106&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8&lt;br /&gt;
| 131&lt;br /&gt;
| 124&lt;br /&gt;
| 110&lt;br /&gt;
| 103&lt;br /&gt;
| 89&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7&lt;br /&gt;
| 108&lt;br /&gt;
| 102&lt;br /&gt;
| 90&lt;br /&gt;
| 84&lt;br /&gt;
| 72&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 6&lt;br /&gt;
| 85&lt;br /&gt;
| 80&lt;br /&gt;
| 70&lt;br /&gt;
| 65&lt;br /&gt;
| 55&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5&lt;br /&gt;
| 62&lt;br /&gt;
| 58&lt;br /&gt;
| 50&lt;br /&gt;
| 46&lt;br /&gt;
| 38&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4&lt;br /&gt;
| 39&lt;br /&gt;
| 36&lt;br /&gt;
| 30&lt;br /&gt;
| 27&lt;br /&gt;
| 21&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3&lt;br /&gt;
| 16&lt;br /&gt;
| 14&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The best races that achieve the AGI + DEX bonus of 53+ are elves of any sort. &lt;br /&gt;
Strength is secondary to AGI and DEX since it&#039;s directly connected to AS. &lt;br /&gt;
&lt;br /&gt;
You training goals for a warmage should be as follows:&lt;br /&gt;
&#039;&#039;&#039;Primary Goals&#039;&#039;&#039;&lt;br /&gt;
Minor Elemental - 1x until 75 (This is for the AS boost that 425 offers)&lt;br /&gt;
Major Elemental - 1x until 50 (You can skip a few tanks but you obviously want 506 and 509 ASAP)&lt;br /&gt;
Wizard - As able (You want 909 ASAP but after that you can take your time. The 900 circle is the best circle for a wizard to gain DS.)&lt;br /&gt;
Weapon skill - 1x&lt;br /&gt;
Physical Fitness - 1x&lt;br /&gt;
Perception - 1x&lt;br /&gt;
Harness power - 1x&lt;br /&gt;
Spell aim - 2x (It&#039;s always good to have an alternative attack method)&lt;br /&gt;
Air lore - as much as possible until you can 1 sec swing your goal weapon. (Do not neglect the other primary skills to achieve this)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Goals&#039;&#039;&#039;&lt;br /&gt;
Can you swing your choice weapon with 1 sec RT? no? then why are you looking here?!&lt;br /&gt;
Combat Maneuvers - whatever you can spare. (Every 2 ranks is +1 AS. the Cman skill of choice is feint followed by disarm.)&lt;br /&gt;
Magic item use&lt;br /&gt;
Arcane Symbols&lt;br /&gt;
Elemental Mana Control - I stopped at 30 ranks&lt;br /&gt;
Armor use&lt;br /&gt;
Whatever else you want. &lt;br /&gt;
&lt;br /&gt;
This section was edited by Alsal&lt;br /&gt;
&lt;br /&gt;
==Ranged Warmage==&lt;br /&gt;
Ranged Warmages primarily need 1 thing, [[Dexterity]]. Even a halfling with -15 STR mod can get to a STR bonus of +5 and fire an aimed longbow in 1 second. The following highlights strength mods because it can be a factor at lower levels and in the case that you decide to switch builds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Halflings&amp;lt;/u&amp;gt;: The winning race with +15 DEX, but a woeful -15 STR and -5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elf&amp;lt;/u&amp;gt;: +10 DEX, 0 STR, and +10 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +10 DEX, 0 STR and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burger Gnome&amp;lt;/u&amp;gt;: +10 Dex, with the same -15 STR as a halfling, but a +5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 DEX, 0 STR, and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half Elves&amp;lt;/u&amp;gt;: +5 Dex, 0 STR, 0 Aura. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Aelotoi&amp;lt;/u&amp;gt;: +5 DEX and 0 Aura like Half-Elves, but with -5 Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Forest Gnomes&amp;lt;/u&amp;gt;: +5 DEX, -10 Strength, and 0 Aura.&lt;br /&gt;
&lt;br /&gt;
==Pure Builds==&lt;br /&gt;
The emphasis here is on Aura, as our CS mod, because we already highlighted DEX in the Ranged section:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elves&amp;lt;/u&amp;gt;: +10 Aura, along with their +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burghal Gnomes&amp;lt;/u&amp;gt;: +5 AURA, also with +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 AURA as well but only +5 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +5 AURA too and with +10 DEX&lt;br /&gt;
&lt;br /&gt;
==Other Racial Factors==&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent wizard.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a halfling anyway because that DEX!&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Reduces swinging RT, maneuver penalties, and spell hindrance from wearing armor.&lt;br /&gt;
*[[Shield Use]] Generates DS when using a shield.&lt;br /&gt;
*Weapons Use Raises AS with a particular Weapon.&lt;br /&gt;
*[[Two Weapon Combat]] Ability to use two one-handed weapons.  It is prohibitively expensive for a wizard to train in.&lt;br /&gt;
*[[Combat Maneuvers]] +.5 Melee AS per rank. 1 CM Point per rank to use towards the limited list of combat maneuvers available to wizards!&lt;br /&gt;
*[[Multi-Opponent Combat]] Reduces Force-on-Force penalties for multiple opponents and adds 1 to the minimum ball-spell area effect per rank. &lt;br /&gt;
*[[Ambush]] Ability to aim physical attacks.  Improves ranged AS by .25 for every rank over 40.&lt;br /&gt;
*[[Physical Fitness]] HP total, stamina, factors into Maneuver defense&lt;br /&gt;
*[[Dodge]] Adds to evade DS but is prohibitively expensive for wizards.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Ability to use scrolls, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Magic Item Use]] Ability to use magic items such as wands, small statues and other imbeds, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Harness Power]] +3 Mana per rank up to your level, +1 mana per rank over level.&lt;br /&gt;
*[[Spell Aiming]] Adds to bolt AS in the same way weapons training adds to a physical AS.&lt;br /&gt;
*Mana Control: Allows sharing of mana with others, based on your skill in a specific mana control and theirs.  Also improves your mana regeneration rate.&lt;br /&gt;
*[[Spell Research]] Learn spells, improve effectiveness and duration.&lt;br /&gt;
*[[Elemental Lore]]: Various effects and improvements to specific elemental spells.  Other lores do not effect your native spells.&lt;br /&gt;
&lt;br /&gt;
==Elemental Lores==&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Lore]] Review offered a variety of new synergies between spells, and introduced a lot more than just DF bonuses on bolt spells.  The list below gives a general overview of which spells each lore effects and a general idea of how.  A more complete overview can be found in the [[Lore_chart|Lore Chart]].&lt;br /&gt;
&lt;br /&gt;
===Important Breakpoints===&lt;br /&gt;
*50 ranks in any lore gives the greatest Bolt DF benefit before diminishing returns on spells of that element, or .050 DF.&lt;br /&gt;
*100 combined ranks provide the greatest Bolt DF benefit before diminishing returns on dual element spells, or .050 DF.&lt;br /&gt;
*20 ranks in any lore gives the 518 specialization for that lore and 10 ranks each of two lores provides the specialization for dual lore specializations&lt;br /&gt;
*Arcane Circle spell EVOKES and Tonis Bolt:  &lt;br /&gt;
**20 Fire for 903 -&amp;gt; 1707&lt;br /&gt;
**20 Air for Tonis Bolt&lt;br /&gt;
**30 Water for 904 -&amp;gt; 1710&lt;br /&gt;
*55 or 60 air lore provides the majority of RT reduction from [[506|Celerity]] for a warmage&lt;br /&gt;
*[[514|Stone Fist]] Earth Lore at .5x for SLAP, 1.25x for CLENCH, and 2x for POUND&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Fire]]===&lt;br /&gt;
*[[413]]: Increases TD penalty by Seed 5 summation.&lt;br /&gt;
*[[415]]: Chance equal to [[Elemental Lore, Fire]] ranks/2 to strike an additional target in the room for 5 additional mana.&lt;br /&gt;
*[[417]]: 10 ranks unlocks a defensive spell from the target.  The chance is 10% +3% per every 10 ranks.  The mana drain is increased by skill/15.&lt;br /&gt;
*[[425]]: A percentage chance on a Seed 10 scale to increase the critical weighting of your next spell cast within 10 seconds.&lt;br /&gt;
*[[502]]: Fire Version - Provides a DS pushdown against fire spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks. &lt;br /&gt;
*[[513]]: Casting multiple bolts at the same target will increase AS by Seed 4 stacking up to +25 maximum.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Fire specification which uses [[906|Minor Fire]]&#039;s damage tables and lore bonuses.  10 ranks of Fire AND Water unlock Steam.&lt;br /&gt;
*[[519]]: Increases critical damage and damage cycles.&lt;br /&gt;
*[[903]]: 20 ranks unlocks [[Minor_Steam_(1707)|Minor Steam]] using EVOKE with this spell.&lt;br /&gt;
*[[906]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  &lt;br /&gt;
*[[908]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the fire version.&lt;br /&gt;
*[[925]]: 100 ranks unlocks the ability to enchant fire or steam flaring weapons.&lt;br /&gt;
*[[950]]: Increases AS of spells cast with 950 by 6 * Seed 10 summation and CS by 3/5 that amount.&lt;br /&gt;
*[[1707]] Increases DF by .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Fire====&lt;br /&gt;
&lt;br /&gt;
The only major discreet breakpoint for fire lore is 20 ranks for EVOKE on [[903|Minor Water]] for [[1707|Minor Steam]], the best damage to mana ratio bolt spell.  The other important bonuses are scaling.&lt;br /&gt;
&lt;br /&gt;
519 bonuses are two fold: &lt;br /&gt;
*Chance of incineration on warding margins 50 or higher = Seed 1 summation (Fire Lore ranks -10)/2 &lt;br /&gt;
*And Ranks / 1.5 % chance of an extra damage cycle. (100% at 150 ranks)&lt;br /&gt;
&lt;br /&gt;
The 513 AS bonus maxes out at +25. This makes some seed values appear more beneficial than others. Because going from +5 AS per bolt to +6 AS per bolt will still require 5 bolts to max out the benefit of +25 AS that +1 AS might be less substantial.  The number of bolts needed to cap the bonus is below:&lt;br /&gt;
*+1 per bolt: 25 casts to cap&lt;br /&gt;
*+2 per bolt: 13 casts to cap&lt;br /&gt;
*+3 per bolt: 9 bolts to cap&lt;br /&gt;
*+4 per bolt: 7 bolts to cap&lt;br /&gt;
*+5 per bolt: 5 bolts to cap&lt;br /&gt;
*+6 per bolt: 5 bolts to cap&lt;br /&gt;
*+7 per bolt: 4 bolts to cap&lt;br /&gt;
*+9 per bolt: 3 bolts to cap&lt;br /&gt;
*+13 per bolt: 2 bolts to cap&lt;br /&gt;
*Benefit maxes at +19, always 2 bolts to cap the benefit.&lt;br /&gt;
*This mechanic of the +25 max, paired with a Summation Seed 4 for benefit ends up producing two forms of diminishing returns. The difference between 72 ranks of fire lore for +9 per bolt (3 to cap), and 130 ranks for +13 per bolt (2 to cap) is substantial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
*[[402]]: Gives a chance to point out hidden targets based on ranks in [[Elemental Lore, Air]] versus the targets hide ranks.&lt;br /&gt;
*[[405]]: At 30 ranks can detect elemental flares and if an item is enhancive (but not what it enhances)&lt;br /&gt;
*[[410]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[435]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[502]]: Air/Lightning version - Provides a DS pushdown against air/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[504]]: Increases RT penalty by 1 at 24, 100, and 100 ranks.  Increases possible targets by 1 per 20 ranks.&lt;br /&gt;
*[[505]]: 20 ranks unlocks Tonis Bolt using EVOKE.  Increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[506]]: 50 ranks unlocks a group version with EVOKE.  Decreases the stamina cost of combat actions and improves RT reduction of utility actions.&lt;br /&gt;
*[[511]]: Increases maximum items by Seed 10 summation.&lt;br /&gt;
*[[515]]: Gives a percentage chance to provide a CHANNEL bonus to a spell without additional RT equal to Seed 1 summation.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Air specialization, which uses vacuum crits.  10 Air AND Water ranks unlocks Lightning specialization.&lt;br /&gt;
*[[535]]: -1% RT for every 5 ranks, max of 60%.&lt;br /&gt;
*[[550]]: Increases the amount of RT removed from negative effects by 1.5 * Seed 1 summation.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[911]]: Adds phantom [[Dodge]] ranks on a Seed 1 summation.&lt;br /&gt;
*[[912]]: Adds a 2% chance per Seed 5 summation to produce a vortex which causes RT for a random, ungrouped target at a regular interval.&lt;br /&gt;
*[[914]]: Reduces the summoning time and increases critical damage.&lt;br /&gt;
*[[916]]: 50 ranks unlocks a group version that lasts for 2 minutes using EVOKE.&lt;br /&gt;
*[[920]]: Decreases the time it takes a familiar to find a player-character.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant vacuum and lightning flaring items.&lt;br /&gt;
*[[950]]: Allows a chance to gain offensive CHANNEL benefits to the spells cast without the RT with a percentage chance equal to 5 * Seed 1 Summation.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Air====&lt;br /&gt;
&lt;br /&gt;
Arguably the greatest benefit to training air lore is Tonis Bolt at 20 ranks or the -1% RT from Celerity per 5 ranks, depending on your build. &lt;br /&gt;
&lt;br /&gt;
[[506|Celerity]] Breakpoints:&lt;br /&gt;
*Base 4 RT becomes 1 at 60 ranks&lt;br /&gt;
*Base 5 RT becomes 1 at 105 ranks&lt;br /&gt;
*Base 6 RT becomes 2 at 55 Ranks, 1 at 135 Ranks&lt;br /&gt;
*Base 7 RT becomes 3 at 20 Ranks, 2 at 90 Ranks, 1 at 160 ranks&lt;br /&gt;
*Base 8 RT becomes 3 at 55 ranks, 3 at 115 ranks, and 1 at 180 ranks&lt;br /&gt;
&lt;br /&gt;
After either 55 or 60 ranks in Air Lore, you receive a majority of the RT reduction bonuses. You also unlock all the major breakpoints for air lore:&lt;br /&gt;
Tonis Bolt&lt;br /&gt;
Group Casting 506 &lt;br /&gt;
410/435 Sphere&lt;br /&gt;
Flare detection on 405&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Water]]===&lt;br /&gt;
*[[403]]: Removes 1 point per Seed 10 summation of potential damage to a lockpick on a failed attempt.&lt;br /&gt;
*[[404]]: Reduces DISARM roundtime by 1 second per Seed 6 summation.&lt;br /&gt;
*[[407]]: Unsuccessful casts will corrode a lock, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[408]]: Unsuccessful casts will corrode a trap, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[410]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[416]]: Grants a percentage chance equal to Skill/4 to show Unlock and Disarm success messenging.&lt;br /&gt;
*[[418]]: Provides a +10 mana regeneration bonus for the caster.  This bonus will last a number of pulses equal to a Seed 10 summation.&lt;br /&gt;
*[[435]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[502]]: Water/Cold/Lightning version - Provides a DS pushdown against water/cold/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[512]]: Increases targets by 1 per Seed 5 summation.  Shatter chance on fully encased targets equal to Skill Bonus/3.  Converts [[903|Minor water]] cast at target to [[1709|Minor Cold]] for Seed 10 summation casts.&lt;br /&gt;
*[[515]]: Percentage chance to negate the cooldown when the spell ends equal to Seed 1 summation.&lt;br /&gt;
*[[516]]: Percentage chance equal to Seed 2 summation to drain an additional 20 mana.&lt;br /&gt;
*[[518]]: 20 ranks to unlock cold specialization, which uses [[1709|Minor Cold]] damage tables and lore bonuses and water specialization, which uses [[903|Minor water]]. 10 ranks + 10 Fire/Earth/Air unlocks Steam/Acid/Lightning.&lt;br /&gt;
*[[520]]: Water mode dispel cooldown reduced by Seed 1 summation seconds.&lt;br /&gt;
*[[550]]: 50 ranks unlocks an automatic [[410|Elemental Wave]] cast for free alongside Time Stop.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[903]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Increases the chance to soak a target by skill/2%.&lt;br /&gt;
*[[904]]: 30 ranks unlocks [[1710|Major Acid]] with EVOKE.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[907]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the cold version.&lt;br /&gt;
*[[920]]: 50 ranks unlocks the ability to set an anchor on an earthnode.&lt;br /&gt;
*[[925]]: Allows storing of a mana pool for infusing tempering potions at a rate of 1 point on a Seed 5 summation for every 30 XP absorbed, starting at 5 ranks.  100 ranks unlocks enchanting Cold/Acid/Lightning/Steam flaring items.&lt;br /&gt;
*[[1707]]: Combined Fire and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[1709]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that. &lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Water====&lt;br /&gt;
&lt;br /&gt;
Water lore has very little in the way of discreet breakpoints.  Five ranks unlocks the ability to store mana for [[925|Enchant Item]], an important benefit for minimal investment. 30 ranks will allow the use of [[1710|Major Acid]] with 904 and 50 ranks will provide the ability to set an anchor for your familiar and have an automatic [[410|Elemental Wave]] when you cast [[550|Time Stop]].  While interesting these benefits are not build defining. &lt;br /&gt;
&lt;br /&gt;
The largest benefit of water lore is its diversity.  Water lore provides bonuses to the DFs for a startling number of bolts.  This includes 901, 903, 904, 907, 910, 1707, 1709, and 1710.  It also lends itself to a variety of modes for 518.  This combines with the utility aspects to make water lore an interesting lore for a generalist wizard.&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Earth]]===&lt;br /&gt;
*[[412]]: Increases max targets of the open version by 1 per 20 ranks.&lt;br /&gt;
*[[414]]: 25 ranks unlocks a 5% + 1% per 20 additional ranks chance to block a single AS/DS attack when wearing all three elemental defenses.  &lt;br /&gt;
*[[430]]: Gives a percentage chance equal to Seed 10 summation to gain +10 critical padding for a single attack.&lt;br /&gt;
*[[502]]: Earth version - Provides a DS pushdown against impact spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[503]]: Gives a percentage chance equal to Seed 10 summation to gain +20 DS against an attack.&lt;br /&gt;
*[[507]]: 15 ranks unlocks bolt redirection ability with a chance of 5% + 1% / 10 additional ranks.  Redirected bolts strike at a random enemy target with a -20 AS penalty.&lt;br /&gt;
*[[508]]: 25 ranks unlocks a 5% + 1% per additional 10 ranks chance to increase TD by 20 against a single warding spell.&lt;br /&gt;
*[[509]]: Provides a self-cast additional AS bonus equal to Seed 4 summation.&lt;br /&gt;
*[[510]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
*[[514]]: Unlocks additional commands at training breakpoints:  SLAP - .5x, CLENCH - 1.25x, POUND - 2x.&lt;br /&gt;
*[[518]]: 20 ranks to unlock earth specialization, which uses [[510|Hurl Boulder]] damage and lore benefits.  10 ranks + 10 water lore ranks to unlock acid specialization.&lt;br /&gt;
*[[520]]: Earth mode stun shield provides additional padding ranks equal to a Seed 3 summation.&lt;br /&gt;
*[[550]]: Increases uses per day by 1 at 40, 115, and 190 ranks.&lt;br /&gt;
*[[902]]: Increases the enhancive weapon skill bonus by 1 per Seed 7 summation.&lt;br /&gt;
*[[904]]: 10 ranks unlocks an acid burn ability at a rate of 25 + truncated(Skill Bonus/4)%.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[905]]: Provides an additional 1 DS per Seed 5 summation.&lt;br /&gt;
*[[909]]: Increases the E/B/P penalty by 1 per Seed 4 summation / 2.  Increases charges of the EVOKE version by 1 at 20, 50, 90, 150, and 200 ranks.&lt;br /&gt;
*[[914]]: Increases critical damage.&lt;br /&gt;
*[[917]]: Gives a percentage of the damage bonus provided by a stunned/prone target to all cycles after the initial strike equal to (100 * Ranks / 202)%.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant earth or acid flaring items.&lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Earth====&lt;br /&gt;
&lt;br /&gt;
Earth lore has a few important discreet breakpoints to consider.  One is the additional charges on the evoked version of [[909|Tremors]] at 20, 50, 90, 150, and 200 ranks.  Another is the added uses per day of [[550|Time Stop]] at 40, 115, and 190 ranks respectively.  Finally there is the acid burn effect on [[904|Minor Acid]] which turns on at 10 ranks and improves from there.  &lt;br /&gt;
&lt;br /&gt;
With that in mind 50 ranks will net you:&lt;br /&gt;
+2 charges of EVOKE 909&lt;br /&gt;
+1 daily use of 550&lt;br /&gt;
62% chance of acid burn on 904&lt;br /&gt;
25% of the stunned/prone bonus on 917&lt;br /&gt;
&lt;br /&gt;
The major outlier here is [[514|Stone Fist]].  Only a dedicated earth mage will get to make any real use of the additional commands that hold most of this spells power.  At 50 ranks you would be able to reasonably use SLAP but the spell likely is not worth using without at least CLENCH, if not POUND.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runes==&lt;br /&gt;
Wizards have access to learning three runes:&lt;br /&gt;
*After learning 930, a wizard can learn the &amp;quot;Gate&amp;quot; Rune.  Applying this on a runestone and holding the runestone while you cast decreases failure chances.&lt;br /&gt;
*A wizard who knows it can teach another the &amp;quot;Binding&amp;quot; Rune.  This will allow the wizard to trap their familiar type in an amulet that can be purchase from the wizard guild.  Holding this when casting 920 guarantees that type of critter. (i.e.  cats)&lt;br /&gt;
*The Wy&#039;Zio is used to unlearn unique runes.  Which currently means nothing to wizards.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY wizard:&lt;br /&gt;
*2x [[Spell Research]]: As a pure you should, at minimum, be training 2 spell ranks per level. (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]]: Harness power, at level, provides 3 mana per training (0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]]: Mana regeneration, Multi-cast, Spellup, and benefits to many spells. (0/4)&lt;br /&gt;
*1x [[Physical Fitness]]: Combat Maneuvers Defense and health (8/0)&lt;br /&gt;
*1x [[Perception]]: Maneuver defense, getting around. (0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
[[Armor Use]] &lt;br /&gt;
*4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
*15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
*35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
==The Archer Mage==&lt;br /&gt;
&lt;br /&gt;
===Why Archery?===&lt;br /&gt;
Wizards main attack are magical bolts. This puts a high emphasis on [[Dexterity]].  Archery offers an alternative method for attack that relies on the same [[Dexterity]] bonus.  It also offers a cost-effective way to max out your weapon enchant bonus and is not largely impacted by encumbrance. With [[506|Celerity]] you can easily produce a hail of arrows.&lt;br /&gt;
&lt;br /&gt;
The strength of the build is maximization of all enhancive spells.  [[509|Strength]] applies towards RT reduction alongside [[506|Celerity]]. Due to these spells it is quite easy to hit a 1 second RT with a longbow, while aiming. Furthermore, the focus on [[Dexterity]] allows an Archer Mage can make full use of classic Wizard Bolt Spells as well. Having two viable attack options opens up a lot of potential creatures to hunt.&lt;br /&gt;
&lt;br /&gt;
In addition [[404|Disarm Enhancement]] provides a pseudo-bonus to [[Perception]] when it comes to AIMing ranged attacks.  Even if Wizards are not the best aimers, 404 is easy to stack up with 515, and every little bit helps.&lt;br /&gt;
&lt;br /&gt;
===Training for Archery===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Ranged Weapons]] (14/3)&lt;br /&gt;
*+1x [[Perception]] (2x total) (0/6)&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
**+(20/12)&lt;br /&gt;
**=28/47 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]: 66 ranks If you&#039;re a small race, like a halfling, gnome, etc. 55 ranks if you&#039;re a race with a higher STR bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&amp;lt;br&amp;gt;&lt;br /&gt;
*25 ranks of [[Elemental Lore, Earth]] for bonus AS and some defensive benefits.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
Additional [[Spell Research]] is the best way to improve your stance offensive DS.&lt;br /&gt;
&lt;br /&gt;
===Post Cap Goals===&lt;br /&gt;
*3x [[Spell Research]]. More DS, more AS/CS for spells, better enchanting capabilities.&lt;br /&gt;
*1x [[Ambushing]]. 100 ranks of Ambush will net you 15 AS. AS bonus = ((ranks -40)/4). This is INCREDIBLY expensive at (15/10) per rank for such a small AS boost. That is why it is not listed in core training. This will not assist aiming, as it only impacts aiming while hidden.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*All spheres to rank 2 at level 2&lt;br /&gt;
*Major Elemental &amp;amp; Wizard until Wizard=13&lt;br /&gt;
*Minor Elemental &amp;amp; Major Elemental until Major Elemental = 20 (13 wizard, 9 minor, 20 major)&lt;br /&gt;
*2x Minor Elemental until Minor Elemental = 31 (Should be level 31)&amp;lt;br&amp;gt;&lt;br /&gt;
*From there determine your target ranks of Major Elemental and Air Lore needed to minimize RT.&amp;lt;br&amp;gt;&lt;br /&gt;
**50 Ranks in MjE will unlock 550, a strong escape spell&amp;lt;br&amp;gt;&lt;br /&gt;
**75 Ranks of MnE will max out AS potential from 425&amp;lt;br&amp;gt;&lt;br /&gt;
**Wizard Circle will generate the most DS of any three circles&lt;br /&gt;
&lt;br /&gt;
===Combat Suggestions===&lt;br /&gt;
*Keep [[506|Celerity]] Up&lt;br /&gt;
*1 Creature and plenty of mana - 505 bolt until it falls prone -&amp;gt; Arrows.&lt;br /&gt;
*1 Creature and low on mana -  Arrows&lt;br /&gt;
*2 Creatures and plenty of mana -  410 -&amp;gt; Arrows&lt;br /&gt;
*2 Creatures and low on mana -&amp;gt; Arrows, carefully&lt;br /&gt;
*&amp;gt;2 Creatures 410 -&amp;gt; 518&lt;br /&gt;
*Undead - 901/903/904/906 are less hassle than finding a bless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Two Handed Mage==&lt;br /&gt;
1. Get a big weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Swing a big weapon really fast.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Profit!&amp;lt;br&amp;gt;&lt;br /&gt;
Two-Handed Mages can use Polearms or Two-Handed Weapons at the same TP cost. If you want to be a polearm mage, just make sure it is a two handed polearm.&lt;br /&gt;
&lt;br /&gt;
===Why a Two-Hander?===&lt;br /&gt;
The best defense is a good offense and in Gemstone IV a good offense often comes in the form of a giant weapon.  An even better offense comes in the form of a giant weapon swung with a 1 second RT.&lt;br /&gt;
Two Handers and Polearms have the highest Damage Factors out of any weapons in the game. Paired with the speed of [[506|Celerity]] this can be a devastating build.&lt;br /&gt;
&lt;br /&gt;
Two-Handers are a great way to level, especially early on when mana is tight. By the time your AS growth slows down you have the mana to keep [[506|Celerity]] going and speed yourself up.  As an added benefit this build is more interested in strength so you can pick your race appropriately.  No need to worry about picking up a smooth stone and being encumbered.&lt;br /&gt;
&lt;br /&gt;
===Training for Two-Handers===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Two-Handed Weapons]] or [[Polearms]] (14/3)&lt;br /&gt;
*1x [[Combat Maneuvers]] (12/8)&lt;br /&gt;
**+26/11&lt;br /&gt;
**=34/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]:  Typically 55 or 60 ranks but figure out what you need to swing your chosen weapon in 1 second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Earth]]:  You can consider getting 25 or 35 ranks to increase 902 and 509 potency.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Air]]:  Getting up to 55 ranks, if you needed less than that for the discrete training, will end up rounding advantageously for you.  See the lores section for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]]&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You could take armor up to Leather Breastplate, if not further. Warmages do not cast in combat nearly as much as Pures. The hindrance can be annoying but, overall, better AvD and crit divisor is worth it, as you are gonna be caught in offensive more.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
[[Elemental Lore, Earth]]. This is really the only other way to increase AS after you&#039;ve reached 75 ranks in Minor Elemental. There are huge diminishing returns after the first 25-35 ranks unfortunately.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*Start off with 2/2/2 at level 2&lt;br /&gt;
*Wizard &amp;amp; Major Elemental until at 11/11 (Level 11)  (Rank 11 yields bonuses from 503 and 507, also floating disk)&lt;br /&gt;
*Wizard &amp;amp; Minor Elemental until 13/4 (Level 13)&lt;br /&gt;
*2x Minor Elemental until 25 (Level 25)  You reach this a little before level 25 at full 2x spells&amp;lt;br&amp;gt;&lt;br /&gt;
From here there are some options:&amp;lt;br&amp;gt;&lt;br /&gt;
*Major Elemental to 51: If your RT without [[506|Celeity]] is 6 seconds, 51 ranks will produce an additional -1 RT, and take it down to 1 sec with [[506|Celerity]].&lt;br /&gt;
*Minor Elemental up to 75 to max out the AS contribution of 425.&lt;br /&gt;
*If DS is an issue the wizard circle generates the most DS of any circle, at 1.25 DS per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
As 513 no longer reduces melee AS, a melee warmage has a variety of options available.&lt;br /&gt;
&lt;br /&gt;
If you are attuned to air then at 25 ranks of air lore you can use a 1x weapon and e-blade it.  An e-bladed weapon can take advantage of the [[502|Chromatic Circle]] weakness effect. Plus it is cheaper than buying a 5x flaring weapon.&lt;br /&gt;
&lt;br /&gt;
Due to the low swinging AS, warmages need to utilize disablers like 505, 909, 912, or 410 as an opener to knock the critters down for the DS reduction.  Since you are training in CMANs, you will also have feint and some other options available to you as an opener later on in life.  If you are attuned to air (or earth with enough earth lore), and are wielding an e-bladed weapon, you can start off with a 502 before your opener to further reduce your target&#039;s DS.  Beyond that you want to simply keep [[506|Celerity]] up and hack away at things.&lt;br /&gt;
&lt;br /&gt;
Remember that you do still have a full litany of spells available to you if you while hunting.  Your Bolt AS will not be bad as a Warmage, assuming you choose to train in Spell Aiming.  It is viable for hunting, and is a perfect way to deal with undead in areas such as Wyneb or Maaghara in Ta&#039;Illistim, where they are mixed in with living creatures.  Just use your magic against the undead, and swing your weapon against the living.&lt;br /&gt;
&lt;br /&gt;
==Warmage AS Slowdown==&lt;br /&gt;
Non-pure builds tend to slow down in the later levels.  Mathematically, a warmage&#039;s AS is going to fall behind other swingers eventually. An archer or two-hander needs to train Weapon Training and either 1x CM or 2x perception.  That will grant 1.5 AS per level in later levels. That is a 1 AS per level deficit compared to a semi or square who trains 1x in CM and can 2x their weapon. Warmages have two tools to assist in bridging the gap: 425 and 509.  Meanwhile a ranger has Phoen&#039;s Strength.  With that in mind here is a comparison between a warmage and ranger.&lt;br /&gt;
&lt;br /&gt;
Since 425&#039;s potency is .5/level, that still puts a warmage at a .5 AS per level deficit compared to a ranger. &lt;br /&gt;
*At level 20, a warmage is 15 AS below a ranger (15 (509) -20 - 10 (606)) -15. &lt;br /&gt;
*At 25, a warmage actually gets ahead of a ranger (15-25-10+25) by +5 AS due to 425. &lt;br /&gt;
*At level 75,  it is still pretty close at (75 - 15 + 10 - 50) -20 AS, but 425 potency is maxed out.&lt;br /&gt;
*At level 80, the warmage is behind by (80-15+10-50) -25 AS.&lt;br /&gt;
*New to cap, a warmage is at -45 AS compared to a ranger.&lt;br /&gt;
&lt;br /&gt;
The only way to make up this disparity is through proper use of disablers.  Even then, the ranger is going to have similar skills available.  What they will never have is a 1 second RT to take full advantage.  The warmage will probably never hit as hard but they will hit anywhere from 3 to 6 times more often.&lt;br /&gt;
&lt;br /&gt;
==The Pure Mage==&lt;br /&gt;
&lt;br /&gt;
To put this simply, you get to hurl balls of fire at your enemies and burn them to cinders.  Wizards are the masters of elemental magic and bolting.  When you have access to some of the most powerful spells in Elanthia why would you ever want to pick up a weapon?  Wizards might have the second-to-worst melee AS in the game but their bolting AS is second to none.  A well trained wizard is a magical powerhouse that can tangle with the toughest creatures in the game and come out laughing.&lt;br /&gt;
&lt;br /&gt;
===Training for a Pure===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/1)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/1)&lt;br /&gt;
*1x [[Elemental Lore]] (0/6)  Which type depends on your choices.&lt;br /&gt;
**Additional TP cost of (6/11)&lt;br /&gt;
**=14/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Optional Training for a Pure&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x in [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained pure mage is a well trained pure mage with a ton of outside spells.  Beyond that they help with some utility skills like enchanting and recharging.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some wizards choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
At low levels, returns from additional ranks of harness power are more substantial. Gaining 1 more mana when you have a max pool of 30 is proportionally much better than getting that same 1 mana when you have a pool of 300. A low level pure wizard&#039;s biggest stumbling block is the lack of mana.  [[1700|Arcane Blast]] does mitigate this somewhat, as do wands, but having more mana early is a boon.  At low levels it can be worthwhile to dump additional points into Harness Power. Once you reach your 20s or 30s and find yourself comfortable with your mana total you can simply stop training in [[Harness Power]] until your level catches up to your ranks.  Once that is done everything else should go into [[Spell Research]].&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
*Wizard and Major Elemental to 13&lt;br /&gt;
*Major Elemental and Minor Elemental until Major Elemental 18&lt;br /&gt;
*All Spell Research into Minor Elemental until 430 is unlocked&lt;br /&gt;
*Go back to Major to train it up to = Level&lt;br /&gt;
*Keep Major = Level, Try to get Minor Elemental = Level&lt;br /&gt;
*Any additional spell ranks go into wizard circle&lt;br /&gt;
&lt;br /&gt;
===Channeling===&lt;br /&gt;
&lt;br /&gt;
====Channeling Bolts====&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For how unchanneled bolts are assigned location, see [[Unaimed Body Location Assignment (saved post)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Channeling Warding Spells====&lt;br /&gt;
The spells [[Chromatic Circle (502)]] and [[Immolation (519)]] can gain a bonus from [[CHANNEL]].  &lt;br /&gt;
&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
===Runestaves vs. Shields===&lt;br /&gt;
&lt;br /&gt;
Runestaves make the Pure builds work, but before we had them we used shields.  It turns out that there are still pros and cons to using a shield over a runestaff.  Shields tend to offer higher DS totals over runestaves.  They also do not suffer from the possibility of being disarmed.  In contrast runestaves will certainly allow you to spend more points on magical skills.  Additionally you need to consider runestaff flares, which are designed purely with casters in mind.&lt;br /&gt;
&lt;br /&gt;
====Shield Benefits====&lt;br /&gt;
The first thing to remember about a shield is that you will get a flat +20 DS from using a shield before anything else is factored in.  When you explore the runestaff formula you will find that it takes a lot of magical ranks to make up even that 20 extra.  It is also worth noting that the stance modifier for parry DS (runestaves) in offensive stance is .2, compared to .5 for block DS in that stance.  What that means is that more shield DS survives stancing up and that is the stance you are most worried about being hit in.  Finally, we need to remember that one of the most dangerous things that can happen to a pure is having their runestaff disarmed and shields do not have that problem.&lt;br /&gt;
&lt;br /&gt;
The cost for a wizard of one rank of [[Shield Use]] is 13/0 and, considering a wizard is likely already converting PTPs to MTPs is more like 0/6.5, call it 7.  That is roughly the equivalent of 2 magical skills or 1/5 of an extra spell rank.  We already know the most DS per spell rank is wizard spells at 1.25 DS so 1/5 of that is &#039;&#039;&#039;.25 DS&#039;&#039;&#039;.  2 magical skills will increase your parry ranks by .2 per level, or roughly &#039;&#039;&#039;.06 DS&#039;&#039;&#039; per level in offensive stance.  The block DS formula is:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[((Shields Ranks + trunc(STR Bonus / 4) + trunc(DEX Bonus / 4)) x Size Modifier x Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant.  &lt;br /&gt;
&lt;br /&gt;
For ease of use we can just say our STR and DEX bonuses are 0 and using a medium shield.  So 1 rank of shield use would increase our total offensive DS by &#039;&#039;&#039;.5 DS&#039;&#039;&#039;.  It is also worth noting that it can be beneficial, depending on your STR and DEX bonuses, to train a single rank of [[Brawling]] to activate the parry DS formula with a shield.  If you have a strength bonus of 5, with an additional 15 from 509, and a dexterity bonus of 20 that 1 rank is worth 2.2 parry DS in offensive.  The best DS return you can get on your training point investment for just that single rank.  &lt;br /&gt;
&lt;br /&gt;
====Runestaff Benefits====&lt;br /&gt;
&lt;br /&gt;
There is no denying that there is a positive DS benefit to using a shield over a runestaff.  With that said, DS is not the only thing we care about.  There are multiple other factors to consider when making the decision about how to spend our valuable training points.  We care just as much about our offensive and utility capabilities.&lt;br /&gt;
&lt;br /&gt;
While the cost of 1 rank of shield use is worth far less in terms of DS for a spell rank or magical skills, that is not the only thing those points are gaining you.  One more spell rank might be worth roughly half of the equivalent TPs in shield rank DS but it is a spell rank.  Above all else it is another spell you can cast.  Beyond that it is more CS for that circle and potentially other circles.  It is also increased duration on your spells from that circle.  It represents other efficiency increases for spells in that circle.  At some points it could represent increased AS as well.  A spell rank is more than just the sum of its DS addition.&lt;br /&gt;
&lt;br /&gt;
In much the same way additional magical skills have their own value.  It is easy to discount 2 additional magical skills, say 1 rank each of MIU and AS as just .06 DS.  What cannot be discounted is what can be done with those skills.  In the example we are using that represents increased durations on spells that are used from magic items or scrolls.  Those skills also factor in to other important skills such as enchanting and recharging.  Depending on how they are using they could certainly provide more DS than using a shield ever would, along with AS, CS, TD, and tertiary benefits.&lt;br /&gt;
&lt;br /&gt;
As we can see the greatest benefit to using a runestaff is not having to waste any of our precious training points on anything that does not directly benefit our magical skills.  The other big factor is the multitude of abilities you can add to a runestaff.  The most common example is runestaff flares, which offer additional power to your spells.  Beyond that there are various combat scripts designed for runestaves that benefit the pure caster.  Rarely will a combat script designed for a shield provide anywhere near such a benefit.  These things need to be taken into consideration when choosing what to hold in your hands.&lt;br /&gt;
&lt;br /&gt;
Just remember that many creatures are all too happy to knock that thing out of your hand as well.&lt;br /&gt;
&lt;br /&gt;
=====Runestaves Formula Explained=====&lt;br /&gt;
Runestaves generate DS based on your total ranks in magical skills per level. Magical skills include:&amp;lt;br&amp;gt;&lt;br /&gt;
*Spell Research&lt;br /&gt;
*Spell Aiming&lt;br /&gt;
*Mana Controls&lt;br /&gt;
*Harness Power&lt;br /&gt;
*Lores&lt;br /&gt;
*Arcane Symbols&lt;br /&gt;
*Magic Item Use&lt;br /&gt;
&lt;br /&gt;
Runestaff defense uses the two-handed parry DS equation, including a flat stance adjustment, so you always get +50 DS regardless of ranks when in defensive versus offensive.  Since it uses the two-handed formula, you&#039;ll get 1:1 on Enchant added to DS.  &lt;br /&gt;
&lt;br /&gt;
The actual formula is: ((Parry Ranks + 10 + (STR Bonus/4) + (Dex Bonus/4)) * Stance Mod * 1.5 ) + Stance Bonus + Enchant Bonus&lt;br /&gt;
Note: Stance Modifier for Offensive is .2&lt;br /&gt;
&lt;br /&gt;
You gain Parry Ranks from training more magical skills. 8 ranks of magical skills per level is the equivalent of training 1x in two-handed weapons and a typical caster is expected to have between 10 and 11 magical ranks per level when using a runestaff.  Spell heavy builds will get more DS from their spells and typically are fine with anywhere from 6-8 ranks.  &lt;br /&gt;
&lt;br /&gt;
Example: If you&#039;re level 20, and have 160 ranks in magic skills, that&#039;s 8/level, or would yield 20 Parry Ranks.&lt;br /&gt;
If you were level 20, and had 180 ranks in magic skills, that&#039;s 9/level, and would yield 22 Parry Ranks.&lt;br /&gt;
&lt;br /&gt;
+2 ranks in parrying is quite small, especially considering the cost of those +20 magic skills could be as high as 40 MTPs, which could result in a spell rank.&lt;br /&gt;
&lt;br /&gt;
2 ranks of parry would yield .6 DS in offensive, whereas 1 rank in Major Elemental would yield .75 DS, and 1 rank in Wizard would yield 1.25 DS.&lt;br /&gt;
&lt;br /&gt;
Training specifically for Runestaff DS is not a recommended path.&lt;br /&gt;
&lt;br /&gt;
You can find more information on the [[Runestaff]] Page&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  This includes bolts and fire can be VERY effective against a warcamp full of trolls.  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which is essentially free mana when you have nothing else to do with stamina&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
Some of the intangibles can be nice for warmages, like blessing.  The ability to UAC without needing a bless can be helpful to the new subset of brawling warmages.&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. With the symbol of blessing, warmages can fight undead, and pures can both just spellcast. Undead are typically pretty easy targets to hunt relative to other critters at like levels, so you&#039;ll find yourself hunting a lot of them. &lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
*[[Charge Item (517)]] and the [[Charge Item (guide)]]:  Provide great information on maximizing the wizard&#039;s ability to charge magical items.&lt;br /&gt;
*[[Call Familiar (920)]]:  A familiar is an integral part of the wizarding experience.  This will give you the basic background info for how to use one of the most coveted spells in Elanthia.&lt;br /&gt;
*[[Enchant Item (925)]]:  The resource to learn everything necessary to enchant weapons and armor.  Also [[Research:Enchant (925) Formula‎‎]] provides some great player research into the mechanics behind Enchant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118348</id>
		<title>Comprehensive Wizard Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118348"/>
		<updated>2019-08-02T02:58:41Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* Melee Warmages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Issalya portrait.jpg]]&lt;br /&gt;
| name = Lady Issalya Valdarien Illistim&lt;br /&gt;
| type = [[Elemental]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]]&amp;lt;br /&amp;gt;[[Major Elemental]]&amp;lt;br /&amp;gt;[[Wizard Base]]&lt;br /&gt;
| prime = [[Aura]], [[Logic]]&lt;br /&gt;
| mana = [[Aura]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  =  14 / 0 | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 14 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 8 / 2   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 10 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 8 / 0   | PFranks  = 1&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 1   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 1   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 2 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 4   | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0 / 15  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 15  | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 6   | ELranks  = 2&lt;br /&gt;
  | SpLcost = 0 / 20  | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 10  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20  | MLranks  = 1&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 1&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 2 / 1   | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
{{otheruses4|the Wizard profession|the front end|Wizard (front end)}}&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
This guide is brought to you by members of the GS community from discussions via various forums, Discord chats and direct player input on gswiki.  It is ALWAYS open for contributions from the community.&amp;lt;br&amp;gt;&lt;br /&gt;
Last Upate:  2/9/2018&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;10&#039;&#039;&#039;||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-10||&#039;&#039;&#039;10&#039;&#039;&#039;||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR is Melee AS and Ranged RT.&amp;lt;br&amp;gt;&lt;br /&gt;
DEX is spell bolts and Ranged AS and Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
AGI is also a factor in Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura is Elemental CS.&lt;br /&gt;
&lt;br /&gt;
==Benefits of Dexterity==&lt;br /&gt;
A Ranged attack or Bolt spells uses [[Dexterity]] as an AS mod, but it is much more than that.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people do not realize that TRUNC(DEX Bonus/4) is added as phantom damage to attacks, when no crit weighting is present.  When calculating damage you take the damage factor, multiply by the endroll in excess of 100, and, depending on the damage versus the armor type, you get crits that provide extra damage. However, between those two steps, there is one additional calculation. Your DEX Bonus/4, rounded down is added as &amp;quot;phantom damage&amp;quot; when calculating what rank crit you get. This occurs in all AS based attacks, including melee, ranged, and spells. &lt;br /&gt;
&lt;br /&gt;
*Please note:  The DEX BONUS/4 is still commonly accepted as true, but there do appear to be abnormalities that don&#039;t make it uniformly applied.  This is still being tested to determine any potential limits.&lt;br /&gt;
&lt;br /&gt;
As an example of how this is applied we can take a simple cast of 901:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all know 901 has a terrible DF.  However, if a halfling with maxed DEX casts it, with their +40 DEX bonus, they get 10 phantom damage right off the bat. If they do adequate damage to obtain a Tier 1 crit, it will receive +10 phantom damage when calculating the crit. Since a substantial margin of the damage from 901 is based on the crit tier, this could significantly increase the damage.&lt;br /&gt;
&lt;br /&gt;
When it comes to racial selection this means Halflings are potentially the best race to select for bolting.  At least from a purely offensive point of view. With the second highest max DEX bonus, Dark Elves have a DEX bonus at +35 at 100, but since phantom damage is rounded down, they max at only +8 phantom damage, while halflings get +10 phantom Damage from their +40 max bonus. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s a wonderful example that Riltus provided, with a breakdown of the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You gesture at a dark orc.&amp;lt;br&amp;gt;&lt;br /&gt;
You hurl a small surge of electricity at a dark orc!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +212 vs DS: +39 with AvD: +22 + d100 roll: +68 = +263&amp;lt;br&amp;gt;&lt;br /&gt;
... and hit for 49 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 5 Crit w/25 damage&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard with 20 air lore and 34 Dex bonus (8 pts. crit weighting)&amp;lt;br&amp;gt;&lt;br /&gt;
901 DF: 0.133&amp;lt;br&amp;gt;&lt;br /&gt;
Lore DF bonus: 0.012&amp;lt;br&amp;gt;&lt;br /&gt;
Effective DF: 0.145&amp;lt;br&amp;gt;&lt;br /&gt;
Endroll success margin: 163&amp;lt;br&amp;gt;&lt;br /&gt;
Raw damage: 23.6 rounds up to 24&amp;lt;br&amp;gt;&lt;br /&gt;
Armor: double leather w/ 6 crit divisor&amp;lt;br&amp;gt;&lt;br /&gt;
Calc max crit w/o weighting: 24/6 = 4&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit damage: 25 (R5 chest)&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit: rank 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum Crit weighting for a rank 5 outcome: 6 pts. [(24 + 6)/6 = rank 5 crit] &lt;br /&gt;
&lt;br /&gt;
Without phantom damage, the maximum crit outcome would have been a tier 4 crit (only 20 damage), so that additional phantom damage for the crit roll ended up being an additional 5 real damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Warmages==&lt;br /&gt;
&#039;&#039;&#039;This information is incorrect, do not follow&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;s&amp;gt;Melee Warmages are mainly concerned about strength.  They need all the AS they can get relative to the other classes before the AS slowdown. AgiDex is less of a concern because, from an RT perspective if you are doing most melee builds, you should be able to swing anything in 6 seconds with any race. That is the RT needed to hit 1 second eventually. If your stats are placed for growth, and you are using a lance, AgiDex might be a concern in a few cases.  In that case just make sure you math it out before you get started, or swap to a faster polearm.&lt;br /&gt;
&lt;br /&gt;
The strongest races are:&lt;br /&gt;
&amp;lt;u&amp;gt;Giantman&amp;lt;/u&amp;gt;: +15 STR, but bolting suffers with a -5 DEX and CS takes a hit with a -5 Aura.  They do have a nice CON bonus at +10 and the best encumbrance factor of all races.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half-Krol&amp;lt;/u&amp;gt;: +10 STR, with no bonus or penalty on DEX or AURA.  They share the same +10 CON bonus as Giantmen, as well as a high encumbrance factor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarf&amp;lt;/u&amp;gt;: +10 STR, no DEX penalties but -5 to AGI and bad Aura at -10.  They have the highest CON bonus at +15.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Human&amp;lt;/u&amp;gt;: Only +5 STR, no modifiers to DEX, AGI or AURA.  Humans are the middle of the road race.&lt;br /&gt;
&lt;br /&gt;
It should be noted that these THW warmages races outlined above tend to be weak in DEX and Aura if you decide to swap builds after the AS slowdown. So you would find it very difficult to swap from a Racially maximized THW Warmage to a Pure or Ranged Warmage.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ranged Warmage==&lt;br /&gt;
Ranged Warmages primarily need 1 thing, [[Dexterity]]. Even a halfling with -15 STR mod can get to a STR bonus of +5 and fire an aimed longbow in 1 second. The following highlights strength mods because it can be a factor at lower levels and in the case that you decide to switch builds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Halflings&amp;lt;/u&amp;gt;: The winning race with +15 DEX, but a woeful -15 STR and -5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elf&amp;lt;/u&amp;gt;: +10 DEX, 0 STR, and +10 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +10 DEX, 0 STR and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burger Gnome&amp;lt;/u&amp;gt;: +10 Dex, with the same -15 STR as a halfling, but a +5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 DEX, 0 STR, and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half Elves&amp;lt;/u&amp;gt;: +5 Dex, 0 STR, 0 Aura. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Aelotoi&amp;lt;/u&amp;gt;: +5 DEX and 0 Aura like Half-Elves, but with -5 Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Forest Gnomes&amp;lt;/u&amp;gt;: +5 DEX, -10 Strength, and 0 Aura.&lt;br /&gt;
&lt;br /&gt;
==Pure Builds==&lt;br /&gt;
The emphasis here is on Aura, as our CS mod, because we already highlighted DEX in the Ranged section:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elves&amp;lt;/u&amp;gt;: +10 Aura, along with their +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burghal Gnomes&amp;lt;/u&amp;gt;: +5 AURA, also with +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 AURA as well but only +5 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +5 AURA too and with +10 DEX&lt;br /&gt;
&lt;br /&gt;
==Other Racial Factors==&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent wizard.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a halfling anyway because that DEX!&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Reduces swinging RT, maneuver penalties, and spell hindrance from wearing armor.&lt;br /&gt;
*[[Shield Use]] Generates DS when using a shield.&lt;br /&gt;
*Weapons Use Raises AS with a particular Weapon.&lt;br /&gt;
*[[Two Weapon Combat]] Ability to use two one-handed weapons.  It is prohibitively expensive for a wizard to train in.&lt;br /&gt;
*[[Combat Maneuvers]] +.5 Melee AS per rank. 1 CM Point per rank to use towards the limited list of combat maneuvers available to wizards!&lt;br /&gt;
*[[Multi-Opponent Combat]] Reduces Force-on-Force penalties for multiple opponents and adds 1 to the minimum ball-spell area effect per rank. &lt;br /&gt;
*[[Ambush]] Ability to aim physical attacks.  Improves ranged AS by .25 for every rank over 40.&lt;br /&gt;
*[[Physical Fitness]] HP total, stamina, factors into Maneuver defense&lt;br /&gt;
*[[Dodge]] Adds to evade DS but is prohibitively expensive for wizards.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Ability to use scrolls, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Magic Item Use]] Ability to use magic items such as wands, small statues and other imbeds, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Harness Power]] +3 Mana per rank up to your level, +1 mana per rank over level.&lt;br /&gt;
*[[Spell Aiming]] Adds to bolt AS in the same way weapons training adds to a physical AS.&lt;br /&gt;
*Mana Control: Allows sharing of mana with others, based on your skill in a specific mana control and theirs.  Also improves your mana regeneration rate.&lt;br /&gt;
*[[Spell Research]] Learn spells, improve effectiveness and duration.&lt;br /&gt;
*[[Elemental Lore]]: Various effects and improvements to specific elemental spells.  Other lores do not effect your native spells.&lt;br /&gt;
&lt;br /&gt;
==Elemental Lores==&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Lore]] Review offered a variety of new synergies between spells, and introduced a lot more than just DF bonuses on bolt spells.  The list below gives a general overview of which spells each lore effects and a general idea of how.  A more complete overview can be found in the [[Lore_chart|Lore Chart]].&lt;br /&gt;
&lt;br /&gt;
===Important Breakpoints===&lt;br /&gt;
*50 ranks in any lore gives the greatest Bolt DF benefit before diminishing returns on spells of that element, or .050 DF.&lt;br /&gt;
*100 combined ranks provide the greatest Bolt DF benefit before diminishing returns on dual element spells, or .050 DF.&lt;br /&gt;
*20 ranks in any lore gives the 518 specialization for that lore and 10 ranks each of two lores provides the specialization for dual lore specializations&lt;br /&gt;
*Arcane Circle spell EVOKES and Tonis Bolt:  &lt;br /&gt;
**20 Fire for 903 -&amp;gt; 1707&lt;br /&gt;
**20 Air for Tonis Bolt&lt;br /&gt;
**30 Water for 904 -&amp;gt; 1710&lt;br /&gt;
*55 or 60 air lore provides the majority of RT reduction from [[506|Celerity]] for a warmage&lt;br /&gt;
*[[514|Stone Fist]] Earth Lore at .5x for SLAP, 1.25x for CLENCH, and 2x for POUND&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Fire]]===&lt;br /&gt;
*[[413]]: Increases TD penalty by Seed 5 summation.&lt;br /&gt;
*[[415]]: Chance equal to [[Elemental Lore, Fire]] ranks/2 to strike an additional target in the room for 5 additional mana.&lt;br /&gt;
*[[417]]: 10 ranks unlocks a defensive spell from the target.  The chance is 10% +3% per every 10 ranks.  The mana drain is increased by skill/15.&lt;br /&gt;
*[[425]]: A percentage chance on a Seed 10 scale to increase the critical weighting of your next spell cast within 10 seconds.&lt;br /&gt;
*[[502]]: Fire Version - Provides a DS pushdown against fire spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks. &lt;br /&gt;
*[[513]]: Casting multiple bolts at the same target will increase AS by Seed 4 stacking up to +25 maximum.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Fire specification which uses [[906|Minor Fire]]&#039;s damage tables and lore bonuses.  10 ranks of Fire AND Water unlock Steam.&lt;br /&gt;
*[[519]]: Increases critical damage and damage cycles.&lt;br /&gt;
*[[903]]: 20 ranks unlocks [[Minor_Steam_(1707)|Minor Steam]] using EVOKE with this spell.&lt;br /&gt;
*[[906]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  &lt;br /&gt;
*[[908]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the fire version.&lt;br /&gt;
*[[925]]: 100 ranks unlocks the ability to enchant fire or steam flaring weapons.&lt;br /&gt;
*[[950]]: Increases AS of spells cast with 950 by 6 * Seed 10 summation and CS by 3/5 that amount.&lt;br /&gt;
*[[1707]] Increases DF by .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Fire====&lt;br /&gt;
&lt;br /&gt;
The only major discreet breakpoint for fire lore is 20 ranks for EVOKE on [[903|Minor Water]] for [[1707|Minor Steam]], the best damage to mana ratio bolt spell.  The other important bonuses are scaling.&lt;br /&gt;
&lt;br /&gt;
519 bonuses are two fold: &lt;br /&gt;
*Chance of incineration on warding margins 50 or higher = Seed 1 summation (Fire Lore ranks -10)/2 &lt;br /&gt;
*And Ranks / 1.5 % chance of an extra damage cycle. (100% at 150 ranks)&lt;br /&gt;
&lt;br /&gt;
The 513 AS bonus maxes out at +25. This makes some seed values appear more beneficial than others. Because going from +5 AS per bolt to +6 AS per bolt will still require 5 bolts to max out the benefit of +25 AS that +1 AS might be less substantial.  The number of bolts needed to cap the bonus is below:&lt;br /&gt;
*+1 per bolt: 25 casts to cap&lt;br /&gt;
*+2 per bolt: 13 casts to cap&lt;br /&gt;
*+3 per bolt: 9 bolts to cap&lt;br /&gt;
*+4 per bolt: 7 bolts to cap&lt;br /&gt;
*+5 per bolt: 5 bolts to cap&lt;br /&gt;
*+6 per bolt: 5 bolts to cap&lt;br /&gt;
*+7 per bolt: 4 bolts to cap&lt;br /&gt;
*+9 per bolt: 3 bolts to cap&lt;br /&gt;
*+13 per bolt: 2 bolts to cap&lt;br /&gt;
*Benefit maxes at +19, always 2 bolts to cap the benefit.&lt;br /&gt;
*This mechanic of the +25 max, paired with a Summation Seed 4 for benefit ends up producing two forms of diminishing returns. The difference between 72 ranks of fire lore for +9 per bolt (3 to cap), and 130 ranks for +13 per bolt (2 to cap) is substantial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
*[[402]]: Gives a chance to point out hidden targets based on ranks in [[Elemental Lore, Air]] versus the targets hide ranks.&lt;br /&gt;
*[[405]]: At 30 ranks can detect elemental flares and if an item is enhancive (but not what it enhances)&lt;br /&gt;
*[[410]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[435]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[502]]: Air/Lightning version - Provides a DS pushdown against air/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[504]]: Increases RT penalty by 1 at 24, 100, and 100 ranks.  Increases possible targets by 1 per 20 ranks.&lt;br /&gt;
*[[505]]: 20 ranks unlocks Tonis Bolt using EVOKE.  Increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[506]]: 50 ranks unlocks a group version with EVOKE.  Decreases the stamina cost of combat actions and improves RT reduction of utility actions.&lt;br /&gt;
*[[511]]: Increases maximum items by Seed 10 summation.&lt;br /&gt;
*[[515]]: Gives a percentage chance to provide a CHANNEL bonus to a spell without additional RT equal to Seed 1 summation.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Air specialization, which uses vacuum crits.  10 Air AND Water ranks unlocks Lightning specialization.&lt;br /&gt;
*[[535]]: -1% RT for every 5 ranks, max of 60%.&lt;br /&gt;
*[[550]]: Increases the amount of RT removed from negative effects by 1.5 * Seed 1 summation.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[911]]: Adds phantom [[Dodge]] ranks on a Seed 1 summation.&lt;br /&gt;
*[[912]]: Adds a 2% chance per Seed 5 summation to produce a vortex which causes RT for a random, ungrouped target at a regular interval.&lt;br /&gt;
*[[914]]: Reduces the summoning time and increases critical damage.&lt;br /&gt;
*[[916]]: 50 ranks unlocks a group version that lasts for 2 minutes using EVOKE.&lt;br /&gt;
*[[920]]: Decreases the time it takes a familiar to find a player-character.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant vacuum and lightning flaring items.&lt;br /&gt;
*[[950]]: Allows a chance to gain offensive CHANNEL benefits to the spells cast without the RT with a percentage chance equal to 5 * Seed 1 Summation.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Air====&lt;br /&gt;
&lt;br /&gt;
Arguably the greatest benefit to training air lore is Tonis Bolt at 20 ranks or the -1% RT from Celerity per 5 ranks, depending on your build. &lt;br /&gt;
&lt;br /&gt;
[[506|Celerity]] Breakpoints:&lt;br /&gt;
*Base 4 RT becomes 1 at 60 ranks&lt;br /&gt;
*Base 5 RT becomes 1 at 105 ranks&lt;br /&gt;
*Base 6 RT becomes 2 at 55 Ranks, 1 at 135 Ranks&lt;br /&gt;
*Base 7 RT becomes 3 at 20 Ranks, 2 at 90 Ranks, 1 at 160 ranks&lt;br /&gt;
*Base 8 RT becomes 3 at 55 ranks, 3 at 115 ranks, and 1 at 180 ranks&lt;br /&gt;
&lt;br /&gt;
After either 55 or 60 ranks in Air Lore, you receive a majority of the RT reduction bonuses. You also unlock all the major breakpoints for air lore:&lt;br /&gt;
Tonis Bolt&lt;br /&gt;
Group Casting 506 &lt;br /&gt;
410/435 Sphere&lt;br /&gt;
Flare detection on 405&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Water]]===&lt;br /&gt;
*[[403]]: Removes 1 point per Seed 10 summation of potential damage to a lockpick on a failed attempt.&lt;br /&gt;
*[[404]]: Reduces DISARM roundtime by 1 second per Seed 6 summation.&lt;br /&gt;
*[[407]]: Unsuccessful casts will corrode a lock, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[408]]: Unsuccessful casts will corrode a trap, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[410]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[416]]: Grants a percentage chance equal to Skill/4 to show Unlock and Disarm success messenging.&lt;br /&gt;
*[[418]]: Provides a +10 mana regeneration bonus for the caster.  This bonus will last a number of pulses equal to a Seed 10 summation.&lt;br /&gt;
*[[435]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[502]]: Water/Cold/Lightning version - Provides a DS pushdown against water/cold/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[512]]: Increases targets by 1 per Seed 5 summation.  Shatter chance on fully encased targets equal to Skill Bonus/3.  Converts [[903|Minor water]] cast at target to [[1709|Minor Cold]] for Seed 10 summation casts.&lt;br /&gt;
*[[515]]: Percentage chance to negate the cooldown when the spell ends equal to Seed 1 summation.&lt;br /&gt;
*[[516]]: Percentage chance equal to Seed 2 summation to drain an additional 20 mana.&lt;br /&gt;
*[[518]]: 20 ranks to unlock cold specialization, which uses [[1709|Minor Cold]] damage tables and lore bonuses and water specialization, which uses [[903|Minor water]]. 10 ranks + 10 Fire/Earth/Air unlocks Steam/Acid/Lightning.&lt;br /&gt;
*[[520]]: Water mode dispel cooldown reduced by Seed 1 summation seconds.&lt;br /&gt;
*[[550]]: 50 ranks unlocks an automatic [[410|Elemental Wave]] cast for free alongside Time Stop.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[903]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Increases the chance to soak a target by skill/2%.&lt;br /&gt;
*[[904]]: 30 ranks unlocks [[1710|Major Acid]] with EVOKE.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[907]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the cold version.&lt;br /&gt;
*[[920]]: 50 ranks unlocks the ability to set an anchor on an earthnode.&lt;br /&gt;
*[[925]]: Allows storing of a mana pool for infusing tempering potions at a rate of 1 point on a Seed 5 summation for every 30 XP absorbed, starting at 5 ranks.  100 ranks unlocks enchanting Cold/Acid/Lightning/Steam flaring items.&lt;br /&gt;
*[[1707]]: Combined Fire and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[1709]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that. &lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Water====&lt;br /&gt;
&lt;br /&gt;
Water lore has very little in the way of discreet breakpoints.  Five ranks unlocks the ability to store mana for [[925|Enchant Item]], an important benefit for minimal investment. 30 ranks will allow the use of [[1710|Major Acid]] with 904 and 50 ranks will provide the ability to set an anchor for your familiar and have an automatic [[410|Elemental Wave]] when you cast [[550|Time Stop]].  While interesting these benefits are not build defining. &lt;br /&gt;
&lt;br /&gt;
The largest benefit of water lore is its diversity.  Water lore provides bonuses to the DFs for a startling number of bolts.  This includes 901, 903, 904, 907, 910, 1707, 1709, and 1710.  It also lends itself to a variety of modes for 518.  This combines with the utility aspects to make water lore an interesting lore for a generalist wizard.&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Earth]]===&lt;br /&gt;
*[[412]]: Increases max targets of the open version by 1 per 20 ranks.&lt;br /&gt;
*[[414]]: 25 ranks unlocks a 5% + 1% per 20 additional ranks chance to block a single AS/DS attack when wearing all three elemental defenses.  &lt;br /&gt;
*[[430]]: Gives a percentage chance equal to Seed 10 summation to gain +10 critical padding for a single attack.&lt;br /&gt;
*[[502]]: Earth version - Provides a DS pushdown against impact spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[503]]: Gives a percentage chance equal to Seed 10 summation to gain +20 DS against an attack.&lt;br /&gt;
*[[507]]: 15 ranks unlocks bolt redirection ability with a chance of 5% + 1% / 10 additional ranks.  Redirected bolts strike at a random enemy target with a -20 AS penalty.&lt;br /&gt;
*[[508]]: 25 ranks unlocks a 5% + 1% per additional 10 ranks chance to increase TD by 20 against a single warding spell.&lt;br /&gt;
*[[509]]: Provides a self-cast additional AS bonus equal to Seed 4 summation.&lt;br /&gt;
*[[510]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
*[[514]]: Unlocks additional commands at training breakpoints:  SLAP - .5x, CLENCH - 1.25x, POUND - 2x.&lt;br /&gt;
*[[518]]: 20 ranks to unlock earth specialization, which uses [[510|Hurl Boulder]] damage and lore benefits.  10 ranks + 10 water lore ranks to unlock acid specialization.&lt;br /&gt;
*[[520]]: Earth mode stun shield provides additional padding ranks equal to a Seed 3 summation.&lt;br /&gt;
*[[550]]: Increases uses per day by 1 at 40, 115, and 190 ranks.&lt;br /&gt;
*[[902]]: Increases the enhancive weapon skill bonus by 1 per Seed 7 summation.&lt;br /&gt;
*[[904]]: 10 ranks unlocks an acid burn ability at a rate of 25 + truncated(Skill Bonus/4)%.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[905]]: Provides an additional 1 DS per Seed 5 summation.&lt;br /&gt;
*[[909]]: Increases the E/B/P penalty by 1 per Seed 4 summation / 2.  Increases charges of the EVOKE version by 1 at 20, 50, 90, 150, and 200 ranks.&lt;br /&gt;
*[[914]]: Increases critical damage.&lt;br /&gt;
*[[917]]: Gives a percentage of the damage bonus provided by a stunned/prone target to all cycles after the initial strike equal to (100 * Ranks / 202)%.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant earth or acid flaring items.&lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Earth====&lt;br /&gt;
&lt;br /&gt;
Earth lore has a few important discreet breakpoints to consider.  One is the additional charges on the evoked version of [[909|Tremors]] at 20, 50, 90, 150, and 200 ranks.  Another is the added uses per day of [[550|Time Stop]] at 40, 115, and 190 ranks respectively.  Finally there is the acid burn effect on [[904|Minor Acid]] which turns on at 10 ranks and improves from there.  &lt;br /&gt;
&lt;br /&gt;
With that in mind 50 ranks will net you:&lt;br /&gt;
+2 charges of EVOKE 909&lt;br /&gt;
+1 daily use of 550&lt;br /&gt;
62% chance of acid burn on 904&lt;br /&gt;
25% of the stunned/prone bonus on 917&lt;br /&gt;
&lt;br /&gt;
The major outlier here is [[514|Stone Fist]].  Only a dedicated earth mage will get to make any real use of the additional commands that hold most of this spells power.  At 50 ranks you would be able to reasonably use SLAP but the spell likely is not worth using without at least CLENCH, if not POUND.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runes==&lt;br /&gt;
Wizards have access to learning three runes:&lt;br /&gt;
*After learning 930, a wizard can learn the &amp;quot;Gate&amp;quot; Rune.  Applying this on a runestone and holding the runestone while you cast decreases failure chances.&lt;br /&gt;
*A wizard who knows it can teach another the &amp;quot;Binding&amp;quot; Rune.  This will allow the wizard to trap their familiar type in an amulet that can be purchase from the wizard guild.  Holding this when casting 920 guarantees that type of critter. (i.e.  cats)&lt;br /&gt;
*The Wy&#039;Zio is used to unlearn unique runes.  Which currently means nothing to wizards.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY wizard:&lt;br /&gt;
*2x [[Spell Research]]: As a pure you should, at minimum, be training 2 spell ranks per level. (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]]: Harness power, at level, provides 3 mana per training (0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]]: Mana regeneration, Multi-cast, Spellup, and benefits to many spells. (0/4)&lt;br /&gt;
*1x [[Physical Fitness]]: Combat Maneuvers Defense and health (8/0)&lt;br /&gt;
*1x [[Perception]]: Maneuver defense, getting around. (0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
[[Armor Use]] &lt;br /&gt;
*4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
*15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
*35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
==The Archer Mage==&lt;br /&gt;
&lt;br /&gt;
===Why Archery?===&lt;br /&gt;
Wizards main attack are magical bolts. This puts a high emphasis on [[Dexterity]].  Archery offers an alternative method for attack that relies on the same [[Dexterity]] bonus.  It also offers a cost-effective way to max out your weapon enchant bonus and is not largely impacted by encumbrance. With [[506|Celerity]] you can easily produce a hail of arrows.&lt;br /&gt;
&lt;br /&gt;
The strength of the build is maximization of all enhancive spells.  [[509|Strength]] applies towards RT reduction alongside [[506|Celerity]]. Due to these spells it is quite easy to hit a 1 second RT with a longbow, while aiming. Furthermore, the focus on [[Dexterity]] allows an Archer Mage can make full use of classic Wizard Bolt Spells as well. Having two viable attack options opens up a lot of potential creatures to hunt.&lt;br /&gt;
&lt;br /&gt;
In addition [[404|Disarm Enhancement]] provides a pseudo-bonus to [[Perception]] when it comes to AIMing ranged attacks.  Even if Wizards are not the best aimers, 404 is easy to stack up with 515, and every little bit helps.&lt;br /&gt;
&lt;br /&gt;
===Training for Archery===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Ranged Weapons]] (14/3)&lt;br /&gt;
*+1x [[Perception]] (2x total) (0/6)&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
**+(20/12)&lt;br /&gt;
**=28/47 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]: 66 ranks If you&#039;re a small race, like a halfling, gnome, etc. 55 ranks if you&#039;re a race with a higher STR bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&amp;lt;br&amp;gt;&lt;br /&gt;
*25 ranks of [[Elemental Lore, Earth]] for bonus AS and some defensive benefits.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
Additional [[Spell Research]] is the best way to improve your stance offensive DS.&lt;br /&gt;
&lt;br /&gt;
===Post Cap Goals===&lt;br /&gt;
*3x [[Spell Research]]. More DS, more AS/CS for spells, better enchanting capabilities.&lt;br /&gt;
*1x [[Ambushing]]. 100 ranks of Ambush will net you 15 AS. AS bonus = ((ranks -40)/4). This is INCREDIBLY expensive at (15/10) per rank for such a small AS boost. That is why it is not listed in core training. This will not assist aiming, as it only impacts aiming while hidden.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*All spheres to rank 2 at level 2&lt;br /&gt;
*Major Elemental &amp;amp; Wizard until Wizard=13&lt;br /&gt;
*Minor Elemental &amp;amp; Major Elemental until Major Elemental = 20 (13 wizard, 9 minor, 20 major)&lt;br /&gt;
*2x Minor Elemental until Minor Elemental = 31 (Should be level 31)&amp;lt;br&amp;gt;&lt;br /&gt;
*From there determine your target ranks of Major Elemental and Air Lore needed to minimize RT.&amp;lt;br&amp;gt;&lt;br /&gt;
**50 Ranks in MjE will unlock 550, a strong escape spell&amp;lt;br&amp;gt;&lt;br /&gt;
**75 Ranks of MnE will max out AS potential from 425&amp;lt;br&amp;gt;&lt;br /&gt;
**Wizard Circle will generate the most DS of any three circles&lt;br /&gt;
&lt;br /&gt;
===Combat Suggestions===&lt;br /&gt;
*Keep [[506|Celerity]] Up&lt;br /&gt;
*1 Creature and plenty of mana - 505 bolt until it falls prone -&amp;gt; Arrows.&lt;br /&gt;
*1 Creature and low on mana -  Arrows&lt;br /&gt;
*2 Creatures and plenty of mana -  410 -&amp;gt; Arrows&lt;br /&gt;
*2 Creatures and low on mana -&amp;gt; Arrows, carefully&lt;br /&gt;
*&amp;gt;2 Creatures 410 -&amp;gt; 518&lt;br /&gt;
*Undead - 901/903/904/906 are less hassle than finding a bless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Two Handed Mage==&lt;br /&gt;
1. Get a big weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Swing a big weapon really fast.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Profit!&amp;lt;br&amp;gt;&lt;br /&gt;
Two-Handed Mages can use Polearms or Two-Handed Weapons at the same TP cost. If you want to be a polearm mage, just make sure it is a two handed polearm.&lt;br /&gt;
&lt;br /&gt;
===Why a Two-Hander?===&lt;br /&gt;
The best defense is a good offense and in Gemstone IV a good offense often comes in the form of a giant weapon.  An even better offense comes in the form of a giant weapon swung with a 1 second RT.&lt;br /&gt;
Two Handers and Polearms have the highest Damage Factors out of any weapons in the game. Paired with the speed of [[506|Celerity]] this can be a devastating build.&lt;br /&gt;
&lt;br /&gt;
Two-Handers are a great way to level, especially early on when mana is tight. By the time your AS growth slows down you have the mana to keep [[506|Celerity]] going and speed yourself up.  As an added benefit this build is more interested in strength so you can pick your race appropriately.  No need to worry about picking up a smooth stone and being encumbered.&lt;br /&gt;
&lt;br /&gt;
===Training for Two-Handers===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Two-Handed Weapons]] or [[Polearms]] (14/3)&lt;br /&gt;
*1x [[Combat Maneuvers]] (12/8)&lt;br /&gt;
**+26/11&lt;br /&gt;
**=34/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]:  Typically 55 or 60 ranks but figure out what you need to swing your chosen weapon in 1 second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Earth]]:  You can consider getting 25 or 35 ranks to increase 902 and 509 potency.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Air]]:  Getting up to 55 ranks, if you needed less than that for the discrete training, will end up rounding advantageously for you.  See the lores section for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]]&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You could take armor up to Leather Breastplate, if not further. Warmages do not cast in combat nearly as much as Pures. The hindrance can be annoying but, overall, better AvD and crit divisor is worth it, as you are gonna be caught in offensive more.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
[[Elemental Lore, Earth]]. This is really the only other way to increase AS after you&#039;ve reached 75 ranks in Minor Elemental. There are huge diminishing returns after the first 25-35 ranks unfortunately.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*Start off with 2/2/2 at level 2&lt;br /&gt;
*Wizard &amp;amp; Major Elemental until at 11/11 (Level 11)  (Rank 11 yields bonuses from 503 and 507, also floating disk)&lt;br /&gt;
*Wizard &amp;amp; Minor Elemental until 13/4 (Level 13)&lt;br /&gt;
*2x Minor Elemental until 25 (Level 25)  You reach this a little before level 25 at full 2x spells&amp;lt;br&amp;gt;&lt;br /&gt;
From here there are some options:&amp;lt;br&amp;gt;&lt;br /&gt;
*Major Elemental to 51: If your RT without [[506|Celeity]] is 6 seconds, 51 ranks will produce an additional -1 RT, and take it down to 1 sec with [[506|Celerity]].&lt;br /&gt;
*Minor Elemental up to 75 to max out the AS contribution of 425.&lt;br /&gt;
*If DS is an issue the wizard circle generates the most DS of any circle, at 1.25 DS per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
As 513 no longer reduces melee AS, a melee warmage has a variety of options available.&lt;br /&gt;
&lt;br /&gt;
If you are attuned to air then at 25 ranks of air lore you can use a 1x weapon and e-blade it.  An e-bladed weapon can take advantage of the [[502|Chromatic Circle]] weakness effect. Plus it is cheaper than buying a 5x flaring weapon.&lt;br /&gt;
&lt;br /&gt;
Due to the low swinging AS, warmages need to utilize disablers like 505, 909, 912, or 410 as an opener to knock the critters down for the DS reduction.  Since you are training in CMANs, you will also have feint and some other options available to you as an opener later on in life.  If you are attuned to air (or earth with enough earth lore), and are wielding an e-bladed weapon, you can start off with a 502 before your opener to further reduce your target&#039;s DS.  Beyond that you want to simply keep [[506|Celerity]] up and hack away at things.&lt;br /&gt;
&lt;br /&gt;
Remember that you do still have a full litany of spells available to you if you while hunting.  Your Bolt AS will not be bad as a Warmage, assuming you choose to train in Spell Aiming.  It is viable for hunting, and is a perfect way to deal with undead in areas such as Wyneb or Maaghara in Ta&#039;Illistim, where they are mixed in with living creatures.  Just use your magic against the undead, and swing your weapon against the living.&lt;br /&gt;
&lt;br /&gt;
==Warmage AS Slowdown==&lt;br /&gt;
Non-pure builds tend to slow down in the later levels.  Mathematically, a warmage&#039;s AS is going to fall behind other swingers eventually. An archer or two-hander needs to train Weapon Training and either 1x CM or 2x perception.  That will grant 1.5 AS per level in later levels. That is a 1 AS per level deficit compared to a semi or square who trains 1x in CM and can 2x their weapon. Warmages have two tools to assist in bridging the gap: 425 and 509.  Meanwhile a ranger has Phoen&#039;s Strength.  With that in mind here is a comparison between a warmage and ranger.&lt;br /&gt;
&lt;br /&gt;
Since 425&#039;s potency is .5/level, that still puts a warmage at a .5 AS per level deficit compared to a ranger. &lt;br /&gt;
*At level 20, a warmage is 15 AS below a ranger (15 (509) -20 - 10 (606)) -15. &lt;br /&gt;
*At 25, a warmage actually gets ahead of a ranger (15-25-10+25) by +5 AS due to 425. &lt;br /&gt;
*At level 75,  it is still pretty close at (75 - 15 + 10 - 50) -20 AS, but 425 potency is maxed out.&lt;br /&gt;
*At level 80, the warmage is behind by (80-15+10-50) -25 AS.&lt;br /&gt;
*New to cap, a warmage is at -45 AS compared to a ranger.&lt;br /&gt;
&lt;br /&gt;
The only way to make up this disparity is through proper use of disablers.  Even then, the ranger is going to have similar skills available.  What they will never have is a 1 second RT to take full advantage.  The warmage will probably never hit as hard but they will hit anywhere from 3 to 6 times more often.&lt;br /&gt;
&lt;br /&gt;
==The Pure Mage==&lt;br /&gt;
&lt;br /&gt;
To put this simply, you get to hurl balls of fire at your enemies and burn them to cinders.  Wizards are the masters of elemental magic and bolting.  When you have access to some of the most powerful spells in Elanthia why would you ever want to pick up a weapon?  Wizards might have the second-to-worst melee AS in the game but their bolting AS is second to none.  A well trained wizard is a magical powerhouse that can tangle with the toughest creatures in the game and come out laughing.&lt;br /&gt;
&lt;br /&gt;
===Training for a Pure===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/1)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/1)&lt;br /&gt;
*1x [[Elemental Lore]] (0/6)  Which type depends on your choices.&lt;br /&gt;
**Additional TP cost of (6/11)&lt;br /&gt;
**=14/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Optional Training for a Pure&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x in [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained pure mage is a well trained pure mage with a ton of outside spells.  Beyond that they help with some utility skills like enchanting and recharging.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some wizards choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
At low levels, returns from additional ranks of harness power are more substantial. Gaining 1 more mana when you have a max pool of 30 is proportionally much better than getting that same 1 mana when you have a pool of 300. A low level pure wizard&#039;s biggest stumbling block is the lack of mana.  [[1700|Arcane Blast]] does mitigate this somewhat, as do wands, but having more mana early is a boon.  At low levels it can be worthwhile to dump additional points into Harness Power. Once you reach your 20s or 30s and find yourself comfortable with your mana total you can simply stop training in [[Harness Power]] until your level catches up to your ranks.  Once that is done everything else should go into [[Spell Research]].&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
*Wizard and Major Elemental to 13&lt;br /&gt;
*Major Elemental and Minor Elemental until Major Elemental 18&lt;br /&gt;
*All Spell Research into Minor Elemental until 430 is unlocked&lt;br /&gt;
*Go back to Major to train it up to = Level&lt;br /&gt;
*Keep Major = Level, Try to get Minor Elemental = Level&lt;br /&gt;
*Any additional spell ranks go into wizard circle&lt;br /&gt;
&lt;br /&gt;
===Channeling===&lt;br /&gt;
&lt;br /&gt;
====Channeling Bolts====&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For how unchanneled bolts are assigned location, see [[Unaimed Body Location Assignment (saved post)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Channeling Warding Spells====&lt;br /&gt;
The spells [[Chromatic Circle (502)]] and [[Immolation (519)]] can gain a bonus from [[CHANNEL]].  &lt;br /&gt;
&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
===Runestaves vs. Shields===&lt;br /&gt;
&lt;br /&gt;
Runestaves make the Pure builds work, but before we had them we used shields.  It turns out that there are still pros and cons to using a shield over a runestaff.  Shields tend to offer higher DS totals over runestaves.  They also do not suffer from the possibility of being disarmed.  In contrast runestaves will certainly allow you to spend more points on magical skills.  Additionally you need to consider runestaff flares, which are designed purely with casters in mind.&lt;br /&gt;
&lt;br /&gt;
====Shield Benefits====&lt;br /&gt;
The first thing to remember about a shield is that you will get a flat +20 DS from using a shield before anything else is factored in.  When you explore the runestaff formula you will find that it takes a lot of magical ranks to make up even that 20 extra.  It is also worth noting that the stance modifier for parry DS (runestaves) in offensive stance is .2, compared to .5 for block DS in that stance.  What that means is that more shield DS survives stancing up and that is the stance you are most worried about being hit in.  Finally, we need to remember that one of the most dangerous things that can happen to a pure is having their runestaff disarmed and shields do not have that problem.&lt;br /&gt;
&lt;br /&gt;
The cost for a wizard of one rank of [[Shield Use]] is 13/0 and, considering a wizard is likely already converting PTPs to MTPs is more like 0/6.5, call it 7.  That is roughly the equivalent of 2 magical skills or 1/5 of an extra spell rank.  We already know the most DS per spell rank is wizard spells at 1.25 DS so 1/5 of that is &#039;&#039;&#039;.25 DS&#039;&#039;&#039;.  2 magical skills will increase your parry ranks by .2 per level, or roughly &#039;&#039;&#039;.06 DS&#039;&#039;&#039; per level in offensive stance.  The block DS formula is:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[((Shields Ranks + trunc(STR Bonus / 4) + trunc(DEX Bonus / 4)) x Size Modifier x Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant.  &lt;br /&gt;
&lt;br /&gt;
For ease of use we can just say our STR and DEX bonuses are 0 and using a medium shield.  So 1 rank of shield use would increase our total offensive DS by &#039;&#039;&#039;.5 DS&#039;&#039;&#039;.  It is also worth noting that it can be beneficial, depending on your STR and DEX bonuses, to train a single rank of [[Brawling]] to activate the parry DS formula with a shield.  If you have a strength bonus of 5, with an additional 15 from 509, and a dexterity bonus of 20 that 1 rank is worth 2.2 parry DS in offensive.  The best DS return you can get on your training point investment for just that single rank.  &lt;br /&gt;
&lt;br /&gt;
====Runestaff Benefits====&lt;br /&gt;
&lt;br /&gt;
There is no denying that there is a positive DS benefit to using a shield over a runestaff.  With that said, DS is not the only thing we care about.  There are multiple other factors to consider when making the decision about how to spend our valuable training points.  We care just as much about our offensive and utility capabilities.&lt;br /&gt;
&lt;br /&gt;
While the cost of 1 rank of shield use is worth far less in terms of DS for a spell rank or magical skills, that is not the only thing those points are gaining you.  One more spell rank might be worth roughly half of the equivalent TPs in shield rank DS but it is a spell rank.  Above all else it is another spell you can cast.  Beyond that it is more CS for that circle and potentially other circles.  It is also increased duration on your spells from that circle.  It represents other efficiency increases for spells in that circle.  At some points it could represent increased AS as well.  A spell rank is more than just the sum of its DS addition.&lt;br /&gt;
&lt;br /&gt;
In much the same way additional magical skills have their own value.  It is easy to discount 2 additional magical skills, say 1 rank each of MIU and AS as just .06 DS.  What cannot be discounted is what can be done with those skills.  In the example we are using that represents increased durations on spells that are used from magic items or scrolls.  Those skills also factor in to other important skills such as enchanting and recharging.  Depending on how they are using they could certainly provide more DS than using a shield ever would, along with AS, CS, TD, and tertiary benefits.&lt;br /&gt;
&lt;br /&gt;
As we can see the greatest benefit to using a runestaff is not having to waste any of our precious training points on anything that does not directly benefit our magical skills.  The other big factor is the multitude of abilities you can add to a runestaff.  The most common example is runestaff flares, which offer additional power to your spells.  Beyond that there are various combat scripts designed for runestaves that benefit the pure caster.  Rarely will a combat script designed for a shield provide anywhere near such a benefit.  These things need to be taken into consideration when choosing what to hold in your hands.&lt;br /&gt;
&lt;br /&gt;
Just remember that many creatures are all too happy to knock that thing out of your hand as well.&lt;br /&gt;
&lt;br /&gt;
=====Runestaves Formula Explained=====&lt;br /&gt;
Runestaves generate DS based on your total ranks in magical skills per level. Magical skills include:&amp;lt;br&amp;gt;&lt;br /&gt;
*Spell Research&lt;br /&gt;
*Spell Aiming&lt;br /&gt;
*Mana Controls&lt;br /&gt;
*Harness Power&lt;br /&gt;
*Lores&lt;br /&gt;
*Arcane Symbols&lt;br /&gt;
*Magic Item Use&lt;br /&gt;
&lt;br /&gt;
Runestaff defense uses the two-handed parry DS equation, including a flat stance adjustment, so you always get +50 DS regardless of ranks when in defensive versus offensive.  Since it uses the two-handed formula, you&#039;ll get 1:1 on Enchant added to DS.  &lt;br /&gt;
&lt;br /&gt;
The actual formula is: ((Parry Ranks + 10 + (STR Bonus/4) + (Dex Bonus/4)) * Stance Mod * 1.5 ) + Stance Bonus + Enchant Bonus&lt;br /&gt;
Note: Stance Modifier for Offensive is .2&lt;br /&gt;
&lt;br /&gt;
You gain Parry Ranks from training more magical skills. 8 ranks of magical skills per level is the equivalent of training 1x in two-handed weapons and a typical caster is expected to have between 10 and 11 magical ranks per level when using a runestaff.  Spell heavy builds will get more DS from their spells and typically are fine with anywhere from 6-8 ranks.  &lt;br /&gt;
&lt;br /&gt;
Example: If you&#039;re level 20, and have 160 ranks in magic skills, that&#039;s 8/level, or would yield 20 Parry Ranks.&lt;br /&gt;
If you were level 20, and had 180 ranks in magic skills, that&#039;s 9/level, and would yield 22 Parry Ranks.&lt;br /&gt;
&lt;br /&gt;
+2 ranks in parrying is quite small, especially considering the cost of those +20 magic skills could be as high as 40 MTPs, which could result in a spell rank.&lt;br /&gt;
&lt;br /&gt;
2 ranks of parry would yield .6 DS in offensive, whereas 1 rank in Major Elemental would yield .75 DS, and 1 rank in Wizard would yield 1.25 DS.&lt;br /&gt;
&lt;br /&gt;
Training specifically for Runestaff DS is not a recommended path.&lt;br /&gt;
&lt;br /&gt;
You can find more information on the [[Runestaff]] Page&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  This includes bolts and fire can be VERY effective against a warcamp full of trolls.  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which is essentially free mana when you have nothing else to do with stamina&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
Some of the intangibles can be nice for warmages, like blessing.  The ability to UAC without needing a bless can be helpful to the new subset of brawling warmages.&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. With the symbol of blessing, warmages can fight undead, and pures can both just spellcast. Undead are typically pretty easy targets to hunt relative to other critters at like levels, so you&#039;ll find yourself hunting a lot of them. &lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
*[[Charge Item (517)]] and the [[Charge Item (guide)]]:  Provide great information on maximizing the wizard&#039;s ability to charge magical items.&lt;br /&gt;
*[[Call Familiar (920)]]:  A familiar is an integral part of the wizarding experience.  This will give you the basic background info for how to use one of the most coveted spells in Elanthia.&lt;br /&gt;
*[[Enchant Item (925)]]:  The resource to learn everything necessary to enchant weapons and armor.  Also [[Research:Enchant (925) Formula‎‎]] provides some great player research into the mechanics behind Enchant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118346</id>
		<title>Comprehensive Wizard Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118346"/>
		<updated>2019-08-02T02:58:09Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* Melee Warmages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Issalya portrait.jpg]]&lt;br /&gt;
| name = Lady Issalya Valdarien Illistim&lt;br /&gt;
| type = [[Elemental]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]]&amp;lt;br /&amp;gt;[[Major Elemental]]&amp;lt;br /&amp;gt;[[Wizard Base]]&lt;br /&gt;
| prime = [[Aura]], [[Logic]]&lt;br /&gt;
| mana = [[Aura]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  =  14 / 0 | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 14 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 8 / 2   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 10 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 8 / 0   | PFranks  = 1&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 1   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 1   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 2 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 4   | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0 / 15  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 15  | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 6   | ELranks  = 2&lt;br /&gt;
  | SpLcost = 0 / 20  | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 10  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20  | MLranks  = 1&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 1&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 2 / 1   | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
{{otheruses4|the Wizard profession|the front end|Wizard (front end)}}&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
This guide is brought to you by members of the GS community from discussions via various forums, Discord chats and direct player input on gswiki.  It is ALWAYS open for contributions from the community.&amp;lt;br&amp;gt;&lt;br /&gt;
Last Upate:  2/9/2018&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;10&#039;&#039;&#039;||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-10||&#039;&#039;&#039;10&#039;&#039;&#039;||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR is Melee AS and Ranged RT.&amp;lt;br&amp;gt;&lt;br /&gt;
DEX is spell bolts and Ranged AS and Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
AGI is also a factor in Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura is Elemental CS.&lt;br /&gt;
&lt;br /&gt;
==Benefits of Dexterity==&lt;br /&gt;
A Ranged attack or Bolt spells uses [[Dexterity]] as an AS mod, but it is much more than that.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people do not realize that TRUNC(DEX Bonus/4) is added as phantom damage to attacks, when no crit weighting is present.  When calculating damage you take the damage factor, multiply by the endroll in excess of 100, and, depending on the damage versus the armor type, you get crits that provide extra damage. However, between those two steps, there is one additional calculation. Your DEX Bonus/4, rounded down is added as &amp;quot;phantom damage&amp;quot; when calculating what rank crit you get. This occurs in all AS based attacks, including melee, ranged, and spells. &lt;br /&gt;
&lt;br /&gt;
*Please note:  The DEX BONUS/4 is still commonly accepted as true, but there do appear to be abnormalities that don&#039;t make it uniformly applied.  This is still being tested to determine any potential limits.&lt;br /&gt;
&lt;br /&gt;
As an example of how this is applied we can take a simple cast of 901:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all know 901 has a terrible DF.  However, if a halfling with maxed DEX casts it, with their +40 DEX bonus, they get 10 phantom damage right off the bat. If they do adequate damage to obtain a Tier 1 crit, it will receive +10 phantom damage when calculating the crit. Since a substantial margin of the damage from 901 is based on the crit tier, this could significantly increase the damage.&lt;br /&gt;
&lt;br /&gt;
When it comes to racial selection this means Halflings are potentially the best race to select for bolting.  At least from a purely offensive point of view. With the second highest max DEX bonus, Dark Elves have a DEX bonus at +35 at 100, but since phantom damage is rounded down, they max at only +8 phantom damage, while halflings get +10 phantom Damage from their +40 max bonus. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s a wonderful example that Riltus provided, with a breakdown of the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You gesture at a dark orc.&amp;lt;br&amp;gt;&lt;br /&gt;
You hurl a small surge of electricity at a dark orc!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +212 vs DS: +39 with AvD: +22 + d100 roll: +68 = +263&amp;lt;br&amp;gt;&lt;br /&gt;
... and hit for 49 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 5 Crit w/25 damage&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard with 20 air lore and 34 Dex bonus (8 pts. crit weighting)&amp;lt;br&amp;gt;&lt;br /&gt;
901 DF: 0.133&amp;lt;br&amp;gt;&lt;br /&gt;
Lore DF bonus: 0.012&amp;lt;br&amp;gt;&lt;br /&gt;
Effective DF: 0.145&amp;lt;br&amp;gt;&lt;br /&gt;
Endroll success margin: 163&amp;lt;br&amp;gt;&lt;br /&gt;
Raw damage: 23.6 rounds up to 24&amp;lt;br&amp;gt;&lt;br /&gt;
Armor: double leather w/ 6 crit divisor&amp;lt;br&amp;gt;&lt;br /&gt;
Calc max crit w/o weighting: 24/6 = 4&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit damage: 25 (R5 chest)&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit: rank 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum Crit weighting for a rank 5 outcome: 6 pts. [(24 + 6)/6 = rank 5 crit] &lt;br /&gt;
&lt;br /&gt;
Without phantom damage, the maximum crit outcome would have been a tier 4 crit (only 20 damage), so that additional phantom damage for the crit roll ended up being an additional 5 real damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Warmages==&lt;br /&gt;
&#039;&#039;&#039;This information is incorrect, do not follow&#039;&#039;&#039;&lt;br /&gt;
Melee Warmages are mainly concerned about strength.  They need all the AS they can get relative to the other classes before the AS slowdown. AgiDex is less of a concern because, from an RT perspective if you are doing most melee builds, you should be able to swing anything in 6 seconds with any race. That is the RT needed to hit 1 second eventually. If your stats are placed for growth, and you are using a lance, AgiDex might be a concern in a few cases.  In that case just make sure you math it out before you get started, or swap to a faster polearm.&lt;br /&gt;
&lt;br /&gt;
The strongest races are:&lt;br /&gt;
&amp;lt;u&amp;gt;Giantman&amp;lt;/u&amp;gt;: +15 STR, but bolting suffers with a -5 DEX and CS takes a hit with a -5 Aura.  They do have a nice CON bonus at +10 and the best encumbrance factor of all races.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half-Krol&amp;lt;/u&amp;gt;: +10 STR, with no bonus or penalty on DEX or AURA.  They share the same +10 CON bonus as Giantmen, as well as a high encumbrance factor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarf&amp;lt;/u&amp;gt;: +10 STR, no DEX penalties but -5 to AGI and bad Aura at -10.  They have the highest CON bonus at +15.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Human&amp;lt;/u&amp;gt;: Only +5 STR, no modifiers to DEX, AGI or AURA.  Humans are the middle of the road race.&lt;br /&gt;
&lt;br /&gt;
It should be noted that these THW warmages races outlined above tend to be weak in DEX and Aura if you decide to swap builds after the AS slowdown. So you would find it very difficult to swap from a Racially maximized THW Warmage to a Pure or Ranged Warmage.&lt;br /&gt;
&lt;br /&gt;
==Ranged Warmage==&lt;br /&gt;
Ranged Warmages primarily need 1 thing, [[Dexterity]]. Even a halfling with -15 STR mod can get to a STR bonus of +5 and fire an aimed longbow in 1 second. The following highlights strength mods because it can be a factor at lower levels and in the case that you decide to switch builds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Halflings&amp;lt;/u&amp;gt;: The winning race with +15 DEX, but a woeful -15 STR and -5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elf&amp;lt;/u&amp;gt;: +10 DEX, 0 STR, and +10 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +10 DEX, 0 STR and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burger Gnome&amp;lt;/u&amp;gt;: +10 Dex, with the same -15 STR as a halfling, but a +5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 DEX, 0 STR, and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half Elves&amp;lt;/u&amp;gt;: +5 Dex, 0 STR, 0 Aura. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Aelotoi&amp;lt;/u&amp;gt;: +5 DEX and 0 Aura like Half-Elves, but with -5 Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Forest Gnomes&amp;lt;/u&amp;gt;: +5 DEX, -10 Strength, and 0 Aura.&lt;br /&gt;
&lt;br /&gt;
==Pure Builds==&lt;br /&gt;
The emphasis here is on Aura, as our CS mod, because we already highlighted DEX in the Ranged section:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elves&amp;lt;/u&amp;gt;: +10 Aura, along with their +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burghal Gnomes&amp;lt;/u&amp;gt;: +5 AURA, also with +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 AURA as well but only +5 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +5 AURA too and with +10 DEX&lt;br /&gt;
&lt;br /&gt;
==Other Racial Factors==&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent wizard.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a halfling anyway because that DEX!&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Reduces swinging RT, maneuver penalties, and spell hindrance from wearing armor.&lt;br /&gt;
*[[Shield Use]] Generates DS when using a shield.&lt;br /&gt;
*Weapons Use Raises AS with a particular Weapon.&lt;br /&gt;
*[[Two Weapon Combat]] Ability to use two one-handed weapons.  It is prohibitively expensive for a wizard to train in.&lt;br /&gt;
*[[Combat Maneuvers]] +.5 Melee AS per rank. 1 CM Point per rank to use towards the limited list of combat maneuvers available to wizards!&lt;br /&gt;
*[[Multi-Opponent Combat]] Reduces Force-on-Force penalties for multiple opponents and adds 1 to the minimum ball-spell area effect per rank. &lt;br /&gt;
*[[Ambush]] Ability to aim physical attacks.  Improves ranged AS by .25 for every rank over 40.&lt;br /&gt;
*[[Physical Fitness]] HP total, stamina, factors into Maneuver defense&lt;br /&gt;
*[[Dodge]] Adds to evade DS but is prohibitively expensive for wizards.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Ability to use scrolls, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Magic Item Use]] Ability to use magic items such as wands, small statues and other imbeds, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Harness Power]] +3 Mana per rank up to your level, +1 mana per rank over level.&lt;br /&gt;
*[[Spell Aiming]] Adds to bolt AS in the same way weapons training adds to a physical AS.&lt;br /&gt;
*Mana Control: Allows sharing of mana with others, based on your skill in a specific mana control and theirs.  Also improves your mana regeneration rate.&lt;br /&gt;
*[[Spell Research]] Learn spells, improve effectiveness and duration.&lt;br /&gt;
*[[Elemental Lore]]: Various effects and improvements to specific elemental spells.  Other lores do not effect your native spells.&lt;br /&gt;
&lt;br /&gt;
==Elemental Lores==&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Lore]] Review offered a variety of new synergies between spells, and introduced a lot more than just DF bonuses on bolt spells.  The list below gives a general overview of which spells each lore effects and a general idea of how.  A more complete overview can be found in the [[Lore_chart|Lore Chart]].&lt;br /&gt;
&lt;br /&gt;
===Important Breakpoints===&lt;br /&gt;
*50 ranks in any lore gives the greatest Bolt DF benefit before diminishing returns on spells of that element, or .050 DF.&lt;br /&gt;
*100 combined ranks provide the greatest Bolt DF benefit before diminishing returns on dual element spells, or .050 DF.&lt;br /&gt;
*20 ranks in any lore gives the 518 specialization for that lore and 10 ranks each of two lores provides the specialization for dual lore specializations&lt;br /&gt;
*Arcane Circle spell EVOKES and Tonis Bolt:  &lt;br /&gt;
**20 Fire for 903 -&amp;gt; 1707&lt;br /&gt;
**20 Air for Tonis Bolt&lt;br /&gt;
**30 Water for 904 -&amp;gt; 1710&lt;br /&gt;
*55 or 60 air lore provides the majority of RT reduction from [[506|Celerity]] for a warmage&lt;br /&gt;
*[[514|Stone Fist]] Earth Lore at .5x for SLAP, 1.25x for CLENCH, and 2x for POUND&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Fire]]===&lt;br /&gt;
*[[413]]: Increases TD penalty by Seed 5 summation.&lt;br /&gt;
*[[415]]: Chance equal to [[Elemental Lore, Fire]] ranks/2 to strike an additional target in the room for 5 additional mana.&lt;br /&gt;
*[[417]]: 10 ranks unlocks a defensive spell from the target.  The chance is 10% +3% per every 10 ranks.  The mana drain is increased by skill/15.&lt;br /&gt;
*[[425]]: A percentage chance on a Seed 10 scale to increase the critical weighting of your next spell cast within 10 seconds.&lt;br /&gt;
*[[502]]: Fire Version - Provides a DS pushdown against fire spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks. &lt;br /&gt;
*[[513]]: Casting multiple bolts at the same target will increase AS by Seed 4 stacking up to +25 maximum.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Fire specification which uses [[906|Minor Fire]]&#039;s damage tables and lore bonuses.  10 ranks of Fire AND Water unlock Steam.&lt;br /&gt;
*[[519]]: Increases critical damage and damage cycles.&lt;br /&gt;
*[[903]]: 20 ranks unlocks [[Minor_Steam_(1707)|Minor Steam]] using EVOKE with this spell.&lt;br /&gt;
*[[906]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  &lt;br /&gt;
*[[908]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the fire version.&lt;br /&gt;
*[[925]]: 100 ranks unlocks the ability to enchant fire or steam flaring weapons.&lt;br /&gt;
*[[950]]: Increases AS of spells cast with 950 by 6 * Seed 10 summation and CS by 3/5 that amount.&lt;br /&gt;
*[[1707]] Increases DF by .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Fire====&lt;br /&gt;
&lt;br /&gt;
The only major discreet breakpoint for fire lore is 20 ranks for EVOKE on [[903|Minor Water]] for [[1707|Minor Steam]], the best damage to mana ratio bolt spell.  The other important bonuses are scaling.&lt;br /&gt;
&lt;br /&gt;
519 bonuses are two fold: &lt;br /&gt;
*Chance of incineration on warding margins 50 or higher = Seed 1 summation (Fire Lore ranks -10)/2 &lt;br /&gt;
*And Ranks / 1.5 % chance of an extra damage cycle. (100% at 150 ranks)&lt;br /&gt;
&lt;br /&gt;
The 513 AS bonus maxes out at +25. This makes some seed values appear more beneficial than others. Because going from +5 AS per bolt to +6 AS per bolt will still require 5 bolts to max out the benefit of +25 AS that +1 AS might be less substantial.  The number of bolts needed to cap the bonus is below:&lt;br /&gt;
*+1 per bolt: 25 casts to cap&lt;br /&gt;
*+2 per bolt: 13 casts to cap&lt;br /&gt;
*+3 per bolt: 9 bolts to cap&lt;br /&gt;
*+4 per bolt: 7 bolts to cap&lt;br /&gt;
*+5 per bolt: 5 bolts to cap&lt;br /&gt;
*+6 per bolt: 5 bolts to cap&lt;br /&gt;
*+7 per bolt: 4 bolts to cap&lt;br /&gt;
*+9 per bolt: 3 bolts to cap&lt;br /&gt;
*+13 per bolt: 2 bolts to cap&lt;br /&gt;
*Benefit maxes at +19, always 2 bolts to cap the benefit.&lt;br /&gt;
*This mechanic of the +25 max, paired with a Summation Seed 4 for benefit ends up producing two forms of diminishing returns. The difference between 72 ranks of fire lore for +9 per bolt (3 to cap), and 130 ranks for +13 per bolt (2 to cap) is substantial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
*[[402]]: Gives a chance to point out hidden targets based on ranks in [[Elemental Lore, Air]] versus the targets hide ranks.&lt;br /&gt;
*[[405]]: At 30 ranks can detect elemental flares and if an item is enhancive (but not what it enhances)&lt;br /&gt;
*[[410]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[435]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[502]]: Air/Lightning version - Provides a DS pushdown against air/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[504]]: Increases RT penalty by 1 at 24, 100, and 100 ranks.  Increases possible targets by 1 per 20 ranks.&lt;br /&gt;
*[[505]]: 20 ranks unlocks Tonis Bolt using EVOKE.  Increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[506]]: 50 ranks unlocks a group version with EVOKE.  Decreases the stamina cost of combat actions and improves RT reduction of utility actions.&lt;br /&gt;
*[[511]]: Increases maximum items by Seed 10 summation.&lt;br /&gt;
*[[515]]: Gives a percentage chance to provide a CHANNEL bonus to a spell without additional RT equal to Seed 1 summation.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Air specialization, which uses vacuum crits.  10 Air AND Water ranks unlocks Lightning specialization.&lt;br /&gt;
*[[535]]: -1% RT for every 5 ranks, max of 60%.&lt;br /&gt;
*[[550]]: Increases the amount of RT removed from negative effects by 1.5 * Seed 1 summation.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[911]]: Adds phantom [[Dodge]] ranks on a Seed 1 summation.&lt;br /&gt;
*[[912]]: Adds a 2% chance per Seed 5 summation to produce a vortex which causes RT for a random, ungrouped target at a regular interval.&lt;br /&gt;
*[[914]]: Reduces the summoning time and increases critical damage.&lt;br /&gt;
*[[916]]: 50 ranks unlocks a group version that lasts for 2 minutes using EVOKE.&lt;br /&gt;
*[[920]]: Decreases the time it takes a familiar to find a player-character.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant vacuum and lightning flaring items.&lt;br /&gt;
*[[950]]: Allows a chance to gain offensive CHANNEL benefits to the spells cast without the RT with a percentage chance equal to 5 * Seed 1 Summation.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Air====&lt;br /&gt;
&lt;br /&gt;
Arguably the greatest benefit to training air lore is Tonis Bolt at 20 ranks or the -1% RT from Celerity per 5 ranks, depending on your build. &lt;br /&gt;
&lt;br /&gt;
[[506|Celerity]] Breakpoints:&lt;br /&gt;
*Base 4 RT becomes 1 at 60 ranks&lt;br /&gt;
*Base 5 RT becomes 1 at 105 ranks&lt;br /&gt;
*Base 6 RT becomes 2 at 55 Ranks, 1 at 135 Ranks&lt;br /&gt;
*Base 7 RT becomes 3 at 20 Ranks, 2 at 90 Ranks, 1 at 160 ranks&lt;br /&gt;
*Base 8 RT becomes 3 at 55 ranks, 3 at 115 ranks, and 1 at 180 ranks&lt;br /&gt;
&lt;br /&gt;
After either 55 or 60 ranks in Air Lore, you receive a majority of the RT reduction bonuses. You also unlock all the major breakpoints for air lore:&lt;br /&gt;
Tonis Bolt&lt;br /&gt;
Group Casting 506 &lt;br /&gt;
410/435 Sphere&lt;br /&gt;
Flare detection on 405&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Water]]===&lt;br /&gt;
*[[403]]: Removes 1 point per Seed 10 summation of potential damage to a lockpick on a failed attempt.&lt;br /&gt;
*[[404]]: Reduces DISARM roundtime by 1 second per Seed 6 summation.&lt;br /&gt;
*[[407]]: Unsuccessful casts will corrode a lock, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[408]]: Unsuccessful casts will corrode a trap, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[410]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[416]]: Grants a percentage chance equal to Skill/4 to show Unlock and Disarm success messenging.&lt;br /&gt;
*[[418]]: Provides a +10 mana regeneration bonus for the caster.  This bonus will last a number of pulses equal to a Seed 10 summation.&lt;br /&gt;
*[[435]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[502]]: Water/Cold/Lightning version - Provides a DS pushdown against water/cold/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[512]]: Increases targets by 1 per Seed 5 summation.  Shatter chance on fully encased targets equal to Skill Bonus/3.  Converts [[903|Minor water]] cast at target to [[1709|Minor Cold]] for Seed 10 summation casts.&lt;br /&gt;
*[[515]]: Percentage chance to negate the cooldown when the spell ends equal to Seed 1 summation.&lt;br /&gt;
*[[516]]: Percentage chance equal to Seed 2 summation to drain an additional 20 mana.&lt;br /&gt;
*[[518]]: 20 ranks to unlock cold specialization, which uses [[1709|Minor Cold]] damage tables and lore bonuses and water specialization, which uses [[903|Minor water]]. 10 ranks + 10 Fire/Earth/Air unlocks Steam/Acid/Lightning.&lt;br /&gt;
*[[520]]: Water mode dispel cooldown reduced by Seed 1 summation seconds.&lt;br /&gt;
*[[550]]: 50 ranks unlocks an automatic [[410|Elemental Wave]] cast for free alongside Time Stop.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[903]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Increases the chance to soak a target by skill/2%.&lt;br /&gt;
*[[904]]: 30 ranks unlocks [[1710|Major Acid]] with EVOKE.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[907]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the cold version.&lt;br /&gt;
*[[920]]: 50 ranks unlocks the ability to set an anchor on an earthnode.&lt;br /&gt;
*[[925]]: Allows storing of a mana pool for infusing tempering potions at a rate of 1 point on a Seed 5 summation for every 30 XP absorbed, starting at 5 ranks.  100 ranks unlocks enchanting Cold/Acid/Lightning/Steam flaring items.&lt;br /&gt;
*[[1707]]: Combined Fire and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[1709]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that. &lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Water====&lt;br /&gt;
&lt;br /&gt;
Water lore has very little in the way of discreet breakpoints.  Five ranks unlocks the ability to store mana for [[925|Enchant Item]], an important benefit for minimal investment. 30 ranks will allow the use of [[1710|Major Acid]] with 904 and 50 ranks will provide the ability to set an anchor for your familiar and have an automatic [[410|Elemental Wave]] when you cast [[550|Time Stop]].  While interesting these benefits are not build defining. &lt;br /&gt;
&lt;br /&gt;
The largest benefit of water lore is its diversity.  Water lore provides bonuses to the DFs for a startling number of bolts.  This includes 901, 903, 904, 907, 910, 1707, 1709, and 1710.  It also lends itself to a variety of modes for 518.  This combines with the utility aspects to make water lore an interesting lore for a generalist wizard.&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Earth]]===&lt;br /&gt;
*[[412]]: Increases max targets of the open version by 1 per 20 ranks.&lt;br /&gt;
*[[414]]: 25 ranks unlocks a 5% + 1% per 20 additional ranks chance to block a single AS/DS attack when wearing all three elemental defenses.  &lt;br /&gt;
*[[430]]: Gives a percentage chance equal to Seed 10 summation to gain +10 critical padding for a single attack.&lt;br /&gt;
*[[502]]: Earth version - Provides a DS pushdown against impact spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[503]]: Gives a percentage chance equal to Seed 10 summation to gain +20 DS against an attack.&lt;br /&gt;
*[[507]]: 15 ranks unlocks bolt redirection ability with a chance of 5% + 1% / 10 additional ranks.  Redirected bolts strike at a random enemy target with a -20 AS penalty.&lt;br /&gt;
*[[508]]: 25 ranks unlocks a 5% + 1% per additional 10 ranks chance to increase TD by 20 against a single warding spell.&lt;br /&gt;
*[[509]]: Provides a self-cast additional AS bonus equal to Seed 4 summation.&lt;br /&gt;
*[[510]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
*[[514]]: Unlocks additional commands at training breakpoints:  SLAP - .5x, CLENCH - 1.25x, POUND - 2x.&lt;br /&gt;
*[[518]]: 20 ranks to unlock earth specialization, which uses [[510|Hurl Boulder]] damage and lore benefits.  10 ranks + 10 water lore ranks to unlock acid specialization.&lt;br /&gt;
*[[520]]: Earth mode stun shield provides additional padding ranks equal to a Seed 3 summation.&lt;br /&gt;
*[[550]]: Increases uses per day by 1 at 40, 115, and 190 ranks.&lt;br /&gt;
*[[902]]: Increases the enhancive weapon skill bonus by 1 per Seed 7 summation.&lt;br /&gt;
*[[904]]: 10 ranks unlocks an acid burn ability at a rate of 25 + truncated(Skill Bonus/4)%.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[905]]: Provides an additional 1 DS per Seed 5 summation.&lt;br /&gt;
*[[909]]: Increases the E/B/P penalty by 1 per Seed 4 summation / 2.  Increases charges of the EVOKE version by 1 at 20, 50, 90, 150, and 200 ranks.&lt;br /&gt;
*[[914]]: Increases critical damage.&lt;br /&gt;
*[[917]]: Gives a percentage of the damage bonus provided by a stunned/prone target to all cycles after the initial strike equal to (100 * Ranks / 202)%.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant earth or acid flaring items.&lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Earth====&lt;br /&gt;
&lt;br /&gt;
Earth lore has a few important discreet breakpoints to consider.  One is the additional charges on the evoked version of [[909|Tremors]] at 20, 50, 90, 150, and 200 ranks.  Another is the added uses per day of [[550|Time Stop]] at 40, 115, and 190 ranks respectively.  Finally there is the acid burn effect on [[904|Minor Acid]] which turns on at 10 ranks and improves from there.  &lt;br /&gt;
&lt;br /&gt;
With that in mind 50 ranks will net you:&lt;br /&gt;
+2 charges of EVOKE 909&lt;br /&gt;
+1 daily use of 550&lt;br /&gt;
62% chance of acid burn on 904&lt;br /&gt;
25% of the stunned/prone bonus on 917&lt;br /&gt;
&lt;br /&gt;
The major outlier here is [[514|Stone Fist]].  Only a dedicated earth mage will get to make any real use of the additional commands that hold most of this spells power.  At 50 ranks you would be able to reasonably use SLAP but the spell likely is not worth using without at least CLENCH, if not POUND.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runes==&lt;br /&gt;
Wizards have access to learning three runes:&lt;br /&gt;
*After learning 930, a wizard can learn the &amp;quot;Gate&amp;quot; Rune.  Applying this on a runestone and holding the runestone while you cast decreases failure chances.&lt;br /&gt;
*A wizard who knows it can teach another the &amp;quot;Binding&amp;quot; Rune.  This will allow the wizard to trap their familiar type in an amulet that can be purchase from the wizard guild.  Holding this when casting 920 guarantees that type of critter. (i.e.  cats)&lt;br /&gt;
*The Wy&#039;Zio is used to unlearn unique runes.  Which currently means nothing to wizards.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY wizard:&lt;br /&gt;
*2x [[Spell Research]]: As a pure you should, at minimum, be training 2 spell ranks per level. (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]]: Harness power, at level, provides 3 mana per training (0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]]: Mana regeneration, Multi-cast, Spellup, and benefits to many spells. (0/4)&lt;br /&gt;
*1x [[Physical Fitness]]: Combat Maneuvers Defense and health (8/0)&lt;br /&gt;
*1x [[Perception]]: Maneuver defense, getting around. (0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
[[Armor Use]] &lt;br /&gt;
*4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
*15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
*35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
==The Archer Mage==&lt;br /&gt;
&lt;br /&gt;
===Why Archery?===&lt;br /&gt;
Wizards main attack are magical bolts. This puts a high emphasis on [[Dexterity]].  Archery offers an alternative method for attack that relies on the same [[Dexterity]] bonus.  It also offers a cost-effective way to max out your weapon enchant bonus and is not largely impacted by encumbrance. With [[506|Celerity]] you can easily produce a hail of arrows.&lt;br /&gt;
&lt;br /&gt;
The strength of the build is maximization of all enhancive spells.  [[509|Strength]] applies towards RT reduction alongside [[506|Celerity]]. Due to these spells it is quite easy to hit a 1 second RT with a longbow, while aiming. Furthermore, the focus on [[Dexterity]] allows an Archer Mage can make full use of classic Wizard Bolt Spells as well. Having two viable attack options opens up a lot of potential creatures to hunt.&lt;br /&gt;
&lt;br /&gt;
In addition [[404|Disarm Enhancement]] provides a pseudo-bonus to [[Perception]] when it comes to AIMing ranged attacks.  Even if Wizards are not the best aimers, 404 is easy to stack up with 515, and every little bit helps.&lt;br /&gt;
&lt;br /&gt;
===Training for Archery===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Ranged Weapons]] (14/3)&lt;br /&gt;
*+1x [[Perception]] (2x total) (0/6)&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
**+(20/12)&lt;br /&gt;
**=28/47 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]: 66 ranks If you&#039;re a small race, like a halfling, gnome, etc. 55 ranks if you&#039;re a race with a higher STR bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&amp;lt;br&amp;gt;&lt;br /&gt;
*25 ranks of [[Elemental Lore, Earth]] for bonus AS and some defensive benefits.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
Additional [[Spell Research]] is the best way to improve your stance offensive DS.&lt;br /&gt;
&lt;br /&gt;
===Post Cap Goals===&lt;br /&gt;
*3x [[Spell Research]]. More DS, more AS/CS for spells, better enchanting capabilities.&lt;br /&gt;
*1x [[Ambushing]]. 100 ranks of Ambush will net you 15 AS. AS bonus = ((ranks -40)/4). This is INCREDIBLY expensive at (15/10) per rank for such a small AS boost. That is why it is not listed in core training. This will not assist aiming, as it only impacts aiming while hidden.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*All spheres to rank 2 at level 2&lt;br /&gt;
*Major Elemental &amp;amp; Wizard until Wizard=13&lt;br /&gt;
*Minor Elemental &amp;amp; Major Elemental until Major Elemental = 20 (13 wizard, 9 minor, 20 major)&lt;br /&gt;
*2x Minor Elemental until Minor Elemental = 31 (Should be level 31)&amp;lt;br&amp;gt;&lt;br /&gt;
*From there determine your target ranks of Major Elemental and Air Lore needed to minimize RT.&amp;lt;br&amp;gt;&lt;br /&gt;
**50 Ranks in MjE will unlock 550, a strong escape spell&amp;lt;br&amp;gt;&lt;br /&gt;
**75 Ranks of MnE will max out AS potential from 425&amp;lt;br&amp;gt;&lt;br /&gt;
**Wizard Circle will generate the most DS of any three circles&lt;br /&gt;
&lt;br /&gt;
===Combat Suggestions===&lt;br /&gt;
*Keep [[506|Celerity]] Up&lt;br /&gt;
*1 Creature and plenty of mana - 505 bolt until it falls prone -&amp;gt; Arrows.&lt;br /&gt;
*1 Creature and low on mana -  Arrows&lt;br /&gt;
*2 Creatures and plenty of mana -  410 -&amp;gt; Arrows&lt;br /&gt;
*2 Creatures and low on mana -&amp;gt; Arrows, carefully&lt;br /&gt;
*&amp;gt;2 Creatures 410 -&amp;gt; 518&lt;br /&gt;
*Undead - 901/903/904/906 are less hassle than finding a bless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Two Handed Mage==&lt;br /&gt;
1. Get a big weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Swing a big weapon really fast.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Profit!&amp;lt;br&amp;gt;&lt;br /&gt;
Two-Handed Mages can use Polearms or Two-Handed Weapons at the same TP cost. If you want to be a polearm mage, just make sure it is a two handed polearm.&lt;br /&gt;
&lt;br /&gt;
===Why a Two-Hander?===&lt;br /&gt;
The best defense is a good offense and in Gemstone IV a good offense often comes in the form of a giant weapon.  An even better offense comes in the form of a giant weapon swung with a 1 second RT.&lt;br /&gt;
Two Handers and Polearms have the highest Damage Factors out of any weapons in the game. Paired with the speed of [[506|Celerity]] this can be a devastating build.&lt;br /&gt;
&lt;br /&gt;
Two-Handers are a great way to level, especially early on when mana is tight. By the time your AS growth slows down you have the mana to keep [[506|Celerity]] going and speed yourself up.  As an added benefit this build is more interested in strength so you can pick your race appropriately.  No need to worry about picking up a smooth stone and being encumbered.&lt;br /&gt;
&lt;br /&gt;
===Training for Two-Handers===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Two-Handed Weapons]] or [[Polearms]] (14/3)&lt;br /&gt;
*1x [[Combat Maneuvers]] (12/8)&lt;br /&gt;
**+26/11&lt;br /&gt;
**=34/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]:  Typically 55 or 60 ranks but figure out what you need to swing your chosen weapon in 1 second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Earth]]:  You can consider getting 25 or 35 ranks to increase 902 and 509 potency.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Air]]:  Getting up to 55 ranks, if you needed less than that for the discrete training, will end up rounding advantageously for you.  See the lores section for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]]&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You could take armor up to Leather Breastplate, if not further. Warmages do not cast in combat nearly as much as Pures. The hindrance can be annoying but, overall, better AvD and crit divisor is worth it, as you are gonna be caught in offensive more.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
[[Elemental Lore, Earth]]. This is really the only other way to increase AS after you&#039;ve reached 75 ranks in Minor Elemental. There are huge diminishing returns after the first 25-35 ranks unfortunately.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*Start off with 2/2/2 at level 2&lt;br /&gt;
*Wizard &amp;amp; Major Elemental until at 11/11 (Level 11)  (Rank 11 yields bonuses from 503 and 507, also floating disk)&lt;br /&gt;
*Wizard &amp;amp; Minor Elemental until 13/4 (Level 13)&lt;br /&gt;
*2x Minor Elemental until 25 (Level 25)  You reach this a little before level 25 at full 2x spells&amp;lt;br&amp;gt;&lt;br /&gt;
From here there are some options:&amp;lt;br&amp;gt;&lt;br /&gt;
*Major Elemental to 51: If your RT without [[506|Celeity]] is 6 seconds, 51 ranks will produce an additional -1 RT, and take it down to 1 sec with [[506|Celerity]].&lt;br /&gt;
*Minor Elemental up to 75 to max out the AS contribution of 425.&lt;br /&gt;
*If DS is an issue the wizard circle generates the most DS of any circle, at 1.25 DS per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
As 513 no longer reduces melee AS, a melee warmage has a variety of options available.&lt;br /&gt;
&lt;br /&gt;
If you are attuned to air then at 25 ranks of air lore you can use a 1x weapon and e-blade it.  An e-bladed weapon can take advantage of the [[502|Chromatic Circle]] weakness effect. Plus it is cheaper than buying a 5x flaring weapon.&lt;br /&gt;
&lt;br /&gt;
Due to the low swinging AS, warmages need to utilize disablers like 505, 909, 912, or 410 as an opener to knock the critters down for the DS reduction.  Since you are training in CMANs, you will also have feint and some other options available to you as an opener later on in life.  If you are attuned to air (or earth with enough earth lore), and are wielding an e-bladed weapon, you can start off with a 502 before your opener to further reduce your target&#039;s DS.  Beyond that you want to simply keep [[506|Celerity]] up and hack away at things.&lt;br /&gt;
&lt;br /&gt;
Remember that you do still have a full litany of spells available to you if you while hunting.  Your Bolt AS will not be bad as a Warmage, assuming you choose to train in Spell Aiming.  It is viable for hunting, and is a perfect way to deal with undead in areas such as Wyneb or Maaghara in Ta&#039;Illistim, where they are mixed in with living creatures.  Just use your magic against the undead, and swing your weapon against the living.&lt;br /&gt;
&lt;br /&gt;
==Warmage AS Slowdown==&lt;br /&gt;
Non-pure builds tend to slow down in the later levels.  Mathematically, a warmage&#039;s AS is going to fall behind other swingers eventually. An archer or two-hander needs to train Weapon Training and either 1x CM or 2x perception.  That will grant 1.5 AS per level in later levels. That is a 1 AS per level deficit compared to a semi or square who trains 1x in CM and can 2x their weapon. Warmages have two tools to assist in bridging the gap: 425 and 509.  Meanwhile a ranger has Phoen&#039;s Strength.  With that in mind here is a comparison between a warmage and ranger.&lt;br /&gt;
&lt;br /&gt;
Since 425&#039;s potency is .5/level, that still puts a warmage at a .5 AS per level deficit compared to a ranger. &lt;br /&gt;
*At level 20, a warmage is 15 AS below a ranger (15 (509) -20 - 10 (606)) -15. &lt;br /&gt;
*At 25, a warmage actually gets ahead of a ranger (15-25-10+25) by +5 AS due to 425. &lt;br /&gt;
*At level 75,  it is still pretty close at (75 - 15 + 10 - 50) -20 AS, but 425 potency is maxed out.&lt;br /&gt;
*At level 80, the warmage is behind by (80-15+10-50) -25 AS.&lt;br /&gt;
*New to cap, a warmage is at -45 AS compared to a ranger.&lt;br /&gt;
&lt;br /&gt;
The only way to make up this disparity is through proper use of disablers.  Even then, the ranger is going to have similar skills available.  What they will never have is a 1 second RT to take full advantage.  The warmage will probably never hit as hard but they will hit anywhere from 3 to 6 times more often.&lt;br /&gt;
&lt;br /&gt;
==The Pure Mage==&lt;br /&gt;
&lt;br /&gt;
To put this simply, you get to hurl balls of fire at your enemies and burn them to cinders.  Wizards are the masters of elemental magic and bolting.  When you have access to some of the most powerful spells in Elanthia why would you ever want to pick up a weapon?  Wizards might have the second-to-worst melee AS in the game but their bolting AS is second to none.  A well trained wizard is a magical powerhouse that can tangle with the toughest creatures in the game and come out laughing.&lt;br /&gt;
&lt;br /&gt;
===Training for a Pure===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/1)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/1)&lt;br /&gt;
*1x [[Elemental Lore]] (0/6)  Which type depends on your choices.&lt;br /&gt;
**Additional TP cost of (6/11)&lt;br /&gt;
**=14/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Optional Training for a Pure&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x in [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained pure mage is a well trained pure mage with a ton of outside spells.  Beyond that they help with some utility skills like enchanting and recharging.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some wizards choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
At low levels, returns from additional ranks of harness power are more substantial. Gaining 1 more mana when you have a max pool of 30 is proportionally much better than getting that same 1 mana when you have a pool of 300. A low level pure wizard&#039;s biggest stumbling block is the lack of mana.  [[1700|Arcane Blast]] does mitigate this somewhat, as do wands, but having more mana early is a boon.  At low levels it can be worthwhile to dump additional points into Harness Power. Once you reach your 20s or 30s and find yourself comfortable with your mana total you can simply stop training in [[Harness Power]] until your level catches up to your ranks.  Once that is done everything else should go into [[Spell Research]].&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
*Wizard and Major Elemental to 13&lt;br /&gt;
*Major Elemental and Minor Elemental until Major Elemental 18&lt;br /&gt;
*All Spell Research into Minor Elemental until 430 is unlocked&lt;br /&gt;
*Go back to Major to train it up to = Level&lt;br /&gt;
*Keep Major = Level, Try to get Minor Elemental = Level&lt;br /&gt;
*Any additional spell ranks go into wizard circle&lt;br /&gt;
&lt;br /&gt;
===Channeling===&lt;br /&gt;
&lt;br /&gt;
====Channeling Bolts====&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For how unchanneled bolts are assigned location, see [[Unaimed Body Location Assignment (saved post)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Channeling Warding Spells====&lt;br /&gt;
The spells [[Chromatic Circle (502)]] and [[Immolation (519)]] can gain a bonus from [[CHANNEL]].  &lt;br /&gt;
&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
===Runestaves vs. Shields===&lt;br /&gt;
&lt;br /&gt;
Runestaves make the Pure builds work, but before we had them we used shields.  It turns out that there are still pros and cons to using a shield over a runestaff.  Shields tend to offer higher DS totals over runestaves.  They also do not suffer from the possibility of being disarmed.  In contrast runestaves will certainly allow you to spend more points on magical skills.  Additionally you need to consider runestaff flares, which are designed purely with casters in mind.&lt;br /&gt;
&lt;br /&gt;
====Shield Benefits====&lt;br /&gt;
The first thing to remember about a shield is that you will get a flat +20 DS from using a shield before anything else is factored in.  When you explore the runestaff formula you will find that it takes a lot of magical ranks to make up even that 20 extra.  It is also worth noting that the stance modifier for parry DS (runestaves) in offensive stance is .2, compared to .5 for block DS in that stance.  What that means is that more shield DS survives stancing up and that is the stance you are most worried about being hit in.  Finally, we need to remember that one of the most dangerous things that can happen to a pure is having their runestaff disarmed and shields do not have that problem.&lt;br /&gt;
&lt;br /&gt;
The cost for a wizard of one rank of [[Shield Use]] is 13/0 and, considering a wizard is likely already converting PTPs to MTPs is more like 0/6.5, call it 7.  That is roughly the equivalent of 2 magical skills or 1/5 of an extra spell rank.  We already know the most DS per spell rank is wizard spells at 1.25 DS so 1/5 of that is &#039;&#039;&#039;.25 DS&#039;&#039;&#039;.  2 magical skills will increase your parry ranks by .2 per level, or roughly &#039;&#039;&#039;.06 DS&#039;&#039;&#039; per level in offensive stance.  The block DS formula is:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[((Shields Ranks + trunc(STR Bonus / 4) + trunc(DEX Bonus / 4)) x Size Modifier x Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant.  &lt;br /&gt;
&lt;br /&gt;
For ease of use we can just say our STR and DEX bonuses are 0 and using a medium shield.  So 1 rank of shield use would increase our total offensive DS by &#039;&#039;&#039;.5 DS&#039;&#039;&#039;.  It is also worth noting that it can be beneficial, depending on your STR and DEX bonuses, to train a single rank of [[Brawling]] to activate the parry DS formula with a shield.  If you have a strength bonus of 5, with an additional 15 from 509, and a dexterity bonus of 20 that 1 rank is worth 2.2 parry DS in offensive.  The best DS return you can get on your training point investment for just that single rank.  &lt;br /&gt;
&lt;br /&gt;
====Runestaff Benefits====&lt;br /&gt;
&lt;br /&gt;
There is no denying that there is a positive DS benefit to using a shield over a runestaff.  With that said, DS is not the only thing we care about.  There are multiple other factors to consider when making the decision about how to spend our valuable training points.  We care just as much about our offensive and utility capabilities.&lt;br /&gt;
&lt;br /&gt;
While the cost of 1 rank of shield use is worth far less in terms of DS for a spell rank or magical skills, that is not the only thing those points are gaining you.  One more spell rank might be worth roughly half of the equivalent TPs in shield rank DS but it is a spell rank.  Above all else it is another spell you can cast.  Beyond that it is more CS for that circle and potentially other circles.  It is also increased duration on your spells from that circle.  It represents other efficiency increases for spells in that circle.  At some points it could represent increased AS as well.  A spell rank is more than just the sum of its DS addition.&lt;br /&gt;
&lt;br /&gt;
In much the same way additional magical skills have their own value.  It is easy to discount 2 additional magical skills, say 1 rank each of MIU and AS as just .06 DS.  What cannot be discounted is what can be done with those skills.  In the example we are using that represents increased durations on spells that are used from magic items or scrolls.  Those skills also factor in to other important skills such as enchanting and recharging.  Depending on how they are using they could certainly provide more DS than using a shield ever would, along with AS, CS, TD, and tertiary benefits.&lt;br /&gt;
&lt;br /&gt;
As we can see the greatest benefit to using a runestaff is not having to waste any of our precious training points on anything that does not directly benefit our magical skills.  The other big factor is the multitude of abilities you can add to a runestaff.  The most common example is runestaff flares, which offer additional power to your spells.  Beyond that there are various combat scripts designed for runestaves that benefit the pure caster.  Rarely will a combat script designed for a shield provide anywhere near such a benefit.  These things need to be taken into consideration when choosing what to hold in your hands.&lt;br /&gt;
&lt;br /&gt;
Just remember that many creatures are all too happy to knock that thing out of your hand as well.&lt;br /&gt;
&lt;br /&gt;
=====Runestaves Formula Explained=====&lt;br /&gt;
Runestaves generate DS based on your total ranks in magical skills per level. Magical skills include:&amp;lt;br&amp;gt;&lt;br /&gt;
*Spell Research&lt;br /&gt;
*Spell Aiming&lt;br /&gt;
*Mana Controls&lt;br /&gt;
*Harness Power&lt;br /&gt;
*Lores&lt;br /&gt;
*Arcane Symbols&lt;br /&gt;
*Magic Item Use&lt;br /&gt;
&lt;br /&gt;
Runestaff defense uses the two-handed parry DS equation, including a flat stance adjustment, so you always get +50 DS regardless of ranks when in defensive versus offensive.  Since it uses the two-handed formula, you&#039;ll get 1:1 on Enchant added to DS.  &lt;br /&gt;
&lt;br /&gt;
The actual formula is: ((Parry Ranks + 10 + (STR Bonus/4) + (Dex Bonus/4)) * Stance Mod * 1.5 ) + Stance Bonus + Enchant Bonus&lt;br /&gt;
Note: Stance Modifier for Offensive is .2&lt;br /&gt;
&lt;br /&gt;
You gain Parry Ranks from training more magical skills. 8 ranks of magical skills per level is the equivalent of training 1x in two-handed weapons and a typical caster is expected to have between 10 and 11 magical ranks per level when using a runestaff.  Spell heavy builds will get more DS from their spells and typically are fine with anywhere from 6-8 ranks.  &lt;br /&gt;
&lt;br /&gt;
Example: If you&#039;re level 20, and have 160 ranks in magic skills, that&#039;s 8/level, or would yield 20 Parry Ranks.&lt;br /&gt;
If you were level 20, and had 180 ranks in magic skills, that&#039;s 9/level, and would yield 22 Parry Ranks.&lt;br /&gt;
&lt;br /&gt;
+2 ranks in parrying is quite small, especially considering the cost of those +20 magic skills could be as high as 40 MTPs, which could result in a spell rank.&lt;br /&gt;
&lt;br /&gt;
2 ranks of parry would yield .6 DS in offensive, whereas 1 rank in Major Elemental would yield .75 DS, and 1 rank in Wizard would yield 1.25 DS.&lt;br /&gt;
&lt;br /&gt;
Training specifically for Runestaff DS is not a recommended path.&lt;br /&gt;
&lt;br /&gt;
You can find more information on the [[Runestaff]] Page&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  This includes bolts and fire can be VERY effective against a warcamp full of trolls.  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which is essentially free mana when you have nothing else to do with stamina&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
Some of the intangibles can be nice for warmages, like blessing.  The ability to UAC without needing a bless can be helpful to the new subset of brawling warmages.&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. With the symbol of blessing, warmages can fight undead, and pures can both just spellcast. Undead are typically pretty easy targets to hunt relative to other critters at like levels, so you&#039;ll find yourself hunting a lot of them. &lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
*[[Charge Item (517)]] and the [[Charge Item (guide)]]:  Provide great information on maximizing the wizard&#039;s ability to charge magical items.&lt;br /&gt;
*[[Call Familiar (920)]]:  A familiar is an integral part of the wizarding experience.  This will give you the basic background info for how to use one of the most coveted spells in Elanthia.&lt;br /&gt;
*[[Enchant Item (925)]]:  The resource to learn everything necessary to enchant weapons and armor.  Also [[Research:Enchant (925) Formula‎‎]] provides some great player research into the mechanics behind Enchant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118344</id>
		<title>Comprehensive Wizard Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118344"/>
		<updated>2019-08-02T02:57:42Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* Melee Warmages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Issalya portrait.jpg]]&lt;br /&gt;
| name = Lady Issalya Valdarien Illistim&lt;br /&gt;
| type = [[Elemental]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]]&amp;lt;br /&amp;gt;[[Major Elemental]]&amp;lt;br /&amp;gt;[[Wizard Base]]&lt;br /&gt;
| prime = [[Aura]], [[Logic]]&lt;br /&gt;
| mana = [[Aura]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  =  14 / 0 | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 14 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 8 / 2   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 10 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 8 / 0   | PFranks  = 1&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 1   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 1   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 2 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 4   | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0 / 15  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 15  | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 6   | ELranks  = 2&lt;br /&gt;
  | SpLcost = 0 / 20  | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 10  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20  | MLranks  = 1&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 1&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 2 / 1   | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
{{otheruses4|the Wizard profession|the front end|Wizard (front end)}}&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
This guide is brought to you by members of the GS community from discussions via various forums, Discord chats and direct player input on gswiki.  It is ALWAYS open for contributions from the community.&amp;lt;br&amp;gt;&lt;br /&gt;
Last Upate:  2/9/2018&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;10&#039;&#039;&#039;||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-10||&#039;&#039;&#039;10&#039;&#039;&#039;||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR is Melee AS and Ranged RT.&amp;lt;br&amp;gt;&lt;br /&gt;
DEX is spell bolts and Ranged AS and Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
AGI is also a factor in Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura is Elemental CS.&lt;br /&gt;
&lt;br /&gt;
==Benefits of Dexterity==&lt;br /&gt;
A Ranged attack or Bolt spells uses [[Dexterity]] as an AS mod, but it is much more than that.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people do not realize that TRUNC(DEX Bonus/4) is added as phantom damage to attacks, when no crit weighting is present.  When calculating damage you take the damage factor, multiply by the endroll in excess of 100, and, depending on the damage versus the armor type, you get crits that provide extra damage. However, between those two steps, there is one additional calculation. Your DEX Bonus/4, rounded down is added as &amp;quot;phantom damage&amp;quot; when calculating what rank crit you get. This occurs in all AS based attacks, including melee, ranged, and spells. &lt;br /&gt;
&lt;br /&gt;
*Please note:  The DEX BONUS/4 is still commonly accepted as true, but there do appear to be abnormalities that don&#039;t make it uniformly applied.  This is still being tested to determine any potential limits.&lt;br /&gt;
&lt;br /&gt;
As an example of how this is applied we can take a simple cast of 901:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all know 901 has a terrible DF.  However, if a halfling with maxed DEX casts it, with their +40 DEX bonus, they get 10 phantom damage right off the bat. If they do adequate damage to obtain a Tier 1 crit, it will receive +10 phantom damage when calculating the crit. Since a substantial margin of the damage from 901 is based on the crit tier, this could significantly increase the damage.&lt;br /&gt;
&lt;br /&gt;
When it comes to racial selection this means Halflings are potentially the best race to select for bolting.  At least from a purely offensive point of view. With the second highest max DEX bonus, Dark Elves have a DEX bonus at +35 at 100, but since phantom damage is rounded down, they max at only +8 phantom damage, while halflings get +10 phantom Damage from their +40 max bonus. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s a wonderful example that Riltus provided, with a breakdown of the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You gesture at a dark orc.&amp;lt;br&amp;gt;&lt;br /&gt;
You hurl a small surge of electricity at a dark orc!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +212 vs DS: +39 with AvD: +22 + d100 roll: +68 = +263&amp;lt;br&amp;gt;&lt;br /&gt;
... and hit for 49 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 5 Crit w/25 damage&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard with 20 air lore and 34 Dex bonus (8 pts. crit weighting)&amp;lt;br&amp;gt;&lt;br /&gt;
901 DF: 0.133&amp;lt;br&amp;gt;&lt;br /&gt;
Lore DF bonus: 0.012&amp;lt;br&amp;gt;&lt;br /&gt;
Effective DF: 0.145&amp;lt;br&amp;gt;&lt;br /&gt;
Endroll success margin: 163&amp;lt;br&amp;gt;&lt;br /&gt;
Raw damage: 23.6 rounds up to 24&amp;lt;br&amp;gt;&lt;br /&gt;
Armor: double leather w/ 6 crit divisor&amp;lt;br&amp;gt;&lt;br /&gt;
Calc max crit w/o weighting: 24/6 = 4&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit damage: 25 (R5 chest)&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit: rank 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum Crit weighting for a rank 5 outcome: 6 pts. [(24 + 6)/6 = rank 5 crit] &lt;br /&gt;
&lt;br /&gt;
Without phantom damage, the maximum crit outcome would have been a tier 4 crit (only 20 damage), so that additional phantom damage for the crit roll ended up being an additional 5 real damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Warmages==&lt;br /&gt;
&#039;&#039;&#039;This information is incorrect, do not follow&#039;&#039;&#039;&lt;br /&gt;
{{strikethrough|Melee Warmages are mainly concerned about strength.  They need all the AS they can get relative to the other classes before the AS slowdown. AgiDex is less of a concern because, from an RT perspective if you are doing most melee builds, you should be able to swing anything in 6 seconds with any race. That is the RT needed to hit 1 second eventually. If your stats are placed for growth, and you are using a lance, AgiDex might be a concern in a few cases.  In that case just make sure you math it out before you get started, or swap to a faster polearm.}}&lt;br /&gt;
&lt;br /&gt;
The strongest races are:&lt;br /&gt;
&amp;lt;u&amp;gt;Giantman&amp;lt;/u&amp;gt;: +15 STR, but bolting suffers with a -5 DEX and CS takes a hit with a -5 Aura.  They do have a nice CON bonus at +10 and the best encumbrance factor of all races.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half-Krol&amp;lt;/u&amp;gt;: +10 STR, with no bonus or penalty on DEX or AURA.  They share the same +10 CON bonus as Giantmen, as well as a high encumbrance factor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarf&amp;lt;/u&amp;gt;: +10 STR, no DEX penalties but -5 to AGI and bad Aura at -10.  They have the highest CON bonus at +15.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Human&amp;lt;/u&amp;gt;: Only +5 STR, no modifiers to DEX, AGI or AURA.  Humans are the middle of the road race.&lt;br /&gt;
&lt;br /&gt;
It should be noted that these THW warmages races outlined above tend to be weak in DEX and Aura if you decide to swap builds after the AS slowdown. So you would find it very difficult to swap from a Racially maximized THW Warmage to a Pure or Ranged Warmage.&lt;br /&gt;
&lt;br /&gt;
==Ranged Warmage==&lt;br /&gt;
Ranged Warmages primarily need 1 thing, [[Dexterity]]. Even a halfling with -15 STR mod can get to a STR bonus of +5 and fire an aimed longbow in 1 second. The following highlights strength mods because it can be a factor at lower levels and in the case that you decide to switch builds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Halflings&amp;lt;/u&amp;gt;: The winning race with +15 DEX, but a woeful -15 STR and -5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elf&amp;lt;/u&amp;gt;: +10 DEX, 0 STR, and +10 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +10 DEX, 0 STR and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burger Gnome&amp;lt;/u&amp;gt;: +10 Dex, with the same -15 STR as a halfling, but a +5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 DEX, 0 STR, and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half Elves&amp;lt;/u&amp;gt;: +5 Dex, 0 STR, 0 Aura. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Aelotoi&amp;lt;/u&amp;gt;: +5 DEX and 0 Aura like Half-Elves, but with -5 Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Forest Gnomes&amp;lt;/u&amp;gt;: +5 DEX, -10 Strength, and 0 Aura.&lt;br /&gt;
&lt;br /&gt;
==Pure Builds==&lt;br /&gt;
The emphasis here is on Aura, as our CS mod, because we already highlighted DEX in the Ranged section:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elves&amp;lt;/u&amp;gt;: +10 Aura, along with their +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burghal Gnomes&amp;lt;/u&amp;gt;: +5 AURA, also with +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 AURA as well but only +5 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +5 AURA too and with +10 DEX&lt;br /&gt;
&lt;br /&gt;
==Other Racial Factors==&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent wizard.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a halfling anyway because that DEX!&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Reduces swinging RT, maneuver penalties, and spell hindrance from wearing armor.&lt;br /&gt;
*[[Shield Use]] Generates DS when using a shield.&lt;br /&gt;
*Weapons Use Raises AS with a particular Weapon.&lt;br /&gt;
*[[Two Weapon Combat]] Ability to use two one-handed weapons.  It is prohibitively expensive for a wizard to train in.&lt;br /&gt;
*[[Combat Maneuvers]] +.5 Melee AS per rank. 1 CM Point per rank to use towards the limited list of combat maneuvers available to wizards!&lt;br /&gt;
*[[Multi-Opponent Combat]] Reduces Force-on-Force penalties for multiple opponents and adds 1 to the minimum ball-spell area effect per rank. &lt;br /&gt;
*[[Ambush]] Ability to aim physical attacks.  Improves ranged AS by .25 for every rank over 40.&lt;br /&gt;
*[[Physical Fitness]] HP total, stamina, factors into Maneuver defense&lt;br /&gt;
*[[Dodge]] Adds to evade DS but is prohibitively expensive for wizards.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Ability to use scrolls, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Magic Item Use]] Ability to use magic items such as wands, small statues and other imbeds, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Harness Power]] +3 Mana per rank up to your level, +1 mana per rank over level.&lt;br /&gt;
*[[Spell Aiming]] Adds to bolt AS in the same way weapons training adds to a physical AS.&lt;br /&gt;
*Mana Control: Allows sharing of mana with others, based on your skill in a specific mana control and theirs.  Also improves your mana regeneration rate.&lt;br /&gt;
*[[Spell Research]] Learn spells, improve effectiveness and duration.&lt;br /&gt;
*[[Elemental Lore]]: Various effects and improvements to specific elemental spells.  Other lores do not effect your native spells.&lt;br /&gt;
&lt;br /&gt;
==Elemental Lores==&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Lore]] Review offered a variety of new synergies between spells, and introduced a lot more than just DF bonuses on bolt spells.  The list below gives a general overview of which spells each lore effects and a general idea of how.  A more complete overview can be found in the [[Lore_chart|Lore Chart]].&lt;br /&gt;
&lt;br /&gt;
===Important Breakpoints===&lt;br /&gt;
*50 ranks in any lore gives the greatest Bolt DF benefit before diminishing returns on spells of that element, or .050 DF.&lt;br /&gt;
*100 combined ranks provide the greatest Bolt DF benefit before diminishing returns on dual element spells, or .050 DF.&lt;br /&gt;
*20 ranks in any lore gives the 518 specialization for that lore and 10 ranks each of two lores provides the specialization for dual lore specializations&lt;br /&gt;
*Arcane Circle spell EVOKES and Tonis Bolt:  &lt;br /&gt;
**20 Fire for 903 -&amp;gt; 1707&lt;br /&gt;
**20 Air for Tonis Bolt&lt;br /&gt;
**30 Water for 904 -&amp;gt; 1710&lt;br /&gt;
*55 or 60 air lore provides the majority of RT reduction from [[506|Celerity]] for a warmage&lt;br /&gt;
*[[514|Stone Fist]] Earth Lore at .5x for SLAP, 1.25x for CLENCH, and 2x for POUND&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Fire]]===&lt;br /&gt;
*[[413]]: Increases TD penalty by Seed 5 summation.&lt;br /&gt;
*[[415]]: Chance equal to [[Elemental Lore, Fire]] ranks/2 to strike an additional target in the room for 5 additional mana.&lt;br /&gt;
*[[417]]: 10 ranks unlocks a defensive spell from the target.  The chance is 10% +3% per every 10 ranks.  The mana drain is increased by skill/15.&lt;br /&gt;
*[[425]]: A percentage chance on a Seed 10 scale to increase the critical weighting of your next spell cast within 10 seconds.&lt;br /&gt;
*[[502]]: Fire Version - Provides a DS pushdown against fire spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks. &lt;br /&gt;
*[[513]]: Casting multiple bolts at the same target will increase AS by Seed 4 stacking up to +25 maximum.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Fire specification which uses [[906|Minor Fire]]&#039;s damage tables and lore bonuses.  10 ranks of Fire AND Water unlock Steam.&lt;br /&gt;
*[[519]]: Increases critical damage and damage cycles.&lt;br /&gt;
*[[903]]: 20 ranks unlocks [[Minor_Steam_(1707)|Minor Steam]] using EVOKE with this spell.&lt;br /&gt;
*[[906]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  &lt;br /&gt;
*[[908]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the fire version.&lt;br /&gt;
*[[925]]: 100 ranks unlocks the ability to enchant fire or steam flaring weapons.&lt;br /&gt;
*[[950]]: Increases AS of spells cast with 950 by 6 * Seed 10 summation and CS by 3/5 that amount.&lt;br /&gt;
*[[1707]] Increases DF by .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Fire====&lt;br /&gt;
&lt;br /&gt;
The only major discreet breakpoint for fire lore is 20 ranks for EVOKE on [[903|Minor Water]] for [[1707|Minor Steam]], the best damage to mana ratio bolt spell.  The other important bonuses are scaling.&lt;br /&gt;
&lt;br /&gt;
519 bonuses are two fold: &lt;br /&gt;
*Chance of incineration on warding margins 50 or higher = Seed 1 summation (Fire Lore ranks -10)/2 &lt;br /&gt;
*And Ranks / 1.5 % chance of an extra damage cycle. (100% at 150 ranks)&lt;br /&gt;
&lt;br /&gt;
The 513 AS bonus maxes out at +25. This makes some seed values appear more beneficial than others. Because going from +5 AS per bolt to +6 AS per bolt will still require 5 bolts to max out the benefit of +25 AS that +1 AS might be less substantial.  The number of bolts needed to cap the bonus is below:&lt;br /&gt;
*+1 per bolt: 25 casts to cap&lt;br /&gt;
*+2 per bolt: 13 casts to cap&lt;br /&gt;
*+3 per bolt: 9 bolts to cap&lt;br /&gt;
*+4 per bolt: 7 bolts to cap&lt;br /&gt;
*+5 per bolt: 5 bolts to cap&lt;br /&gt;
*+6 per bolt: 5 bolts to cap&lt;br /&gt;
*+7 per bolt: 4 bolts to cap&lt;br /&gt;
*+9 per bolt: 3 bolts to cap&lt;br /&gt;
*+13 per bolt: 2 bolts to cap&lt;br /&gt;
*Benefit maxes at +19, always 2 bolts to cap the benefit.&lt;br /&gt;
*This mechanic of the +25 max, paired with a Summation Seed 4 for benefit ends up producing two forms of diminishing returns. The difference between 72 ranks of fire lore for +9 per bolt (3 to cap), and 130 ranks for +13 per bolt (2 to cap) is substantial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
*[[402]]: Gives a chance to point out hidden targets based on ranks in [[Elemental Lore, Air]] versus the targets hide ranks.&lt;br /&gt;
*[[405]]: At 30 ranks can detect elemental flares and if an item is enhancive (but not what it enhances)&lt;br /&gt;
*[[410]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[435]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[502]]: Air/Lightning version - Provides a DS pushdown against air/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[504]]: Increases RT penalty by 1 at 24, 100, and 100 ranks.  Increases possible targets by 1 per 20 ranks.&lt;br /&gt;
*[[505]]: 20 ranks unlocks Tonis Bolt using EVOKE.  Increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[506]]: 50 ranks unlocks a group version with EVOKE.  Decreases the stamina cost of combat actions and improves RT reduction of utility actions.&lt;br /&gt;
*[[511]]: Increases maximum items by Seed 10 summation.&lt;br /&gt;
*[[515]]: Gives a percentage chance to provide a CHANNEL bonus to a spell without additional RT equal to Seed 1 summation.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Air specialization, which uses vacuum crits.  10 Air AND Water ranks unlocks Lightning specialization.&lt;br /&gt;
*[[535]]: -1% RT for every 5 ranks, max of 60%.&lt;br /&gt;
*[[550]]: Increases the amount of RT removed from negative effects by 1.5 * Seed 1 summation.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[911]]: Adds phantom [[Dodge]] ranks on a Seed 1 summation.&lt;br /&gt;
*[[912]]: Adds a 2% chance per Seed 5 summation to produce a vortex which causes RT for a random, ungrouped target at a regular interval.&lt;br /&gt;
*[[914]]: Reduces the summoning time and increases critical damage.&lt;br /&gt;
*[[916]]: 50 ranks unlocks a group version that lasts for 2 minutes using EVOKE.&lt;br /&gt;
*[[920]]: Decreases the time it takes a familiar to find a player-character.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant vacuum and lightning flaring items.&lt;br /&gt;
*[[950]]: Allows a chance to gain offensive CHANNEL benefits to the spells cast without the RT with a percentage chance equal to 5 * Seed 1 Summation.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Air====&lt;br /&gt;
&lt;br /&gt;
Arguably the greatest benefit to training air lore is Tonis Bolt at 20 ranks or the -1% RT from Celerity per 5 ranks, depending on your build. &lt;br /&gt;
&lt;br /&gt;
[[506|Celerity]] Breakpoints:&lt;br /&gt;
*Base 4 RT becomes 1 at 60 ranks&lt;br /&gt;
*Base 5 RT becomes 1 at 105 ranks&lt;br /&gt;
*Base 6 RT becomes 2 at 55 Ranks, 1 at 135 Ranks&lt;br /&gt;
*Base 7 RT becomes 3 at 20 Ranks, 2 at 90 Ranks, 1 at 160 ranks&lt;br /&gt;
*Base 8 RT becomes 3 at 55 ranks, 3 at 115 ranks, and 1 at 180 ranks&lt;br /&gt;
&lt;br /&gt;
After either 55 or 60 ranks in Air Lore, you receive a majority of the RT reduction bonuses. You also unlock all the major breakpoints for air lore:&lt;br /&gt;
Tonis Bolt&lt;br /&gt;
Group Casting 506 &lt;br /&gt;
410/435 Sphere&lt;br /&gt;
Flare detection on 405&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Water]]===&lt;br /&gt;
*[[403]]: Removes 1 point per Seed 10 summation of potential damage to a lockpick on a failed attempt.&lt;br /&gt;
*[[404]]: Reduces DISARM roundtime by 1 second per Seed 6 summation.&lt;br /&gt;
*[[407]]: Unsuccessful casts will corrode a lock, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[408]]: Unsuccessful casts will corrode a trap, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[410]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[416]]: Grants a percentage chance equal to Skill/4 to show Unlock and Disarm success messenging.&lt;br /&gt;
*[[418]]: Provides a +10 mana regeneration bonus for the caster.  This bonus will last a number of pulses equal to a Seed 10 summation.&lt;br /&gt;
*[[435]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[502]]: Water/Cold/Lightning version - Provides a DS pushdown against water/cold/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[512]]: Increases targets by 1 per Seed 5 summation.  Shatter chance on fully encased targets equal to Skill Bonus/3.  Converts [[903|Minor water]] cast at target to [[1709|Minor Cold]] for Seed 10 summation casts.&lt;br /&gt;
*[[515]]: Percentage chance to negate the cooldown when the spell ends equal to Seed 1 summation.&lt;br /&gt;
*[[516]]: Percentage chance equal to Seed 2 summation to drain an additional 20 mana.&lt;br /&gt;
*[[518]]: 20 ranks to unlock cold specialization, which uses [[1709|Minor Cold]] damage tables and lore bonuses and water specialization, which uses [[903|Minor water]]. 10 ranks + 10 Fire/Earth/Air unlocks Steam/Acid/Lightning.&lt;br /&gt;
*[[520]]: Water mode dispel cooldown reduced by Seed 1 summation seconds.&lt;br /&gt;
*[[550]]: 50 ranks unlocks an automatic [[410|Elemental Wave]] cast for free alongside Time Stop.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[903]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Increases the chance to soak a target by skill/2%.&lt;br /&gt;
*[[904]]: 30 ranks unlocks [[1710|Major Acid]] with EVOKE.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[907]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the cold version.&lt;br /&gt;
*[[920]]: 50 ranks unlocks the ability to set an anchor on an earthnode.&lt;br /&gt;
*[[925]]: Allows storing of a mana pool for infusing tempering potions at a rate of 1 point on a Seed 5 summation for every 30 XP absorbed, starting at 5 ranks.  100 ranks unlocks enchanting Cold/Acid/Lightning/Steam flaring items.&lt;br /&gt;
*[[1707]]: Combined Fire and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[1709]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that. &lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Water====&lt;br /&gt;
&lt;br /&gt;
Water lore has very little in the way of discreet breakpoints.  Five ranks unlocks the ability to store mana for [[925|Enchant Item]], an important benefit for minimal investment. 30 ranks will allow the use of [[1710|Major Acid]] with 904 and 50 ranks will provide the ability to set an anchor for your familiar and have an automatic [[410|Elemental Wave]] when you cast [[550|Time Stop]].  While interesting these benefits are not build defining. &lt;br /&gt;
&lt;br /&gt;
The largest benefit of water lore is its diversity.  Water lore provides bonuses to the DFs for a startling number of bolts.  This includes 901, 903, 904, 907, 910, 1707, 1709, and 1710.  It also lends itself to a variety of modes for 518.  This combines with the utility aspects to make water lore an interesting lore for a generalist wizard.&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Earth]]===&lt;br /&gt;
*[[412]]: Increases max targets of the open version by 1 per 20 ranks.&lt;br /&gt;
*[[414]]: 25 ranks unlocks a 5% + 1% per 20 additional ranks chance to block a single AS/DS attack when wearing all three elemental defenses.  &lt;br /&gt;
*[[430]]: Gives a percentage chance equal to Seed 10 summation to gain +10 critical padding for a single attack.&lt;br /&gt;
*[[502]]: Earth version - Provides a DS pushdown against impact spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[503]]: Gives a percentage chance equal to Seed 10 summation to gain +20 DS against an attack.&lt;br /&gt;
*[[507]]: 15 ranks unlocks bolt redirection ability with a chance of 5% + 1% / 10 additional ranks.  Redirected bolts strike at a random enemy target with a -20 AS penalty.&lt;br /&gt;
*[[508]]: 25 ranks unlocks a 5% + 1% per additional 10 ranks chance to increase TD by 20 against a single warding spell.&lt;br /&gt;
*[[509]]: Provides a self-cast additional AS bonus equal to Seed 4 summation.&lt;br /&gt;
*[[510]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
*[[514]]: Unlocks additional commands at training breakpoints:  SLAP - .5x, CLENCH - 1.25x, POUND - 2x.&lt;br /&gt;
*[[518]]: 20 ranks to unlock earth specialization, which uses [[510|Hurl Boulder]] damage and lore benefits.  10 ranks + 10 water lore ranks to unlock acid specialization.&lt;br /&gt;
*[[520]]: Earth mode stun shield provides additional padding ranks equal to a Seed 3 summation.&lt;br /&gt;
*[[550]]: Increases uses per day by 1 at 40, 115, and 190 ranks.&lt;br /&gt;
*[[902]]: Increases the enhancive weapon skill bonus by 1 per Seed 7 summation.&lt;br /&gt;
*[[904]]: 10 ranks unlocks an acid burn ability at a rate of 25 + truncated(Skill Bonus/4)%.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[905]]: Provides an additional 1 DS per Seed 5 summation.&lt;br /&gt;
*[[909]]: Increases the E/B/P penalty by 1 per Seed 4 summation / 2.  Increases charges of the EVOKE version by 1 at 20, 50, 90, 150, and 200 ranks.&lt;br /&gt;
*[[914]]: Increases critical damage.&lt;br /&gt;
*[[917]]: Gives a percentage of the damage bonus provided by a stunned/prone target to all cycles after the initial strike equal to (100 * Ranks / 202)%.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant earth or acid flaring items.&lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Earth====&lt;br /&gt;
&lt;br /&gt;
Earth lore has a few important discreet breakpoints to consider.  One is the additional charges on the evoked version of [[909|Tremors]] at 20, 50, 90, 150, and 200 ranks.  Another is the added uses per day of [[550|Time Stop]] at 40, 115, and 190 ranks respectively.  Finally there is the acid burn effect on [[904|Minor Acid]] which turns on at 10 ranks and improves from there.  &lt;br /&gt;
&lt;br /&gt;
With that in mind 50 ranks will net you:&lt;br /&gt;
+2 charges of EVOKE 909&lt;br /&gt;
+1 daily use of 550&lt;br /&gt;
62% chance of acid burn on 904&lt;br /&gt;
25% of the stunned/prone bonus on 917&lt;br /&gt;
&lt;br /&gt;
The major outlier here is [[514|Stone Fist]].  Only a dedicated earth mage will get to make any real use of the additional commands that hold most of this spells power.  At 50 ranks you would be able to reasonably use SLAP but the spell likely is not worth using without at least CLENCH, if not POUND.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runes==&lt;br /&gt;
Wizards have access to learning three runes:&lt;br /&gt;
*After learning 930, a wizard can learn the &amp;quot;Gate&amp;quot; Rune.  Applying this on a runestone and holding the runestone while you cast decreases failure chances.&lt;br /&gt;
*A wizard who knows it can teach another the &amp;quot;Binding&amp;quot; Rune.  This will allow the wizard to trap their familiar type in an amulet that can be purchase from the wizard guild.  Holding this when casting 920 guarantees that type of critter. (i.e.  cats)&lt;br /&gt;
*The Wy&#039;Zio is used to unlearn unique runes.  Which currently means nothing to wizards.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY wizard:&lt;br /&gt;
*2x [[Spell Research]]: As a pure you should, at minimum, be training 2 spell ranks per level. (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]]: Harness power, at level, provides 3 mana per training (0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]]: Mana regeneration, Multi-cast, Spellup, and benefits to many spells. (0/4)&lt;br /&gt;
*1x [[Physical Fitness]]: Combat Maneuvers Defense and health (8/0)&lt;br /&gt;
*1x [[Perception]]: Maneuver defense, getting around. (0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
[[Armor Use]] &lt;br /&gt;
*4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
*15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
*35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
==The Archer Mage==&lt;br /&gt;
&lt;br /&gt;
===Why Archery?===&lt;br /&gt;
Wizards main attack are magical bolts. This puts a high emphasis on [[Dexterity]].  Archery offers an alternative method for attack that relies on the same [[Dexterity]] bonus.  It also offers a cost-effective way to max out your weapon enchant bonus and is not largely impacted by encumbrance. With [[506|Celerity]] you can easily produce a hail of arrows.&lt;br /&gt;
&lt;br /&gt;
The strength of the build is maximization of all enhancive spells.  [[509|Strength]] applies towards RT reduction alongside [[506|Celerity]]. Due to these spells it is quite easy to hit a 1 second RT with a longbow, while aiming. Furthermore, the focus on [[Dexterity]] allows an Archer Mage can make full use of classic Wizard Bolt Spells as well. Having two viable attack options opens up a lot of potential creatures to hunt.&lt;br /&gt;
&lt;br /&gt;
In addition [[404|Disarm Enhancement]] provides a pseudo-bonus to [[Perception]] when it comes to AIMing ranged attacks.  Even if Wizards are not the best aimers, 404 is easy to stack up with 515, and every little bit helps.&lt;br /&gt;
&lt;br /&gt;
===Training for Archery===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Ranged Weapons]] (14/3)&lt;br /&gt;
*+1x [[Perception]] (2x total) (0/6)&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
**+(20/12)&lt;br /&gt;
**=28/47 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]: 66 ranks If you&#039;re a small race, like a halfling, gnome, etc. 55 ranks if you&#039;re a race with a higher STR bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&amp;lt;br&amp;gt;&lt;br /&gt;
*25 ranks of [[Elemental Lore, Earth]] for bonus AS and some defensive benefits.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
Additional [[Spell Research]] is the best way to improve your stance offensive DS.&lt;br /&gt;
&lt;br /&gt;
===Post Cap Goals===&lt;br /&gt;
*3x [[Spell Research]]. More DS, more AS/CS for spells, better enchanting capabilities.&lt;br /&gt;
*1x [[Ambushing]]. 100 ranks of Ambush will net you 15 AS. AS bonus = ((ranks -40)/4). This is INCREDIBLY expensive at (15/10) per rank for such a small AS boost. That is why it is not listed in core training. This will not assist aiming, as it only impacts aiming while hidden.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*All spheres to rank 2 at level 2&lt;br /&gt;
*Major Elemental &amp;amp; Wizard until Wizard=13&lt;br /&gt;
*Minor Elemental &amp;amp; Major Elemental until Major Elemental = 20 (13 wizard, 9 minor, 20 major)&lt;br /&gt;
*2x Minor Elemental until Minor Elemental = 31 (Should be level 31)&amp;lt;br&amp;gt;&lt;br /&gt;
*From there determine your target ranks of Major Elemental and Air Lore needed to minimize RT.&amp;lt;br&amp;gt;&lt;br /&gt;
**50 Ranks in MjE will unlock 550, a strong escape spell&amp;lt;br&amp;gt;&lt;br /&gt;
**75 Ranks of MnE will max out AS potential from 425&amp;lt;br&amp;gt;&lt;br /&gt;
**Wizard Circle will generate the most DS of any three circles&lt;br /&gt;
&lt;br /&gt;
===Combat Suggestions===&lt;br /&gt;
*Keep [[506|Celerity]] Up&lt;br /&gt;
*1 Creature and plenty of mana - 505 bolt until it falls prone -&amp;gt; Arrows.&lt;br /&gt;
*1 Creature and low on mana -  Arrows&lt;br /&gt;
*2 Creatures and plenty of mana -  410 -&amp;gt; Arrows&lt;br /&gt;
*2 Creatures and low on mana -&amp;gt; Arrows, carefully&lt;br /&gt;
*&amp;gt;2 Creatures 410 -&amp;gt; 518&lt;br /&gt;
*Undead - 901/903/904/906 are less hassle than finding a bless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Two Handed Mage==&lt;br /&gt;
1. Get a big weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Swing a big weapon really fast.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Profit!&amp;lt;br&amp;gt;&lt;br /&gt;
Two-Handed Mages can use Polearms or Two-Handed Weapons at the same TP cost. If you want to be a polearm mage, just make sure it is a two handed polearm.&lt;br /&gt;
&lt;br /&gt;
===Why a Two-Hander?===&lt;br /&gt;
The best defense is a good offense and in Gemstone IV a good offense often comes in the form of a giant weapon.  An even better offense comes in the form of a giant weapon swung with a 1 second RT.&lt;br /&gt;
Two Handers and Polearms have the highest Damage Factors out of any weapons in the game. Paired with the speed of [[506|Celerity]] this can be a devastating build.&lt;br /&gt;
&lt;br /&gt;
Two-Handers are a great way to level, especially early on when mana is tight. By the time your AS growth slows down you have the mana to keep [[506|Celerity]] going and speed yourself up.  As an added benefit this build is more interested in strength so you can pick your race appropriately.  No need to worry about picking up a smooth stone and being encumbered.&lt;br /&gt;
&lt;br /&gt;
===Training for Two-Handers===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Two-Handed Weapons]] or [[Polearms]] (14/3)&lt;br /&gt;
*1x [[Combat Maneuvers]] (12/8)&lt;br /&gt;
**+26/11&lt;br /&gt;
**=34/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]:  Typically 55 or 60 ranks but figure out what you need to swing your chosen weapon in 1 second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Earth]]:  You can consider getting 25 or 35 ranks to increase 902 and 509 potency.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Air]]:  Getting up to 55 ranks, if you needed less than that for the discrete training, will end up rounding advantageously for you.  See the lores section for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]]&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You could take armor up to Leather Breastplate, if not further. Warmages do not cast in combat nearly as much as Pures. The hindrance can be annoying but, overall, better AvD and crit divisor is worth it, as you are gonna be caught in offensive more.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
[[Elemental Lore, Earth]]. This is really the only other way to increase AS after you&#039;ve reached 75 ranks in Minor Elemental. There are huge diminishing returns after the first 25-35 ranks unfortunately.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*Start off with 2/2/2 at level 2&lt;br /&gt;
*Wizard &amp;amp; Major Elemental until at 11/11 (Level 11)  (Rank 11 yields bonuses from 503 and 507, also floating disk)&lt;br /&gt;
*Wizard &amp;amp; Minor Elemental until 13/4 (Level 13)&lt;br /&gt;
*2x Minor Elemental until 25 (Level 25)  You reach this a little before level 25 at full 2x spells&amp;lt;br&amp;gt;&lt;br /&gt;
From here there are some options:&amp;lt;br&amp;gt;&lt;br /&gt;
*Major Elemental to 51: If your RT without [[506|Celeity]] is 6 seconds, 51 ranks will produce an additional -1 RT, and take it down to 1 sec with [[506|Celerity]].&lt;br /&gt;
*Minor Elemental up to 75 to max out the AS contribution of 425.&lt;br /&gt;
*If DS is an issue the wizard circle generates the most DS of any circle, at 1.25 DS per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
As 513 no longer reduces melee AS, a melee warmage has a variety of options available.&lt;br /&gt;
&lt;br /&gt;
If you are attuned to air then at 25 ranks of air lore you can use a 1x weapon and e-blade it.  An e-bladed weapon can take advantage of the [[502|Chromatic Circle]] weakness effect. Plus it is cheaper than buying a 5x flaring weapon.&lt;br /&gt;
&lt;br /&gt;
Due to the low swinging AS, warmages need to utilize disablers like 505, 909, 912, or 410 as an opener to knock the critters down for the DS reduction.  Since you are training in CMANs, you will also have feint and some other options available to you as an opener later on in life.  If you are attuned to air (or earth with enough earth lore), and are wielding an e-bladed weapon, you can start off with a 502 before your opener to further reduce your target&#039;s DS.  Beyond that you want to simply keep [[506|Celerity]] up and hack away at things.&lt;br /&gt;
&lt;br /&gt;
Remember that you do still have a full litany of spells available to you if you while hunting.  Your Bolt AS will not be bad as a Warmage, assuming you choose to train in Spell Aiming.  It is viable for hunting, and is a perfect way to deal with undead in areas such as Wyneb or Maaghara in Ta&#039;Illistim, where they are mixed in with living creatures.  Just use your magic against the undead, and swing your weapon against the living.&lt;br /&gt;
&lt;br /&gt;
==Warmage AS Slowdown==&lt;br /&gt;
Non-pure builds tend to slow down in the later levels.  Mathematically, a warmage&#039;s AS is going to fall behind other swingers eventually. An archer or two-hander needs to train Weapon Training and either 1x CM or 2x perception.  That will grant 1.5 AS per level in later levels. That is a 1 AS per level deficit compared to a semi or square who trains 1x in CM and can 2x their weapon. Warmages have two tools to assist in bridging the gap: 425 and 509.  Meanwhile a ranger has Phoen&#039;s Strength.  With that in mind here is a comparison between a warmage and ranger.&lt;br /&gt;
&lt;br /&gt;
Since 425&#039;s potency is .5/level, that still puts a warmage at a .5 AS per level deficit compared to a ranger. &lt;br /&gt;
*At level 20, a warmage is 15 AS below a ranger (15 (509) -20 - 10 (606)) -15. &lt;br /&gt;
*At 25, a warmage actually gets ahead of a ranger (15-25-10+25) by +5 AS due to 425. &lt;br /&gt;
*At level 75,  it is still pretty close at (75 - 15 + 10 - 50) -20 AS, but 425 potency is maxed out.&lt;br /&gt;
*At level 80, the warmage is behind by (80-15+10-50) -25 AS.&lt;br /&gt;
*New to cap, a warmage is at -45 AS compared to a ranger.&lt;br /&gt;
&lt;br /&gt;
The only way to make up this disparity is through proper use of disablers.  Even then, the ranger is going to have similar skills available.  What they will never have is a 1 second RT to take full advantage.  The warmage will probably never hit as hard but they will hit anywhere from 3 to 6 times more often.&lt;br /&gt;
&lt;br /&gt;
==The Pure Mage==&lt;br /&gt;
&lt;br /&gt;
To put this simply, you get to hurl balls of fire at your enemies and burn them to cinders.  Wizards are the masters of elemental magic and bolting.  When you have access to some of the most powerful spells in Elanthia why would you ever want to pick up a weapon?  Wizards might have the second-to-worst melee AS in the game but their bolting AS is second to none.  A well trained wizard is a magical powerhouse that can tangle with the toughest creatures in the game and come out laughing.&lt;br /&gt;
&lt;br /&gt;
===Training for a Pure===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/1)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/1)&lt;br /&gt;
*1x [[Elemental Lore]] (0/6)  Which type depends on your choices.&lt;br /&gt;
**Additional TP cost of (6/11)&lt;br /&gt;
**=14/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Optional Training for a Pure&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x in [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained pure mage is a well trained pure mage with a ton of outside spells.  Beyond that they help with some utility skills like enchanting and recharging.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some wizards choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
At low levels, returns from additional ranks of harness power are more substantial. Gaining 1 more mana when you have a max pool of 30 is proportionally much better than getting that same 1 mana when you have a pool of 300. A low level pure wizard&#039;s biggest stumbling block is the lack of mana.  [[1700|Arcane Blast]] does mitigate this somewhat, as do wands, but having more mana early is a boon.  At low levels it can be worthwhile to dump additional points into Harness Power. Once you reach your 20s or 30s and find yourself comfortable with your mana total you can simply stop training in [[Harness Power]] until your level catches up to your ranks.  Once that is done everything else should go into [[Spell Research]].&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
*Wizard and Major Elemental to 13&lt;br /&gt;
*Major Elemental and Minor Elemental until Major Elemental 18&lt;br /&gt;
*All Spell Research into Minor Elemental until 430 is unlocked&lt;br /&gt;
*Go back to Major to train it up to = Level&lt;br /&gt;
*Keep Major = Level, Try to get Minor Elemental = Level&lt;br /&gt;
*Any additional spell ranks go into wizard circle&lt;br /&gt;
&lt;br /&gt;
===Channeling===&lt;br /&gt;
&lt;br /&gt;
====Channeling Bolts====&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For how unchanneled bolts are assigned location, see [[Unaimed Body Location Assignment (saved post)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Channeling Warding Spells====&lt;br /&gt;
The spells [[Chromatic Circle (502)]] and [[Immolation (519)]] can gain a bonus from [[CHANNEL]].  &lt;br /&gt;
&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
===Runestaves vs. Shields===&lt;br /&gt;
&lt;br /&gt;
Runestaves make the Pure builds work, but before we had them we used shields.  It turns out that there are still pros and cons to using a shield over a runestaff.  Shields tend to offer higher DS totals over runestaves.  They also do not suffer from the possibility of being disarmed.  In contrast runestaves will certainly allow you to spend more points on magical skills.  Additionally you need to consider runestaff flares, which are designed purely with casters in mind.&lt;br /&gt;
&lt;br /&gt;
====Shield Benefits====&lt;br /&gt;
The first thing to remember about a shield is that you will get a flat +20 DS from using a shield before anything else is factored in.  When you explore the runestaff formula you will find that it takes a lot of magical ranks to make up even that 20 extra.  It is also worth noting that the stance modifier for parry DS (runestaves) in offensive stance is .2, compared to .5 for block DS in that stance.  What that means is that more shield DS survives stancing up and that is the stance you are most worried about being hit in.  Finally, we need to remember that one of the most dangerous things that can happen to a pure is having their runestaff disarmed and shields do not have that problem.&lt;br /&gt;
&lt;br /&gt;
The cost for a wizard of one rank of [[Shield Use]] is 13/0 and, considering a wizard is likely already converting PTPs to MTPs is more like 0/6.5, call it 7.  That is roughly the equivalent of 2 magical skills or 1/5 of an extra spell rank.  We already know the most DS per spell rank is wizard spells at 1.25 DS so 1/5 of that is &#039;&#039;&#039;.25 DS&#039;&#039;&#039;.  2 magical skills will increase your parry ranks by .2 per level, or roughly &#039;&#039;&#039;.06 DS&#039;&#039;&#039; per level in offensive stance.  The block DS formula is:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[((Shields Ranks + trunc(STR Bonus / 4) + trunc(DEX Bonus / 4)) x Size Modifier x Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant.  &lt;br /&gt;
&lt;br /&gt;
For ease of use we can just say our STR and DEX bonuses are 0 and using a medium shield.  So 1 rank of shield use would increase our total offensive DS by &#039;&#039;&#039;.5 DS&#039;&#039;&#039;.  It is also worth noting that it can be beneficial, depending on your STR and DEX bonuses, to train a single rank of [[Brawling]] to activate the parry DS formula with a shield.  If you have a strength bonus of 5, with an additional 15 from 509, and a dexterity bonus of 20 that 1 rank is worth 2.2 parry DS in offensive.  The best DS return you can get on your training point investment for just that single rank.  &lt;br /&gt;
&lt;br /&gt;
====Runestaff Benefits====&lt;br /&gt;
&lt;br /&gt;
There is no denying that there is a positive DS benefit to using a shield over a runestaff.  With that said, DS is not the only thing we care about.  There are multiple other factors to consider when making the decision about how to spend our valuable training points.  We care just as much about our offensive and utility capabilities.&lt;br /&gt;
&lt;br /&gt;
While the cost of 1 rank of shield use is worth far less in terms of DS for a spell rank or magical skills, that is not the only thing those points are gaining you.  One more spell rank might be worth roughly half of the equivalent TPs in shield rank DS but it is a spell rank.  Above all else it is another spell you can cast.  Beyond that it is more CS for that circle and potentially other circles.  It is also increased duration on your spells from that circle.  It represents other efficiency increases for spells in that circle.  At some points it could represent increased AS as well.  A spell rank is more than just the sum of its DS addition.&lt;br /&gt;
&lt;br /&gt;
In much the same way additional magical skills have their own value.  It is easy to discount 2 additional magical skills, say 1 rank each of MIU and AS as just .06 DS.  What cannot be discounted is what can be done with those skills.  In the example we are using that represents increased durations on spells that are used from magic items or scrolls.  Those skills also factor in to other important skills such as enchanting and recharging.  Depending on how they are using they could certainly provide more DS than using a shield ever would, along with AS, CS, TD, and tertiary benefits.&lt;br /&gt;
&lt;br /&gt;
As we can see the greatest benefit to using a runestaff is not having to waste any of our precious training points on anything that does not directly benefit our magical skills.  The other big factor is the multitude of abilities you can add to a runestaff.  The most common example is runestaff flares, which offer additional power to your spells.  Beyond that there are various combat scripts designed for runestaves that benefit the pure caster.  Rarely will a combat script designed for a shield provide anywhere near such a benefit.  These things need to be taken into consideration when choosing what to hold in your hands.&lt;br /&gt;
&lt;br /&gt;
Just remember that many creatures are all too happy to knock that thing out of your hand as well.&lt;br /&gt;
&lt;br /&gt;
=====Runestaves Formula Explained=====&lt;br /&gt;
Runestaves generate DS based on your total ranks in magical skills per level. Magical skills include:&amp;lt;br&amp;gt;&lt;br /&gt;
*Spell Research&lt;br /&gt;
*Spell Aiming&lt;br /&gt;
*Mana Controls&lt;br /&gt;
*Harness Power&lt;br /&gt;
*Lores&lt;br /&gt;
*Arcane Symbols&lt;br /&gt;
*Magic Item Use&lt;br /&gt;
&lt;br /&gt;
Runestaff defense uses the two-handed parry DS equation, including a flat stance adjustment, so you always get +50 DS regardless of ranks when in defensive versus offensive.  Since it uses the two-handed formula, you&#039;ll get 1:1 on Enchant added to DS.  &lt;br /&gt;
&lt;br /&gt;
The actual formula is: ((Parry Ranks + 10 + (STR Bonus/4) + (Dex Bonus/4)) * Stance Mod * 1.5 ) + Stance Bonus + Enchant Bonus&lt;br /&gt;
Note: Stance Modifier for Offensive is .2&lt;br /&gt;
&lt;br /&gt;
You gain Parry Ranks from training more magical skills. 8 ranks of magical skills per level is the equivalent of training 1x in two-handed weapons and a typical caster is expected to have between 10 and 11 magical ranks per level when using a runestaff.  Spell heavy builds will get more DS from their spells and typically are fine with anywhere from 6-8 ranks.  &lt;br /&gt;
&lt;br /&gt;
Example: If you&#039;re level 20, and have 160 ranks in magic skills, that&#039;s 8/level, or would yield 20 Parry Ranks.&lt;br /&gt;
If you were level 20, and had 180 ranks in magic skills, that&#039;s 9/level, and would yield 22 Parry Ranks.&lt;br /&gt;
&lt;br /&gt;
+2 ranks in parrying is quite small, especially considering the cost of those +20 magic skills could be as high as 40 MTPs, which could result in a spell rank.&lt;br /&gt;
&lt;br /&gt;
2 ranks of parry would yield .6 DS in offensive, whereas 1 rank in Major Elemental would yield .75 DS, and 1 rank in Wizard would yield 1.25 DS.&lt;br /&gt;
&lt;br /&gt;
Training specifically for Runestaff DS is not a recommended path.&lt;br /&gt;
&lt;br /&gt;
You can find more information on the [[Runestaff]] Page&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  This includes bolts and fire can be VERY effective against a warcamp full of trolls.  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which is essentially free mana when you have nothing else to do with stamina&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
Some of the intangibles can be nice for warmages, like blessing.  The ability to UAC without needing a bless can be helpful to the new subset of brawling warmages.&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. With the symbol of blessing, warmages can fight undead, and pures can both just spellcast. Undead are typically pretty easy targets to hunt relative to other critters at like levels, so you&#039;ll find yourself hunting a lot of them. &lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
*[[Charge Item (517)]] and the [[Charge Item (guide)]]:  Provide great information on maximizing the wizard&#039;s ability to charge magical items.&lt;br /&gt;
*[[Call Familiar (920)]]:  A familiar is an integral part of the wizarding experience.  This will give you the basic background info for how to use one of the most coveted spells in Elanthia.&lt;br /&gt;
*[[Enchant Item (925)]]:  The resource to learn everything necessary to enchant weapons and armor.  Also [[Research:Enchant (925) Formula‎‎]] provides some great player research into the mechanics behind Enchant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Strikethrough&amp;diff=118343</id>
		<title>Template:Strikethrough</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Strikethrough&amp;diff=118343"/>
		<updated>2019-08-02T02:57:09Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: Created page with &amp;quot;Melee Warmages are mainly concerned about strength.  They need all the AS they can get relative to the other classes before the AS slowdown. AgiDex is less of a concern becaus...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Melee Warmages are mainly concerned about strength.  They need all the AS they can get relative to the other classes before the AS slowdown. AgiDex is less of a concern because, from an RT perspective if you are doing most melee builds, you should be able to swing anything in 6 seconds with any race. That is the RT needed to hit 1 second eventually. If your stats are placed for growth, and you are using a lance, AgiDex might be a concern in a few cases.  In that case just make sure you math it out before you get started, or swap to a faster polearm.&lt;br /&gt;
&lt;br /&gt;
The strongest races are:&lt;br /&gt;
&amp;lt;u&amp;gt;Giantman&amp;lt;/u&amp;gt;: +15 STR, but bolting suffers with a -5 DEX and CS takes a hit with a -5 Aura.  They do have a nice CON bonus at +10 and the best encumbrance factor of all races.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half-Krol&amp;lt;/u&amp;gt;: +10 STR, with no bonus or penalty on DEX or AURA.  They share the same +10 CON bonus as Giantmen, as well as a high encumbrance factor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarf&amp;lt;/u&amp;gt;: +10 STR, no DEX penalties but -5 to AGI and bad Aura at -10.  They have the highest CON bonus at +15.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Human&amp;lt;/u&amp;gt;: Only +5 STR, no modifiers to DEX, AGI or AURA.  Humans are the middle of the road race.&lt;br /&gt;
&lt;br /&gt;
It should be noted that these THW warmages races outlined above tend to be weak in DEX and Aura if you decide to swap builds after the AS slowdown. So you would find it very difficult to swap from a Racially maximized THW Warmage to a Pure or Ranged Warmage.&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118342</id>
		<title>Comprehensive Wizard Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118342"/>
		<updated>2019-08-02T02:55:27Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* Melee Warmages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Issalya portrait.jpg]]&lt;br /&gt;
| name = Lady Issalya Valdarien Illistim&lt;br /&gt;
| type = [[Elemental]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]]&amp;lt;br /&amp;gt;[[Major Elemental]]&amp;lt;br /&amp;gt;[[Wizard Base]]&lt;br /&gt;
| prime = [[Aura]], [[Logic]]&lt;br /&gt;
| mana = [[Aura]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  =  14 / 0 | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 14 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 8 / 2   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 10 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 8 / 0   | PFranks  = 1&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 1   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 1   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 2 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 4   | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0 / 15  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 15  | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 6   | ELranks  = 2&lt;br /&gt;
  | SpLcost = 0 / 20  | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 10  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20  | MLranks  = 1&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 1&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 2 / 1   | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
{{otheruses4|the Wizard profession|the front end|Wizard (front end)}}&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
This guide is brought to you by members of the GS community from discussions via various forums, Discord chats and direct player input on gswiki.  It is ALWAYS open for contributions from the community.&amp;lt;br&amp;gt;&lt;br /&gt;
Last Upate:  2/9/2018&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;10&#039;&#039;&#039;||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-10||&#039;&#039;&#039;10&#039;&#039;&#039;||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR is Melee AS and Ranged RT.&amp;lt;br&amp;gt;&lt;br /&gt;
DEX is spell bolts and Ranged AS and Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
AGI is also a factor in Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura is Elemental CS.&lt;br /&gt;
&lt;br /&gt;
==Benefits of Dexterity==&lt;br /&gt;
A Ranged attack or Bolt spells uses [[Dexterity]] as an AS mod, but it is much more than that.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people do not realize that TRUNC(DEX Bonus/4) is added as phantom damage to attacks, when no crit weighting is present.  When calculating damage you take the damage factor, multiply by the endroll in excess of 100, and, depending on the damage versus the armor type, you get crits that provide extra damage. However, between those two steps, there is one additional calculation. Your DEX Bonus/4, rounded down is added as &amp;quot;phantom damage&amp;quot; when calculating what rank crit you get. This occurs in all AS based attacks, including melee, ranged, and spells. &lt;br /&gt;
&lt;br /&gt;
*Please note:  The DEX BONUS/4 is still commonly accepted as true, but there do appear to be abnormalities that don&#039;t make it uniformly applied.  This is still being tested to determine any potential limits.&lt;br /&gt;
&lt;br /&gt;
As an example of how this is applied we can take a simple cast of 901:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all know 901 has a terrible DF.  However, if a halfling with maxed DEX casts it, with their +40 DEX bonus, they get 10 phantom damage right off the bat. If they do adequate damage to obtain a Tier 1 crit, it will receive +10 phantom damage when calculating the crit. Since a substantial margin of the damage from 901 is based on the crit tier, this could significantly increase the damage.&lt;br /&gt;
&lt;br /&gt;
When it comes to racial selection this means Halflings are potentially the best race to select for bolting.  At least from a purely offensive point of view. With the second highest max DEX bonus, Dark Elves have a DEX bonus at +35 at 100, but since phantom damage is rounded down, they max at only +8 phantom damage, while halflings get +10 phantom Damage from their +40 max bonus. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s a wonderful example that Riltus provided, with a breakdown of the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You gesture at a dark orc.&amp;lt;br&amp;gt;&lt;br /&gt;
You hurl a small surge of electricity at a dark orc!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +212 vs DS: +39 with AvD: +22 + d100 roll: +68 = +263&amp;lt;br&amp;gt;&lt;br /&gt;
... and hit for 49 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 5 Crit w/25 damage&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard with 20 air lore and 34 Dex bonus (8 pts. crit weighting)&amp;lt;br&amp;gt;&lt;br /&gt;
901 DF: 0.133&amp;lt;br&amp;gt;&lt;br /&gt;
Lore DF bonus: 0.012&amp;lt;br&amp;gt;&lt;br /&gt;
Effective DF: 0.145&amp;lt;br&amp;gt;&lt;br /&gt;
Endroll success margin: 163&amp;lt;br&amp;gt;&lt;br /&gt;
Raw damage: 23.6 rounds up to 24&amp;lt;br&amp;gt;&lt;br /&gt;
Armor: double leather w/ 6 crit divisor&amp;lt;br&amp;gt;&lt;br /&gt;
Calc max crit w/o weighting: 24/6 = 4&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit damage: 25 (R5 chest)&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit: rank 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum Crit weighting for a rank 5 outcome: 6 pts. [(24 + 6)/6 = rank 5 crit] &lt;br /&gt;
&lt;br /&gt;
Without phantom damage, the maximum crit outcome would have been a tier 4 crit (only 20 damage), so that additional phantom damage for the crit roll ended up being an additional 5 real damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Warmages==&lt;br /&gt;
&#039;&#039;&#039;This information is incorrect, do not follow&#039;&#039;&#039;&lt;br /&gt;
{{strikethrough|Melee Warmages are mainly concerned about strength.  They need all the AS they can get relative to the other classes before the AS slowdown. AgiDex is less of a concern because, from an RT perspective if you are doing most melee builds, you should be able to swing anything in 6 seconds with any race. That is the RT needed to hit 1 second eventually. If your stats are placed for growth, and you are using a lance, AgiDex might be a concern in a few cases.  In that case just make sure you math it out before you get started, or swap to a faster polearm.&lt;br /&gt;
&lt;br /&gt;
The strongest races are:&lt;br /&gt;
&amp;lt;u&amp;gt;Giantman&amp;lt;/u&amp;gt;: +15 STR, but bolting suffers with a -5 DEX and CS takes a hit with a -5 Aura.  They do have a nice CON bonus at +10 and the best encumbrance factor of all races.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half-Krol&amp;lt;/u&amp;gt;: +10 STR, with no bonus or penalty on DEX or AURA.  They share the same +10 CON bonus as Giantmen, as well as a high encumbrance factor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarf&amp;lt;/u&amp;gt;: +10 STR, no DEX penalties but -5 to AGI and bad Aura at -10.  They have the highest CON bonus at +15.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Human&amp;lt;/u&amp;gt;: Only +5 STR, no modifiers to DEX, AGI or AURA.  Humans are the middle of the road race.&lt;br /&gt;
&lt;br /&gt;
It should be noted that these THW warmages races outlined above tend to be weak in DEX and Aura if you decide to swap builds after the AS slowdown. So you would find it very difficult to swap from a Racially maximized THW Warmage to a Pure or Ranged Warmage.}}&lt;br /&gt;
&lt;br /&gt;
==Ranged Warmage==&lt;br /&gt;
Ranged Warmages primarily need 1 thing, [[Dexterity]]. Even a halfling with -15 STR mod can get to a STR bonus of +5 and fire an aimed longbow in 1 second. The following highlights strength mods because it can be a factor at lower levels and in the case that you decide to switch builds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Halflings&amp;lt;/u&amp;gt;: The winning race with +15 DEX, but a woeful -15 STR and -5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elf&amp;lt;/u&amp;gt;: +10 DEX, 0 STR, and +10 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +10 DEX, 0 STR and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burger Gnome&amp;lt;/u&amp;gt;: +10 Dex, with the same -15 STR as a halfling, but a +5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 DEX, 0 STR, and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half Elves&amp;lt;/u&amp;gt;: +5 Dex, 0 STR, 0 Aura. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Aelotoi&amp;lt;/u&amp;gt;: +5 DEX and 0 Aura like Half-Elves, but with -5 Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Forest Gnomes&amp;lt;/u&amp;gt;: +5 DEX, -10 Strength, and 0 Aura.&lt;br /&gt;
&lt;br /&gt;
==Pure Builds==&lt;br /&gt;
The emphasis here is on Aura, as our CS mod, because we already highlighted DEX in the Ranged section:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elves&amp;lt;/u&amp;gt;: +10 Aura, along with their +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burghal Gnomes&amp;lt;/u&amp;gt;: +5 AURA, also with +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 AURA as well but only +5 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +5 AURA too and with +10 DEX&lt;br /&gt;
&lt;br /&gt;
==Other Racial Factors==&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent wizard.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a halfling anyway because that DEX!&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Reduces swinging RT, maneuver penalties, and spell hindrance from wearing armor.&lt;br /&gt;
*[[Shield Use]] Generates DS when using a shield.&lt;br /&gt;
*Weapons Use Raises AS with a particular Weapon.&lt;br /&gt;
*[[Two Weapon Combat]] Ability to use two one-handed weapons.  It is prohibitively expensive for a wizard to train in.&lt;br /&gt;
*[[Combat Maneuvers]] +.5 Melee AS per rank. 1 CM Point per rank to use towards the limited list of combat maneuvers available to wizards!&lt;br /&gt;
*[[Multi-Opponent Combat]] Reduces Force-on-Force penalties for multiple opponents and adds 1 to the minimum ball-spell area effect per rank. &lt;br /&gt;
*[[Ambush]] Ability to aim physical attacks.  Improves ranged AS by .25 for every rank over 40.&lt;br /&gt;
*[[Physical Fitness]] HP total, stamina, factors into Maneuver defense&lt;br /&gt;
*[[Dodge]] Adds to evade DS but is prohibitively expensive for wizards.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Ability to use scrolls, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Magic Item Use]] Ability to use magic items such as wands, small statues and other imbeds, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Harness Power]] +3 Mana per rank up to your level, +1 mana per rank over level.&lt;br /&gt;
*[[Spell Aiming]] Adds to bolt AS in the same way weapons training adds to a physical AS.&lt;br /&gt;
*Mana Control: Allows sharing of mana with others, based on your skill in a specific mana control and theirs.  Also improves your mana regeneration rate.&lt;br /&gt;
*[[Spell Research]] Learn spells, improve effectiveness and duration.&lt;br /&gt;
*[[Elemental Lore]]: Various effects and improvements to specific elemental spells.  Other lores do not effect your native spells.&lt;br /&gt;
&lt;br /&gt;
==Elemental Lores==&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Lore]] Review offered a variety of new synergies between spells, and introduced a lot more than just DF bonuses on bolt spells.  The list below gives a general overview of which spells each lore effects and a general idea of how.  A more complete overview can be found in the [[Lore_chart|Lore Chart]].&lt;br /&gt;
&lt;br /&gt;
===Important Breakpoints===&lt;br /&gt;
*50 ranks in any lore gives the greatest Bolt DF benefit before diminishing returns on spells of that element, or .050 DF.&lt;br /&gt;
*100 combined ranks provide the greatest Bolt DF benefit before diminishing returns on dual element spells, or .050 DF.&lt;br /&gt;
*20 ranks in any lore gives the 518 specialization for that lore and 10 ranks each of two lores provides the specialization for dual lore specializations&lt;br /&gt;
*Arcane Circle spell EVOKES and Tonis Bolt:  &lt;br /&gt;
**20 Fire for 903 -&amp;gt; 1707&lt;br /&gt;
**20 Air for Tonis Bolt&lt;br /&gt;
**30 Water for 904 -&amp;gt; 1710&lt;br /&gt;
*55 or 60 air lore provides the majority of RT reduction from [[506|Celerity]] for a warmage&lt;br /&gt;
*[[514|Stone Fist]] Earth Lore at .5x for SLAP, 1.25x for CLENCH, and 2x for POUND&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Fire]]===&lt;br /&gt;
*[[413]]: Increases TD penalty by Seed 5 summation.&lt;br /&gt;
*[[415]]: Chance equal to [[Elemental Lore, Fire]] ranks/2 to strike an additional target in the room for 5 additional mana.&lt;br /&gt;
*[[417]]: 10 ranks unlocks a defensive spell from the target.  The chance is 10% +3% per every 10 ranks.  The mana drain is increased by skill/15.&lt;br /&gt;
*[[425]]: A percentage chance on a Seed 10 scale to increase the critical weighting of your next spell cast within 10 seconds.&lt;br /&gt;
*[[502]]: Fire Version - Provides a DS pushdown against fire spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks. &lt;br /&gt;
*[[513]]: Casting multiple bolts at the same target will increase AS by Seed 4 stacking up to +25 maximum.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Fire specification which uses [[906|Minor Fire]]&#039;s damage tables and lore bonuses.  10 ranks of Fire AND Water unlock Steam.&lt;br /&gt;
*[[519]]: Increases critical damage and damage cycles.&lt;br /&gt;
*[[903]]: 20 ranks unlocks [[Minor_Steam_(1707)|Minor Steam]] using EVOKE with this spell.&lt;br /&gt;
*[[906]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  &lt;br /&gt;
*[[908]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the fire version.&lt;br /&gt;
*[[925]]: 100 ranks unlocks the ability to enchant fire or steam flaring weapons.&lt;br /&gt;
*[[950]]: Increases AS of spells cast with 950 by 6 * Seed 10 summation and CS by 3/5 that amount.&lt;br /&gt;
*[[1707]] Increases DF by .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Fire====&lt;br /&gt;
&lt;br /&gt;
The only major discreet breakpoint for fire lore is 20 ranks for EVOKE on [[903|Minor Water]] for [[1707|Minor Steam]], the best damage to mana ratio bolt spell.  The other important bonuses are scaling.&lt;br /&gt;
&lt;br /&gt;
519 bonuses are two fold: &lt;br /&gt;
*Chance of incineration on warding margins 50 or higher = Seed 1 summation (Fire Lore ranks -10)/2 &lt;br /&gt;
*And Ranks / 1.5 % chance of an extra damage cycle. (100% at 150 ranks)&lt;br /&gt;
&lt;br /&gt;
The 513 AS bonus maxes out at +25. This makes some seed values appear more beneficial than others. Because going from +5 AS per bolt to +6 AS per bolt will still require 5 bolts to max out the benefit of +25 AS that +1 AS might be less substantial.  The number of bolts needed to cap the bonus is below:&lt;br /&gt;
*+1 per bolt: 25 casts to cap&lt;br /&gt;
*+2 per bolt: 13 casts to cap&lt;br /&gt;
*+3 per bolt: 9 bolts to cap&lt;br /&gt;
*+4 per bolt: 7 bolts to cap&lt;br /&gt;
*+5 per bolt: 5 bolts to cap&lt;br /&gt;
*+6 per bolt: 5 bolts to cap&lt;br /&gt;
*+7 per bolt: 4 bolts to cap&lt;br /&gt;
*+9 per bolt: 3 bolts to cap&lt;br /&gt;
*+13 per bolt: 2 bolts to cap&lt;br /&gt;
*Benefit maxes at +19, always 2 bolts to cap the benefit.&lt;br /&gt;
*This mechanic of the +25 max, paired with a Summation Seed 4 for benefit ends up producing two forms of diminishing returns. The difference between 72 ranks of fire lore for +9 per bolt (3 to cap), and 130 ranks for +13 per bolt (2 to cap) is substantial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
*[[402]]: Gives a chance to point out hidden targets based on ranks in [[Elemental Lore, Air]] versus the targets hide ranks.&lt;br /&gt;
*[[405]]: At 30 ranks can detect elemental flares and if an item is enhancive (but not what it enhances)&lt;br /&gt;
*[[410]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[435]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[502]]: Air/Lightning version - Provides a DS pushdown against air/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[504]]: Increases RT penalty by 1 at 24, 100, and 100 ranks.  Increases possible targets by 1 per 20 ranks.&lt;br /&gt;
*[[505]]: 20 ranks unlocks Tonis Bolt using EVOKE.  Increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[506]]: 50 ranks unlocks a group version with EVOKE.  Decreases the stamina cost of combat actions and improves RT reduction of utility actions.&lt;br /&gt;
*[[511]]: Increases maximum items by Seed 10 summation.&lt;br /&gt;
*[[515]]: Gives a percentage chance to provide a CHANNEL bonus to a spell without additional RT equal to Seed 1 summation.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Air specialization, which uses vacuum crits.  10 Air AND Water ranks unlocks Lightning specialization.&lt;br /&gt;
*[[535]]: -1% RT for every 5 ranks, max of 60%.&lt;br /&gt;
*[[550]]: Increases the amount of RT removed from negative effects by 1.5 * Seed 1 summation.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[911]]: Adds phantom [[Dodge]] ranks on a Seed 1 summation.&lt;br /&gt;
*[[912]]: Adds a 2% chance per Seed 5 summation to produce a vortex which causes RT for a random, ungrouped target at a regular interval.&lt;br /&gt;
*[[914]]: Reduces the summoning time and increases critical damage.&lt;br /&gt;
*[[916]]: 50 ranks unlocks a group version that lasts for 2 minutes using EVOKE.&lt;br /&gt;
*[[920]]: Decreases the time it takes a familiar to find a player-character.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant vacuum and lightning flaring items.&lt;br /&gt;
*[[950]]: Allows a chance to gain offensive CHANNEL benefits to the spells cast without the RT with a percentage chance equal to 5 * Seed 1 Summation.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Air====&lt;br /&gt;
&lt;br /&gt;
Arguably the greatest benefit to training air lore is Tonis Bolt at 20 ranks or the -1% RT from Celerity per 5 ranks, depending on your build. &lt;br /&gt;
&lt;br /&gt;
[[506|Celerity]] Breakpoints:&lt;br /&gt;
*Base 4 RT becomes 1 at 60 ranks&lt;br /&gt;
*Base 5 RT becomes 1 at 105 ranks&lt;br /&gt;
*Base 6 RT becomes 2 at 55 Ranks, 1 at 135 Ranks&lt;br /&gt;
*Base 7 RT becomes 3 at 20 Ranks, 2 at 90 Ranks, 1 at 160 ranks&lt;br /&gt;
*Base 8 RT becomes 3 at 55 ranks, 3 at 115 ranks, and 1 at 180 ranks&lt;br /&gt;
&lt;br /&gt;
After either 55 or 60 ranks in Air Lore, you receive a majority of the RT reduction bonuses. You also unlock all the major breakpoints for air lore:&lt;br /&gt;
Tonis Bolt&lt;br /&gt;
Group Casting 506 &lt;br /&gt;
410/435 Sphere&lt;br /&gt;
Flare detection on 405&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Water]]===&lt;br /&gt;
*[[403]]: Removes 1 point per Seed 10 summation of potential damage to a lockpick on a failed attempt.&lt;br /&gt;
*[[404]]: Reduces DISARM roundtime by 1 second per Seed 6 summation.&lt;br /&gt;
*[[407]]: Unsuccessful casts will corrode a lock, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[408]]: Unsuccessful casts will corrode a trap, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[410]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[416]]: Grants a percentage chance equal to Skill/4 to show Unlock and Disarm success messenging.&lt;br /&gt;
*[[418]]: Provides a +10 mana regeneration bonus for the caster.  This bonus will last a number of pulses equal to a Seed 10 summation.&lt;br /&gt;
*[[435]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[502]]: Water/Cold/Lightning version - Provides a DS pushdown against water/cold/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[512]]: Increases targets by 1 per Seed 5 summation.  Shatter chance on fully encased targets equal to Skill Bonus/3.  Converts [[903|Minor water]] cast at target to [[1709|Minor Cold]] for Seed 10 summation casts.&lt;br /&gt;
*[[515]]: Percentage chance to negate the cooldown when the spell ends equal to Seed 1 summation.&lt;br /&gt;
*[[516]]: Percentage chance equal to Seed 2 summation to drain an additional 20 mana.&lt;br /&gt;
*[[518]]: 20 ranks to unlock cold specialization, which uses [[1709|Minor Cold]] damage tables and lore bonuses and water specialization, which uses [[903|Minor water]]. 10 ranks + 10 Fire/Earth/Air unlocks Steam/Acid/Lightning.&lt;br /&gt;
*[[520]]: Water mode dispel cooldown reduced by Seed 1 summation seconds.&lt;br /&gt;
*[[550]]: 50 ranks unlocks an automatic [[410|Elemental Wave]] cast for free alongside Time Stop.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[903]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Increases the chance to soak a target by skill/2%.&lt;br /&gt;
*[[904]]: 30 ranks unlocks [[1710|Major Acid]] with EVOKE.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[907]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the cold version.&lt;br /&gt;
*[[920]]: 50 ranks unlocks the ability to set an anchor on an earthnode.&lt;br /&gt;
*[[925]]: Allows storing of a mana pool for infusing tempering potions at a rate of 1 point on a Seed 5 summation for every 30 XP absorbed, starting at 5 ranks.  100 ranks unlocks enchanting Cold/Acid/Lightning/Steam flaring items.&lt;br /&gt;
*[[1707]]: Combined Fire and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[1709]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that. &lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Water====&lt;br /&gt;
&lt;br /&gt;
Water lore has very little in the way of discreet breakpoints.  Five ranks unlocks the ability to store mana for [[925|Enchant Item]], an important benefit for minimal investment. 30 ranks will allow the use of [[1710|Major Acid]] with 904 and 50 ranks will provide the ability to set an anchor for your familiar and have an automatic [[410|Elemental Wave]] when you cast [[550|Time Stop]].  While interesting these benefits are not build defining. &lt;br /&gt;
&lt;br /&gt;
The largest benefit of water lore is its diversity.  Water lore provides bonuses to the DFs for a startling number of bolts.  This includes 901, 903, 904, 907, 910, 1707, 1709, and 1710.  It also lends itself to a variety of modes for 518.  This combines with the utility aspects to make water lore an interesting lore for a generalist wizard.&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Earth]]===&lt;br /&gt;
*[[412]]: Increases max targets of the open version by 1 per 20 ranks.&lt;br /&gt;
*[[414]]: 25 ranks unlocks a 5% + 1% per 20 additional ranks chance to block a single AS/DS attack when wearing all three elemental defenses.  &lt;br /&gt;
*[[430]]: Gives a percentage chance equal to Seed 10 summation to gain +10 critical padding for a single attack.&lt;br /&gt;
*[[502]]: Earth version - Provides a DS pushdown against impact spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[503]]: Gives a percentage chance equal to Seed 10 summation to gain +20 DS against an attack.&lt;br /&gt;
*[[507]]: 15 ranks unlocks bolt redirection ability with a chance of 5% + 1% / 10 additional ranks.  Redirected bolts strike at a random enemy target with a -20 AS penalty.&lt;br /&gt;
*[[508]]: 25 ranks unlocks a 5% + 1% per additional 10 ranks chance to increase TD by 20 against a single warding spell.&lt;br /&gt;
*[[509]]: Provides a self-cast additional AS bonus equal to Seed 4 summation.&lt;br /&gt;
*[[510]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
*[[514]]: Unlocks additional commands at training breakpoints:  SLAP - .5x, CLENCH - 1.25x, POUND - 2x.&lt;br /&gt;
*[[518]]: 20 ranks to unlock earth specialization, which uses [[510|Hurl Boulder]] damage and lore benefits.  10 ranks + 10 water lore ranks to unlock acid specialization.&lt;br /&gt;
*[[520]]: Earth mode stun shield provides additional padding ranks equal to a Seed 3 summation.&lt;br /&gt;
*[[550]]: Increases uses per day by 1 at 40, 115, and 190 ranks.&lt;br /&gt;
*[[902]]: Increases the enhancive weapon skill bonus by 1 per Seed 7 summation.&lt;br /&gt;
*[[904]]: 10 ranks unlocks an acid burn ability at a rate of 25 + truncated(Skill Bonus/4)%.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[905]]: Provides an additional 1 DS per Seed 5 summation.&lt;br /&gt;
*[[909]]: Increases the E/B/P penalty by 1 per Seed 4 summation / 2.  Increases charges of the EVOKE version by 1 at 20, 50, 90, 150, and 200 ranks.&lt;br /&gt;
*[[914]]: Increases critical damage.&lt;br /&gt;
*[[917]]: Gives a percentage of the damage bonus provided by a stunned/prone target to all cycles after the initial strike equal to (100 * Ranks / 202)%.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant earth or acid flaring items.&lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Earth====&lt;br /&gt;
&lt;br /&gt;
Earth lore has a few important discreet breakpoints to consider.  One is the additional charges on the evoked version of [[909|Tremors]] at 20, 50, 90, 150, and 200 ranks.  Another is the added uses per day of [[550|Time Stop]] at 40, 115, and 190 ranks respectively.  Finally there is the acid burn effect on [[904|Minor Acid]] which turns on at 10 ranks and improves from there.  &lt;br /&gt;
&lt;br /&gt;
With that in mind 50 ranks will net you:&lt;br /&gt;
+2 charges of EVOKE 909&lt;br /&gt;
+1 daily use of 550&lt;br /&gt;
62% chance of acid burn on 904&lt;br /&gt;
25% of the stunned/prone bonus on 917&lt;br /&gt;
&lt;br /&gt;
The major outlier here is [[514|Stone Fist]].  Only a dedicated earth mage will get to make any real use of the additional commands that hold most of this spells power.  At 50 ranks you would be able to reasonably use SLAP but the spell likely is not worth using without at least CLENCH, if not POUND.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runes==&lt;br /&gt;
Wizards have access to learning three runes:&lt;br /&gt;
*After learning 930, a wizard can learn the &amp;quot;Gate&amp;quot; Rune.  Applying this on a runestone and holding the runestone while you cast decreases failure chances.&lt;br /&gt;
*A wizard who knows it can teach another the &amp;quot;Binding&amp;quot; Rune.  This will allow the wizard to trap their familiar type in an amulet that can be purchase from the wizard guild.  Holding this when casting 920 guarantees that type of critter. (i.e.  cats)&lt;br /&gt;
*The Wy&#039;Zio is used to unlearn unique runes.  Which currently means nothing to wizards.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY wizard:&lt;br /&gt;
*2x [[Spell Research]]: As a pure you should, at minimum, be training 2 spell ranks per level. (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]]: Harness power, at level, provides 3 mana per training (0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]]: Mana regeneration, Multi-cast, Spellup, and benefits to many spells. (0/4)&lt;br /&gt;
*1x [[Physical Fitness]]: Combat Maneuvers Defense and health (8/0)&lt;br /&gt;
*1x [[Perception]]: Maneuver defense, getting around. (0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
[[Armor Use]] &lt;br /&gt;
*4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
*15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
*35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
==The Archer Mage==&lt;br /&gt;
&lt;br /&gt;
===Why Archery?===&lt;br /&gt;
Wizards main attack are magical bolts. This puts a high emphasis on [[Dexterity]].  Archery offers an alternative method for attack that relies on the same [[Dexterity]] bonus.  It also offers a cost-effective way to max out your weapon enchant bonus and is not largely impacted by encumbrance. With [[506|Celerity]] you can easily produce a hail of arrows.&lt;br /&gt;
&lt;br /&gt;
The strength of the build is maximization of all enhancive spells.  [[509|Strength]] applies towards RT reduction alongside [[506|Celerity]]. Due to these spells it is quite easy to hit a 1 second RT with a longbow, while aiming. Furthermore, the focus on [[Dexterity]] allows an Archer Mage can make full use of classic Wizard Bolt Spells as well. Having two viable attack options opens up a lot of potential creatures to hunt.&lt;br /&gt;
&lt;br /&gt;
In addition [[404|Disarm Enhancement]] provides a pseudo-bonus to [[Perception]] when it comes to AIMing ranged attacks.  Even if Wizards are not the best aimers, 404 is easy to stack up with 515, and every little bit helps.&lt;br /&gt;
&lt;br /&gt;
===Training for Archery===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Ranged Weapons]] (14/3)&lt;br /&gt;
*+1x [[Perception]] (2x total) (0/6)&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
**+(20/12)&lt;br /&gt;
**=28/47 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]: 66 ranks If you&#039;re a small race, like a halfling, gnome, etc. 55 ranks if you&#039;re a race with a higher STR bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&amp;lt;br&amp;gt;&lt;br /&gt;
*25 ranks of [[Elemental Lore, Earth]] for bonus AS and some defensive benefits.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
Additional [[Spell Research]] is the best way to improve your stance offensive DS.&lt;br /&gt;
&lt;br /&gt;
===Post Cap Goals===&lt;br /&gt;
*3x [[Spell Research]]. More DS, more AS/CS for spells, better enchanting capabilities.&lt;br /&gt;
*1x [[Ambushing]]. 100 ranks of Ambush will net you 15 AS. AS bonus = ((ranks -40)/4). This is INCREDIBLY expensive at (15/10) per rank for such a small AS boost. That is why it is not listed in core training. This will not assist aiming, as it only impacts aiming while hidden.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*All spheres to rank 2 at level 2&lt;br /&gt;
*Major Elemental &amp;amp; Wizard until Wizard=13&lt;br /&gt;
*Minor Elemental &amp;amp; Major Elemental until Major Elemental = 20 (13 wizard, 9 minor, 20 major)&lt;br /&gt;
*2x Minor Elemental until Minor Elemental = 31 (Should be level 31)&amp;lt;br&amp;gt;&lt;br /&gt;
*From there determine your target ranks of Major Elemental and Air Lore needed to minimize RT.&amp;lt;br&amp;gt;&lt;br /&gt;
**50 Ranks in MjE will unlock 550, a strong escape spell&amp;lt;br&amp;gt;&lt;br /&gt;
**75 Ranks of MnE will max out AS potential from 425&amp;lt;br&amp;gt;&lt;br /&gt;
**Wizard Circle will generate the most DS of any three circles&lt;br /&gt;
&lt;br /&gt;
===Combat Suggestions===&lt;br /&gt;
*Keep [[506|Celerity]] Up&lt;br /&gt;
*1 Creature and plenty of mana - 505 bolt until it falls prone -&amp;gt; Arrows.&lt;br /&gt;
*1 Creature and low on mana -  Arrows&lt;br /&gt;
*2 Creatures and plenty of mana -  410 -&amp;gt; Arrows&lt;br /&gt;
*2 Creatures and low on mana -&amp;gt; Arrows, carefully&lt;br /&gt;
*&amp;gt;2 Creatures 410 -&amp;gt; 518&lt;br /&gt;
*Undead - 901/903/904/906 are less hassle than finding a bless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Two Handed Mage==&lt;br /&gt;
1. Get a big weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Swing a big weapon really fast.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Profit!&amp;lt;br&amp;gt;&lt;br /&gt;
Two-Handed Mages can use Polearms or Two-Handed Weapons at the same TP cost. If you want to be a polearm mage, just make sure it is a two handed polearm.&lt;br /&gt;
&lt;br /&gt;
===Why a Two-Hander?===&lt;br /&gt;
The best defense is a good offense and in Gemstone IV a good offense often comes in the form of a giant weapon.  An even better offense comes in the form of a giant weapon swung with a 1 second RT.&lt;br /&gt;
Two Handers and Polearms have the highest Damage Factors out of any weapons in the game. Paired with the speed of [[506|Celerity]] this can be a devastating build.&lt;br /&gt;
&lt;br /&gt;
Two-Handers are a great way to level, especially early on when mana is tight. By the time your AS growth slows down you have the mana to keep [[506|Celerity]] going and speed yourself up.  As an added benefit this build is more interested in strength so you can pick your race appropriately.  No need to worry about picking up a smooth stone and being encumbered.&lt;br /&gt;
&lt;br /&gt;
===Training for Two-Handers===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Two-Handed Weapons]] or [[Polearms]] (14/3)&lt;br /&gt;
*1x [[Combat Maneuvers]] (12/8)&lt;br /&gt;
**+26/11&lt;br /&gt;
**=34/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]:  Typically 55 or 60 ranks but figure out what you need to swing your chosen weapon in 1 second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Earth]]:  You can consider getting 25 or 35 ranks to increase 902 and 509 potency.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Air]]:  Getting up to 55 ranks, if you needed less than that for the discrete training, will end up rounding advantageously for you.  See the lores section for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]]&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You could take armor up to Leather Breastplate, if not further. Warmages do not cast in combat nearly as much as Pures. The hindrance can be annoying but, overall, better AvD and crit divisor is worth it, as you are gonna be caught in offensive more.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
[[Elemental Lore, Earth]]. This is really the only other way to increase AS after you&#039;ve reached 75 ranks in Minor Elemental. There are huge diminishing returns after the first 25-35 ranks unfortunately.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*Start off with 2/2/2 at level 2&lt;br /&gt;
*Wizard &amp;amp; Major Elemental until at 11/11 (Level 11)  (Rank 11 yields bonuses from 503 and 507, also floating disk)&lt;br /&gt;
*Wizard &amp;amp; Minor Elemental until 13/4 (Level 13)&lt;br /&gt;
*2x Minor Elemental until 25 (Level 25)  You reach this a little before level 25 at full 2x spells&amp;lt;br&amp;gt;&lt;br /&gt;
From here there are some options:&amp;lt;br&amp;gt;&lt;br /&gt;
*Major Elemental to 51: If your RT without [[506|Celeity]] is 6 seconds, 51 ranks will produce an additional -1 RT, and take it down to 1 sec with [[506|Celerity]].&lt;br /&gt;
*Minor Elemental up to 75 to max out the AS contribution of 425.&lt;br /&gt;
*If DS is an issue the wizard circle generates the most DS of any circle, at 1.25 DS per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
As 513 no longer reduces melee AS, a melee warmage has a variety of options available.&lt;br /&gt;
&lt;br /&gt;
If you are attuned to air then at 25 ranks of air lore you can use a 1x weapon and e-blade it.  An e-bladed weapon can take advantage of the [[502|Chromatic Circle]] weakness effect. Plus it is cheaper than buying a 5x flaring weapon.&lt;br /&gt;
&lt;br /&gt;
Due to the low swinging AS, warmages need to utilize disablers like 505, 909, 912, or 410 as an opener to knock the critters down for the DS reduction.  Since you are training in CMANs, you will also have feint and some other options available to you as an opener later on in life.  If you are attuned to air (or earth with enough earth lore), and are wielding an e-bladed weapon, you can start off with a 502 before your opener to further reduce your target&#039;s DS.  Beyond that you want to simply keep [[506|Celerity]] up and hack away at things.&lt;br /&gt;
&lt;br /&gt;
Remember that you do still have a full litany of spells available to you if you while hunting.  Your Bolt AS will not be bad as a Warmage, assuming you choose to train in Spell Aiming.  It is viable for hunting, and is a perfect way to deal with undead in areas such as Wyneb or Maaghara in Ta&#039;Illistim, where they are mixed in with living creatures.  Just use your magic against the undead, and swing your weapon against the living.&lt;br /&gt;
&lt;br /&gt;
==Warmage AS Slowdown==&lt;br /&gt;
Non-pure builds tend to slow down in the later levels.  Mathematically, a warmage&#039;s AS is going to fall behind other swingers eventually. An archer or two-hander needs to train Weapon Training and either 1x CM or 2x perception.  That will grant 1.5 AS per level in later levels. That is a 1 AS per level deficit compared to a semi or square who trains 1x in CM and can 2x their weapon. Warmages have two tools to assist in bridging the gap: 425 and 509.  Meanwhile a ranger has Phoen&#039;s Strength.  With that in mind here is a comparison between a warmage and ranger.&lt;br /&gt;
&lt;br /&gt;
Since 425&#039;s potency is .5/level, that still puts a warmage at a .5 AS per level deficit compared to a ranger. &lt;br /&gt;
*At level 20, a warmage is 15 AS below a ranger (15 (509) -20 - 10 (606)) -15. &lt;br /&gt;
*At 25, a warmage actually gets ahead of a ranger (15-25-10+25) by +5 AS due to 425. &lt;br /&gt;
*At level 75,  it is still pretty close at (75 - 15 + 10 - 50) -20 AS, but 425 potency is maxed out.&lt;br /&gt;
*At level 80, the warmage is behind by (80-15+10-50) -25 AS.&lt;br /&gt;
*New to cap, a warmage is at -45 AS compared to a ranger.&lt;br /&gt;
&lt;br /&gt;
The only way to make up this disparity is through proper use of disablers.  Even then, the ranger is going to have similar skills available.  What they will never have is a 1 second RT to take full advantage.  The warmage will probably never hit as hard but they will hit anywhere from 3 to 6 times more often.&lt;br /&gt;
&lt;br /&gt;
==The Pure Mage==&lt;br /&gt;
&lt;br /&gt;
To put this simply, you get to hurl balls of fire at your enemies and burn them to cinders.  Wizards are the masters of elemental magic and bolting.  When you have access to some of the most powerful spells in Elanthia why would you ever want to pick up a weapon?  Wizards might have the second-to-worst melee AS in the game but their bolting AS is second to none.  A well trained wizard is a magical powerhouse that can tangle with the toughest creatures in the game and come out laughing.&lt;br /&gt;
&lt;br /&gt;
===Training for a Pure===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/1)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/1)&lt;br /&gt;
*1x [[Elemental Lore]] (0/6)  Which type depends on your choices.&lt;br /&gt;
**Additional TP cost of (6/11)&lt;br /&gt;
**=14/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Optional Training for a Pure&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x in [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained pure mage is a well trained pure mage with a ton of outside spells.  Beyond that they help with some utility skills like enchanting and recharging.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some wizards choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
At low levels, returns from additional ranks of harness power are more substantial. Gaining 1 more mana when you have a max pool of 30 is proportionally much better than getting that same 1 mana when you have a pool of 300. A low level pure wizard&#039;s biggest stumbling block is the lack of mana.  [[1700|Arcane Blast]] does mitigate this somewhat, as do wands, but having more mana early is a boon.  At low levels it can be worthwhile to dump additional points into Harness Power. Once you reach your 20s or 30s and find yourself comfortable with your mana total you can simply stop training in [[Harness Power]] until your level catches up to your ranks.  Once that is done everything else should go into [[Spell Research]].&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
*Wizard and Major Elemental to 13&lt;br /&gt;
*Major Elemental and Minor Elemental until Major Elemental 18&lt;br /&gt;
*All Spell Research into Minor Elemental until 430 is unlocked&lt;br /&gt;
*Go back to Major to train it up to = Level&lt;br /&gt;
*Keep Major = Level, Try to get Minor Elemental = Level&lt;br /&gt;
*Any additional spell ranks go into wizard circle&lt;br /&gt;
&lt;br /&gt;
===Channeling===&lt;br /&gt;
&lt;br /&gt;
====Channeling Bolts====&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For how unchanneled bolts are assigned location, see [[Unaimed Body Location Assignment (saved post)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Channeling Warding Spells====&lt;br /&gt;
The spells [[Chromatic Circle (502)]] and [[Immolation (519)]] can gain a bonus from [[CHANNEL]].  &lt;br /&gt;
&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
===Runestaves vs. Shields===&lt;br /&gt;
&lt;br /&gt;
Runestaves make the Pure builds work, but before we had them we used shields.  It turns out that there are still pros and cons to using a shield over a runestaff.  Shields tend to offer higher DS totals over runestaves.  They also do not suffer from the possibility of being disarmed.  In contrast runestaves will certainly allow you to spend more points on magical skills.  Additionally you need to consider runestaff flares, which are designed purely with casters in mind.&lt;br /&gt;
&lt;br /&gt;
====Shield Benefits====&lt;br /&gt;
The first thing to remember about a shield is that you will get a flat +20 DS from using a shield before anything else is factored in.  When you explore the runestaff formula you will find that it takes a lot of magical ranks to make up even that 20 extra.  It is also worth noting that the stance modifier for parry DS (runestaves) in offensive stance is .2, compared to .5 for block DS in that stance.  What that means is that more shield DS survives stancing up and that is the stance you are most worried about being hit in.  Finally, we need to remember that one of the most dangerous things that can happen to a pure is having their runestaff disarmed and shields do not have that problem.&lt;br /&gt;
&lt;br /&gt;
The cost for a wizard of one rank of [[Shield Use]] is 13/0 and, considering a wizard is likely already converting PTPs to MTPs is more like 0/6.5, call it 7.  That is roughly the equivalent of 2 magical skills or 1/5 of an extra spell rank.  We already know the most DS per spell rank is wizard spells at 1.25 DS so 1/5 of that is &#039;&#039;&#039;.25 DS&#039;&#039;&#039;.  2 magical skills will increase your parry ranks by .2 per level, or roughly &#039;&#039;&#039;.06 DS&#039;&#039;&#039; per level in offensive stance.  The block DS formula is:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[((Shields Ranks + trunc(STR Bonus / 4) + trunc(DEX Bonus / 4)) x Size Modifier x Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant.  &lt;br /&gt;
&lt;br /&gt;
For ease of use we can just say our STR and DEX bonuses are 0 and using a medium shield.  So 1 rank of shield use would increase our total offensive DS by &#039;&#039;&#039;.5 DS&#039;&#039;&#039;.  It is also worth noting that it can be beneficial, depending on your STR and DEX bonuses, to train a single rank of [[Brawling]] to activate the parry DS formula with a shield.  If you have a strength bonus of 5, with an additional 15 from 509, and a dexterity bonus of 20 that 1 rank is worth 2.2 parry DS in offensive.  The best DS return you can get on your training point investment for just that single rank.  &lt;br /&gt;
&lt;br /&gt;
====Runestaff Benefits====&lt;br /&gt;
&lt;br /&gt;
There is no denying that there is a positive DS benefit to using a shield over a runestaff.  With that said, DS is not the only thing we care about.  There are multiple other factors to consider when making the decision about how to spend our valuable training points.  We care just as much about our offensive and utility capabilities.&lt;br /&gt;
&lt;br /&gt;
While the cost of 1 rank of shield use is worth far less in terms of DS for a spell rank or magical skills, that is not the only thing those points are gaining you.  One more spell rank might be worth roughly half of the equivalent TPs in shield rank DS but it is a spell rank.  Above all else it is another spell you can cast.  Beyond that it is more CS for that circle and potentially other circles.  It is also increased duration on your spells from that circle.  It represents other efficiency increases for spells in that circle.  At some points it could represent increased AS as well.  A spell rank is more than just the sum of its DS addition.&lt;br /&gt;
&lt;br /&gt;
In much the same way additional magical skills have their own value.  It is easy to discount 2 additional magical skills, say 1 rank each of MIU and AS as just .06 DS.  What cannot be discounted is what can be done with those skills.  In the example we are using that represents increased durations on spells that are used from magic items or scrolls.  Those skills also factor in to other important skills such as enchanting and recharging.  Depending on how they are using they could certainly provide more DS than using a shield ever would, along with AS, CS, TD, and tertiary benefits.&lt;br /&gt;
&lt;br /&gt;
As we can see the greatest benefit to using a runestaff is not having to waste any of our precious training points on anything that does not directly benefit our magical skills.  The other big factor is the multitude of abilities you can add to a runestaff.  The most common example is runestaff flares, which offer additional power to your spells.  Beyond that there are various combat scripts designed for runestaves that benefit the pure caster.  Rarely will a combat script designed for a shield provide anywhere near such a benefit.  These things need to be taken into consideration when choosing what to hold in your hands.&lt;br /&gt;
&lt;br /&gt;
Just remember that many creatures are all too happy to knock that thing out of your hand as well.&lt;br /&gt;
&lt;br /&gt;
=====Runestaves Formula Explained=====&lt;br /&gt;
Runestaves generate DS based on your total ranks in magical skills per level. Magical skills include:&amp;lt;br&amp;gt;&lt;br /&gt;
*Spell Research&lt;br /&gt;
*Spell Aiming&lt;br /&gt;
*Mana Controls&lt;br /&gt;
*Harness Power&lt;br /&gt;
*Lores&lt;br /&gt;
*Arcane Symbols&lt;br /&gt;
*Magic Item Use&lt;br /&gt;
&lt;br /&gt;
Runestaff defense uses the two-handed parry DS equation, including a flat stance adjustment, so you always get +50 DS regardless of ranks when in defensive versus offensive.  Since it uses the two-handed formula, you&#039;ll get 1:1 on Enchant added to DS.  &lt;br /&gt;
&lt;br /&gt;
The actual formula is: ((Parry Ranks + 10 + (STR Bonus/4) + (Dex Bonus/4)) * Stance Mod * 1.5 ) + Stance Bonus + Enchant Bonus&lt;br /&gt;
Note: Stance Modifier for Offensive is .2&lt;br /&gt;
&lt;br /&gt;
You gain Parry Ranks from training more magical skills. 8 ranks of magical skills per level is the equivalent of training 1x in two-handed weapons and a typical caster is expected to have between 10 and 11 magical ranks per level when using a runestaff.  Spell heavy builds will get more DS from their spells and typically are fine with anywhere from 6-8 ranks.  &lt;br /&gt;
&lt;br /&gt;
Example: If you&#039;re level 20, and have 160 ranks in magic skills, that&#039;s 8/level, or would yield 20 Parry Ranks.&lt;br /&gt;
If you were level 20, and had 180 ranks in magic skills, that&#039;s 9/level, and would yield 22 Parry Ranks.&lt;br /&gt;
&lt;br /&gt;
+2 ranks in parrying is quite small, especially considering the cost of those +20 magic skills could be as high as 40 MTPs, which could result in a spell rank.&lt;br /&gt;
&lt;br /&gt;
2 ranks of parry would yield .6 DS in offensive, whereas 1 rank in Major Elemental would yield .75 DS, and 1 rank in Wizard would yield 1.25 DS.&lt;br /&gt;
&lt;br /&gt;
Training specifically for Runestaff DS is not a recommended path.&lt;br /&gt;
&lt;br /&gt;
You can find more information on the [[Runestaff]] Page&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  This includes bolts and fire can be VERY effective against a warcamp full of trolls.  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which is essentially free mana when you have nothing else to do with stamina&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
Some of the intangibles can be nice for warmages, like blessing.  The ability to UAC without needing a bless can be helpful to the new subset of brawling warmages.&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. With the symbol of blessing, warmages can fight undead, and pures can both just spellcast. Undead are typically pretty easy targets to hunt relative to other critters at like levels, so you&#039;ll find yourself hunting a lot of them. &lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
*[[Charge Item (517)]] and the [[Charge Item (guide)]]:  Provide great information on maximizing the wizard&#039;s ability to charge magical items.&lt;br /&gt;
*[[Call Familiar (920)]]:  A familiar is an integral part of the wizarding experience.  This will give you the basic background info for how to use one of the most coveted spells in Elanthia.&lt;br /&gt;
*[[Enchant Item (925)]]:  The resource to learn everything necessary to enchant weapons and armor.  Also [[Research:Enchant (925) Formula‎‎]] provides some great player research into the mechanics behind Enchant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118181</id>
		<title>Comprehensive Wizard Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118181"/>
		<updated>2019-07-27T06:03:08Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* This information is incorrect, do not follow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Issalya portrait.jpg]]&lt;br /&gt;
| name = Lady Issalya Valdarien Illistim&lt;br /&gt;
| type = [[Elemental]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]]&amp;lt;br /&amp;gt;[[Major Elemental]]&amp;lt;br /&amp;gt;[[Wizard Base]]&lt;br /&gt;
| prime = [[Aura]], [[Logic]]&lt;br /&gt;
| mana = [[Aura]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  =  14 / 0 | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 14 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 8 / 2   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 10 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 8 / 0   | PFranks  = 1&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 1   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 1   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 2 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 4   | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0 / 15  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 15  | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 6   | ELranks  = 2&lt;br /&gt;
  | SpLcost = 0 / 20  | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 10  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20  | MLranks  = 1&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 1&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 2 / 1   | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
{{otheruses4|the Wizard profession|the front end|Wizard (front end)}}&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
This guide is brought to you by members of the GS community from discussions via various forums, Discord chats and direct player input on gswiki.  It is ALWAYS open for contributions from the community.&amp;lt;br&amp;gt;&lt;br /&gt;
Last Upate:  2/9/2018&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;10&#039;&#039;&#039;||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-10||&#039;&#039;&#039;10&#039;&#039;&#039;||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR is Melee AS and Ranged RT.&amp;lt;br&amp;gt;&lt;br /&gt;
DEX is spell bolts and Ranged AS and Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
AGI is also a factor in Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura is Elemental CS.&lt;br /&gt;
&lt;br /&gt;
==Benefits of Dexterity==&lt;br /&gt;
A Ranged attack or Bolt spells uses [[Dexterity]] as an AS mod, but it is much more than that.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people do not realize that TRUNC(DEX Bonus/4) is added as phantom damage to attacks, when no crit weighting is present.  When calculating damage you take the damage factor, multiply by the endroll in excess of 100, and, depending on the damage versus the armor type, you get crits that provide extra damage. However, between those two steps, there is one additional calculation. Your DEX Bonus/4, rounded down is added as &amp;quot;phantom damage&amp;quot; when calculating what rank crit you get. This occurs in all AS based attacks, including melee, ranged, and spells. &lt;br /&gt;
&lt;br /&gt;
*Please note:  The DEX BONUS/4 is still commonly accepted as true, but there do appear to be abnormalities that don&#039;t make it uniformly applied.  This is still being tested to determine any potential limits.&lt;br /&gt;
&lt;br /&gt;
As an example of how this is applied we can take a simple cast of 901:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all know 901 has a terrible DF.  However, if a halfling with maxed DEX casts it, with their +40 DEX bonus, they get 10 phantom damage right off the bat. If they do adequate damage to obtain a Tier 1 crit, it will receive +10 phantom damage when calculating the crit. Since a substantial margin of the damage from 901 is based on the crit tier, this could significantly increase the damage.&lt;br /&gt;
&lt;br /&gt;
When it comes to racial selection this means Halflings are potentially the best race to select for bolting.  At least from a purely offensive point of view. With the second highest max DEX bonus, Dark Elves have a DEX bonus at +35 at 100, but since phantom damage is rounded down, they max at only +8 phantom damage, while halflings get +10 phantom Damage from their +40 max bonus. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s a wonderful example that Riltus provided, with a breakdown of the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You gesture at a dark orc.&amp;lt;br&amp;gt;&lt;br /&gt;
You hurl a small surge of electricity at a dark orc!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +212 vs DS: +39 with AvD: +22 + d100 roll: +68 = +263&amp;lt;br&amp;gt;&lt;br /&gt;
... and hit for 49 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 5 Crit w/25 damage&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard with 20 air lore and 34 Dex bonus (8 pts. crit weighting)&amp;lt;br&amp;gt;&lt;br /&gt;
901 DF: 0.133&amp;lt;br&amp;gt;&lt;br /&gt;
Lore DF bonus: 0.012&amp;lt;br&amp;gt;&lt;br /&gt;
Effective DF: 0.145&amp;lt;br&amp;gt;&lt;br /&gt;
Endroll success margin: 163&amp;lt;br&amp;gt;&lt;br /&gt;
Raw damage: 23.6 rounds up to 24&amp;lt;br&amp;gt;&lt;br /&gt;
Armor: double leather w/ 6 crit divisor&amp;lt;br&amp;gt;&lt;br /&gt;
Calc max crit w/o weighting: 24/6 = 4&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit damage: 25 (R5 chest)&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit: rank 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum Crit weighting for a rank 5 outcome: 6 pts. [(24 + 6)/6 = rank 5 crit] &lt;br /&gt;
&lt;br /&gt;
Without phantom damage, the maximum crit outcome would have been a tier 4 crit (only 20 damage), so that additional phantom damage for the crit roll ended up being an additional 5 real damage.&lt;br /&gt;
&lt;br /&gt;
==Melee Warmages==&lt;br /&gt;
&#039;&#039;&#039;This information is incorrect, do not follow&#039;&#039;&#039;&lt;br /&gt;
Melee Warmages are mainly concerned about strength.  They need all the AS they can get relative to the other classes before the AS slowdown. AgiDex is less of a concern because, from an RT perspective if you are doing most melee builds, you should be able to swing anything in 6 seconds with any race. That is the RT needed to hit 1 second eventually. If your stats are placed for growth, and you are using a lance, AgiDex might be a concern in a few cases.  In that case just make sure you math it out before you get started, or swap to a faster polearm.&lt;br /&gt;
&lt;br /&gt;
The strongest races are:&lt;br /&gt;
&amp;lt;u&amp;gt;Giantman&amp;lt;/u&amp;gt;: +15 STR, but bolting suffers with a -5 DEX and CS takes a hit with a -5 Aura.  They do have a nice CON bonus at +10 and the best encumbrance factor of all races.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half-Krol&amp;lt;/u&amp;gt;: +10 STR, with no bonus or penalty on DEX or AURA.  They share the same +10 CON bonus as Giantmen, as well as a high encumbrance factor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarf&amp;lt;/u&amp;gt;: +10 STR, no DEX penalties but -5 to AGI and bad Aura at -10.  They have the highest CON bonus at +15.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Human&amp;lt;/u&amp;gt;: Only +5 STR, no modifiers to DEX, AGI or AURA.  Humans are the middle of the road race.&lt;br /&gt;
&lt;br /&gt;
It should be noted that these THW warmages races outlined above tend to be weak in DEX and Aura if you decide to swap builds after the AS slowdown. So you would find it very difficult to swap from a Racially maximized THW Warmage to a Pure or Ranged Warmage.&lt;br /&gt;
&lt;br /&gt;
==Ranged Warmage==&lt;br /&gt;
Ranged Warmages primarily need 1 thing, [[Dexterity]]. Even a halfling with -15 STR mod can get to a STR bonus of +5 and fire an aimed longbow in 1 second. The following highlights strength mods because it can be a factor at lower levels and in the case that you decide to switch builds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Halflings&amp;lt;/u&amp;gt;: The winning race with +15 DEX, but a woeful -15 STR and -5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elf&amp;lt;/u&amp;gt;: +10 DEX, 0 STR, and +10 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +10 DEX, 0 STR and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burger Gnome&amp;lt;/u&amp;gt;: +10 Dex, with the same -15 STR as a halfling, but a +5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 DEX, 0 STR, and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half Elves&amp;lt;/u&amp;gt;: +5 Dex, 0 STR, 0 Aura. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Aelotoi&amp;lt;/u&amp;gt;: +5 DEX and 0 Aura like Half-Elves, but with -5 Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Forest Gnomes&amp;lt;/u&amp;gt;: +5 DEX, -10 Strength, and 0 Aura.&lt;br /&gt;
&lt;br /&gt;
==Pure Builds==&lt;br /&gt;
The emphasis here is on Aura, as our CS mod, because we already highlighted DEX in the Ranged section:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elves&amp;lt;/u&amp;gt;: +10 Aura, along with their +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burghal Gnomes&amp;lt;/u&amp;gt;: +5 AURA, also with +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 AURA as well but only +5 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +5 AURA too and with +10 DEX&lt;br /&gt;
&lt;br /&gt;
==Other Racial Factors==&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent wizard.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a halfling anyway because that DEX!&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Reduces swinging RT, maneuver penalties, and spell hindrance from wearing armor.&lt;br /&gt;
*[[Shield Use]] Generates DS when using a shield.&lt;br /&gt;
*Weapons Use Raises AS with a particular Weapon.&lt;br /&gt;
*[[Two Weapon Combat]] Ability to use two one-handed weapons.  It is prohibitively expensive for a wizard to train in.&lt;br /&gt;
*[[Combat Maneuvers]] +.5 Melee AS per rank. 1 CM Point per rank to use towards the limited list of combat maneuvers available to wizards!&lt;br /&gt;
*[[Multi-Opponent Combat]] Reduces Force-on-Force penalties for multiple opponents and adds 1 to the minimum ball-spell area effect per rank. &lt;br /&gt;
*[[Ambush]] Ability to aim physical attacks.  Improves ranged AS by .25 for every rank over 40.&lt;br /&gt;
*[[Physical Fitness]] HP total, stamina, factors into Maneuver defense&lt;br /&gt;
*[[Dodge]] Adds to evade DS but is prohibitively expensive for wizards.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Ability to use scrolls, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Magic Item Use]] Ability to use magic items such as wands, small statues and other imbeds, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Harness Power]] +3 Mana per rank up to your level, +1 mana per rank over level.&lt;br /&gt;
*[[Spell Aiming]] Adds to bolt AS in the same way weapons training adds to a physical AS.&lt;br /&gt;
*Mana Control: Allows sharing of mana with others, based on your skill in a specific mana control and theirs.  Also improves your mana regeneration rate.&lt;br /&gt;
*[[Spell Research]] Learn spells, improve effectiveness and duration.&lt;br /&gt;
*[[Elemental Lore]]: Various effects and improvements to specific elemental spells.  Other lores do not effect your native spells.&lt;br /&gt;
&lt;br /&gt;
==Elemental Lores==&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Lore]] Review offered a variety of new synergies between spells, and introduced a lot more than just DF bonuses on bolt spells.  The list below gives a general overview of which spells each lore effects and a general idea of how.  A more complete overview can be found in the [[Lore_chart|Lore Chart]].&lt;br /&gt;
&lt;br /&gt;
===Important Breakpoints===&lt;br /&gt;
*50 ranks in any lore gives the greatest Bolt DF benefit before diminishing returns on spells of that element, or .050 DF.&lt;br /&gt;
*100 combined ranks provide the greatest Bolt DF benefit before diminishing returns on dual element spells, or .050 DF.&lt;br /&gt;
*20 ranks in any lore gives the 518 specialization for that lore and 10 ranks each of two lores provides the specialization for dual lore specializations&lt;br /&gt;
*Arcane Circle spell EVOKES and Tonis Bolt:  &lt;br /&gt;
**20 Fire for 903 -&amp;gt; 1707&lt;br /&gt;
**20 Air for Tonis Bolt&lt;br /&gt;
**30 Water for 904 -&amp;gt; 1710&lt;br /&gt;
*55 or 60 air lore provides the majority of RT reduction from [[506|Celerity]] for a warmage&lt;br /&gt;
*[[514|Stone Fist]] Earth Lore at .5x for SLAP, 1.25x for CLENCH, and 2x for POUND&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Fire]]===&lt;br /&gt;
*[[413]]: Increases TD penalty by Seed 5 summation.&lt;br /&gt;
*[[415]]: Chance equal to [[Elemental Lore, Fire]] ranks/2 to strike an additional target in the room for 5 additional mana.&lt;br /&gt;
*[[417]]: 10 ranks unlocks a defensive spell from the target.  The chance is 10% +3% per every 10 ranks.  The mana drain is increased by skill/15.&lt;br /&gt;
*[[425]]: A percentage chance on a Seed 10 scale to increase the critical weighting of your next spell cast within 10 seconds.&lt;br /&gt;
*[[502]]: Fire Version - Provides a DS pushdown against fire spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks. &lt;br /&gt;
*[[513]]: Casting multiple bolts at the same target will increase AS by Seed 4 stacking up to +25 maximum.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Fire specification which uses [[906|Minor Fire]]&#039;s damage tables and lore bonuses.  10 ranks of Fire AND Water unlock Steam.&lt;br /&gt;
*[[519]]: Increases critical damage and damage cycles.&lt;br /&gt;
*[[903]]: 20 ranks unlocks [[Minor_Steam_(1707)|Minor Steam]] using EVOKE with this spell.&lt;br /&gt;
*[[906]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  &lt;br /&gt;
*[[908]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the fire version.&lt;br /&gt;
*[[925]]: 100 ranks unlocks the ability to enchant fire or steam flaring weapons.&lt;br /&gt;
*[[950]]: Increases AS of spells cast with 950 by 6 * Seed 10 summation and CS by 3/5 that amount.&lt;br /&gt;
*[[1707]] Increases DF by .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Fire====&lt;br /&gt;
&lt;br /&gt;
The only major discreet breakpoint for fire lore is 20 ranks for EVOKE on [[903|Minor Water]] for [[1707|Minor Steam]], the best damage to mana ratio bolt spell.  The other important bonuses are scaling.&lt;br /&gt;
&lt;br /&gt;
519 bonuses are two fold: &lt;br /&gt;
*Chance of incineration on warding margins 50 or higher = Seed 1 summation (Fire Lore ranks -10)/2 &lt;br /&gt;
*And Ranks / 1.5 % chance of an extra damage cycle. (100% at 150 ranks)&lt;br /&gt;
&lt;br /&gt;
The 513 AS bonus maxes out at +25. This makes some seed values appear more beneficial than others. Because going from +5 AS per bolt to +6 AS per bolt will still require 5 bolts to max out the benefit of +25 AS that +1 AS might be less substantial.  The number of bolts needed to cap the bonus is below:&lt;br /&gt;
*+1 per bolt: 25 casts to cap&lt;br /&gt;
*+2 per bolt: 13 casts to cap&lt;br /&gt;
*+3 per bolt: 9 bolts to cap&lt;br /&gt;
*+4 per bolt: 7 bolts to cap&lt;br /&gt;
*+5 per bolt: 5 bolts to cap&lt;br /&gt;
*+6 per bolt: 5 bolts to cap&lt;br /&gt;
*+7 per bolt: 4 bolts to cap&lt;br /&gt;
*+9 per bolt: 3 bolts to cap&lt;br /&gt;
*+13 per bolt: 2 bolts to cap&lt;br /&gt;
*Benefit maxes at +19, always 2 bolts to cap the benefit.&lt;br /&gt;
*This mechanic of the +25 max, paired with a Summation Seed 4 for benefit ends up producing two forms of diminishing returns. The difference between 72 ranks of fire lore for +9 per bolt (3 to cap), and 130 ranks for +13 per bolt (2 to cap) is substantial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
*[[402]]: Gives a chance to point out hidden targets based on ranks in [[Elemental Lore, Air]] versus the targets hide ranks.&lt;br /&gt;
*[[405]]: At 30 ranks can detect elemental flares and if an item is enhancive (but not what it enhances)&lt;br /&gt;
*[[410]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[435]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[502]]: Air/Lightning version - Provides a DS pushdown against air/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[504]]: Increases RT penalty by 1 at 24, 100, and 100 ranks.  Increases possible targets by 1 per 20 ranks.&lt;br /&gt;
*[[505]]: 20 ranks unlocks Tonis Bolt using EVOKE.  Increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[506]]: 50 ranks unlocks a group version with EVOKE.  Decreases the stamina cost of combat actions and improves RT reduction of utility actions.&lt;br /&gt;
*[[511]]: Increases maximum items by Seed 10 summation.&lt;br /&gt;
*[[515]]: Gives a percentage chance to provide a CHANNEL bonus to a spell without additional RT equal to Seed 1 summation.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Air specialization, which uses vacuum crits.  10 Air AND Water ranks unlocks Lightning specialization.&lt;br /&gt;
*[[535]]: -1% RT for every 5 ranks, max of 60%.&lt;br /&gt;
*[[550]]: Increases the amount of RT removed from negative effects by 1.5 * Seed 1 summation.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[911]]: Adds phantom [[Dodge]] ranks on a Seed 1 summation.&lt;br /&gt;
*[[912]]: Adds a 2% chance per Seed 5 summation to produce a vortex which causes RT for a random, ungrouped target at a regular interval.&lt;br /&gt;
*[[914]]: Reduces the summoning time and increases critical damage.&lt;br /&gt;
*[[916]]: 50 ranks unlocks a group version that lasts for 2 minutes using EVOKE.&lt;br /&gt;
*[[920]]: Decreases the time it takes a familiar to find a player-character.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant vacuum and lightning flaring items.&lt;br /&gt;
*[[950]]: Allows a chance to gain offensive CHANNEL benefits to the spells cast without the RT with a percentage chance equal to 5 * Seed 1 Summation.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Air====&lt;br /&gt;
&lt;br /&gt;
Arguably the greatest benefit to training air lore is Tonis Bolt at 20 ranks or the -1% RT from Celerity per 5 ranks, depending on your build. &lt;br /&gt;
&lt;br /&gt;
[[506|Celerity]] Breakpoints:&lt;br /&gt;
*Base 4 RT becomes 1 at 60 ranks&lt;br /&gt;
*Base 5 RT becomes 1 at 105 ranks&lt;br /&gt;
*Base 6 RT becomes 2 at 55 Ranks, 1 at 135 Ranks&lt;br /&gt;
*Base 7 RT becomes 3 at 20 Ranks, 2 at 90 Ranks, 1 at 160 ranks&lt;br /&gt;
*Base 8 RT becomes 3 at 55 ranks, 3 at 115 ranks, and 1 at 180 ranks&lt;br /&gt;
&lt;br /&gt;
After either 55 or 60 ranks in Air Lore, you receive a majority of the RT reduction bonuses. You also unlock all the major breakpoints for air lore:&lt;br /&gt;
Tonis Bolt&lt;br /&gt;
Group Casting 506 &lt;br /&gt;
410/435 Sphere&lt;br /&gt;
Flare detection on 405&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Water]]===&lt;br /&gt;
*[[403]]: Removes 1 point per Seed 10 summation of potential damage to a lockpick on a failed attempt.&lt;br /&gt;
*[[404]]: Reduces DISARM roundtime by 1 second per Seed 6 summation.&lt;br /&gt;
*[[407]]: Unsuccessful casts will corrode a lock, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[408]]: Unsuccessful casts will corrode a trap, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[410]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[416]]: Grants a percentage chance equal to Skill/4 to show Unlock and Disarm success messenging.&lt;br /&gt;
*[[418]]: Provides a +10 mana regeneration bonus for the caster.  This bonus will last a number of pulses equal to a Seed 10 summation.&lt;br /&gt;
*[[435]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[502]]: Water/Cold/Lightning version - Provides a DS pushdown against water/cold/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[512]]: Increases targets by 1 per Seed 5 summation.  Shatter chance on fully encased targets equal to Skill Bonus/3.  Converts [[903|Minor water]] cast at target to [[1709|Minor Cold]] for Seed 10 summation casts.&lt;br /&gt;
*[[515]]: Percentage chance to negate the cooldown when the spell ends equal to Seed 1 summation.&lt;br /&gt;
*[[516]]: Percentage chance equal to Seed 2 summation to drain an additional 20 mana.&lt;br /&gt;
*[[518]]: 20 ranks to unlock cold specialization, which uses [[1709|Minor Cold]] damage tables and lore bonuses and water specialization, which uses [[903|Minor water]]. 10 ranks + 10 Fire/Earth/Air unlocks Steam/Acid/Lightning.&lt;br /&gt;
*[[520]]: Water mode dispel cooldown reduced by Seed 1 summation seconds.&lt;br /&gt;
*[[550]]: 50 ranks unlocks an automatic [[410|Elemental Wave]] cast for free alongside Time Stop.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[903]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Increases the chance to soak a target by skill/2%.&lt;br /&gt;
*[[904]]: 30 ranks unlocks [[1710|Major Acid]] with EVOKE.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[907]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the cold version.&lt;br /&gt;
*[[920]]: 50 ranks unlocks the ability to set an anchor on an earthnode.&lt;br /&gt;
*[[925]]: Allows storing of a mana pool for infusing tempering potions at a rate of 1 point on a Seed 5 summation for every 30 XP absorbed, starting at 5 ranks.  100 ranks unlocks enchanting Cold/Acid/Lightning/Steam flaring items.&lt;br /&gt;
*[[1707]]: Combined Fire and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[1709]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that. &lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Water====&lt;br /&gt;
&lt;br /&gt;
Water lore has very little in the way of discreet breakpoints.  Five ranks unlocks the ability to store mana for [[925|Enchant Item]], an important benefit for minimal investment. 30 ranks will allow the use of [[1710|Major Acid]] with 904 and 50 ranks will provide the ability to set an anchor for your familiar and have an automatic [[410|Elemental Wave]] when you cast [[550|Time Stop]].  While interesting these benefits are not build defining. &lt;br /&gt;
&lt;br /&gt;
The largest benefit of water lore is its diversity.  Water lore provides bonuses to the DFs for a startling number of bolts.  This includes 901, 903, 904, 907, 910, 1707, 1709, and 1710.  It also lends itself to a variety of modes for 518.  This combines with the utility aspects to make water lore an interesting lore for a generalist wizard.&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Earth]]===&lt;br /&gt;
*[[412]]: Increases max targets of the open version by 1 per 20 ranks.&lt;br /&gt;
*[[414]]: 25 ranks unlocks a 5% + 1% per 20 additional ranks chance to block a single AS/DS attack when wearing all three elemental defenses.  &lt;br /&gt;
*[[430]]: Gives a percentage chance equal to Seed 10 summation to gain +10 critical padding for a single attack.&lt;br /&gt;
*[[502]]: Earth version - Provides a DS pushdown against impact spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[503]]: Gives a percentage chance equal to Seed 10 summation to gain +20 DS against an attack.&lt;br /&gt;
*[[507]]: 15 ranks unlocks bolt redirection ability with a chance of 5% + 1% / 10 additional ranks.  Redirected bolts strike at a random enemy target with a -20 AS penalty.&lt;br /&gt;
*[[508]]: 25 ranks unlocks a 5% + 1% per additional 10 ranks chance to increase TD by 20 against a single warding spell.&lt;br /&gt;
*[[509]]: Provides a self-cast additional AS bonus equal to Seed 4 summation.&lt;br /&gt;
*[[510]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
*[[514]]: Unlocks additional commands at training breakpoints:  SLAP - .5x, CLENCH - 1.25x, POUND - 2x.&lt;br /&gt;
*[[518]]: 20 ranks to unlock earth specialization, which uses [[510|Hurl Boulder]] damage and lore benefits.  10 ranks + 10 water lore ranks to unlock acid specialization.&lt;br /&gt;
*[[520]]: Earth mode stun shield provides additional padding ranks equal to a Seed 3 summation.&lt;br /&gt;
*[[550]]: Increases uses per day by 1 at 40, 115, and 190 ranks.&lt;br /&gt;
*[[902]]: Increases the enhancive weapon skill bonus by 1 per Seed 7 summation.&lt;br /&gt;
*[[904]]: 10 ranks unlocks an acid burn ability at a rate of 25 + truncated(Skill Bonus/4)%.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[905]]: Provides an additional 1 DS per Seed 5 summation.&lt;br /&gt;
*[[909]]: Increases the E/B/P penalty by 1 per Seed 4 summation / 2.  Increases charges of the EVOKE version by 1 at 20, 50, 90, 150, and 200 ranks.&lt;br /&gt;
*[[914]]: Increases critical damage.&lt;br /&gt;
*[[917]]: Gives a percentage of the damage bonus provided by a stunned/prone target to all cycles after the initial strike equal to (100 * Ranks / 202)%.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant earth or acid flaring items.&lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Earth====&lt;br /&gt;
&lt;br /&gt;
Earth lore has a few important discreet breakpoints to consider.  One is the additional charges on the evoked version of [[909|Tremors]] at 20, 50, 90, 150, and 200 ranks.  Another is the added uses per day of [[550|Time Stop]] at 40, 115, and 190 ranks respectively.  Finally there is the acid burn effect on [[904|Minor Acid]] which turns on at 10 ranks and improves from there.  &lt;br /&gt;
&lt;br /&gt;
With that in mind 50 ranks will net you:&lt;br /&gt;
+2 charges of EVOKE 909&lt;br /&gt;
+1 daily use of 550&lt;br /&gt;
62% chance of acid burn on 904&lt;br /&gt;
25% of the stunned/prone bonus on 917&lt;br /&gt;
&lt;br /&gt;
The major outlier here is [[514|Stone Fist]].  Only a dedicated earth mage will get to make any real use of the additional commands that hold most of this spells power.  At 50 ranks you would be able to reasonably use SLAP but the spell likely is not worth using without at least CLENCH, if not POUND.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runes==&lt;br /&gt;
Wizards have access to learning three runes:&lt;br /&gt;
*After learning 930, a wizard can learn the &amp;quot;Gate&amp;quot; Rune.  Applying this on a runestone and holding the runestone while you cast decreases failure chances.&lt;br /&gt;
*A wizard who knows it can teach another the &amp;quot;Binding&amp;quot; Rune.  This will allow the wizard to trap their familiar type in an amulet that can be purchase from the wizard guild.  Holding this when casting 920 guarantees that type of critter. (i.e.  cats)&lt;br /&gt;
*The Wy&#039;Zio is used to unlearn unique runes.  Which currently means nothing to wizards.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY wizard:&lt;br /&gt;
*2x [[Spell Research]]: As a pure you should, at minimum, be training 2 spell ranks per level. (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]]: Harness power, at level, provides 3 mana per training (0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]]: Mana regeneration, Multi-cast, Spellup, and benefits to many spells. (0/4)&lt;br /&gt;
*1x [[Physical Fitness]]: Combat Maneuvers Defense and health (8/0)&lt;br /&gt;
*1x [[Perception]]: Maneuver defense, getting around. (0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
[[Armor Use]] &lt;br /&gt;
*4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
*15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
*35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
==The Archer Mage==&lt;br /&gt;
&lt;br /&gt;
===Why Archery?===&lt;br /&gt;
Wizards main attack are magical bolts. This puts a high emphasis on [[Dexterity]].  Archery offers an alternative method for attack that relies on the same [[Dexterity]] bonus.  It also offers a cost-effective way to max out your weapon enchant bonus and is not largely impacted by encumbrance. With [[506|Celerity]] you can easily produce a hail of arrows.&lt;br /&gt;
&lt;br /&gt;
The strength of the build is maximization of all enhancive spells.  [[509|Strength]] applies towards RT reduction alongside [[506|Celerity]]. Due to these spells it is quite easy to hit a 1 second RT with a longbow, while aiming. Furthermore, the focus on [[Dexterity]] allows an Archer Mage can make full use of classic Wizard Bolt Spells as well. Having two viable attack options opens up a lot of potential creatures to hunt.&lt;br /&gt;
&lt;br /&gt;
In addition [[404|Disarm Enhancement]] provides a pseudo-bonus to [[Perception]] when it comes to AIMing ranged attacks.  Even if Wizards are not the best aimers, 404 is easy to stack up with 515, and every little bit helps.&lt;br /&gt;
&lt;br /&gt;
===Training for Archery===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Ranged Weapons]] (14/3)&lt;br /&gt;
*+1x [[Perception]] (2x total) (0/6)&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
**+(20/12)&lt;br /&gt;
**=28/47 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]: 66 ranks If you&#039;re a small race, like a halfling, gnome, etc. 55 ranks if you&#039;re a race with a higher STR bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&amp;lt;br&amp;gt;&lt;br /&gt;
*25 ranks of [[Elemental Lore, Earth]] for bonus AS and some defensive benefits.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
Additional [[Spell Research]] is the best way to improve your stance offensive DS.&lt;br /&gt;
&lt;br /&gt;
===Post Cap Goals===&lt;br /&gt;
*3x [[Spell Research]]. More DS, more AS/CS for spells, better enchanting capabilities.&lt;br /&gt;
*1x [[Ambushing]]. 100 ranks of Ambush will net you 15 AS. AS bonus = ((ranks -40)/4). This is INCREDIBLY expensive at (15/10) per rank for such a small AS boost. That is why it is not listed in core training. This will not assist aiming, as it only impacts aiming while hidden.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*All spheres to rank 2 at level 2&lt;br /&gt;
*Major Elemental &amp;amp; Wizard until Wizard=13&lt;br /&gt;
*Minor Elemental &amp;amp; Major Elemental until Major Elemental = 20 (13 wizard, 9 minor, 20 major)&lt;br /&gt;
*2x Minor Elemental until Minor Elemental = 31 (Should be level 31)&amp;lt;br&amp;gt;&lt;br /&gt;
*From there determine your target ranks of Major Elemental and Air Lore needed to minimize RT.&amp;lt;br&amp;gt;&lt;br /&gt;
**50 Ranks in MjE will unlock 550, a strong escape spell&amp;lt;br&amp;gt;&lt;br /&gt;
**75 Ranks of MnE will max out AS potential from 425&amp;lt;br&amp;gt;&lt;br /&gt;
**Wizard Circle will generate the most DS of any three circles&lt;br /&gt;
&lt;br /&gt;
===Combat Suggestions===&lt;br /&gt;
*Keep [[506|Celerity]] Up&lt;br /&gt;
*1 Creature and plenty of mana - 505 bolt until it falls prone -&amp;gt; Arrows.&lt;br /&gt;
*1 Creature and low on mana -  Arrows&lt;br /&gt;
*2 Creatures and plenty of mana -  410 -&amp;gt; Arrows&lt;br /&gt;
*2 Creatures and low on mana -&amp;gt; Arrows, carefully&lt;br /&gt;
*&amp;gt;2 Creatures 410 -&amp;gt; 518&lt;br /&gt;
*Undead - 901/903/904/906 are less hassle than finding a bless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Two Handed Mage==&lt;br /&gt;
1. Get a big weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Swing a big weapon really fast.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Profit!&amp;lt;br&amp;gt;&lt;br /&gt;
Two-Handed Mages can use Polearms or Two-Handed Weapons at the same TP cost. If you want to be a polearm mage, just make sure it is a two handed polearm.&lt;br /&gt;
&lt;br /&gt;
===Why a Two-Hander?===&lt;br /&gt;
The best defense is a good offense and in Gemstone IV a good offense often comes in the form of a giant weapon.  An even better offense comes in the form of a giant weapon swung with a 1 second RT.&lt;br /&gt;
Two Handers and Polearms have the highest Damage Factors out of any weapons in the game. Paired with the speed of [[506|Celerity]] this can be a devastating build.&lt;br /&gt;
&lt;br /&gt;
Two-Handers are a great way to level, especially early on when mana is tight. By the time your AS growth slows down you have the mana to keep [[506|Celerity]] going and speed yourself up.  As an added benefit this build is more interested in strength so you can pick your race appropriately.  No need to worry about picking up a smooth stone and being encumbered.&lt;br /&gt;
&lt;br /&gt;
===Training for Two-Handers===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Two-Handed Weapons]] or [[Polearms]] (14/3)&lt;br /&gt;
*1x [[Combat Maneuvers]] (12/8)&lt;br /&gt;
**+26/11&lt;br /&gt;
**=34/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]:  Typically 55 or 60 ranks but figure out what you need to swing your chosen weapon in 1 second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Earth]]:  You can consider getting 25 or 35 ranks to increase 902 and 509 potency.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Air]]:  Getting up to 55 ranks, if you needed less than that for the discrete training, will end up rounding advantageously for you.  See the lores section for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]]&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You could take armor up to Leather Breastplate, if not further. Warmages do not cast in combat nearly as much as Pures. The hindrance can be annoying but, overall, better AvD and crit divisor is worth it, as you are gonna be caught in offensive more.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
[[Elemental Lore, Earth]]. This is really the only other way to increase AS after you&#039;ve reached 75 ranks in Minor Elemental. There are huge diminishing returns after the first 25-35 ranks unfortunately.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*Start off with 2/2/2 at level 2&lt;br /&gt;
*Wizard &amp;amp; Major Elemental until at 11/11 (Level 11)  (Rank 11 yields bonuses from 503 and 507, also floating disk)&lt;br /&gt;
*Wizard &amp;amp; Minor Elemental until 13/4 (Level 13)&lt;br /&gt;
*2x Minor Elemental until 25 (Level 25)  You reach this a little before level 25 at full 2x spells&amp;lt;br&amp;gt;&lt;br /&gt;
From here there are some options:&amp;lt;br&amp;gt;&lt;br /&gt;
*Major Elemental to 51: If your RT without [[506|Celeity]] is 6 seconds, 51 ranks will produce an additional -1 RT, and take it down to 1 sec with [[506|Celerity]].&lt;br /&gt;
*Minor Elemental up to 75 to max out the AS contribution of 425.&lt;br /&gt;
*If DS is an issue the wizard circle generates the most DS of any circle, at 1.25 DS per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
As 513 no longer reduces melee AS, a melee warmage has a variety of options available.&lt;br /&gt;
&lt;br /&gt;
If you are attuned to air then at 25 ranks of air lore you can use a 1x weapon and e-blade it.  An e-bladed weapon can take advantage of the [[502|Chromatic Circle]] weakness effect. Plus it is cheaper than buying a 5x flaring weapon.&lt;br /&gt;
&lt;br /&gt;
Due to the low swinging AS, warmages need to utilize disablers like 505, 909, 912, or 410 as an opener to knock the critters down for the DS reduction.  Since you are training in CMANs, you will also have feint and some other options available to you as an opener later on in life.  If you are attuned to air (or earth with enough earth lore), and are wielding an e-bladed weapon, you can start off with a 502 before your opener to further reduce your target&#039;s DS.  Beyond that you want to simply keep [[506|Celerity]] up and hack away at things.&lt;br /&gt;
&lt;br /&gt;
Remember that you do still have a full litany of spells available to you if you while hunting.  Your Bolt AS will not be bad as a Warmage, assuming you choose to train in Spell Aiming.  It is viable for hunting, and is a perfect way to deal with undead in areas such as Wyneb or Maaghara in Ta&#039;Illistim, where they are mixed in with living creatures.  Just use your magic against the undead, and swing your weapon against the living.&lt;br /&gt;
&lt;br /&gt;
==Warmage AS Slowdown==&lt;br /&gt;
Non-pure builds tend to slow down in the later levels.  Mathematically, a warmage&#039;s AS is going to fall behind other swingers eventually. An archer or two-hander needs to train Weapon Training and either 1x CM or 2x perception.  That will grant 1.5 AS per level in later levels. That is a 1 AS per level deficit compared to a semi or square who trains 1x in CM and can 2x their weapon. Warmages have two tools to assist in bridging the gap: 425 and 509.  Meanwhile a ranger has Phoen&#039;s Strength.  With that in mind here is a comparison between a warmage and ranger.&lt;br /&gt;
&lt;br /&gt;
Since 425&#039;s potency is .5/level, that still puts a warmage at a .5 AS per level deficit compared to a ranger. &lt;br /&gt;
*At level 20, a warmage is 15 AS below a ranger (15 (509) -20 - 10 (606)) -15. &lt;br /&gt;
*At 25, a warmage actually gets ahead of a ranger (15-25-10+25) by +5 AS due to 425. &lt;br /&gt;
*At level 75,  it is still pretty close at (75 - 15 + 10 - 50) -20 AS, but 425 potency is maxed out.&lt;br /&gt;
*At level 80, the warmage is behind by (80-15+10-50) -25 AS.&lt;br /&gt;
*New to cap, a warmage is at -45 AS compared to a ranger.&lt;br /&gt;
&lt;br /&gt;
The only way to make up this disparity is through proper use of disablers.  Even then, the ranger is going to have similar skills available.  What they will never have is a 1 second RT to take full advantage.  The warmage will probably never hit as hard but they will hit anywhere from 3 to 6 times more often.&lt;br /&gt;
&lt;br /&gt;
==The Pure Mage==&lt;br /&gt;
&lt;br /&gt;
To put this simply, you get to hurl balls of fire at your enemies and burn them to cinders.  Wizards are the masters of elemental magic and bolting.  When you have access to some of the most powerful spells in Elanthia why would you ever want to pick up a weapon?  Wizards might have the second-to-worst melee AS in the game but their bolting AS is second to none.  A well trained wizard is a magical powerhouse that can tangle with the toughest creatures in the game and come out laughing.&lt;br /&gt;
&lt;br /&gt;
===Training for a Pure===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/1)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/1)&lt;br /&gt;
*1x [[Elemental Lore]] (0/6)  Which type depends on your choices.&lt;br /&gt;
**Additional TP cost of (6/11)&lt;br /&gt;
**=14/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Optional Training for a Pure&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x in [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained pure mage is a well trained pure mage with a ton of outside spells.  Beyond that they help with some utility skills like enchanting and recharging.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some wizards choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
At low levels, returns from additional ranks of harness power are more substantial. Gaining 1 more mana when you have a max pool of 30 is proportionally much better than getting that same 1 mana when you have a pool of 300. A low level pure wizard&#039;s biggest stumbling block is the lack of mana.  [[1700|Arcane Blast]] does mitigate this somewhat, as do wands, but having more mana early is a boon.  At low levels it can be worthwhile to dump additional points into Harness Power. Once you reach your 20s or 30s and find yourself comfortable with your mana total you can simply stop training in [[Harness Power]] until your level catches up to your ranks.  Once that is done everything else should go into [[Spell Research]].&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
*Wizard and Major Elemental to 13&lt;br /&gt;
*Major Elemental and Minor Elemental until Major Elemental 18&lt;br /&gt;
*All Spell Research into Minor Elemental until 430 is unlocked&lt;br /&gt;
*Go back to Major to train it up to = Level&lt;br /&gt;
*Keep Major = Level, Try to get Minor Elemental = Level&lt;br /&gt;
*Any additional spell ranks go into wizard circle&lt;br /&gt;
&lt;br /&gt;
===Channeling===&lt;br /&gt;
&lt;br /&gt;
====Channeling Bolts====&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For how unchanneled bolts are assigned location, see [[Unaimed Body Location Assignment (saved post)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Channeling Warding Spells====&lt;br /&gt;
The spells [[Chromatic Circle (502)]] and [[Immolation (519)]] can gain a bonus from [[CHANNEL]].  &lt;br /&gt;
&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
===Runestaves vs. Shields===&lt;br /&gt;
&lt;br /&gt;
Runestaves make the Pure builds work, but before we had them we used shields.  It turns out that there are still pros and cons to using a shield over a runestaff.  Shields tend to offer higher DS totals over runestaves.  They also do not suffer from the possibility of being disarmed.  In contrast runestaves will certainly allow you to spend more points on magical skills.  Additionally you need to consider runestaff flares, which are designed purely with casters in mind.&lt;br /&gt;
&lt;br /&gt;
====Shield Benefits====&lt;br /&gt;
The first thing to remember about a shield is that you will get a flat +20 DS from using a shield before anything else is factored in.  When you explore the runestaff formula you will find that it takes a lot of magical ranks to make up even that 20 extra.  It is also worth noting that the stance modifier for parry DS (runestaves) in offensive stance is .2, compared to .5 for block DS in that stance.  What that means is that more shield DS survives stancing up and that is the stance you are most worried about being hit in.  Finally, we need to remember that one of the most dangerous things that can happen to a pure is having their runestaff disarmed and shields do not have that problem.&lt;br /&gt;
&lt;br /&gt;
The cost for a wizard of one rank of [[Shield Use]] is 13/0 and, considering a wizard is likely already converting PTPs to MTPs is more like 0/6.5, call it 7.  That is roughly the equivalent of 2 magical skills or 1/5 of an extra spell rank.  We already know the most DS per spell rank is wizard spells at 1.25 DS so 1/5 of that is &#039;&#039;&#039;.25 DS&#039;&#039;&#039;.  2 magical skills will increase your parry ranks by .2 per level, or roughly &#039;&#039;&#039;.06 DS&#039;&#039;&#039; per level in offensive stance.  The block DS formula is:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[((Shields Ranks + trunc(STR Bonus / 4) + trunc(DEX Bonus / 4)) x Size Modifier x Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant.  &lt;br /&gt;
&lt;br /&gt;
For ease of use we can just say our STR and DEX bonuses are 0 and using a medium shield.  So 1 rank of shield use would increase our total offensive DS by &#039;&#039;&#039;.5 DS&#039;&#039;&#039;.  It is also worth noting that it can be beneficial, depending on your STR and DEX bonuses, to train a single rank of [[Brawling]] to activate the parry DS formula with a shield.  If you have a strength bonus of 5, with an additional 15 from 509, and a dexterity bonus of 20 that 1 rank is worth 2.2 parry DS in offensive.  The best DS return you can get on your training point investment for just that single rank.  &lt;br /&gt;
&lt;br /&gt;
====Runestaff Benefits====&lt;br /&gt;
&lt;br /&gt;
There is no denying that there is a positive DS benefit to using a shield over a runestaff.  With that said, DS is not the only thing we care about.  There are multiple other factors to consider when making the decision about how to spend our valuable training points.  We care just as much about our offensive and utility capabilities.&lt;br /&gt;
&lt;br /&gt;
While the cost of 1 rank of shield use is worth far less in terms of DS for a spell rank or magical skills, that is not the only thing those points are gaining you.  One more spell rank might be worth roughly half of the equivalent TPs in shield rank DS but it is a spell rank.  Above all else it is another spell you can cast.  Beyond that it is more CS for that circle and potentially other circles.  It is also increased duration on your spells from that circle.  It represents other efficiency increases for spells in that circle.  At some points it could represent increased AS as well.  A spell rank is more than just the sum of its DS addition.&lt;br /&gt;
&lt;br /&gt;
In much the same way additional magical skills have their own value.  It is easy to discount 2 additional magical skills, say 1 rank each of MIU and AS as just .06 DS.  What cannot be discounted is what can be done with those skills.  In the example we are using that represents increased durations on spells that are used from magic items or scrolls.  Those skills also factor in to other important skills such as enchanting and recharging.  Depending on how they are using they could certainly provide more DS than using a shield ever would, along with AS, CS, TD, and tertiary benefits.&lt;br /&gt;
&lt;br /&gt;
As we can see the greatest benefit to using a runestaff is not having to waste any of our precious training points on anything that does not directly benefit our magical skills.  The other big factor is the multitude of abilities you can add to a runestaff.  The most common example is runestaff flares, which offer additional power to your spells.  Beyond that there are various combat scripts designed for runestaves that benefit the pure caster.  Rarely will a combat script designed for a shield provide anywhere near such a benefit.  These things need to be taken into consideration when choosing what to hold in your hands.&lt;br /&gt;
&lt;br /&gt;
Just remember that many creatures are all too happy to knock that thing out of your hand as well.&lt;br /&gt;
&lt;br /&gt;
=====Runestaves Formula Explained=====&lt;br /&gt;
Runestaves generate DS based on your total ranks in magical skills per level. Magical skills include:&amp;lt;br&amp;gt;&lt;br /&gt;
*Spell Research&lt;br /&gt;
*Spell Aiming&lt;br /&gt;
*Mana Controls&lt;br /&gt;
*Harness Power&lt;br /&gt;
*Lores&lt;br /&gt;
*Arcane Symbols&lt;br /&gt;
*Magic Item Use&lt;br /&gt;
&lt;br /&gt;
Runestaff defense uses the two-handed parry DS equation, including a flat stance adjustment, so you always get +50 DS regardless of ranks when in defensive versus offensive.  Since it uses the two-handed formula, you&#039;ll get 1:1 on Enchant added to DS.  &lt;br /&gt;
&lt;br /&gt;
The actual formula is: ((Parry Ranks + 10 + (STR Bonus/4) + (Dex Bonus/4)) * Stance Mod * 1.5 ) + Stance Bonus + Enchant Bonus&lt;br /&gt;
Note: Stance Modifier for Offensive is .2&lt;br /&gt;
&lt;br /&gt;
You gain Parry Ranks from training more magical skills. 8 ranks of magical skills per level is the equivalent of training 1x in two-handed weapons and a typical caster is expected to have between 10 and 11 magical ranks per level when using a runestaff.  Spell heavy builds will get more DS from their spells and typically are fine with anywhere from 6-8 ranks.  &lt;br /&gt;
&lt;br /&gt;
Example: If you&#039;re level 20, and have 160 ranks in magic skills, that&#039;s 8/level, or would yield 20 Parry Ranks.&lt;br /&gt;
If you were level 20, and had 180 ranks in magic skills, that&#039;s 9/level, and would yield 22 Parry Ranks.&lt;br /&gt;
&lt;br /&gt;
+2 ranks in parrying is quite small, especially considering the cost of those +20 magic skills could be as high as 40 MTPs, which could result in a spell rank.&lt;br /&gt;
&lt;br /&gt;
2 ranks of parry would yield .6 DS in offensive, whereas 1 rank in Major Elemental would yield .75 DS, and 1 rank in Wizard would yield 1.25 DS.&lt;br /&gt;
&lt;br /&gt;
Training specifically for Runestaff DS is not a recommended path.&lt;br /&gt;
&lt;br /&gt;
You can find more information on the [[Runestaff]] Page&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  This includes bolts and fire can be VERY effective against a warcamp full of trolls.  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which is essentially free mana when you have nothing else to do with stamina&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
Some of the intangibles can be nice for warmages, like blessing.  The ability to UAC without needing a bless can be helpful to the new subset of brawling warmages.&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. With the symbol of blessing, warmages can fight undead, and pures can both just spellcast. Undead are typically pretty easy targets to hunt relative to other critters at like levels, so you&#039;ll find yourself hunting a lot of them. &lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
*[[Charge Item (517)]] and the [[Charge Item (guide)]]:  Provide great information on maximizing the wizard&#039;s ability to charge magical items.&lt;br /&gt;
*[[Call Familiar (920)]]:  A familiar is an integral part of the wizarding experience.  This will give you the basic background info for how to use one of the most coveted spells in Elanthia.&lt;br /&gt;
*[[Enchant Item (925)]]:  The resource to learn everything necessary to enchant weapons and armor.  Also [[Research:Enchant (925) Formula‎‎]] provides some great player research into the mechanics behind Enchant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118180</id>
		<title>Comprehensive Wizard Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118180"/>
		<updated>2019-07-27T06:02:13Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* This information is incorrect, do not follow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Issalya portrait.jpg]]&lt;br /&gt;
| name = Lady Issalya Valdarien Illistim&lt;br /&gt;
| type = [[Elemental]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]]&amp;lt;br /&amp;gt;[[Major Elemental]]&amp;lt;br /&amp;gt;[[Wizard Base]]&lt;br /&gt;
| prime = [[Aura]], [[Logic]]&lt;br /&gt;
| mana = [[Aura]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  =  14 / 0 | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 14 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 8 / 2   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 10 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 8 / 0   | PFranks  = 1&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 1   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 1   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 2 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 4   | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0 / 15  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 15  | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 6   | ELranks  = 2&lt;br /&gt;
  | SpLcost = 0 / 20  | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 10  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20  | MLranks  = 1&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 1&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 2 / 1   | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
{{otheruses4|the Wizard profession|the front end|Wizard (front end)}}&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
This guide is brought to you by members of the GS community from discussions via various forums, Discord chats and direct player input on gswiki.  It is ALWAYS open for contributions from the community.&amp;lt;br&amp;gt;&lt;br /&gt;
Last Upate:  2/9/2018&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;10&#039;&#039;&#039;||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-10||&#039;&#039;&#039;10&#039;&#039;&#039;||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR is Melee AS and Ranged RT.&amp;lt;br&amp;gt;&lt;br /&gt;
DEX is spell bolts and Ranged AS and Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
AGI is also a factor in Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura is Elemental CS.&lt;br /&gt;
&lt;br /&gt;
==Benefits of Dexterity==&lt;br /&gt;
A Ranged attack or Bolt spells uses [[Dexterity]] as an AS mod, but it is much more than that.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people do not realize that TRUNC(DEX Bonus/4) is added as phantom damage to attacks, when no crit weighting is present.  When calculating damage you take the damage factor, multiply by the endroll in excess of 100, and, depending on the damage versus the armor type, you get crits that provide extra damage. However, between those two steps, there is one additional calculation. Your DEX Bonus/4, rounded down is added as &amp;quot;phantom damage&amp;quot; when calculating what rank crit you get. This occurs in all AS based attacks, including melee, ranged, and spells. &lt;br /&gt;
&lt;br /&gt;
*Please note:  The DEX BONUS/4 is still commonly accepted as true, but there do appear to be abnormalities that don&#039;t make it uniformly applied.  This is still being tested to determine any potential limits.&lt;br /&gt;
&lt;br /&gt;
As an example of how this is applied we can take a simple cast of 901:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all know 901 has a terrible DF.  However, if a halfling with maxed DEX casts it, with their +40 DEX bonus, they get 10 phantom damage right off the bat. If they do adequate damage to obtain a Tier 1 crit, it will receive +10 phantom damage when calculating the crit. Since a substantial margin of the damage from 901 is based on the crit tier, this could significantly increase the damage.&lt;br /&gt;
&lt;br /&gt;
When it comes to racial selection this means Halflings are potentially the best race to select for bolting.  At least from a purely offensive point of view. With the second highest max DEX bonus, Dark Elves have a DEX bonus at +35 at 100, but since phantom damage is rounded down, they max at only +8 phantom damage, while halflings get +10 phantom Damage from their +40 max bonus. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s a wonderful example that Riltus provided, with a breakdown of the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You gesture at a dark orc.&amp;lt;br&amp;gt;&lt;br /&gt;
You hurl a small surge of electricity at a dark orc!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +212 vs DS: +39 with AvD: +22 + d100 roll: +68 = +263&amp;lt;br&amp;gt;&lt;br /&gt;
... and hit for 49 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 5 Crit w/25 damage&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard with 20 air lore and 34 Dex bonus (8 pts. crit weighting)&amp;lt;br&amp;gt;&lt;br /&gt;
901 DF: 0.133&amp;lt;br&amp;gt;&lt;br /&gt;
Lore DF bonus: 0.012&amp;lt;br&amp;gt;&lt;br /&gt;
Effective DF: 0.145&amp;lt;br&amp;gt;&lt;br /&gt;
Endroll success margin: 163&amp;lt;br&amp;gt;&lt;br /&gt;
Raw damage: 23.6 rounds up to 24&amp;lt;br&amp;gt;&lt;br /&gt;
Armor: double leather w/ 6 crit divisor&amp;lt;br&amp;gt;&lt;br /&gt;
Calc max crit w/o weighting: 24/6 = 4&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit damage: 25 (R5 chest)&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit: rank 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum Crit weighting for a rank 5 outcome: 6 pts. [(24 + 6)/6 = rank 5 crit] &lt;br /&gt;
&lt;br /&gt;
Without phantom damage, the maximum crit outcome would have been a tier 4 crit (only 20 damage), so that additional phantom damage for the crit roll ended up being an additional 5 real damage.&lt;br /&gt;
&lt;br /&gt;
==Melee Warmages==&lt;br /&gt;
=This information is incorrect, do not follow=&lt;br /&gt;
Melee Warmages are mainly concerned about strength.  They need all the AS they can get relative to the other classes before the AS slowdown. AgiDex is less of a concern because, from an RT perspective if you are doing most melee builds, you should be able to swing anything in 6 seconds with any race. That is the RT needed to hit 1 second eventually. If your stats are placed for growth, and you are using a lance, AgiDex might be a concern in a few cases.  In that case just make sure you math it out before you get started, or swap to a faster polearm.&lt;br /&gt;
&lt;br /&gt;
The strongest races are:&lt;br /&gt;
&amp;lt;u&amp;gt;Giantman&amp;lt;/u&amp;gt;: +15 STR, but bolting suffers with a -5 DEX and CS takes a hit with a -5 Aura.  They do have a nice CON bonus at +10 and the best encumbrance factor of all races.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half-Krol&amp;lt;/u&amp;gt;: +10 STR, with no bonus or penalty on DEX or AURA.  They share the same +10 CON bonus as Giantmen, as well as a high encumbrance factor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarf&amp;lt;/u&amp;gt;: +10 STR, no DEX penalties but -5 to AGI and bad Aura at -10.  They have the highest CON bonus at +15.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Human&amp;lt;/u&amp;gt;: Only +5 STR, no modifiers to DEX, AGI or AURA.  Humans are the middle of the road race.&lt;br /&gt;
&lt;br /&gt;
It should be noted that these THW warmages races outlined above tend to be weak in DEX and Aura if you decide to swap builds after the AS slowdown. So you would find it very difficult to swap from a Racially maximized THW Warmage to a Pure or Ranged Warmage.&lt;br /&gt;
&lt;br /&gt;
==Ranged Warmage==&lt;br /&gt;
Ranged Warmages primarily need 1 thing, [[Dexterity]]. Even a halfling with -15 STR mod can get to a STR bonus of +5 and fire an aimed longbow in 1 second. The following highlights strength mods because it can be a factor at lower levels and in the case that you decide to switch builds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Halflings&amp;lt;/u&amp;gt;: The winning race with +15 DEX, but a woeful -15 STR and -5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elf&amp;lt;/u&amp;gt;: +10 DEX, 0 STR, and +10 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +10 DEX, 0 STR and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burger Gnome&amp;lt;/u&amp;gt;: +10 Dex, with the same -15 STR as a halfling, but a +5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 DEX, 0 STR, and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half Elves&amp;lt;/u&amp;gt;: +5 Dex, 0 STR, 0 Aura. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Aelotoi&amp;lt;/u&amp;gt;: +5 DEX and 0 Aura like Half-Elves, but with -5 Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Forest Gnomes&amp;lt;/u&amp;gt;: +5 DEX, -10 Strength, and 0 Aura.&lt;br /&gt;
&lt;br /&gt;
==Pure Builds==&lt;br /&gt;
The emphasis here is on Aura, as our CS mod, because we already highlighted DEX in the Ranged section:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elves&amp;lt;/u&amp;gt;: +10 Aura, along with their +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burghal Gnomes&amp;lt;/u&amp;gt;: +5 AURA, also with +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 AURA as well but only +5 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +5 AURA too and with +10 DEX&lt;br /&gt;
&lt;br /&gt;
==Other Racial Factors==&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent wizard.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a halfling anyway because that DEX!&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Reduces swinging RT, maneuver penalties, and spell hindrance from wearing armor.&lt;br /&gt;
*[[Shield Use]] Generates DS when using a shield.&lt;br /&gt;
*Weapons Use Raises AS with a particular Weapon.&lt;br /&gt;
*[[Two Weapon Combat]] Ability to use two one-handed weapons.  It is prohibitively expensive for a wizard to train in.&lt;br /&gt;
*[[Combat Maneuvers]] +.5 Melee AS per rank. 1 CM Point per rank to use towards the limited list of combat maneuvers available to wizards!&lt;br /&gt;
*[[Multi-Opponent Combat]] Reduces Force-on-Force penalties for multiple opponents and adds 1 to the minimum ball-spell area effect per rank. &lt;br /&gt;
*[[Ambush]] Ability to aim physical attacks.  Improves ranged AS by .25 for every rank over 40.&lt;br /&gt;
*[[Physical Fitness]] HP total, stamina, factors into Maneuver defense&lt;br /&gt;
*[[Dodge]] Adds to evade DS but is prohibitively expensive for wizards.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Ability to use scrolls, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Magic Item Use]] Ability to use magic items such as wands, small statues and other imbeds, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Harness Power]] +3 Mana per rank up to your level, +1 mana per rank over level.&lt;br /&gt;
*[[Spell Aiming]] Adds to bolt AS in the same way weapons training adds to a physical AS.&lt;br /&gt;
*Mana Control: Allows sharing of mana with others, based on your skill in a specific mana control and theirs.  Also improves your mana regeneration rate.&lt;br /&gt;
*[[Spell Research]] Learn spells, improve effectiveness and duration.&lt;br /&gt;
*[[Elemental Lore]]: Various effects and improvements to specific elemental spells.  Other lores do not effect your native spells.&lt;br /&gt;
&lt;br /&gt;
==Elemental Lores==&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Lore]] Review offered a variety of new synergies between spells, and introduced a lot more than just DF bonuses on bolt spells.  The list below gives a general overview of which spells each lore effects and a general idea of how.  A more complete overview can be found in the [[Lore_chart|Lore Chart]].&lt;br /&gt;
&lt;br /&gt;
===Important Breakpoints===&lt;br /&gt;
*50 ranks in any lore gives the greatest Bolt DF benefit before diminishing returns on spells of that element, or .050 DF.&lt;br /&gt;
*100 combined ranks provide the greatest Bolt DF benefit before diminishing returns on dual element spells, or .050 DF.&lt;br /&gt;
*20 ranks in any lore gives the 518 specialization for that lore and 10 ranks each of two lores provides the specialization for dual lore specializations&lt;br /&gt;
*Arcane Circle spell EVOKES and Tonis Bolt:  &lt;br /&gt;
**20 Fire for 903 -&amp;gt; 1707&lt;br /&gt;
**20 Air for Tonis Bolt&lt;br /&gt;
**30 Water for 904 -&amp;gt; 1710&lt;br /&gt;
*55 or 60 air lore provides the majority of RT reduction from [[506|Celerity]] for a warmage&lt;br /&gt;
*[[514|Stone Fist]] Earth Lore at .5x for SLAP, 1.25x for CLENCH, and 2x for POUND&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Fire]]===&lt;br /&gt;
*[[413]]: Increases TD penalty by Seed 5 summation.&lt;br /&gt;
*[[415]]: Chance equal to [[Elemental Lore, Fire]] ranks/2 to strike an additional target in the room for 5 additional mana.&lt;br /&gt;
*[[417]]: 10 ranks unlocks a defensive spell from the target.  The chance is 10% +3% per every 10 ranks.  The mana drain is increased by skill/15.&lt;br /&gt;
*[[425]]: A percentage chance on a Seed 10 scale to increase the critical weighting of your next spell cast within 10 seconds.&lt;br /&gt;
*[[502]]: Fire Version - Provides a DS pushdown against fire spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks. &lt;br /&gt;
*[[513]]: Casting multiple bolts at the same target will increase AS by Seed 4 stacking up to +25 maximum.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Fire specification which uses [[906|Minor Fire]]&#039;s damage tables and lore bonuses.  10 ranks of Fire AND Water unlock Steam.&lt;br /&gt;
*[[519]]: Increases critical damage and damage cycles.&lt;br /&gt;
*[[903]]: 20 ranks unlocks [[Minor_Steam_(1707)|Minor Steam]] using EVOKE with this spell.&lt;br /&gt;
*[[906]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  &lt;br /&gt;
*[[908]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the fire version.&lt;br /&gt;
*[[925]]: 100 ranks unlocks the ability to enchant fire or steam flaring weapons.&lt;br /&gt;
*[[950]]: Increases AS of spells cast with 950 by 6 * Seed 10 summation and CS by 3/5 that amount.&lt;br /&gt;
*[[1707]] Increases DF by .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Fire====&lt;br /&gt;
&lt;br /&gt;
The only major discreet breakpoint for fire lore is 20 ranks for EVOKE on [[903|Minor Water]] for [[1707|Minor Steam]], the best damage to mana ratio bolt spell.  The other important bonuses are scaling.&lt;br /&gt;
&lt;br /&gt;
519 bonuses are two fold: &lt;br /&gt;
*Chance of incineration on warding margins 50 or higher = Seed 1 summation (Fire Lore ranks -10)/2 &lt;br /&gt;
*And Ranks / 1.5 % chance of an extra damage cycle. (100% at 150 ranks)&lt;br /&gt;
&lt;br /&gt;
The 513 AS bonus maxes out at +25. This makes some seed values appear more beneficial than others. Because going from +5 AS per bolt to +6 AS per bolt will still require 5 bolts to max out the benefit of +25 AS that +1 AS might be less substantial.  The number of bolts needed to cap the bonus is below:&lt;br /&gt;
*+1 per bolt: 25 casts to cap&lt;br /&gt;
*+2 per bolt: 13 casts to cap&lt;br /&gt;
*+3 per bolt: 9 bolts to cap&lt;br /&gt;
*+4 per bolt: 7 bolts to cap&lt;br /&gt;
*+5 per bolt: 5 bolts to cap&lt;br /&gt;
*+6 per bolt: 5 bolts to cap&lt;br /&gt;
*+7 per bolt: 4 bolts to cap&lt;br /&gt;
*+9 per bolt: 3 bolts to cap&lt;br /&gt;
*+13 per bolt: 2 bolts to cap&lt;br /&gt;
*Benefit maxes at +19, always 2 bolts to cap the benefit.&lt;br /&gt;
*This mechanic of the +25 max, paired with a Summation Seed 4 for benefit ends up producing two forms of diminishing returns. The difference between 72 ranks of fire lore for +9 per bolt (3 to cap), and 130 ranks for +13 per bolt (2 to cap) is substantial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
*[[402]]: Gives a chance to point out hidden targets based on ranks in [[Elemental Lore, Air]] versus the targets hide ranks.&lt;br /&gt;
*[[405]]: At 30 ranks can detect elemental flares and if an item is enhancive (but not what it enhances)&lt;br /&gt;
*[[410]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[435]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[502]]: Air/Lightning version - Provides a DS pushdown against air/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[504]]: Increases RT penalty by 1 at 24, 100, and 100 ranks.  Increases possible targets by 1 per 20 ranks.&lt;br /&gt;
*[[505]]: 20 ranks unlocks Tonis Bolt using EVOKE.  Increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[506]]: 50 ranks unlocks a group version with EVOKE.  Decreases the stamina cost of combat actions and improves RT reduction of utility actions.&lt;br /&gt;
*[[511]]: Increases maximum items by Seed 10 summation.&lt;br /&gt;
*[[515]]: Gives a percentage chance to provide a CHANNEL bonus to a spell without additional RT equal to Seed 1 summation.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Air specialization, which uses vacuum crits.  10 Air AND Water ranks unlocks Lightning specialization.&lt;br /&gt;
*[[535]]: -1% RT for every 5 ranks, max of 60%.&lt;br /&gt;
*[[550]]: Increases the amount of RT removed from negative effects by 1.5 * Seed 1 summation.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[911]]: Adds phantom [[Dodge]] ranks on a Seed 1 summation.&lt;br /&gt;
*[[912]]: Adds a 2% chance per Seed 5 summation to produce a vortex which causes RT for a random, ungrouped target at a regular interval.&lt;br /&gt;
*[[914]]: Reduces the summoning time and increases critical damage.&lt;br /&gt;
*[[916]]: 50 ranks unlocks a group version that lasts for 2 minutes using EVOKE.&lt;br /&gt;
*[[920]]: Decreases the time it takes a familiar to find a player-character.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant vacuum and lightning flaring items.&lt;br /&gt;
*[[950]]: Allows a chance to gain offensive CHANNEL benefits to the spells cast without the RT with a percentage chance equal to 5 * Seed 1 Summation.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Air====&lt;br /&gt;
&lt;br /&gt;
Arguably the greatest benefit to training air lore is Tonis Bolt at 20 ranks or the -1% RT from Celerity per 5 ranks, depending on your build. &lt;br /&gt;
&lt;br /&gt;
[[506|Celerity]] Breakpoints:&lt;br /&gt;
*Base 4 RT becomes 1 at 60 ranks&lt;br /&gt;
*Base 5 RT becomes 1 at 105 ranks&lt;br /&gt;
*Base 6 RT becomes 2 at 55 Ranks, 1 at 135 Ranks&lt;br /&gt;
*Base 7 RT becomes 3 at 20 Ranks, 2 at 90 Ranks, 1 at 160 ranks&lt;br /&gt;
*Base 8 RT becomes 3 at 55 ranks, 3 at 115 ranks, and 1 at 180 ranks&lt;br /&gt;
&lt;br /&gt;
After either 55 or 60 ranks in Air Lore, you receive a majority of the RT reduction bonuses. You also unlock all the major breakpoints for air lore:&lt;br /&gt;
Tonis Bolt&lt;br /&gt;
Group Casting 506 &lt;br /&gt;
410/435 Sphere&lt;br /&gt;
Flare detection on 405&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Water]]===&lt;br /&gt;
*[[403]]: Removes 1 point per Seed 10 summation of potential damage to a lockpick on a failed attempt.&lt;br /&gt;
*[[404]]: Reduces DISARM roundtime by 1 second per Seed 6 summation.&lt;br /&gt;
*[[407]]: Unsuccessful casts will corrode a lock, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[408]]: Unsuccessful casts will corrode a trap, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[410]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[416]]: Grants a percentage chance equal to Skill/4 to show Unlock and Disarm success messenging.&lt;br /&gt;
*[[418]]: Provides a +10 mana regeneration bonus for the caster.  This bonus will last a number of pulses equal to a Seed 10 summation.&lt;br /&gt;
*[[435]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[502]]: Water/Cold/Lightning version - Provides a DS pushdown against water/cold/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[512]]: Increases targets by 1 per Seed 5 summation.  Shatter chance on fully encased targets equal to Skill Bonus/3.  Converts [[903|Minor water]] cast at target to [[1709|Minor Cold]] for Seed 10 summation casts.&lt;br /&gt;
*[[515]]: Percentage chance to negate the cooldown when the spell ends equal to Seed 1 summation.&lt;br /&gt;
*[[516]]: Percentage chance equal to Seed 2 summation to drain an additional 20 mana.&lt;br /&gt;
*[[518]]: 20 ranks to unlock cold specialization, which uses [[1709|Minor Cold]] damage tables and lore bonuses and water specialization, which uses [[903|Minor water]]. 10 ranks + 10 Fire/Earth/Air unlocks Steam/Acid/Lightning.&lt;br /&gt;
*[[520]]: Water mode dispel cooldown reduced by Seed 1 summation seconds.&lt;br /&gt;
*[[550]]: 50 ranks unlocks an automatic [[410|Elemental Wave]] cast for free alongside Time Stop.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[903]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Increases the chance to soak a target by skill/2%.&lt;br /&gt;
*[[904]]: 30 ranks unlocks [[1710|Major Acid]] with EVOKE.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[907]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the cold version.&lt;br /&gt;
*[[920]]: 50 ranks unlocks the ability to set an anchor on an earthnode.&lt;br /&gt;
*[[925]]: Allows storing of a mana pool for infusing tempering potions at a rate of 1 point on a Seed 5 summation for every 30 XP absorbed, starting at 5 ranks.  100 ranks unlocks enchanting Cold/Acid/Lightning/Steam flaring items.&lt;br /&gt;
*[[1707]]: Combined Fire and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[1709]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that. &lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Water====&lt;br /&gt;
&lt;br /&gt;
Water lore has very little in the way of discreet breakpoints.  Five ranks unlocks the ability to store mana for [[925|Enchant Item]], an important benefit for minimal investment. 30 ranks will allow the use of [[1710|Major Acid]] with 904 and 50 ranks will provide the ability to set an anchor for your familiar and have an automatic [[410|Elemental Wave]] when you cast [[550|Time Stop]].  While interesting these benefits are not build defining. &lt;br /&gt;
&lt;br /&gt;
The largest benefit of water lore is its diversity.  Water lore provides bonuses to the DFs for a startling number of bolts.  This includes 901, 903, 904, 907, 910, 1707, 1709, and 1710.  It also lends itself to a variety of modes for 518.  This combines with the utility aspects to make water lore an interesting lore for a generalist wizard.&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Earth]]===&lt;br /&gt;
*[[412]]: Increases max targets of the open version by 1 per 20 ranks.&lt;br /&gt;
*[[414]]: 25 ranks unlocks a 5% + 1% per 20 additional ranks chance to block a single AS/DS attack when wearing all three elemental defenses.  &lt;br /&gt;
*[[430]]: Gives a percentage chance equal to Seed 10 summation to gain +10 critical padding for a single attack.&lt;br /&gt;
*[[502]]: Earth version - Provides a DS pushdown against impact spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[503]]: Gives a percentage chance equal to Seed 10 summation to gain +20 DS against an attack.&lt;br /&gt;
*[[507]]: 15 ranks unlocks bolt redirection ability with a chance of 5% + 1% / 10 additional ranks.  Redirected bolts strike at a random enemy target with a -20 AS penalty.&lt;br /&gt;
*[[508]]: 25 ranks unlocks a 5% + 1% per additional 10 ranks chance to increase TD by 20 against a single warding spell.&lt;br /&gt;
*[[509]]: Provides a self-cast additional AS bonus equal to Seed 4 summation.&lt;br /&gt;
*[[510]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
*[[514]]: Unlocks additional commands at training breakpoints:  SLAP - .5x, CLENCH - 1.25x, POUND - 2x.&lt;br /&gt;
*[[518]]: 20 ranks to unlock earth specialization, which uses [[510|Hurl Boulder]] damage and lore benefits.  10 ranks + 10 water lore ranks to unlock acid specialization.&lt;br /&gt;
*[[520]]: Earth mode stun shield provides additional padding ranks equal to a Seed 3 summation.&lt;br /&gt;
*[[550]]: Increases uses per day by 1 at 40, 115, and 190 ranks.&lt;br /&gt;
*[[902]]: Increases the enhancive weapon skill bonus by 1 per Seed 7 summation.&lt;br /&gt;
*[[904]]: 10 ranks unlocks an acid burn ability at a rate of 25 + truncated(Skill Bonus/4)%.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[905]]: Provides an additional 1 DS per Seed 5 summation.&lt;br /&gt;
*[[909]]: Increases the E/B/P penalty by 1 per Seed 4 summation / 2.  Increases charges of the EVOKE version by 1 at 20, 50, 90, 150, and 200 ranks.&lt;br /&gt;
*[[914]]: Increases critical damage.&lt;br /&gt;
*[[917]]: Gives a percentage of the damage bonus provided by a stunned/prone target to all cycles after the initial strike equal to (100 * Ranks / 202)%.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant earth or acid flaring items.&lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Earth====&lt;br /&gt;
&lt;br /&gt;
Earth lore has a few important discreet breakpoints to consider.  One is the additional charges on the evoked version of [[909|Tremors]] at 20, 50, 90, 150, and 200 ranks.  Another is the added uses per day of [[550|Time Stop]] at 40, 115, and 190 ranks respectively.  Finally there is the acid burn effect on [[904|Minor Acid]] which turns on at 10 ranks and improves from there.  &lt;br /&gt;
&lt;br /&gt;
With that in mind 50 ranks will net you:&lt;br /&gt;
+2 charges of EVOKE 909&lt;br /&gt;
+1 daily use of 550&lt;br /&gt;
62% chance of acid burn on 904&lt;br /&gt;
25% of the stunned/prone bonus on 917&lt;br /&gt;
&lt;br /&gt;
The major outlier here is [[514|Stone Fist]].  Only a dedicated earth mage will get to make any real use of the additional commands that hold most of this spells power.  At 50 ranks you would be able to reasonably use SLAP but the spell likely is not worth using without at least CLENCH, if not POUND.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runes==&lt;br /&gt;
Wizards have access to learning three runes:&lt;br /&gt;
*After learning 930, a wizard can learn the &amp;quot;Gate&amp;quot; Rune.  Applying this on a runestone and holding the runestone while you cast decreases failure chances.&lt;br /&gt;
*A wizard who knows it can teach another the &amp;quot;Binding&amp;quot; Rune.  This will allow the wizard to trap their familiar type in an amulet that can be purchase from the wizard guild.  Holding this when casting 920 guarantees that type of critter. (i.e.  cats)&lt;br /&gt;
*The Wy&#039;Zio is used to unlearn unique runes.  Which currently means nothing to wizards.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY wizard:&lt;br /&gt;
*2x [[Spell Research]]: As a pure you should, at minimum, be training 2 spell ranks per level. (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]]: Harness power, at level, provides 3 mana per training (0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]]: Mana regeneration, Multi-cast, Spellup, and benefits to many spells. (0/4)&lt;br /&gt;
*1x [[Physical Fitness]]: Combat Maneuvers Defense and health (8/0)&lt;br /&gt;
*1x [[Perception]]: Maneuver defense, getting around. (0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
[[Armor Use]] &lt;br /&gt;
*4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
*15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
*35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
==The Archer Mage==&lt;br /&gt;
&lt;br /&gt;
===Why Archery?===&lt;br /&gt;
Wizards main attack are magical bolts. This puts a high emphasis on [[Dexterity]].  Archery offers an alternative method for attack that relies on the same [[Dexterity]] bonus.  It also offers a cost-effective way to max out your weapon enchant bonus and is not largely impacted by encumbrance. With [[506|Celerity]] you can easily produce a hail of arrows.&lt;br /&gt;
&lt;br /&gt;
The strength of the build is maximization of all enhancive spells.  [[509|Strength]] applies towards RT reduction alongside [[506|Celerity]]. Due to these spells it is quite easy to hit a 1 second RT with a longbow, while aiming. Furthermore, the focus on [[Dexterity]] allows an Archer Mage can make full use of classic Wizard Bolt Spells as well. Having two viable attack options opens up a lot of potential creatures to hunt.&lt;br /&gt;
&lt;br /&gt;
In addition [[404|Disarm Enhancement]] provides a pseudo-bonus to [[Perception]] when it comes to AIMing ranged attacks.  Even if Wizards are not the best aimers, 404 is easy to stack up with 515, and every little bit helps.&lt;br /&gt;
&lt;br /&gt;
===Training for Archery===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Ranged Weapons]] (14/3)&lt;br /&gt;
*+1x [[Perception]] (2x total) (0/6)&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
**+(20/12)&lt;br /&gt;
**=28/47 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]: 66 ranks If you&#039;re a small race, like a halfling, gnome, etc. 55 ranks if you&#039;re a race with a higher STR bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&amp;lt;br&amp;gt;&lt;br /&gt;
*25 ranks of [[Elemental Lore, Earth]] for bonus AS and some defensive benefits.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
Additional [[Spell Research]] is the best way to improve your stance offensive DS.&lt;br /&gt;
&lt;br /&gt;
===Post Cap Goals===&lt;br /&gt;
*3x [[Spell Research]]. More DS, more AS/CS for spells, better enchanting capabilities.&lt;br /&gt;
*1x [[Ambushing]]. 100 ranks of Ambush will net you 15 AS. AS bonus = ((ranks -40)/4). This is INCREDIBLY expensive at (15/10) per rank for such a small AS boost. That is why it is not listed in core training. This will not assist aiming, as it only impacts aiming while hidden.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*All spheres to rank 2 at level 2&lt;br /&gt;
*Major Elemental &amp;amp; Wizard until Wizard=13&lt;br /&gt;
*Minor Elemental &amp;amp; Major Elemental until Major Elemental = 20 (13 wizard, 9 minor, 20 major)&lt;br /&gt;
*2x Minor Elemental until Minor Elemental = 31 (Should be level 31)&amp;lt;br&amp;gt;&lt;br /&gt;
*From there determine your target ranks of Major Elemental and Air Lore needed to minimize RT.&amp;lt;br&amp;gt;&lt;br /&gt;
**50 Ranks in MjE will unlock 550, a strong escape spell&amp;lt;br&amp;gt;&lt;br /&gt;
**75 Ranks of MnE will max out AS potential from 425&amp;lt;br&amp;gt;&lt;br /&gt;
**Wizard Circle will generate the most DS of any three circles&lt;br /&gt;
&lt;br /&gt;
===Combat Suggestions===&lt;br /&gt;
*Keep [[506|Celerity]] Up&lt;br /&gt;
*1 Creature and plenty of mana - 505 bolt until it falls prone -&amp;gt; Arrows.&lt;br /&gt;
*1 Creature and low on mana -  Arrows&lt;br /&gt;
*2 Creatures and plenty of mana -  410 -&amp;gt; Arrows&lt;br /&gt;
*2 Creatures and low on mana -&amp;gt; Arrows, carefully&lt;br /&gt;
*&amp;gt;2 Creatures 410 -&amp;gt; 518&lt;br /&gt;
*Undead - 901/903/904/906 are less hassle than finding a bless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Two Handed Mage==&lt;br /&gt;
1. Get a big weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Swing a big weapon really fast.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Profit!&amp;lt;br&amp;gt;&lt;br /&gt;
Two-Handed Mages can use Polearms or Two-Handed Weapons at the same TP cost. If you want to be a polearm mage, just make sure it is a two handed polearm.&lt;br /&gt;
&lt;br /&gt;
===Why a Two-Hander?===&lt;br /&gt;
The best defense is a good offense and in Gemstone IV a good offense often comes in the form of a giant weapon.  An even better offense comes in the form of a giant weapon swung with a 1 second RT.&lt;br /&gt;
Two Handers and Polearms have the highest Damage Factors out of any weapons in the game. Paired with the speed of [[506|Celerity]] this can be a devastating build.&lt;br /&gt;
&lt;br /&gt;
Two-Handers are a great way to level, especially early on when mana is tight. By the time your AS growth slows down you have the mana to keep [[506|Celerity]] going and speed yourself up.  As an added benefit this build is more interested in strength so you can pick your race appropriately.  No need to worry about picking up a smooth stone and being encumbered.&lt;br /&gt;
&lt;br /&gt;
===Training for Two-Handers===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Two-Handed Weapons]] or [[Polearms]] (14/3)&lt;br /&gt;
*1x [[Combat Maneuvers]] (12/8)&lt;br /&gt;
**+26/11&lt;br /&gt;
**=34/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]:  Typically 55 or 60 ranks but figure out what you need to swing your chosen weapon in 1 second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Earth]]:  You can consider getting 25 or 35 ranks to increase 902 and 509 potency.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Air]]:  Getting up to 55 ranks, if you needed less than that for the discrete training, will end up rounding advantageously for you.  See the lores section for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]]&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You could take armor up to Leather Breastplate, if not further. Warmages do not cast in combat nearly as much as Pures. The hindrance can be annoying but, overall, better AvD and crit divisor is worth it, as you are gonna be caught in offensive more.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
[[Elemental Lore, Earth]]. This is really the only other way to increase AS after you&#039;ve reached 75 ranks in Minor Elemental. There are huge diminishing returns after the first 25-35 ranks unfortunately.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*Start off with 2/2/2 at level 2&lt;br /&gt;
*Wizard &amp;amp; Major Elemental until at 11/11 (Level 11)  (Rank 11 yields bonuses from 503 and 507, also floating disk)&lt;br /&gt;
*Wizard &amp;amp; Minor Elemental until 13/4 (Level 13)&lt;br /&gt;
*2x Minor Elemental until 25 (Level 25)  You reach this a little before level 25 at full 2x spells&amp;lt;br&amp;gt;&lt;br /&gt;
From here there are some options:&amp;lt;br&amp;gt;&lt;br /&gt;
*Major Elemental to 51: If your RT without [[506|Celeity]] is 6 seconds, 51 ranks will produce an additional -1 RT, and take it down to 1 sec with [[506|Celerity]].&lt;br /&gt;
*Minor Elemental up to 75 to max out the AS contribution of 425.&lt;br /&gt;
*If DS is an issue the wizard circle generates the most DS of any circle, at 1.25 DS per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
As 513 no longer reduces melee AS, a melee warmage has a variety of options available.&lt;br /&gt;
&lt;br /&gt;
If you are attuned to air then at 25 ranks of air lore you can use a 1x weapon and e-blade it.  An e-bladed weapon can take advantage of the [[502|Chromatic Circle]] weakness effect. Plus it is cheaper than buying a 5x flaring weapon.&lt;br /&gt;
&lt;br /&gt;
Due to the low swinging AS, warmages need to utilize disablers like 505, 909, 912, or 410 as an opener to knock the critters down for the DS reduction.  Since you are training in CMANs, you will also have feint and some other options available to you as an opener later on in life.  If you are attuned to air (or earth with enough earth lore), and are wielding an e-bladed weapon, you can start off with a 502 before your opener to further reduce your target&#039;s DS.  Beyond that you want to simply keep [[506|Celerity]] up and hack away at things.&lt;br /&gt;
&lt;br /&gt;
Remember that you do still have a full litany of spells available to you if you while hunting.  Your Bolt AS will not be bad as a Warmage, assuming you choose to train in Spell Aiming.  It is viable for hunting, and is a perfect way to deal with undead in areas such as Wyneb or Maaghara in Ta&#039;Illistim, where they are mixed in with living creatures.  Just use your magic against the undead, and swing your weapon against the living.&lt;br /&gt;
&lt;br /&gt;
==Warmage AS Slowdown==&lt;br /&gt;
Non-pure builds tend to slow down in the later levels.  Mathematically, a warmage&#039;s AS is going to fall behind other swingers eventually. An archer or two-hander needs to train Weapon Training and either 1x CM or 2x perception.  That will grant 1.5 AS per level in later levels. That is a 1 AS per level deficit compared to a semi or square who trains 1x in CM and can 2x their weapon. Warmages have two tools to assist in bridging the gap: 425 and 509.  Meanwhile a ranger has Phoen&#039;s Strength.  With that in mind here is a comparison between a warmage and ranger.&lt;br /&gt;
&lt;br /&gt;
Since 425&#039;s potency is .5/level, that still puts a warmage at a .5 AS per level deficit compared to a ranger. &lt;br /&gt;
*At level 20, a warmage is 15 AS below a ranger (15 (509) -20 - 10 (606)) -15. &lt;br /&gt;
*At 25, a warmage actually gets ahead of a ranger (15-25-10+25) by +5 AS due to 425. &lt;br /&gt;
*At level 75,  it is still pretty close at (75 - 15 + 10 - 50) -20 AS, but 425 potency is maxed out.&lt;br /&gt;
*At level 80, the warmage is behind by (80-15+10-50) -25 AS.&lt;br /&gt;
*New to cap, a warmage is at -45 AS compared to a ranger.&lt;br /&gt;
&lt;br /&gt;
The only way to make up this disparity is through proper use of disablers.  Even then, the ranger is going to have similar skills available.  What they will never have is a 1 second RT to take full advantage.  The warmage will probably never hit as hard but they will hit anywhere from 3 to 6 times more often.&lt;br /&gt;
&lt;br /&gt;
==The Pure Mage==&lt;br /&gt;
&lt;br /&gt;
To put this simply, you get to hurl balls of fire at your enemies and burn them to cinders.  Wizards are the masters of elemental magic and bolting.  When you have access to some of the most powerful spells in Elanthia why would you ever want to pick up a weapon?  Wizards might have the second-to-worst melee AS in the game but their bolting AS is second to none.  A well trained wizard is a magical powerhouse that can tangle with the toughest creatures in the game and come out laughing.&lt;br /&gt;
&lt;br /&gt;
===Training for a Pure===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/1)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/1)&lt;br /&gt;
*1x [[Elemental Lore]] (0/6)  Which type depends on your choices.&lt;br /&gt;
**Additional TP cost of (6/11)&lt;br /&gt;
**=14/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Optional Training for a Pure&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x in [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained pure mage is a well trained pure mage with a ton of outside spells.  Beyond that they help with some utility skills like enchanting and recharging.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some wizards choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
At low levels, returns from additional ranks of harness power are more substantial. Gaining 1 more mana when you have a max pool of 30 is proportionally much better than getting that same 1 mana when you have a pool of 300. A low level pure wizard&#039;s biggest stumbling block is the lack of mana.  [[1700|Arcane Blast]] does mitigate this somewhat, as do wands, but having more mana early is a boon.  At low levels it can be worthwhile to dump additional points into Harness Power. Once you reach your 20s or 30s and find yourself comfortable with your mana total you can simply stop training in [[Harness Power]] until your level catches up to your ranks.  Once that is done everything else should go into [[Spell Research]].&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
*Wizard and Major Elemental to 13&lt;br /&gt;
*Major Elemental and Minor Elemental until Major Elemental 18&lt;br /&gt;
*All Spell Research into Minor Elemental until 430 is unlocked&lt;br /&gt;
*Go back to Major to train it up to = Level&lt;br /&gt;
*Keep Major = Level, Try to get Minor Elemental = Level&lt;br /&gt;
*Any additional spell ranks go into wizard circle&lt;br /&gt;
&lt;br /&gt;
===Channeling===&lt;br /&gt;
&lt;br /&gt;
====Channeling Bolts====&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For how unchanneled bolts are assigned location, see [[Unaimed Body Location Assignment (saved post)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Channeling Warding Spells====&lt;br /&gt;
The spells [[Chromatic Circle (502)]] and [[Immolation (519)]] can gain a bonus from [[CHANNEL]].  &lt;br /&gt;
&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
===Runestaves vs. Shields===&lt;br /&gt;
&lt;br /&gt;
Runestaves make the Pure builds work, but before we had them we used shields.  It turns out that there are still pros and cons to using a shield over a runestaff.  Shields tend to offer higher DS totals over runestaves.  They also do not suffer from the possibility of being disarmed.  In contrast runestaves will certainly allow you to spend more points on magical skills.  Additionally you need to consider runestaff flares, which are designed purely with casters in mind.&lt;br /&gt;
&lt;br /&gt;
====Shield Benefits====&lt;br /&gt;
The first thing to remember about a shield is that you will get a flat +20 DS from using a shield before anything else is factored in.  When you explore the runestaff formula you will find that it takes a lot of magical ranks to make up even that 20 extra.  It is also worth noting that the stance modifier for parry DS (runestaves) in offensive stance is .2, compared to .5 for block DS in that stance.  What that means is that more shield DS survives stancing up and that is the stance you are most worried about being hit in.  Finally, we need to remember that one of the most dangerous things that can happen to a pure is having their runestaff disarmed and shields do not have that problem.&lt;br /&gt;
&lt;br /&gt;
The cost for a wizard of one rank of [[Shield Use]] is 13/0 and, considering a wizard is likely already converting PTPs to MTPs is more like 0/6.5, call it 7.  That is roughly the equivalent of 2 magical skills or 1/5 of an extra spell rank.  We already know the most DS per spell rank is wizard spells at 1.25 DS so 1/5 of that is &#039;&#039;&#039;.25 DS&#039;&#039;&#039;.  2 magical skills will increase your parry ranks by .2 per level, or roughly &#039;&#039;&#039;.06 DS&#039;&#039;&#039; per level in offensive stance.  The block DS formula is:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[((Shields Ranks + trunc(STR Bonus / 4) + trunc(DEX Bonus / 4)) x Size Modifier x Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant.  &lt;br /&gt;
&lt;br /&gt;
For ease of use we can just say our STR and DEX bonuses are 0 and using a medium shield.  So 1 rank of shield use would increase our total offensive DS by &#039;&#039;&#039;.5 DS&#039;&#039;&#039;.  It is also worth noting that it can be beneficial, depending on your STR and DEX bonuses, to train a single rank of [[Brawling]] to activate the parry DS formula with a shield.  If you have a strength bonus of 5, with an additional 15 from 509, and a dexterity bonus of 20 that 1 rank is worth 2.2 parry DS in offensive.  The best DS return you can get on your training point investment for just that single rank.  &lt;br /&gt;
&lt;br /&gt;
====Runestaff Benefits====&lt;br /&gt;
&lt;br /&gt;
There is no denying that there is a positive DS benefit to using a shield over a runestaff.  With that said, DS is not the only thing we care about.  There are multiple other factors to consider when making the decision about how to spend our valuable training points.  We care just as much about our offensive and utility capabilities.&lt;br /&gt;
&lt;br /&gt;
While the cost of 1 rank of shield use is worth far less in terms of DS for a spell rank or magical skills, that is not the only thing those points are gaining you.  One more spell rank might be worth roughly half of the equivalent TPs in shield rank DS but it is a spell rank.  Above all else it is another spell you can cast.  Beyond that it is more CS for that circle and potentially other circles.  It is also increased duration on your spells from that circle.  It represents other efficiency increases for spells in that circle.  At some points it could represent increased AS as well.  A spell rank is more than just the sum of its DS addition.&lt;br /&gt;
&lt;br /&gt;
In much the same way additional magical skills have their own value.  It is easy to discount 2 additional magical skills, say 1 rank each of MIU and AS as just .06 DS.  What cannot be discounted is what can be done with those skills.  In the example we are using that represents increased durations on spells that are used from magic items or scrolls.  Those skills also factor in to other important skills such as enchanting and recharging.  Depending on how they are using they could certainly provide more DS than using a shield ever would, along with AS, CS, TD, and tertiary benefits.&lt;br /&gt;
&lt;br /&gt;
As we can see the greatest benefit to using a runestaff is not having to waste any of our precious training points on anything that does not directly benefit our magical skills.  The other big factor is the multitude of abilities you can add to a runestaff.  The most common example is runestaff flares, which offer additional power to your spells.  Beyond that there are various combat scripts designed for runestaves that benefit the pure caster.  Rarely will a combat script designed for a shield provide anywhere near such a benefit.  These things need to be taken into consideration when choosing what to hold in your hands.&lt;br /&gt;
&lt;br /&gt;
Just remember that many creatures are all too happy to knock that thing out of your hand as well.&lt;br /&gt;
&lt;br /&gt;
=====Runestaves Formula Explained=====&lt;br /&gt;
Runestaves generate DS based on your total ranks in magical skills per level. Magical skills include:&amp;lt;br&amp;gt;&lt;br /&gt;
*Spell Research&lt;br /&gt;
*Spell Aiming&lt;br /&gt;
*Mana Controls&lt;br /&gt;
*Harness Power&lt;br /&gt;
*Lores&lt;br /&gt;
*Arcane Symbols&lt;br /&gt;
*Magic Item Use&lt;br /&gt;
&lt;br /&gt;
Runestaff defense uses the two-handed parry DS equation, including a flat stance adjustment, so you always get +50 DS regardless of ranks when in defensive versus offensive.  Since it uses the two-handed formula, you&#039;ll get 1:1 on Enchant added to DS.  &lt;br /&gt;
&lt;br /&gt;
The actual formula is: ((Parry Ranks + 10 + (STR Bonus/4) + (Dex Bonus/4)) * Stance Mod * 1.5 ) + Stance Bonus + Enchant Bonus&lt;br /&gt;
Note: Stance Modifier for Offensive is .2&lt;br /&gt;
&lt;br /&gt;
You gain Parry Ranks from training more magical skills. 8 ranks of magical skills per level is the equivalent of training 1x in two-handed weapons and a typical caster is expected to have between 10 and 11 magical ranks per level when using a runestaff.  Spell heavy builds will get more DS from their spells and typically are fine with anywhere from 6-8 ranks.  &lt;br /&gt;
&lt;br /&gt;
Example: If you&#039;re level 20, and have 160 ranks in magic skills, that&#039;s 8/level, or would yield 20 Parry Ranks.&lt;br /&gt;
If you were level 20, and had 180 ranks in magic skills, that&#039;s 9/level, and would yield 22 Parry Ranks.&lt;br /&gt;
&lt;br /&gt;
+2 ranks in parrying is quite small, especially considering the cost of those +20 magic skills could be as high as 40 MTPs, which could result in a spell rank.&lt;br /&gt;
&lt;br /&gt;
2 ranks of parry would yield .6 DS in offensive, whereas 1 rank in Major Elemental would yield .75 DS, and 1 rank in Wizard would yield 1.25 DS.&lt;br /&gt;
&lt;br /&gt;
Training specifically for Runestaff DS is not a recommended path.&lt;br /&gt;
&lt;br /&gt;
You can find more information on the [[Runestaff]] Page&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  This includes bolts and fire can be VERY effective against a warcamp full of trolls.  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which is essentially free mana when you have nothing else to do with stamina&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
Some of the intangibles can be nice for warmages, like blessing.  The ability to UAC without needing a bless can be helpful to the new subset of brawling warmages.&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. With the symbol of blessing, warmages can fight undead, and pures can both just spellcast. Undead are typically pretty easy targets to hunt relative to other critters at like levels, so you&#039;ll find yourself hunting a lot of them. &lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
*[[Charge Item (517)]] and the [[Charge Item (guide)]]:  Provide great information on maximizing the wizard&#039;s ability to charge magical items.&lt;br /&gt;
*[[Call Familiar (920)]]:  A familiar is an integral part of the wizarding experience.  This will give you the basic background info for how to use one of the most coveted spells in Elanthia.&lt;br /&gt;
*[[Enchant Item (925)]]:  The resource to learn everything necessary to enchant weapons and armor.  Also [[Research:Enchant (925) Formula‎‎]] provides some great player research into the mechanics behind Enchant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118179</id>
		<title>Comprehensive Wizard Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=118179"/>
		<updated>2019-07-27T06:01:43Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Issalya portrait.jpg]]&lt;br /&gt;
| name = Lady Issalya Valdarien Illistim&lt;br /&gt;
| type = [[Elemental]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]]&amp;lt;br /&amp;gt;[[Major Elemental]]&amp;lt;br /&amp;gt;[[Wizard Base]]&lt;br /&gt;
| prime = [[Aura]], [[Logic]]&lt;br /&gt;
| mana = [[Aura]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  =  14 / 0 | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 14 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 8 / 2   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 10 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 8 / 0   | PFranks  = 1&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 1   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 1   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 2 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 4   | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0 / 15  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 15  | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 6   | ELranks  = 2&lt;br /&gt;
  | SpLcost = 0 / 20  | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 10  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20  | MLranks  = 1&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 1&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 2 / 1   | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
{{otheruses4|the Wizard profession|the front end|Wizard (front end)}}&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
This guide is brought to you by members of the GS community from discussions via various forums, Discord chats and direct player input on gswiki.  It is ALWAYS open for contributions from the community.&amp;lt;br&amp;gt;&lt;br /&gt;
Last Upate:  2/9/2018&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;10&#039;&#039;&#039;||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-10||&#039;&#039;&#039;10&#039;&#039;&#039;||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR is Melee AS and Ranged RT.&amp;lt;br&amp;gt;&lt;br /&gt;
DEX is spell bolts and Ranged AS and Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
AGI is also a factor in Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura is Elemental CS.&lt;br /&gt;
&lt;br /&gt;
==Benefits of Dexterity==&lt;br /&gt;
A Ranged attack or Bolt spells uses [[Dexterity]] as an AS mod, but it is much more than that.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people do not realize that TRUNC(DEX Bonus/4) is added as phantom damage to attacks, when no crit weighting is present.  When calculating damage you take the damage factor, multiply by the endroll in excess of 100, and, depending on the damage versus the armor type, you get crits that provide extra damage. However, between those two steps, there is one additional calculation. Your DEX Bonus/4, rounded down is added as &amp;quot;phantom damage&amp;quot; when calculating what rank crit you get. This occurs in all AS based attacks, including melee, ranged, and spells. &lt;br /&gt;
&lt;br /&gt;
*Please note:  The DEX BONUS/4 is still commonly accepted as true, but there do appear to be abnormalities that don&#039;t make it uniformly applied.  This is still being tested to determine any potential limits.&lt;br /&gt;
&lt;br /&gt;
As an example of how this is applied we can take a simple cast of 901:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all know 901 has a terrible DF.  However, if a halfling with maxed DEX casts it, with their +40 DEX bonus, they get 10 phantom damage right off the bat. If they do adequate damage to obtain a Tier 1 crit, it will receive +10 phantom damage when calculating the crit. Since a substantial margin of the damage from 901 is based on the crit tier, this could significantly increase the damage.&lt;br /&gt;
&lt;br /&gt;
When it comes to racial selection this means Halflings are potentially the best race to select for bolting.  At least from a purely offensive point of view. With the second highest max DEX bonus, Dark Elves have a DEX bonus at +35 at 100, but since phantom damage is rounded down, they max at only +8 phantom damage, while halflings get +10 phantom Damage from their +40 max bonus. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s a wonderful example that Riltus provided, with a breakdown of the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You gesture at a dark orc.&amp;lt;br&amp;gt;&lt;br /&gt;
You hurl a small surge of electricity at a dark orc!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +212 vs DS: +39 with AvD: +22 + d100 roll: +68 = +263&amp;lt;br&amp;gt;&lt;br /&gt;
... and hit for 49 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 5 Crit w/25 damage&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard with 20 air lore and 34 Dex bonus (8 pts. crit weighting)&amp;lt;br&amp;gt;&lt;br /&gt;
901 DF: 0.133&amp;lt;br&amp;gt;&lt;br /&gt;
Lore DF bonus: 0.012&amp;lt;br&amp;gt;&lt;br /&gt;
Effective DF: 0.145&amp;lt;br&amp;gt;&lt;br /&gt;
Endroll success margin: 163&amp;lt;br&amp;gt;&lt;br /&gt;
Raw damage: 23.6 rounds up to 24&amp;lt;br&amp;gt;&lt;br /&gt;
Armor: double leather w/ 6 crit divisor&amp;lt;br&amp;gt;&lt;br /&gt;
Calc max crit w/o weighting: 24/6 = 4&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit damage: 25 (R5 chest)&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit: rank 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum Crit weighting for a rank 5 outcome: 6 pts. [(24 + 6)/6 = rank 5 crit] &lt;br /&gt;
&lt;br /&gt;
Without phantom damage, the maximum crit outcome would have been a tier 4 crit (only 20 damage), so that additional phantom damage for the crit roll ended up being an additional 5 real damage.&lt;br /&gt;
&lt;br /&gt;
==Melee Warmages==&lt;br /&gt;
==This information is incorrect, do not follow==&lt;br /&gt;
Melee Warmages are mainly concerned about strength.  They need all the AS they can get relative to the other classes before the AS slowdown. AgiDex is less of a concern because, from an RT perspective if you are doing most melee builds, you should be able to swing anything in 6 seconds with any race. That is the RT needed to hit 1 second eventually. If your stats are placed for growth, and you are using a lance, AgiDex might be a concern in a few cases.  In that case just make sure you math it out before you get started, or swap to a faster polearm.&lt;br /&gt;
&lt;br /&gt;
The strongest races are:&lt;br /&gt;
&amp;lt;u&amp;gt;Giantman&amp;lt;/u&amp;gt;: +15 STR, but bolting suffers with a -5 DEX and CS takes a hit with a -5 Aura.  They do have a nice CON bonus at +10 and the best encumbrance factor of all races.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half-Krol&amp;lt;/u&amp;gt;: +10 STR, with no bonus or penalty on DEX or AURA.  They share the same +10 CON bonus as Giantmen, as well as a high encumbrance factor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarf&amp;lt;/u&amp;gt;: +10 STR, no DEX penalties but -5 to AGI and bad Aura at -10.  They have the highest CON bonus at +15.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Human&amp;lt;/u&amp;gt;: Only +5 STR, no modifiers to DEX, AGI or AURA.  Humans are the middle of the road race.&lt;br /&gt;
&lt;br /&gt;
It should be noted that these THW warmages races outlined above tend to be weak in DEX and Aura if you decide to swap builds after the AS slowdown. So you would find it very difficult to swap from a Racially maximized THW Warmage to a Pure or Ranged Warmage.&lt;br /&gt;
&lt;br /&gt;
==Ranged Warmage==&lt;br /&gt;
Ranged Warmages primarily need 1 thing, [[Dexterity]]. Even a halfling with -15 STR mod can get to a STR bonus of +5 and fire an aimed longbow in 1 second. The following highlights strength mods because it can be a factor at lower levels and in the case that you decide to switch builds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Halflings&amp;lt;/u&amp;gt;: The winning race with +15 DEX, but a woeful -15 STR and -5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elf&amp;lt;/u&amp;gt;: +10 DEX, 0 STR, and +10 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +10 DEX, 0 STR and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burger Gnome&amp;lt;/u&amp;gt;: +10 Dex, with the same -15 STR as a halfling, but a +5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 DEX, 0 STR, and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half Elves&amp;lt;/u&amp;gt;: +5 Dex, 0 STR, 0 Aura. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Aelotoi&amp;lt;/u&amp;gt;: +5 DEX and 0 Aura like Half-Elves, but with -5 Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Forest Gnomes&amp;lt;/u&amp;gt;: +5 DEX, -10 Strength, and 0 Aura.&lt;br /&gt;
&lt;br /&gt;
==Pure Builds==&lt;br /&gt;
The emphasis here is on Aura, as our CS mod, because we already highlighted DEX in the Ranged section:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elves&amp;lt;/u&amp;gt;: +10 Aura, along with their +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burghal Gnomes&amp;lt;/u&amp;gt;: +5 AURA, also with +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 AURA as well but only +5 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +5 AURA too and with +10 DEX&lt;br /&gt;
&lt;br /&gt;
==Other Racial Factors==&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent wizard.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a halfling anyway because that DEX!&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Reduces swinging RT, maneuver penalties, and spell hindrance from wearing armor.&lt;br /&gt;
*[[Shield Use]] Generates DS when using a shield.&lt;br /&gt;
*Weapons Use Raises AS with a particular Weapon.&lt;br /&gt;
*[[Two Weapon Combat]] Ability to use two one-handed weapons.  It is prohibitively expensive for a wizard to train in.&lt;br /&gt;
*[[Combat Maneuvers]] +.5 Melee AS per rank. 1 CM Point per rank to use towards the limited list of combat maneuvers available to wizards!&lt;br /&gt;
*[[Multi-Opponent Combat]] Reduces Force-on-Force penalties for multiple opponents and adds 1 to the minimum ball-spell area effect per rank. &lt;br /&gt;
*[[Ambush]] Ability to aim physical attacks.  Improves ranged AS by .25 for every rank over 40.&lt;br /&gt;
*[[Physical Fitness]] HP total, stamina, factors into Maneuver defense&lt;br /&gt;
*[[Dodge]] Adds to evade DS but is prohibitively expensive for wizards.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Ability to use scrolls, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Magic Item Use]] Ability to use magic items such as wands, small statues and other imbeds, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Harness Power]] +3 Mana per rank up to your level, +1 mana per rank over level.&lt;br /&gt;
*[[Spell Aiming]] Adds to bolt AS in the same way weapons training adds to a physical AS.&lt;br /&gt;
*Mana Control: Allows sharing of mana with others, based on your skill in a specific mana control and theirs.  Also improves your mana regeneration rate.&lt;br /&gt;
*[[Spell Research]] Learn spells, improve effectiveness and duration.&lt;br /&gt;
*[[Elemental Lore]]: Various effects and improvements to specific elemental spells.  Other lores do not effect your native spells.&lt;br /&gt;
&lt;br /&gt;
==Elemental Lores==&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Lore]] Review offered a variety of new synergies between spells, and introduced a lot more than just DF bonuses on bolt spells.  The list below gives a general overview of which spells each lore effects and a general idea of how.  A more complete overview can be found in the [[Lore_chart|Lore Chart]].&lt;br /&gt;
&lt;br /&gt;
===Important Breakpoints===&lt;br /&gt;
*50 ranks in any lore gives the greatest Bolt DF benefit before diminishing returns on spells of that element, or .050 DF.&lt;br /&gt;
*100 combined ranks provide the greatest Bolt DF benefit before diminishing returns on dual element spells, or .050 DF.&lt;br /&gt;
*20 ranks in any lore gives the 518 specialization for that lore and 10 ranks each of two lores provides the specialization for dual lore specializations&lt;br /&gt;
*Arcane Circle spell EVOKES and Tonis Bolt:  &lt;br /&gt;
**20 Fire for 903 -&amp;gt; 1707&lt;br /&gt;
**20 Air for Tonis Bolt&lt;br /&gt;
**30 Water for 904 -&amp;gt; 1710&lt;br /&gt;
*55 or 60 air lore provides the majority of RT reduction from [[506|Celerity]] for a warmage&lt;br /&gt;
*[[514|Stone Fist]] Earth Lore at .5x for SLAP, 1.25x for CLENCH, and 2x for POUND&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Fire]]===&lt;br /&gt;
*[[413]]: Increases TD penalty by Seed 5 summation.&lt;br /&gt;
*[[415]]: Chance equal to [[Elemental Lore, Fire]] ranks/2 to strike an additional target in the room for 5 additional mana.&lt;br /&gt;
*[[417]]: 10 ranks unlocks a defensive spell from the target.  The chance is 10% +3% per every 10 ranks.  The mana drain is increased by skill/15.&lt;br /&gt;
*[[425]]: A percentage chance on a Seed 10 scale to increase the critical weighting of your next spell cast within 10 seconds.&lt;br /&gt;
*[[502]]: Fire Version - Provides a DS pushdown against fire spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks. &lt;br /&gt;
*[[513]]: Casting multiple bolts at the same target will increase AS by Seed 4 stacking up to +25 maximum.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Fire specification which uses [[906|Minor Fire]]&#039;s damage tables and lore bonuses.  10 ranks of Fire AND Water unlock Steam.&lt;br /&gt;
*[[519]]: Increases critical damage and damage cycles.&lt;br /&gt;
*[[903]]: 20 ranks unlocks [[Minor_Steam_(1707)|Minor Steam]] using EVOKE with this spell.&lt;br /&gt;
*[[906]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  &lt;br /&gt;
*[[908]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the fire version.&lt;br /&gt;
*[[925]]: 100 ranks unlocks the ability to enchant fire or steam flaring weapons.&lt;br /&gt;
*[[950]]: Increases AS of spells cast with 950 by 6 * Seed 10 summation and CS by 3/5 that amount.&lt;br /&gt;
*[[1707]] Increases DF by .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Fire====&lt;br /&gt;
&lt;br /&gt;
The only major discreet breakpoint for fire lore is 20 ranks for EVOKE on [[903|Minor Water]] for [[1707|Minor Steam]], the best damage to mana ratio bolt spell.  The other important bonuses are scaling.&lt;br /&gt;
&lt;br /&gt;
519 bonuses are two fold: &lt;br /&gt;
*Chance of incineration on warding margins 50 or higher = Seed 1 summation (Fire Lore ranks -10)/2 &lt;br /&gt;
*And Ranks / 1.5 % chance of an extra damage cycle. (100% at 150 ranks)&lt;br /&gt;
&lt;br /&gt;
The 513 AS bonus maxes out at +25. This makes some seed values appear more beneficial than others. Because going from +5 AS per bolt to +6 AS per bolt will still require 5 bolts to max out the benefit of +25 AS that +1 AS might be less substantial.  The number of bolts needed to cap the bonus is below:&lt;br /&gt;
*+1 per bolt: 25 casts to cap&lt;br /&gt;
*+2 per bolt: 13 casts to cap&lt;br /&gt;
*+3 per bolt: 9 bolts to cap&lt;br /&gt;
*+4 per bolt: 7 bolts to cap&lt;br /&gt;
*+5 per bolt: 5 bolts to cap&lt;br /&gt;
*+6 per bolt: 5 bolts to cap&lt;br /&gt;
*+7 per bolt: 4 bolts to cap&lt;br /&gt;
*+9 per bolt: 3 bolts to cap&lt;br /&gt;
*+13 per bolt: 2 bolts to cap&lt;br /&gt;
*Benefit maxes at +19, always 2 bolts to cap the benefit.&lt;br /&gt;
*This mechanic of the +25 max, paired with a Summation Seed 4 for benefit ends up producing two forms of diminishing returns. The difference between 72 ranks of fire lore for +9 per bolt (3 to cap), and 130 ranks for +13 per bolt (2 to cap) is substantial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
*[[402]]: Gives a chance to point out hidden targets based on ranks in [[Elemental Lore, Air]] versus the targets hide ranks.&lt;br /&gt;
*[[405]]: At 30 ranks can detect elemental flares and if an item is enhancive (but not what it enhances)&lt;br /&gt;
*[[410]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[435]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[502]]: Air/Lightning version - Provides a DS pushdown against air/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[504]]: Increases RT penalty by 1 at 24, 100, and 100 ranks.  Increases possible targets by 1 per 20 ranks.&lt;br /&gt;
*[[505]]: 20 ranks unlocks Tonis Bolt using EVOKE.  Increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[506]]: 50 ranks unlocks a group version with EVOKE.  Decreases the stamina cost of combat actions and improves RT reduction of utility actions.&lt;br /&gt;
*[[511]]: Increases maximum items by Seed 10 summation.&lt;br /&gt;
*[[515]]: Gives a percentage chance to provide a CHANNEL bonus to a spell without additional RT equal to Seed 1 summation.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Air specialization, which uses vacuum crits.  10 Air AND Water ranks unlocks Lightning specialization.&lt;br /&gt;
*[[535]]: -1% RT for every 5 ranks, max of 60%.&lt;br /&gt;
*[[550]]: Increases the amount of RT removed from negative effects by 1.5 * Seed 1 summation.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[911]]: Adds phantom [[Dodge]] ranks on a Seed 1 summation.&lt;br /&gt;
*[[912]]: Adds a 2% chance per Seed 5 summation to produce a vortex which causes RT for a random, ungrouped target at a regular interval.&lt;br /&gt;
*[[914]]: Reduces the summoning time and increases critical damage.&lt;br /&gt;
*[[916]]: 50 ranks unlocks a group version that lasts for 2 minutes using EVOKE.&lt;br /&gt;
*[[920]]: Decreases the time it takes a familiar to find a player-character.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant vacuum and lightning flaring items.&lt;br /&gt;
*[[950]]: Allows a chance to gain offensive CHANNEL benefits to the spells cast without the RT with a percentage chance equal to 5 * Seed 1 Summation.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Air====&lt;br /&gt;
&lt;br /&gt;
Arguably the greatest benefit to training air lore is Tonis Bolt at 20 ranks or the -1% RT from Celerity per 5 ranks, depending on your build. &lt;br /&gt;
&lt;br /&gt;
[[506|Celerity]] Breakpoints:&lt;br /&gt;
*Base 4 RT becomes 1 at 60 ranks&lt;br /&gt;
*Base 5 RT becomes 1 at 105 ranks&lt;br /&gt;
*Base 6 RT becomes 2 at 55 Ranks, 1 at 135 Ranks&lt;br /&gt;
*Base 7 RT becomes 3 at 20 Ranks, 2 at 90 Ranks, 1 at 160 ranks&lt;br /&gt;
*Base 8 RT becomes 3 at 55 ranks, 3 at 115 ranks, and 1 at 180 ranks&lt;br /&gt;
&lt;br /&gt;
After either 55 or 60 ranks in Air Lore, you receive a majority of the RT reduction bonuses. You also unlock all the major breakpoints for air lore:&lt;br /&gt;
Tonis Bolt&lt;br /&gt;
Group Casting 506 &lt;br /&gt;
410/435 Sphere&lt;br /&gt;
Flare detection on 405&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Water]]===&lt;br /&gt;
*[[403]]: Removes 1 point per Seed 10 summation of potential damage to a lockpick on a failed attempt.&lt;br /&gt;
*[[404]]: Reduces DISARM roundtime by 1 second per Seed 6 summation.&lt;br /&gt;
*[[407]]: Unsuccessful casts will corrode a lock, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[408]]: Unsuccessful casts will corrode a trap, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[410]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[416]]: Grants a percentage chance equal to Skill/4 to show Unlock and Disarm success messenging.&lt;br /&gt;
*[[418]]: Provides a +10 mana regeneration bonus for the caster.  This bonus will last a number of pulses equal to a Seed 10 summation.&lt;br /&gt;
*[[435]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[502]]: Water/Cold/Lightning version - Provides a DS pushdown against water/cold/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[512]]: Increases targets by 1 per Seed 5 summation.  Shatter chance on fully encased targets equal to Skill Bonus/3.  Converts [[903|Minor water]] cast at target to [[1709|Minor Cold]] for Seed 10 summation casts.&lt;br /&gt;
*[[515]]: Percentage chance to negate the cooldown when the spell ends equal to Seed 1 summation.&lt;br /&gt;
*[[516]]: Percentage chance equal to Seed 2 summation to drain an additional 20 mana.&lt;br /&gt;
*[[518]]: 20 ranks to unlock cold specialization, which uses [[1709|Minor Cold]] damage tables and lore bonuses and water specialization, which uses [[903|Minor water]]. 10 ranks + 10 Fire/Earth/Air unlocks Steam/Acid/Lightning.&lt;br /&gt;
*[[520]]: Water mode dispel cooldown reduced by Seed 1 summation seconds.&lt;br /&gt;
*[[550]]: 50 ranks unlocks an automatic [[410|Elemental Wave]] cast for free alongside Time Stop.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[903]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Increases the chance to soak a target by skill/2%.&lt;br /&gt;
*[[904]]: 30 ranks unlocks [[1710|Major Acid]] with EVOKE.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[907]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the cold version.&lt;br /&gt;
*[[920]]: 50 ranks unlocks the ability to set an anchor on an earthnode.&lt;br /&gt;
*[[925]]: Allows storing of a mana pool for infusing tempering potions at a rate of 1 point on a Seed 5 summation for every 30 XP absorbed, starting at 5 ranks.  100 ranks unlocks enchanting Cold/Acid/Lightning/Steam flaring items.&lt;br /&gt;
*[[1707]]: Combined Fire and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[1709]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that. &lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Water====&lt;br /&gt;
&lt;br /&gt;
Water lore has very little in the way of discreet breakpoints.  Five ranks unlocks the ability to store mana for [[925|Enchant Item]], an important benefit for minimal investment. 30 ranks will allow the use of [[1710|Major Acid]] with 904 and 50 ranks will provide the ability to set an anchor for your familiar and have an automatic [[410|Elemental Wave]] when you cast [[550|Time Stop]].  While interesting these benefits are not build defining. &lt;br /&gt;
&lt;br /&gt;
The largest benefit of water lore is its diversity.  Water lore provides bonuses to the DFs for a startling number of bolts.  This includes 901, 903, 904, 907, 910, 1707, 1709, and 1710.  It also lends itself to a variety of modes for 518.  This combines with the utility aspects to make water lore an interesting lore for a generalist wizard.&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Earth]]===&lt;br /&gt;
*[[412]]: Increases max targets of the open version by 1 per 20 ranks.&lt;br /&gt;
*[[414]]: 25 ranks unlocks a 5% + 1% per 20 additional ranks chance to block a single AS/DS attack when wearing all three elemental defenses.  &lt;br /&gt;
*[[430]]: Gives a percentage chance equal to Seed 10 summation to gain +10 critical padding for a single attack.&lt;br /&gt;
*[[502]]: Earth version - Provides a DS pushdown against impact spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[503]]: Gives a percentage chance equal to Seed 10 summation to gain +20 DS against an attack.&lt;br /&gt;
*[[507]]: 15 ranks unlocks bolt redirection ability with a chance of 5% + 1% / 10 additional ranks.  Redirected bolts strike at a random enemy target with a -20 AS penalty.&lt;br /&gt;
*[[508]]: 25 ranks unlocks a 5% + 1% per additional 10 ranks chance to increase TD by 20 against a single warding spell.&lt;br /&gt;
*[[509]]: Provides a self-cast additional AS bonus equal to Seed 4 summation.&lt;br /&gt;
*[[510]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
*[[514]]: Unlocks additional commands at training breakpoints:  SLAP - .5x, CLENCH - 1.25x, POUND - 2x.&lt;br /&gt;
*[[518]]: 20 ranks to unlock earth specialization, which uses [[510|Hurl Boulder]] damage and lore benefits.  10 ranks + 10 water lore ranks to unlock acid specialization.&lt;br /&gt;
*[[520]]: Earth mode stun shield provides additional padding ranks equal to a Seed 3 summation.&lt;br /&gt;
*[[550]]: Increases uses per day by 1 at 40, 115, and 190 ranks.&lt;br /&gt;
*[[902]]: Increases the enhancive weapon skill bonus by 1 per Seed 7 summation.&lt;br /&gt;
*[[904]]: 10 ranks unlocks an acid burn ability at a rate of 25 + truncated(Skill Bonus/4)%.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[905]]: Provides an additional 1 DS per Seed 5 summation.&lt;br /&gt;
*[[909]]: Increases the E/B/P penalty by 1 per Seed 4 summation / 2.  Increases charges of the EVOKE version by 1 at 20, 50, 90, 150, and 200 ranks.&lt;br /&gt;
*[[914]]: Increases critical damage.&lt;br /&gt;
*[[917]]: Gives a percentage of the damage bonus provided by a stunned/prone target to all cycles after the initial strike equal to (100 * Ranks / 202)%.&lt;br /&gt;
*[[925]]: 100 ranks will unlock the ability to enchant earth or acid flaring items.&lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Earth====&lt;br /&gt;
&lt;br /&gt;
Earth lore has a few important discreet breakpoints to consider.  One is the additional charges on the evoked version of [[909|Tremors]] at 20, 50, 90, 150, and 200 ranks.  Another is the added uses per day of [[550|Time Stop]] at 40, 115, and 190 ranks respectively.  Finally there is the acid burn effect on [[904|Minor Acid]] which turns on at 10 ranks and improves from there.  &lt;br /&gt;
&lt;br /&gt;
With that in mind 50 ranks will net you:&lt;br /&gt;
+2 charges of EVOKE 909&lt;br /&gt;
+1 daily use of 550&lt;br /&gt;
62% chance of acid burn on 904&lt;br /&gt;
25% of the stunned/prone bonus on 917&lt;br /&gt;
&lt;br /&gt;
The major outlier here is [[514|Stone Fist]].  Only a dedicated earth mage will get to make any real use of the additional commands that hold most of this spells power.  At 50 ranks you would be able to reasonably use SLAP but the spell likely is not worth using without at least CLENCH, if not POUND.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runes==&lt;br /&gt;
Wizards have access to learning three runes:&lt;br /&gt;
*After learning 930, a wizard can learn the &amp;quot;Gate&amp;quot; Rune.  Applying this on a runestone and holding the runestone while you cast decreases failure chances.&lt;br /&gt;
*A wizard who knows it can teach another the &amp;quot;Binding&amp;quot; Rune.  This will allow the wizard to trap their familiar type in an amulet that can be purchase from the wizard guild.  Holding this when casting 920 guarantees that type of critter. (i.e.  cats)&lt;br /&gt;
*The Wy&#039;Zio is used to unlearn unique runes.  Which currently means nothing to wizards.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY wizard:&lt;br /&gt;
*2x [[Spell Research]]: As a pure you should, at minimum, be training 2 spell ranks per level. (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]]: Harness power, at level, provides 3 mana per training (0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]]: Mana regeneration, Multi-cast, Spellup, and benefits to many spells. (0/4)&lt;br /&gt;
*1x [[Physical Fitness]]: Combat Maneuvers Defense and health (8/0)&lt;br /&gt;
*1x [[Perception]]: Maneuver defense, getting around. (0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
[[Armor Use]] &lt;br /&gt;
*4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
*15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
*35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
==The Archer Mage==&lt;br /&gt;
&lt;br /&gt;
===Why Archery?===&lt;br /&gt;
Wizards main attack are magical bolts. This puts a high emphasis on [[Dexterity]].  Archery offers an alternative method for attack that relies on the same [[Dexterity]] bonus.  It also offers a cost-effective way to max out your weapon enchant bonus and is not largely impacted by encumbrance. With [[506|Celerity]] you can easily produce a hail of arrows.&lt;br /&gt;
&lt;br /&gt;
The strength of the build is maximization of all enhancive spells.  [[509|Strength]] applies towards RT reduction alongside [[506|Celerity]]. Due to these spells it is quite easy to hit a 1 second RT with a longbow, while aiming. Furthermore, the focus on [[Dexterity]] allows an Archer Mage can make full use of classic Wizard Bolt Spells as well. Having two viable attack options opens up a lot of potential creatures to hunt.&lt;br /&gt;
&lt;br /&gt;
In addition [[404|Disarm Enhancement]] provides a pseudo-bonus to [[Perception]] when it comes to AIMing ranged attacks.  Even if Wizards are not the best aimers, 404 is easy to stack up with 515, and every little bit helps.&lt;br /&gt;
&lt;br /&gt;
===Training for Archery===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Ranged Weapons]] (14/3)&lt;br /&gt;
*+1x [[Perception]] (2x total) (0/6)&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
**+(20/12)&lt;br /&gt;
**=28/47 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]: 66 ranks If you&#039;re a small race, like a halfling, gnome, etc. 55 ranks if you&#039;re a race with a higher STR bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&amp;lt;br&amp;gt;&lt;br /&gt;
*25 ranks of [[Elemental Lore, Earth]] for bonus AS and some defensive benefits.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
Additional [[Spell Research]] is the best way to improve your stance offensive DS.&lt;br /&gt;
&lt;br /&gt;
===Post Cap Goals===&lt;br /&gt;
*3x [[Spell Research]]. More DS, more AS/CS for spells, better enchanting capabilities.&lt;br /&gt;
*1x [[Ambushing]]. 100 ranks of Ambush will net you 15 AS. AS bonus = ((ranks -40)/4). This is INCREDIBLY expensive at (15/10) per rank for such a small AS boost. That is why it is not listed in core training. This will not assist aiming, as it only impacts aiming while hidden.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*All spheres to rank 2 at level 2&lt;br /&gt;
*Major Elemental &amp;amp; Wizard until Wizard=13&lt;br /&gt;
*Minor Elemental &amp;amp; Major Elemental until Major Elemental = 20 (13 wizard, 9 minor, 20 major)&lt;br /&gt;
*2x Minor Elemental until Minor Elemental = 31 (Should be level 31)&amp;lt;br&amp;gt;&lt;br /&gt;
*From there determine your target ranks of Major Elemental and Air Lore needed to minimize RT.&amp;lt;br&amp;gt;&lt;br /&gt;
**50 Ranks in MjE will unlock 550, a strong escape spell&amp;lt;br&amp;gt;&lt;br /&gt;
**75 Ranks of MnE will max out AS potential from 425&amp;lt;br&amp;gt;&lt;br /&gt;
**Wizard Circle will generate the most DS of any three circles&lt;br /&gt;
&lt;br /&gt;
===Combat Suggestions===&lt;br /&gt;
*Keep [[506|Celerity]] Up&lt;br /&gt;
*1 Creature and plenty of mana - 505 bolt until it falls prone -&amp;gt; Arrows.&lt;br /&gt;
*1 Creature and low on mana -  Arrows&lt;br /&gt;
*2 Creatures and plenty of mana -  410 -&amp;gt; Arrows&lt;br /&gt;
*2 Creatures and low on mana -&amp;gt; Arrows, carefully&lt;br /&gt;
*&amp;gt;2 Creatures 410 -&amp;gt; 518&lt;br /&gt;
*Undead - 901/903/904/906 are less hassle than finding a bless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Two Handed Mage==&lt;br /&gt;
1. Get a big weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Swing a big weapon really fast.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Profit!&amp;lt;br&amp;gt;&lt;br /&gt;
Two-Handed Mages can use Polearms or Two-Handed Weapons at the same TP cost. If you want to be a polearm mage, just make sure it is a two handed polearm.&lt;br /&gt;
&lt;br /&gt;
===Why a Two-Hander?===&lt;br /&gt;
The best defense is a good offense and in Gemstone IV a good offense often comes in the form of a giant weapon.  An even better offense comes in the form of a giant weapon swung with a 1 second RT.&lt;br /&gt;
Two Handers and Polearms have the highest Damage Factors out of any weapons in the game. Paired with the speed of [[506|Celerity]] this can be a devastating build.&lt;br /&gt;
&lt;br /&gt;
Two-Handers are a great way to level, especially early on when mana is tight. By the time your AS growth slows down you have the mana to keep [[506|Celerity]] going and speed yourself up.  As an added benefit this build is more interested in strength so you can pick your race appropriately.  No need to worry about picking up a smooth stone and being encumbered.&lt;br /&gt;
&lt;br /&gt;
===Training for Two-Handers===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Two-Handed Weapons]] or [[Polearms]] (14/3)&lt;br /&gt;
*1x [[Combat Maneuvers]] (12/8)&lt;br /&gt;
**+26/11&lt;br /&gt;
**=34/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]:  Typically 55 or 60 ranks but figure out what you need to swing your chosen weapon in 1 second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Earth]]:  You can consider getting 25 or 35 ranks to increase 902 and 509 potency.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Air]]:  Getting up to 55 ranks, if you needed less than that for the discrete training, will end up rounding advantageously for you.  See the lores section for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]]&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You could take armor up to Leather Breastplate, if not further. Warmages do not cast in combat nearly as much as Pures. The hindrance can be annoying but, overall, better AvD and crit divisor is worth it, as you are gonna be caught in offensive more.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
[[Elemental Lore, Earth]]. This is really the only other way to increase AS after you&#039;ve reached 75 ranks in Minor Elemental. There are huge diminishing returns after the first 25-35 ranks unfortunately.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*Start off with 2/2/2 at level 2&lt;br /&gt;
*Wizard &amp;amp; Major Elemental until at 11/11 (Level 11)  (Rank 11 yields bonuses from 503 and 507, also floating disk)&lt;br /&gt;
*Wizard &amp;amp; Minor Elemental until 13/4 (Level 13)&lt;br /&gt;
*2x Minor Elemental until 25 (Level 25)  You reach this a little before level 25 at full 2x spells&amp;lt;br&amp;gt;&lt;br /&gt;
From here there are some options:&amp;lt;br&amp;gt;&lt;br /&gt;
*Major Elemental to 51: If your RT without [[506|Celeity]] is 6 seconds, 51 ranks will produce an additional -1 RT, and take it down to 1 sec with [[506|Celerity]].&lt;br /&gt;
*Minor Elemental up to 75 to max out the AS contribution of 425.&lt;br /&gt;
*If DS is an issue the wizard circle generates the most DS of any circle, at 1.25 DS per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
As 513 no longer reduces melee AS, a melee warmage has a variety of options available.&lt;br /&gt;
&lt;br /&gt;
If you are attuned to air then at 25 ranks of air lore you can use a 1x weapon and e-blade it.  An e-bladed weapon can take advantage of the [[502|Chromatic Circle]] weakness effect. Plus it is cheaper than buying a 5x flaring weapon.&lt;br /&gt;
&lt;br /&gt;
Due to the low swinging AS, warmages need to utilize disablers like 505, 909, 912, or 410 as an opener to knock the critters down for the DS reduction.  Since you are training in CMANs, you will also have feint and some other options available to you as an opener later on in life.  If you are attuned to air (or earth with enough earth lore), and are wielding an e-bladed weapon, you can start off with a 502 before your opener to further reduce your target&#039;s DS.  Beyond that you want to simply keep [[506|Celerity]] up and hack away at things.&lt;br /&gt;
&lt;br /&gt;
Remember that you do still have a full litany of spells available to you if you while hunting.  Your Bolt AS will not be bad as a Warmage, assuming you choose to train in Spell Aiming.  It is viable for hunting, and is a perfect way to deal with undead in areas such as Wyneb or Maaghara in Ta&#039;Illistim, where they are mixed in with living creatures.  Just use your magic against the undead, and swing your weapon against the living.&lt;br /&gt;
&lt;br /&gt;
==Warmage AS Slowdown==&lt;br /&gt;
Non-pure builds tend to slow down in the later levels.  Mathematically, a warmage&#039;s AS is going to fall behind other swingers eventually. An archer or two-hander needs to train Weapon Training and either 1x CM or 2x perception.  That will grant 1.5 AS per level in later levels. That is a 1 AS per level deficit compared to a semi or square who trains 1x in CM and can 2x their weapon. Warmages have two tools to assist in bridging the gap: 425 and 509.  Meanwhile a ranger has Phoen&#039;s Strength.  With that in mind here is a comparison between a warmage and ranger.&lt;br /&gt;
&lt;br /&gt;
Since 425&#039;s potency is .5/level, that still puts a warmage at a .5 AS per level deficit compared to a ranger. &lt;br /&gt;
*At level 20, a warmage is 15 AS below a ranger (15 (509) -20 - 10 (606)) -15. &lt;br /&gt;
*At 25, a warmage actually gets ahead of a ranger (15-25-10+25) by +5 AS due to 425. &lt;br /&gt;
*At level 75,  it is still pretty close at (75 - 15 + 10 - 50) -20 AS, but 425 potency is maxed out.&lt;br /&gt;
*At level 80, the warmage is behind by (80-15+10-50) -25 AS.&lt;br /&gt;
*New to cap, a warmage is at -45 AS compared to a ranger.&lt;br /&gt;
&lt;br /&gt;
The only way to make up this disparity is through proper use of disablers.  Even then, the ranger is going to have similar skills available.  What they will never have is a 1 second RT to take full advantage.  The warmage will probably never hit as hard but they will hit anywhere from 3 to 6 times more often.&lt;br /&gt;
&lt;br /&gt;
==The Pure Mage==&lt;br /&gt;
&lt;br /&gt;
To put this simply, you get to hurl balls of fire at your enemies and burn them to cinders.  Wizards are the masters of elemental magic and bolting.  When you have access to some of the most powerful spells in Elanthia why would you ever want to pick up a weapon?  Wizards might have the second-to-worst melee AS in the game but their bolting AS is second to none.  A well trained wizard is a magical powerhouse that can tangle with the toughest creatures in the game and come out laughing.&lt;br /&gt;
&lt;br /&gt;
===Training for a Pure===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/4)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/1)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/1)&lt;br /&gt;
*1x [[Elemental Lore]] (0/6)  Which type depends on your choices.&lt;br /&gt;
**Additional TP cost of (6/11)&lt;br /&gt;
**=14/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**4 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Optional Training for a Pure&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x in [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained pure mage is a well trained pure mage with a ton of outside spells.  Beyond that they help with some utility skills like enchanting and recharging.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some wizards choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
At low levels, returns from additional ranks of harness power are more substantial. Gaining 1 more mana when you have a max pool of 30 is proportionally much better than getting that same 1 mana when you have a pool of 300. A low level pure wizard&#039;s biggest stumbling block is the lack of mana.  [[1700|Arcane Blast]] does mitigate this somewhat, as do wands, but having more mana early is a boon.  At low levels it can be worthwhile to dump additional points into Harness Power. Once you reach your 20s or 30s and find yourself comfortable with your mana total you can simply stop training in [[Harness Power]] until your level catches up to your ranks.  Once that is done everything else should go into [[Spell Research]].&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
*Wizard and Major Elemental to 13&lt;br /&gt;
*Major Elemental and Minor Elemental until Major Elemental 18&lt;br /&gt;
*All Spell Research into Minor Elemental until 430 is unlocked&lt;br /&gt;
*Go back to Major to train it up to = Level&lt;br /&gt;
*Keep Major = Level, Try to get Minor Elemental = Level&lt;br /&gt;
*Any additional spell ranks go into wizard circle&lt;br /&gt;
&lt;br /&gt;
===Channeling===&lt;br /&gt;
&lt;br /&gt;
====Channeling Bolts====&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For how unchanneled bolts are assigned location, see [[Unaimed Body Location Assignment (saved post)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Channeling Warding Spells====&lt;br /&gt;
The spells [[Chromatic Circle (502)]] and [[Immolation (519)]] can gain a bonus from [[CHANNEL]].  &lt;br /&gt;
&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
===Runestaves vs. Shields===&lt;br /&gt;
&lt;br /&gt;
Runestaves make the Pure builds work, but before we had them we used shields.  It turns out that there are still pros and cons to using a shield over a runestaff.  Shields tend to offer higher DS totals over runestaves.  They also do not suffer from the possibility of being disarmed.  In contrast runestaves will certainly allow you to spend more points on magical skills.  Additionally you need to consider runestaff flares, which are designed purely with casters in mind.&lt;br /&gt;
&lt;br /&gt;
====Shield Benefits====&lt;br /&gt;
The first thing to remember about a shield is that you will get a flat +20 DS from using a shield before anything else is factored in.  When you explore the runestaff formula you will find that it takes a lot of magical ranks to make up even that 20 extra.  It is also worth noting that the stance modifier for parry DS (runestaves) in offensive stance is .2, compared to .5 for block DS in that stance.  What that means is that more shield DS survives stancing up and that is the stance you are most worried about being hit in.  Finally, we need to remember that one of the most dangerous things that can happen to a pure is having their runestaff disarmed and shields do not have that problem.&lt;br /&gt;
&lt;br /&gt;
The cost for a wizard of one rank of [[Shield Use]] is 13/0 and, considering a wizard is likely already converting PTPs to MTPs is more like 0/6.5, call it 7.  That is roughly the equivalent of 2 magical skills or 1/5 of an extra spell rank.  We already know the most DS per spell rank is wizard spells at 1.25 DS so 1/5 of that is &#039;&#039;&#039;.25 DS&#039;&#039;&#039;.  2 magical skills will increase your parry ranks by .2 per level, or roughly &#039;&#039;&#039;.06 DS&#039;&#039;&#039; per level in offensive stance.  The block DS formula is:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[((Shields Ranks + trunc(STR Bonus / 4) + trunc(DEX Bonus / 4)) x Size Modifier x Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant.  &lt;br /&gt;
&lt;br /&gt;
For ease of use we can just say our STR and DEX bonuses are 0 and using a medium shield.  So 1 rank of shield use would increase our total offensive DS by &#039;&#039;&#039;.5 DS&#039;&#039;&#039;.  It is also worth noting that it can be beneficial, depending on your STR and DEX bonuses, to train a single rank of [[Brawling]] to activate the parry DS formula with a shield.  If you have a strength bonus of 5, with an additional 15 from 509, and a dexterity bonus of 20 that 1 rank is worth 2.2 parry DS in offensive.  The best DS return you can get on your training point investment for just that single rank.  &lt;br /&gt;
&lt;br /&gt;
====Runestaff Benefits====&lt;br /&gt;
&lt;br /&gt;
There is no denying that there is a positive DS benefit to using a shield over a runestaff.  With that said, DS is not the only thing we care about.  There are multiple other factors to consider when making the decision about how to spend our valuable training points.  We care just as much about our offensive and utility capabilities.&lt;br /&gt;
&lt;br /&gt;
While the cost of 1 rank of shield use is worth far less in terms of DS for a spell rank or magical skills, that is not the only thing those points are gaining you.  One more spell rank might be worth roughly half of the equivalent TPs in shield rank DS but it is a spell rank.  Above all else it is another spell you can cast.  Beyond that it is more CS for that circle and potentially other circles.  It is also increased duration on your spells from that circle.  It represents other efficiency increases for spells in that circle.  At some points it could represent increased AS as well.  A spell rank is more than just the sum of its DS addition.&lt;br /&gt;
&lt;br /&gt;
In much the same way additional magical skills have their own value.  It is easy to discount 2 additional magical skills, say 1 rank each of MIU and AS as just .06 DS.  What cannot be discounted is what can be done with those skills.  In the example we are using that represents increased durations on spells that are used from magic items or scrolls.  Those skills also factor in to other important skills such as enchanting and recharging.  Depending on how they are using they could certainly provide more DS than using a shield ever would, along with AS, CS, TD, and tertiary benefits.&lt;br /&gt;
&lt;br /&gt;
As we can see the greatest benefit to using a runestaff is not having to waste any of our precious training points on anything that does not directly benefit our magical skills.  The other big factor is the multitude of abilities you can add to a runestaff.  The most common example is runestaff flares, which offer additional power to your spells.  Beyond that there are various combat scripts designed for runestaves that benefit the pure caster.  Rarely will a combat script designed for a shield provide anywhere near such a benefit.  These things need to be taken into consideration when choosing what to hold in your hands.&lt;br /&gt;
&lt;br /&gt;
Just remember that many creatures are all too happy to knock that thing out of your hand as well.&lt;br /&gt;
&lt;br /&gt;
=====Runestaves Formula Explained=====&lt;br /&gt;
Runestaves generate DS based on your total ranks in magical skills per level. Magical skills include:&amp;lt;br&amp;gt;&lt;br /&gt;
*Spell Research&lt;br /&gt;
*Spell Aiming&lt;br /&gt;
*Mana Controls&lt;br /&gt;
*Harness Power&lt;br /&gt;
*Lores&lt;br /&gt;
*Arcane Symbols&lt;br /&gt;
*Magic Item Use&lt;br /&gt;
&lt;br /&gt;
Runestaff defense uses the two-handed parry DS equation, including a flat stance adjustment, so you always get +50 DS regardless of ranks when in defensive versus offensive.  Since it uses the two-handed formula, you&#039;ll get 1:1 on Enchant added to DS.  &lt;br /&gt;
&lt;br /&gt;
The actual formula is: ((Parry Ranks + 10 + (STR Bonus/4) + (Dex Bonus/4)) * Stance Mod * 1.5 ) + Stance Bonus + Enchant Bonus&lt;br /&gt;
Note: Stance Modifier for Offensive is .2&lt;br /&gt;
&lt;br /&gt;
You gain Parry Ranks from training more magical skills. 8 ranks of magical skills per level is the equivalent of training 1x in two-handed weapons and a typical caster is expected to have between 10 and 11 magical ranks per level when using a runestaff.  Spell heavy builds will get more DS from their spells and typically are fine with anywhere from 6-8 ranks.  &lt;br /&gt;
&lt;br /&gt;
Example: If you&#039;re level 20, and have 160 ranks in magic skills, that&#039;s 8/level, or would yield 20 Parry Ranks.&lt;br /&gt;
If you were level 20, and had 180 ranks in magic skills, that&#039;s 9/level, and would yield 22 Parry Ranks.&lt;br /&gt;
&lt;br /&gt;
+2 ranks in parrying is quite small, especially considering the cost of those +20 magic skills could be as high as 40 MTPs, which could result in a spell rank.&lt;br /&gt;
&lt;br /&gt;
2 ranks of parry would yield .6 DS in offensive, whereas 1 rank in Major Elemental would yield .75 DS, and 1 rank in Wizard would yield 1.25 DS.&lt;br /&gt;
&lt;br /&gt;
Training specifically for Runestaff DS is not a recommended path.&lt;br /&gt;
&lt;br /&gt;
You can find more information on the [[Runestaff]] Page&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  This includes bolts and fire can be VERY effective against a warcamp full of trolls.  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which is essentially free mana when you have nothing else to do with stamina&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
Some of the intangibles can be nice for warmages, like blessing.  The ability to UAC without needing a bless can be helpful to the new subset of brawling warmages.&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. With the symbol of blessing, warmages can fight undead, and pures can both just spellcast. Undead are typically pretty easy targets to hunt relative to other critters at like levels, so you&#039;ll find yourself hunting a lot of them. &lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
*[[Charge Item (517)]] and the [[Charge Item (guide)]]:  Provide great information on maximizing the wizard&#039;s ability to charge magical items.&lt;br /&gt;
*[[Call Familiar (920)]]:  A familiar is an integral part of the wizarding experience.  This will give you the basic background info for how to use one of the most coveted spells in Elanthia.&lt;br /&gt;
*[[Enchant Item (925)]]:  The resource to learn everything necessary to enchant weapons and armor.  Also [[Research:Enchant (925) Formula‎‎]] provides some great player research into the mechanics behind Enchant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Legendary_claidhmores&amp;diff=118153</id>
		<title>Legendary claidhmores</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Legendary_claidhmores&amp;diff=118153"/>
		<updated>2019-07-25T14:31:25Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of rare and &#039;&#039;&#039;legendary claidhmores&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==+5 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a blackened mithril claidhmore – show: Skillfully crafted of blackened grey mithril, the claidhmore shows clear signs of expert dwarven craftsmanship.  Polished silver quillions tipped with an intricate knot design slant downward, away from the leather-wrapped grip.  Etched along the length of the blade is the word, &amp;quot;Lawbreaker.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a burnished blue mithril claidhmore – show: Skillfully crafted of deep blue mithril polished to a high gloss, the claidhmore shows clear signs of expert dwarven craftsmanship.  A large cabochon white sunstone has been set into the pommel, while smaller knobs of uncut chalcedony cap the straight invar quillions.  Etched along the length of the blade is the word, &amp;quot;Peacekeeper.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a finely serrated blue-white mithril claidhmore - from [[Solstice Dreams]] &lt;br /&gt;
&lt;br /&gt;
* a luminous white mithril claidhmore - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a smoky laen claidhmore&lt;br /&gt;
&lt;br /&gt;
==+6 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a black laen claidhmore - has extra weighting (10 points)&lt;br /&gt;
&lt;br /&gt;
==+10 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a battle-marred ora Faendryl warclaidh - show: Masterfully forged from a singular piece of solid black ora, this impressive warclaidh is marked with silver Faendryl glyphs along the entire blade. Set upon the crossguard is the great seal of House Faendryl with intricate designs and scrollwork engraved around it. Expertly etched upon the pommel is a majestic ebony dragon with fierce black diamond eyes.&lt;br /&gt;
&lt;br /&gt;
* a fiery scarlet claidhmore - found on a creature&lt;br /&gt;
&lt;br /&gt;
* a gold-inlaid dusky red ora claidhmore – show: The sinuous form of a rampant golden wyvern is laid into the dark red ora of the claidhmore&#039;s massive blade near the guard, though its tail coils and twists over halfway to the tip.  The angled quillions of the huge sword are vaned and scalloped like the spread leathern wings of a great wyrm.  On the opposite side of the blade, a line of elegant, slanted script is picked out in flattened gold wire. Has &amp;quot;Battle bravely, Wyrm of Vaalor&amp;quot; written on it in elven.  from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a golvern-edged black ora claidhmore - show: Running down the length of the blade is a razor-sharp golvern edge that has been hammered and folded repeatedly to create fiery ripples that shimmer when hit by light, betraying the deadliness of the blade with their beauty. The burnished quillions are forged from tempered golvern, seperating the blade from a hilt of carved ebony dragons that twine about each other in what could be a lovers embrace or a fight for life. Engraved in delicate script along the flat of the blade is the word, &amp;quot;Releaser.&amp;quot; - Sancted&lt;br /&gt;
&lt;br /&gt;
* an inky black claidhmore with scorched vruul hide wound about its hilt &lt;br /&gt;
&lt;br /&gt;
==+12 Claidhmores==&lt;br /&gt;
*an ithloss claidhmore (7lbs)&lt;br /&gt;
&lt;br /&gt;
==+15 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a gold-hilted black glaes claidhmore - Single mana self-cast [[Zealot (1617)|zealot]].&lt;br /&gt;
&lt;br /&gt;
* a translucent rainbow glaes claidhmore – show: With a keenly edged blade of colorfully translucent rainbow glaes, the claidhmore shows clear signs of expert dwarven craftsmanship.  Nuggets of deep red jasper, shaped like drops of blood, are used to cap the leather-wrapped pommel and speckled invar quillions.  As the pommel is tilted, causing a cascade of colors in the light, you notice the length of the blade bears a single etched word, &amp;quot;Elfsmiter.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a xenium-hilted serrated laen claidhmore - Sold off the shelf during the ICE Age.&lt;br /&gt;
&lt;br /&gt;
==+20 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a slightly luminous iorake claidhmore - originally made as a custom order for Krakii by the ICE Halfling smith merchant, Effefavelopa.  Traded away some time between 1997 and 2002.  Holy.&lt;br /&gt;
&lt;br /&gt;
* a faintly luminous iorake claidhmore - originally made as a custom order for Bede by the ICE Halfling smith merchant, Effefavelopa.  Holy.&lt;br /&gt;
&lt;br /&gt;
* a pure white eonake claidhmore - Forged from precious eonake, the massive blade of the dwarven-crafted weapon is in pristine condition and polished to a brilliant shine. The golvern hilt is wrapped in supple leather which has been buffed to a matte finish. Set into the center of the pommel is a brilliant blue shimmarglin sapphire inlaid with a small golden anvil. - Sancted&lt;br /&gt;
&lt;br /&gt;
* a sigil-etched dark vultite claidhmore - 4x old-style claidhmore (two handed sword base).  Originally &amp;quot;a ruby-hilted blue shaalk claidhmore&amp;quot; and was converted to &amp;quot;a ruby-hilted blue vultite claidhmore&amp;quot; during a GM interaction with Michaelous, who was the owner at the time.  This is an exceptionally special claidhmore, as it has a full 50 points of critical weighting (10 more than a normal claidhmore, and the maximum under the current WPS mechanics).  It is currently altered into &amp;quot;a sigil-etched dark vultite claidhmore&amp;quot; and is owned by Madmountan.  It has a Ghezresh themed show:  &amp;quot;An enormous blade masterfully hammered from a single slab of dark silvery-indigo vultite has dried blood darkening the recess of each sigil carefully etched along the length of the blade.  Intertwined around the crossguard is the unmistakable shape of the chelioboros, a massive eel consuming its own tail.  The oversized grip of the blade, spacious enough for even two giantman hands, is tightly wrapped with dried seaweed for better handling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* a mithril-set greyed ora claidhmore - The blade of the claidhmore has been engraved with a series of rose vines that twine their way from tip to crossguard.  Complete with leaves and thorns, the vines are bereft of blossoms as they reach the guard, where clever metalwork brings the etchings to life as mithril vines coiled along both limbs.  At the center of the cross is a single rose with crimson petals in a nest of verdant leaves.  Below, a hilt of black oak is capped by a mithril wolf&#039;s head, its emerald eyes the same hue as the vines above.  A strange necrotic haze radiates from the claidhmore. - Grimbane (+10 weighting), T1 ensorcelled&lt;br /&gt;
&lt;br /&gt;
* a jade-inset incandescent claidhmore - Special ordered from ICE merchant, made of iorake, so Holy.&lt;br /&gt;
&lt;br /&gt;
==+22 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a serrated krodera claidhmore topped with a ruby cut into the form of a dragon&#039;s head&lt;br /&gt;
&lt;br /&gt;
==+25 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*a serrated krodera claidhmore with a leather-wrapped veil iron hilt (7lbs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==+30 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*an iorake claidhmore - Sanctified (not exact description)&lt;br /&gt;
*an imperial holy claidhmore - Sanctified&lt;br /&gt;
*a weathered golvern-edged mithril claidhmore (6lbs) +9THW, UDB (undead bane), Blink, Void flares. A tiny golden eyelid, which is open, is inlaid into the weapon, while a faint blue flicker dances around it. You also notice a small enchanter&#039;s glyph. There appears to be something written on it. In the Common language, it reads: Gerald&lt;br /&gt;
&lt;br /&gt;
==+35 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*a wrotwood-hilted dark ora claidhmore edged in red ur-barath (6lbs) UDB (Undead bane), Blink, Rotflares.   A tiny golden eyelid, which is closed, is inlaid into the weapon, while a faint blue flicker dances around it. You also notice a small enchanter&#039;s glyph.  The claidhmore gleams faintly with inner light. There appears to be something written on it. In the Common language, it reads: - Dance of Death - &lt;br /&gt;
&lt;br /&gt;
[[Category:Legendary Items]]&lt;br /&gt;
[[Category:Two-handed Weapons Legendary Items]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Legendary_claidhmores&amp;diff=118152</id>
		<title>Legendary claidhmores</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Legendary_claidhmores&amp;diff=118152"/>
		<updated>2019-07-25T14:31:06Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of rare and &#039;&#039;&#039;legendary claidhmores&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==+5 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a blackened mithril claidhmore – show: Skillfully crafted of blackened grey mithril, the claidhmore shows clear signs of expert dwarven craftsmanship.  Polished silver quillions tipped with an intricate knot design slant downward, away from the leather-wrapped grip.  Etched along the length of the blade is the word, &amp;quot;Lawbreaker.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a burnished blue mithril claidhmore – show: Skillfully crafted of deep blue mithril polished to a high gloss, the claidhmore shows clear signs of expert dwarven craftsmanship.  A large cabochon white sunstone has been set into the pommel, while smaller knobs of uncut chalcedony cap the straight invar quillions.  Etched along the length of the blade is the word, &amp;quot;Peacekeeper.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a finely serrated blue-white mithril claidhmore - from [[Solstice Dreams]] &lt;br /&gt;
&lt;br /&gt;
* a luminous white mithril claidhmore - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a smoky laen claidhmore&lt;br /&gt;
&lt;br /&gt;
==+6 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a black laen claidhmore - has extra weighting (10 points)&lt;br /&gt;
&lt;br /&gt;
==+10 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a battle-marred ora Faendryl warclaidh - show: Masterfully forged from a singular piece of solid black ora, this impressive warclaidh is marked with silver Faendryl glyphs along the entire blade. Set upon the crossguard is the great seal of House Faendryl with intricate designs and scrollwork engraved around it. Expertly etched upon the pommel is a majestic ebony dragon with fierce black diamond eyes.&lt;br /&gt;
&lt;br /&gt;
* a fiery scarlet claidhmore - found on a creature&lt;br /&gt;
&lt;br /&gt;
* a gold-inlaid dusky red ora claidhmore – show: The sinuous form of a rampant golden wyvern is laid into the dark red ora of the claidhmore&#039;s massive blade near the guard, though its tail coils and twists over halfway to the tip.  The angled quillions of the huge sword are vaned and scalloped like the spread leathern wings of a great wyrm.  On the opposite side of the blade, a line of elegant, slanted script is picked out in flattened gold wire. Has &amp;quot;Battle bravely, Wyrm of Vaalor&amp;quot; written on it in elven.  from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a golvern-edged black ora claidhmore - show: Running down the length of the blade is a razor-sharp golvern edge that has been hammered and folded repeatedly to create fiery ripples that shimmer when hit by light, betraying the deadliness of the blade with their beauty. The burnished quillions are forged from tempered golvern, seperating the blade from a hilt of carved ebony dragons that twine about each other in what could be a lovers embrace or a fight for life. Engraved in delicate script along the flat of the blade is the word, &amp;quot;Releaser.&amp;quot; - Sancted&lt;br /&gt;
&lt;br /&gt;
* an inky black claidhmore with scorched vruul hide wound about its hilt &lt;br /&gt;
&lt;br /&gt;
==+12 Claidhmores==&lt;br /&gt;
*an ithloss claidhmore (7lbs)&lt;br /&gt;
&lt;br /&gt;
==+15 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a gold-hilted black glaes claidhmore - Single mana self-cast [[Zealot (1617)|zealot]].&lt;br /&gt;
&lt;br /&gt;
* a translucent rainbow glaes claidhmore – show: With a keenly edged blade of colorfully translucent rainbow glaes, the claidhmore shows clear signs of expert dwarven craftsmanship.  Nuggets of deep red jasper, shaped like drops of blood, are used to cap the leather-wrapped pommel and speckled invar quillions.  As the pommel is tilted, causing a cascade of colors in the light, you notice the length of the blade bears a single etched word, &amp;quot;Elfsmiter.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a xenium-hilted serrated laen claidhmore - Sold off the shelf during the ICE Age.&lt;br /&gt;
&lt;br /&gt;
==+20 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a slightly luminous iorake claidhmore - originally made as a custom order for Krakii by the ICE Halfling smith merchant, Effefavelopa.  Traded away some time between 1997 and 2002.  Holy.&lt;br /&gt;
&lt;br /&gt;
* a faintly luminous iorake claidhmore - originally made as a custom order for Bede by the ICE Halfling smith merchant, Effefavelopa.  Holy.&lt;br /&gt;
&lt;br /&gt;
* a pure white eonake claidhmore - Forged from precious eonake, the massive blade of the dwarven-crafted weapon is in pristine condition and polished to a brilliant shine. The golvern hilt is wrapped in supple leather which has been buffed to a matte finish. Set into the center of the pommel is a brilliant blue shimmarglin sapphire inlaid with a small golden anvil. - Sancted&lt;br /&gt;
&lt;br /&gt;
* a sigil-etched dark vultite claidhmore - 4x old-style claidhmore (two handed sword base).  Originally &amp;quot;a ruby-hilted blue shaalk claidhmore&amp;quot; and was converted to &amp;quot;a ruby-hilted blue vultite claidhmore&amp;quot; during a GM interaction with Michaelous, who was the owner at the time.  This is an exceptionally special claidhmore, as it has a full 50 points of critical weighting (10 more than a normal claidhmore, and the maximum under the current WPS mechanics).  It is currently altered into &amp;quot;a sigil-etched dark vultite claidhmore&amp;quot; and is owned by Madmountan.  It has a Ghezresh themed show:  &amp;quot;An enormous blade masterfully hammered from a single slab of dark silvery-indigo vultite has dried blood darkening the recess of each sigil carefully etched along the length of the blade.  Intertwined around the crossguard is the unmistakable shape of the chelioboros, a massive eel consuming its own tail.  The oversized grip of the blade, spacious enough for even two giantman hands, is tightly wrapped with dried seaweed for better handling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* a mithril-set greyed ora claidhmore - The blade of the claidhmore has been engraved with a series of rose vines that twine their way from tip to crossguard.  Complete with leaves and thorns, the vines are bereft of blossoms as they reach the guard, where clever metalwork brings the etchings to life as mithril vines coiled along both limbs.  At the center of the cross is a single rose with crimson petals in a nest of verdant leaves.  Below, a hilt of black oak is capped by a mithril wolf&#039;s head, its emerald eyes the same hue as the vines above.  A strange necrotic haze radiates from the claidhmore. - Grimbane (+10 weighting), T1 ensorcelled&lt;br /&gt;
&lt;br /&gt;
* a jade-inset incandescent claidhmore - Special ordered from ICE merchant, made of iorake, so Holy.&lt;br /&gt;
&lt;br /&gt;
==+22 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a serrated krodera claidhmore topped with a ruby cut into the form of a dragon&#039;s head&lt;br /&gt;
&lt;br /&gt;
==+25 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*a serrated krodera claidhmore with a leather-wrapped veil iron hilt (7lbs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==+30 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*an iorake claidhmore - Sanctified (not exact description)&lt;br /&gt;
*an imperial holy claidhmore - Sanctified&lt;br /&gt;
*a weathered golvern-edged mithril claidhmore (6lbs) +9THW, UDB (undead bane), Blink, Void flares. A tiny golden eyelid, which is open, is inlaid into the weapon, while a faint blue flicker dances around it. You also notice a small enchanter&#039;s glyph. There appears to be something written on it. In the Common language, it reads: Gerald&lt;br /&gt;
&lt;br /&gt;
==+35 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*a wrotwood-hilted dark ora claidhmore edged in red ur-barath (6lbs) UDB (Undead bane), Blink, Rotflares.   A tiny golden eyelid, which is closed, is inlaid into the weapon, while a faint blue flicker dances around it. You also notice a small enchanter&#039;s glyph.  The claidhmore gleams faintly with inner light.&lt;br /&gt;
There appears to be something written on it. In the Common language, it reads: - Dance of Death - &lt;br /&gt;
&lt;br /&gt;
[[Category:Legendary Items]]&lt;br /&gt;
[[Category:Two-handed Weapons Legendary Items]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Legendary_claidhmores&amp;diff=118151</id>
		<title>Legendary claidhmores</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Legendary_claidhmores&amp;diff=118151"/>
		<updated>2019-07-25T14:30:50Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of rare and &#039;&#039;&#039;legendary claidhmores&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==+5 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a blackened mithril claidhmore – show: Skillfully crafted of blackened grey mithril, the claidhmore shows clear signs of expert dwarven craftsmanship.  Polished silver quillions tipped with an intricate knot design slant downward, away from the leather-wrapped grip.  Etched along the length of the blade is the word, &amp;quot;Lawbreaker.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a burnished blue mithril claidhmore – show: Skillfully crafted of deep blue mithril polished to a high gloss, the claidhmore shows clear signs of expert dwarven craftsmanship.  A large cabochon white sunstone has been set into the pommel, while smaller knobs of uncut chalcedony cap the straight invar quillions.  Etched along the length of the blade is the word, &amp;quot;Peacekeeper.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a finely serrated blue-white mithril claidhmore - from [[Solstice Dreams]] &lt;br /&gt;
&lt;br /&gt;
* a luminous white mithril claidhmore - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a smoky laen claidhmore&lt;br /&gt;
&lt;br /&gt;
==+6 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a black laen claidhmore - has extra weighting (10 points)&lt;br /&gt;
&lt;br /&gt;
==+10 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a battle-marred ora Faendryl warclaidh - show: Masterfully forged from a singular piece of solid black ora, this impressive warclaidh is marked with silver Faendryl glyphs along the entire blade. Set upon the crossguard is the great seal of House Faendryl with intricate designs and scrollwork engraved around it. Expertly etched upon the pommel is a majestic ebony dragon with fierce black diamond eyes.&lt;br /&gt;
&lt;br /&gt;
* a fiery scarlet claidhmore - found on a creature&lt;br /&gt;
&lt;br /&gt;
* a gold-inlaid dusky red ora claidhmore – show: The sinuous form of a rampant golden wyvern is laid into the dark red ora of the claidhmore&#039;s massive blade near the guard, though its tail coils and twists over halfway to the tip.  The angled quillions of the huge sword are vaned and scalloped like the spread leathern wings of a great wyrm.  On the opposite side of the blade, a line of elegant, slanted script is picked out in flattened gold wire. Has &amp;quot;Battle bravely, Wyrm of Vaalor&amp;quot; written on it in elven.  from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a golvern-edged black ora claidhmore - show: Running down the length of the blade is a razor-sharp golvern edge that has been hammered and folded repeatedly to create fiery ripples that shimmer when hit by light, betraying the deadliness of the blade with their beauty. The burnished quillions are forged from tempered golvern, seperating the blade from a hilt of carved ebony dragons that twine about each other in what could be a lovers embrace or a fight for life. Engraved in delicate script along the flat of the blade is the word, &amp;quot;Releaser.&amp;quot; - Sancted&lt;br /&gt;
&lt;br /&gt;
* an inky black claidhmore with scorched vruul hide wound about its hilt &lt;br /&gt;
&lt;br /&gt;
==+12 Claidhmores==&lt;br /&gt;
*an ithloss claidhmore (7lbs)&lt;br /&gt;
&lt;br /&gt;
==+15 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a gold-hilted black glaes claidhmore - Single mana self-cast [[Zealot (1617)|zealot]].&lt;br /&gt;
&lt;br /&gt;
* a translucent rainbow glaes claidhmore – show: With a keenly edged blade of colorfully translucent rainbow glaes, the claidhmore shows clear signs of expert dwarven craftsmanship.  Nuggets of deep red jasper, shaped like drops of blood, are used to cap the leather-wrapped pommel and speckled invar quillions.  As the pommel is tilted, causing a cascade of colors in the light, you notice the length of the blade bears a single etched word, &amp;quot;Elfsmiter.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a xenium-hilted serrated laen claidhmore - Sold off the shelf during the ICE Age.&lt;br /&gt;
&lt;br /&gt;
==+20 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a slightly luminous iorake claidhmore - originally made as a custom order for Krakii by the ICE Halfling smith merchant, Effefavelopa.  Traded away some time between 1997 and 2002.  Holy.&lt;br /&gt;
&lt;br /&gt;
* a faintly luminous iorake claidhmore - originally made as a custom order for Bede by the ICE Halfling smith merchant, Effefavelopa.  Holy.&lt;br /&gt;
&lt;br /&gt;
* a pure white eonake claidhmore - Forged from precious eonake, the massive blade of the dwarven-crafted weapon is in pristine condition and polished to a brilliant shine. The golvern hilt is wrapped in supple leather which has been buffed to a matte finish. Set into the center of the pommel is a brilliant blue shimmarglin sapphire inlaid with a small golden anvil. - Sancted&lt;br /&gt;
&lt;br /&gt;
* a sigil-etched dark vultite claidhmore - 4x old-style claidhmore (two handed sword base).  Originally &amp;quot;a ruby-hilted blue shaalk claidhmore&amp;quot; and was converted to &amp;quot;a ruby-hilted blue vultite claidhmore&amp;quot; during a GM interaction with Michaelous, who was the owner at the time.  This is an exceptionally special claidhmore, as it has a full 50 points of critical weighting (10 more than a normal claidhmore, and the maximum under the current WPS mechanics).  It is currently altered into &amp;quot;a sigil-etched dark vultite claidhmore&amp;quot; and is owned by Madmountan.  It has a Ghezresh themed show:  &amp;quot;An enormous blade masterfully hammered from a single slab of dark silvery-indigo vultite has dried blood darkening the recess of each sigil carefully etched along the length of the blade.  Intertwined around the crossguard is the unmistakable shape of the chelioboros, a massive eel consuming its own tail.  The oversized grip of the blade, spacious enough for even two giantman hands, is tightly wrapped with dried seaweed for better handling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* a mithril-set greyed ora claidhmore - The blade of the claidhmore has been engraved with a series of rose vines that twine their way from tip to crossguard.  Complete with leaves and thorns, the vines are bereft of blossoms as they reach the guard, where clever metalwork brings the etchings to life as mithril vines coiled along both limbs.  At the center of the cross is a single rose with crimson petals in a nest of verdant leaves.  Below, a hilt of black oak is capped by a mithril wolf&#039;s head, its emerald eyes the same hue as the vines above.  A strange necrotic haze radiates from the claidhmore. - Grimbane (+10 weighting), T1 ensorcelled&lt;br /&gt;
&lt;br /&gt;
* a jade-inset incandescent claidhmore - Special ordered from ICE merchant, made of iorake, so Holy.&lt;br /&gt;
&lt;br /&gt;
==+22 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a serrated krodera claidhmore topped with a ruby cut into the form of a dragon&#039;s head&lt;br /&gt;
&lt;br /&gt;
==+25 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*a serrated krodera claidhmore with a leather-wrapped veil iron hilt (7lbs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==+30 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*an iorake claidhmore - Sanctified (not exact description)&lt;br /&gt;
*an imperial holy claidhmore - Sanctified&lt;br /&gt;
*a weathered golvern-edged mithril claidhmore (6lbs) +9THW, UDB (undead bane), Blink, Void flares. A tiny golden eyelid, which is open, is inlaid into the weapon, while a faint blue flicker dances around it. You also notice a small enchanter&#039;s glyph. There appears to be something written on it. In the Common language, it reads: Gerald&lt;br /&gt;
&lt;br /&gt;
==+35 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
a wrotwood-hilted dark ora claidhmore edged in red ur-barath (6lbs) UDB (Undead bane), Blink, Rotflares.   A tiny golden eyelid, which is closed, is inlaid into the weapon, while a faint blue flicker dances around it. You also notice a small enchanter&#039;s glyph.  The claidhmore gleams faintly with inner light.&lt;br /&gt;
There appears to be something written on it. In the Common language, it reads: - Dance of Death - &lt;br /&gt;
&lt;br /&gt;
[[Category:Legendary Items]]&lt;br /&gt;
[[Category:Two-handed Weapons Legendary Items]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Legendary_claidhmores&amp;diff=118150</id>
		<title>Legendary claidhmores</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Legendary_claidhmores&amp;diff=118150"/>
		<updated>2019-07-25T14:30:25Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of rare and &#039;&#039;&#039;legendary claidhmores&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==+5 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a blackened mithril claidhmore – show: Skillfully crafted of blackened grey mithril, the claidhmore shows clear signs of expert dwarven craftsmanship.  Polished silver quillions tipped with an intricate knot design slant downward, away from the leather-wrapped grip.  Etched along the length of the blade is the word, &amp;quot;Lawbreaker.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a burnished blue mithril claidhmore – show: Skillfully crafted of deep blue mithril polished to a high gloss, the claidhmore shows clear signs of expert dwarven craftsmanship.  A large cabochon white sunstone has been set into the pommel, while smaller knobs of uncut chalcedony cap the straight invar quillions.  Etched along the length of the blade is the word, &amp;quot;Peacekeeper.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a finely serrated blue-white mithril claidhmore - from [[Solstice Dreams]] &lt;br /&gt;
&lt;br /&gt;
* a luminous white mithril claidhmore - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a smoky laen claidhmore&lt;br /&gt;
&lt;br /&gt;
==+6 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a black laen claidhmore - has extra weighting (10 points)&lt;br /&gt;
&lt;br /&gt;
==+10 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a battle-marred ora Faendryl warclaidh - show: Masterfully forged from a singular piece of solid black ora, this impressive warclaidh is marked with silver Faendryl glyphs along the entire blade. Set upon the crossguard is the great seal of House Faendryl with intricate designs and scrollwork engraved around it. Expertly etched upon the pommel is a majestic ebony dragon with fierce black diamond eyes.&lt;br /&gt;
&lt;br /&gt;
* a fiery scarlet claidhmore - found on a creature&lt;br /&gt;
&lt;br /&gt;
* a gold-inlaid dusky red ora claidhmore – show: The sinuous form of a rampant golden wyvern is laid into the dark red ora of the claidhmore&#039;s massive blade near the guard, though its tail coils and twists over halfway to the tip.  The angled quillions of the huge sword are vaned and scalloped like the spread leathern wings of a great wyrm.  On the opposite side of the blade, a line of elegant, slanted script is picked out in flattened gold wire. Has &amp;quot;Battle bravely, Wyrm of Vaalor&amp;quot; written on it in elven.  from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a golvern-edged black ora claidhmore - show: Running down the length of the blade is a razor-sharp golvern edge that has been hammered and folded repeatedly to create fiery ripples that shimmer when hit by light, betraying the deadliness of the blade with their beauty. The burnished quillions are forged from tempered golvern, seperating the blade from a hilt of carved ebony dragons that twine about each other in what could be a lovers embrace or a fight for life. Engraved in delicate script along the flat of the blade is the word, &amp;quot;Releaser.&amp;quot; - Sancted&lt;br /&gt;
&lt;br /&gt;
* an inky black claidhmore with scorched vruul hide wound about its hilt &lt;br /&gt;
&lt;br /&gt;
==+12 Claidhmores==&lt;br /&gt;
*an ithloss claidhmore (7lbs)&lt;br /&gt;
&lt;br /&gt;
==+15 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a gold-hilted black glaes claidhmore - Single mana self-cast [[Zealot (1617)|zealot]].&lt;br /&gt;
&lt;br /&gt;
* a translucent rainbow glaes claidhmore – show: With a keenly edged blade of colorfully translucent rainbow glaes, the claidhmore shows clear signs of expert dwarven craftsmanship.  Nuggets of deep red jasper, shaped like drops of blood, are used to cap the leather-wrapped pommel and speckled invar quillions.  As the pommel is tilted, causing a cascade of colors in the light, you notice the length of the blade bears a single etched word, &amp;quot;Elfsmiter.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a xenium-hilted serrated laen claidhmore - Sold off the shelf during the ICE Age.&lt;br /&gt;
&lt;br /&gt;
==+20 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a slightly luminous iorake claidhmore - originally made as a custom order for Krakii by the ICE Halfling smith merchant, Effefavelopa.  Traded away some time between 1997 and 2002.  Holy.&lt;br /&gt;
&lt;br /&gt;
* a faintly luminous iorake claidhmore - originally made as a custom order for Bede by the ICE Halfling smith merchant, Effefavelopa.  Holy.&lt;br /&gt;
&lt;br /&gt;
* a pure white eonake claidhmore - Forged from precious eonake, the massive blade of the dwarven-crafted weapon is in pristine condition and polished to a brilliant shine. The golvern hilt is wrapped in supple leather which has been buffed to a matte finish. Set into the center of the pommel is a brilliant blue shimmarglin sapphire inlaid with a small golden anvil. - Sancted&lt;br /&gt;
&lt;br /&gt;
* a sigil-etched dark vultite claidhmore - 4x old-style claidhmore (two handed sword base).  Originally &amp;quot;a ruby-hilted blue shaalk claidhmore&amp;quot; and was converted to &amp;quot;a ruby-hilted blue vultite claidhmore&amp;quot; during a GM interaction with Michaelous, who was the owner at the time.  This is an exceptionally special claidhmore, as it has a full 50 points of critical weighting (10 more than a normal claidhmore, and the maximum under the current WPS mechanics).  It is currently altered into &amp;quot;a sigil-etched dark vultite claidhmore&amp;quot; and is owned by Madmountan.  It has a Ghezresh themed show:  &amp;quot;An enormous blade masterfully hammered from a single slab of dark silvery-indigo vultite has dried blood darkening the recess of each sigil carefully etched along the length of the blade.  Intertwined around the crossguard is the unmistakable shape of the chelioboros, a massive eel consuming its own tail.  The oversized grip of the blade, spacious enough for even two giantman hands, is tightly wrapped with dried seaweed for better handling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* a mithril-set greyed ora claidhmore - The blade of the claidhmore has been engraved with a series of rose vines that twine their way from tip to crossguard.  Complete with leaves and thorns, the vines are bereft of blossoms as they reach the guard, where clever metalwork brings the etchings to life as mithril vines coiled along both limbs.  At the center of the cross is a single rose with crimson petals in a nest of verdant leaves.  Below, a hilt of black oak is capped by a mithril wolf&#039;s head, its emerald eyes the same hue as the vines above.  A strange necrotic haze radiates from the claidhmore. - Grimbane (+10 weighting), T1 ensorcelled&lt;br /&gt;
&lt;br /&gt;
* a jade-inset incandescent claidhmore - Special ordered from ICE merchant, made of iorake, so Holy.&lt;br /&gt;
&lt;br /&gt;
==+22 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a serrated krodera claidhmore topped with a ruby cut into the form of a dragon&#039;s head&lt;br /&gt;
&lt;br /&gt;
==+25 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*a serrated krodera claidhmore with a leather-wrapped veil iron hilt (7lbs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==+30 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*an iorake claidhmore - Sanctified (not exact description)&lt;br /&gt;
*an imperial holy claidhmore - Sanctified&lt;br /&gt;
*a weathered golvern-edged mithril claidhmore (6lbs) +9THW, UDB (undead bane), Blink, Void flares. A tiny golden eyelid, which is open, is inlaid into the weapon, while a faint blue flicker dances around it. You also notice a small enchanter&#039;s glyph. There appears to be something written on it. In the Common language, it reads: Gerald&lt;br /&gt;
&lt;br /&gt;
==+35 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
a wrotwood-hilted dark ora claidhmore edged in red ur-barath (6lbs) UDB (Undead bane), Blink, Rotflares.   A tiny golden eyelid, which is closed, is inlaid into the weapon, while a faint blue flicker dances around it.&lt;br /&gt;
  You also notice a small enchanter&#039;s glyph.  The claidhmore gleams faintly with inner light.&lt;br /&gt;
There appears to be something written on it. In the Common language, it reads: - Dance of Death - &lt;br /&gt;
&lt;br /&gt;
[[Category:Legendary Items]]&lt;br /&gt;
[[Category:Two-handed Weapons Legendary Items]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Legendary_claidhmores&amp;diff=118149</id>
		<title>Legendary claidhmores</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Legendary_claidhmores&amp;diff=118149"/>
		<updated>2019-07-25T14:29:59Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of rare and &#039;&#039;&#039;legendary claidhmores&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==+5 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a blackened mithril claidhmore – show: Skillfully crafted of blackened grey mithril, the claidhmore shows clear signs of expert dwarven craftsmanship.  Polished silver quillions tipped with an intricate knot design slant downward, away from the leather-wrapped grip.  Etched along the length of the blade is the word, &amp;quot;Lawbreaker.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a burnished blue mithril claidhmore – show: Skillfully crafted of deep blue mithril polished to a high gloss, the claidhmore shows clear signs of expert dwarven craftsmanship.  A large cabochon white sunstone has been set into the pommel, while smaller knobs of uncut chalcedony cap the straight invar quillions.  Etched along the length of the blade is the word, &amp;quot;Peacekeeper.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a finely serrated blue-white mithril claidhmore - from [[Solstice Dreams]] &lt;br /&gt;
&lt;br /&gt;
* a luminous white mithril claidhmore - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a smoky laen claidhmore&lt;br /&gt;
&lt;br /&gt;
==+6 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a black laen claidhmore - has extra weighting (10 points)&lt;br /&gt;
&lt;br /&gt;
==+10 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a battle-marred ora Faendryl warclaidh - show: Masterfully forged from a singular piece of solid black ora, this impressive warclaidh is marked with silver Faendryl glyphs along the entire blade. Set upon the crossguard is the great seal of House Faendryl with intricate designs and scrollwork engraved around it. Expertly etched upon the pommel is a majestic ebony dragon with fierce black diamond eyes.&lt;br /&gt;
&lt;br /&gt;
* a fiery scarlet claidhmore - found on a creature&lt;br /&gt;
&lt;br /&gt;
* a gold-inlaid dusky red ora claidhmore – show: The sinuous form of a rampant golden wyvern is laid into the dark red ora of the claidhmore&#039;s massive blade near the guard, though its tail coils and twists over halfway to the tip.  The angled quillions of the huge sword are vaned and scalloped like the spread leathern wings of a great wyrm.  On the opposite side of the blade, a line of elegant, slanted script is picked out in flattened gold wire. Has &amp;quot;Battle bravely, Wyrm of Vaalor&amp;quot; written on it in elven.  from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a golvern-edged black ora claidhmore - show: Running down the length of the blade is a razor-sharp golvern edge that has been hammered and folded repeatedly to create fiery ripples that shimmer when hit by light, betraying the deadliness of the blade with their beauty. The burnished quillions are forged from tempered golvern, seperating the blade from a hilt of carved ebony dragons that twine about each other in what could be a lovers embrace or a fight for life. Engraved in delicate script along the flat of the blade is the word, &amp;quot;Releaser.&amp;quot; - Sancted&lt;br /&gt;
&lt;br /&gt;
* an inky black claidhmore with scorched vruul hide wound about its hilt &lt;br /&gt;
&lt;br /&gt;
==+12 Claidhmores==&lt;br /&gt;
*an ithloss claidhmore (7lbs)&lt;br /&gt;
&lt;br /&gt;
==+15 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a gold-hilted black glaes claidhmore - Single mana self-cast [[Zealot (1617)|zealot]].&lt;br /&gt;
&lt;br /&gt;
* a translucent rainbow glaes claidhmore – show: With a keenly edged blade of colorfully translucent rainbow glaes, the claidhmore shows clear signs of expert dwarven craftsmanship.  Nuggets of deep red jasper, shaped like drops of blood, are used to cap the leather-wrapped pommel and speckled invar quillions.  As the pommel is tilted, causing a cascade of colors in the light, you notice the length of the blade bears a single etched word, &amp;quot;Elfsmiter.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a xenium-hilted serrated laen claidhmore - Sold off the shelf during the ICE Age.&lt;br /&gt;
&lt;br /&gt;
==+20 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a slightly luminous iorake claidhmore - originally made as a custom order for Krakii by the ICE Halfling smith merchant, Effefavelopa.  Traded away some time between 1997 and 2002.  Holy.&lt;br /&gt;
&lt;br /&gt;
* a faintly luminous iorake claidhmore - originally made as a custom order for Bede by the ICE Halfling smith merchant, Effefavelopa.  Holy.&lt;br /&gt;
&lt;br /&gt;
* a pure white eonake claidhmore - Forged from precious eonake, the massive blade of the dwarven-crafted weapon is in pristine condition and polished to a brilliant shine. The golvern hilt is wrapped in supple leather which has been buffed to a matte finish. Set into the center of the pommel is a brilliant blue shimmarglin sapphire inlaid with a small golden anvil. - Sancted&lt;br /&gt;
&lt;br /&gt;
* a sigil-etched dark vultite claidhmore - 4x old-style claidhmore (two handed sword base).  Originally &amp;quot;a ruby-hilted blue shaalk claidhmore&amp;quot; and was converted to &amp;quot;a ruby-hilted blue vultite claidhmore&amp;quot; during a GM interaction with Michaelous, who was the owner at the time.  This is an exceptionally special claidhmore, as it has a full 50 points of critical weighting (10 more than a normal claidhmore, and the maximum under the current WPS mechanics).  It is currently altered into &amp;quot;a sigil-etched dark vultite claidhmore&amp;quot; and is owned by Madmountan.  It has a Ghezresh themed show:  &amp;quot;An enormous blade masterfully hammered from a single slab of dark silvery-indigo vultite has dried blood darkening the recess of each sigil carefully etched along the length of the blade.  Intertwined around the crossguard is the unmistakable shape of the chelioboros, a massive eel consuming its own tail.  The oversized grip of the blade, spacious enough for even two giantman hands, is tightly wrapped with dried seaweed for better handling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* a mithril-set greyed ora claidhmore - The blade of the claidhmore has been engraved with a series of rose vines that twine their way from tip to crossguard.  Complete with leaves and thorns, the vines are bereft of blossoms as they reach the guard, where clever metalwork brings the etchings to life as mithril vines coiled along both limbs.  At the center of the cross is a single rose with crimson petals in a nest of verdant leaves.  Below, a hilt of black oak is capped by a mithril wolf&#039;s head, its emerald eyes the same hue as the vines above.  A strange necrotic haze radiates from the claidhmore. - Grimbane (+10 weighting), T1 ensorcelled&lt;br /&gt;
&lt;br /&gt;
* a jade-inset incandescent claidhmore - Special ordered from ICE merchant, made of iorake, so Holy.&lt;br /&gt;
&lt;br /&gt;
==+22 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a serrated krodera claidhmore topped with a ruby cut into the form of a dragon&#039;s head&lt;br /&gt;
&lt;br /&gt;
==+25 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*a serrated krodera claidhmore with a leather-wrapped veil iron hilt (7lbs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==+30 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*an iorake claidhmore - Sanctified (not exact description)&lt;br /&gt;
*an imperial holy claidhmore - Sanctified&lt;br /&gt;
*a weathered golvern-edged mithril claidhmore (6lbs) +9THW, UDB (undead bane), Blink, Void flares. A tiny golden eyelid, which is open, is inlaid into the weapon, while a faint blue flicker dances around it. You also notice a small enchanter&#039;s glyph. There appears to be something written on it. In the Common language, it reads: Gerald&lt;br /&gt;
&lt;br /&gt;
==+35&lt;br /&gt;
&lt;br /&gt;
a wrotwood-hilted dark ora claidhmore edged in red ur-barath (6lbs) UDB (Undead bane), Blink, Rotflares.   A tiny golden eyelid, which is closed, is inlaid into the weapon, while a faint blue flicker dances around it.&lt;br /&gt;
  You also notice a small enchanter&#039;s glyph.  The claidhmore gleams faintly with inner light.&lt;br /&gt;
There appears to be something written on it. In the Common language, it reads: - Dance of Death - &lt;br /&gt;
&lt;br /&gt;
[[Category:Legendary Items]]&lt;br /&gt;
[[Category:Two-handed Weapons Legendary Items]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SimuCon_2019&amp;diff=117793</id>
		<title>SimuCon 2019</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2019&amp;diff=117793"/>
		<updated>2019-07-10T01:08:42Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SimuCon2019logo.png|right|300px|SimuCon 2019 Logo]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;OFFICIAL&amp;lt;/u&amp;gt;&#039;&#039;&#039; dates for 2019 are Wednesday, July 10 through Sunday, July 14, 2019 at the Sheraton Westport Chalet Hotel.  We have a room block reserved at the Chalet at $109/night + taxes/fees. You can do so by creating a reservation using the following link: [https://www.marriott.com/event-reservations/reservation-link.mi?id=1550509047585&amp;amp;key=GRP&amp;amp;app=resvlink Hotel Booking Link]&lt;br /&gt;
&lt;br /&gt;
==2019 Schedule==&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;SimuCon 2019 Schedule&amp;lt;br&amp;gt;ALL TIMES CST&amp;lt;br&amp;gt;(CENTRAL TIME)&lt;br /&gt;
|-&lt;br /&gt;
! Day || Time || Activity || Game&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Wednesday&amp;lt;br&amp;gt;July 10th&lt;br /&gt;
|- &lt;br /&gt;
| 3:00 Pm || Lend a hand with setup and Hang Out (Con actually starts on Thursday) || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=9|Thursday&amp;lt;br&amp;gt;July 11th&lt;br /&gt;
|-&lt;br /&gt;
| ALL DAY|| Check-in and Socalize || ALL&lt;br /&gt;
|-&lt;br /&gt;
| 8:00 AM || Breakfast Snacks || ALL&lt;br /&gt;
|-&lt;br /&gt;
| 1:00 PM || Live Alteration Sessions || ALL&lt;br /&gt;
|-&lt;br /&gt;
| 2:00 PM || Munchkin Tournament || ALL&lt;br /&gt;
|-&lt;br /&gt;
| 8:00 PM || Tacky Tourist Pool Party &amp;amp; Murder Mystery || Pool Party&lt;br /&gt;
|-&lt;br /&gt;
| 8:00 PM || Tacky Tourist Costume Contest || ALL&lt;br /&gt;
|-&lt;br /&gt;
| 9:00 PM || [[#Shaving for Charity|Shaving for Charity]] || Side Quest&lt;br /&gt;
|-&lt;br /&gt;
| 9:30 PM || [[#Bourbon Social|Bourbon Social]] || Must be 21+ to participate (Side Quest)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=10|Friday&amp;lt;br&amp;gt;July 12th&lt;br /&gt;
|-&lt;br /&gt;
| ALL DAY || Check-in and Socialize || ALL&lt;br /&gt;
|-&lt;br /&gt;
| 8:00 AM || Breakfast Snacks || ALL&lt;br /&gt;
|-&lt;br /&gt;
| 10:00 AM || Story Telling Contest || ALL&lt;br /&gt;
|-&lt;br /&gt;
| 1:00 PM || GS State of Elanthia || GS&lt;br /&gt;
|-&lt;br /&gt;
| 2:30 PM || GemStone Panel Discussions || GS&lt;br /&gt;
|-&lt;br /&gt;
| 4:00 PM || POKER Tournament (no buy ins) || ALL&lt;br /&gt;
|-&lt;br /&gt;
| 8:00 PM || DR State of Elanthia || DR&lt;br /&gt;
|-&lt;br /&gt;
| 9:00 PM || Blindfolded PVP Tournament || GS&lt;br /&gt;
|-&lt;br /&gt;
| 9:30 PM || [[#Alchemy Contest|Alchemy Contest]] || Side Quest&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=12|Saturday&amp;lt;br&amp;gt;July 13th&lt;br /&gt;
|-&lt;br /&gt;
| ALL DAY || Check-in and Socialize || ALL&lt;br /&gt;
|-&lt;br /&gt;
| 8:00 AM || Breakfast Snacks || ALL&lt;br /&gt;
|-&lt;br /&gt;
| 10:00 AM || DR Panel Discussions/Roundtables || DS&lt;br /&gt;
|-&lt;br /&gt;
| 1:00 PM || GemStone Panel Discussions/Roundtables || GS&lt;br /&gt;
|-&lt;br /&gt;
| 2:00 PM || DR Trivia-Bingo || DR&lt;br /&gt;
|-&lt;br /&gt;
| 5:00 PM? || Parseley || ALL&lt;br /&gt;
|-&lt;br /&gt;
| 6:00 PM || Pizza Party/Dinner || ALL&lt;br /&gt;
|-&lt;br /&gt;
| 7:00 PM || Ultimate Werewolf || ALL&lt;br /&gt;
|-&lt;br /&gt;
| 8:00 PM || DR Auction || DR&lt;br /&gt;
|-&lt;br /&gt;
| 9:00 PM || Live games || ALL&lt;br /&gt;
|-&lt;br /&gt;
| 11:00 PM? || DJ Kveta (not a real DJ)&#039;s Dance Party || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Sunday&amp;lt;br&amp;gt;July 14th&lt;br /&gt;
| 11:30 AM || Lemp Mansion || Side-Quest, MUST sign up with GM Kveta - 25 max&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* All event schedules subject to change without notice.&lt;br /&gt;
* RadioFree SimuCon will be running periodically throughout the Con.&lt;br /&gt;
&lt;br /&gt;
===Shaving for Charity===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thursday at 9:00 p.m.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Host:&#039;&#039;&#039; Majorly&lt;br /&gt;
&lt;br /&gt;
DragonRealms player Majorly has been growing a mighty beard for an extensive period of time. But before his wife divorces him, it&#039;s time to shave it all off! He will do so live, for your entertainment. The purpose of this event is to raise money for the [https://www.wwfs.org/ Wounded Warrior Family Foundation]. Your donations to this charity will be gratefully accepted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Update:&#039;&#039;&#039; Majorly has agreed to swim in a Borat-style mankini if he raises $2,000 or more during the event!&lt;br /&gt;
&lt;br /&gt;
===Bourbon Social===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thursday at 9:30 p.m.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Host:&#039;&#039;&#039; Evician&lt;br /&gt;
&lt;br /&gt;
Good day one and all, we will be having Evician&#039;s Annual Bourbon Social! All are welcome (as long as you are over 21).  If you can bring something, you are welcome to do so. If not, come share a taste of Kentucky at our table. We look forward to seeing you there. We also encourage you to bring snacks to fortify your liver. See you there! &lt;br /&gt;
&lt;br /&gt;
ALL PARTICIPANTS ARE REQUIRED TO SHOW ID.&lt;br /&gt;
&lt;br /&gt;
===Alchemy Contest===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Friday at 9:30 p.m.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostess and Royal Taster:&#039;&#039;&#039; [[Maylan]], &#039;&#039;&#039;Grand Alchemist:&#039;&#039;&#039; [[Qualeric]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemy Masters:&#039;&#039;&#039; Gemstone player [[Maags]] and DragonRealms player Shenney&lt;br /&gt;
&lt;br /&gt;
Unlock the secrets of transmutation as you concoct exotic alchemical creations in this mixed drink contest! You are tasked with creating a fantasy-themed beverage for a panel of judges, as they imbibe live on Radio Free Simucon. Back stories and elaborate presentations are encouraged. May the tastiest beverage win! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039;&lt;br /&gt;
*All entries must be safe to drink.&lt;br /&gt;
*All ingredients must be disclosed in the recipe, and the recipe may be published.&lt;br /&gt;
*Each entry must contain two or more ingredients.&lt;br /&gt;
*The Alchemy Masters, in their sole discretion, will select the winning drink and honorable mentions, if any.  &lt;br /&gt;
*The Grand Alchemist shall vote as a tiebreaker if needed.&lt;br /&gt;
*Alchemy Masters&#039; scoring tabulations shall be available at the conclusion of the event.&lt;br /&gt;
*Non-alcoholic beverages are allowed. You must be 21 or older to present an entry containing alcohol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring Criteria:&#039;&#039;&#039;&lt;br /&gt;
The Alchemy Masters, in their sole discretion, shall use the following scoring criteria (listed in order from most to least important):&lt;br /&gt;
*Taste&lt;br /&gt;
*Creativity&lt;br /&gt;
*Presentation&lt;br /&gt;
*Incorporation of fantasy or Elanthian elements&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
===How much does Simucon cost?===&lt;br /&gt;
&lt;br /&gt;
Simucon is free! However, Simucon operates entirely on donations from attendees via the annual [[#Indiegogo Campaign|Indiegogo Campaign]]. This campaign is optional, but it allows attendees to select from several fun perks that may enhance their Simucon experience.&lt;br /&gt;
&lt;br /&gt;
===Where do I sign up?===&lt;br /&gt;
By now you should have received an email from the [[#Indiegogo Campaign|Indiegogo Campaign]] asking you for additional registration details. If you did not receive this email, please reach out to GM Palvella.&lt;br /&gt;
&lt;br /&gt;
If you did not select an Indiegogo perk, you do not need to complete the registration form. You can register for Simucon on-site when you arrive.&lt;br /&gt;
&lt;br /&gt;
===Who organizes Simucon?===&lt;br /&gt;
&lt;br /&gt;
Typically GameMasters from Gemstone IV and DragonRealms are the official organizers. However, many players pitch in to plan unofficial events or to offer support. All work is strictly volunteer, so please be sure to thank your organizer team!&lt;br /&gt;
&lt;br /&gt;
===What is it like to attend a Simucon?===&lt;br /&gt;
&lt;br /&gt;
Simucon is a gathering of players and GameMasters for Simutronics games, including Gemstone IV and DragonRealms. The convention includes several events, as listed in the [[#2019 Schedule|2019 Schedule]], that are planned by both players and staff. In-between events, attendees typically gather at conference tables similar to a large LAN party to play. Board games and other activities are frequently available as well.&lt;br /&gt;
&lt;br /&gt;
===How many people attend Simucon and when do they show up?===&lt;br /&gt;
&lt;br /&gt;
Simucon has experienced a growth spurt over the past three years or so. A current rough estimate would be 100 attendees (GS and DR combined) over the course of the weekend. The main convention days are Thursday through Sunday, although several people arrive on Wednesday and stay through Monday. The convention room is typically setup by Wednesday evening.&lt;br /&gt;
&lt;br /&gt;
===What equipment should I bring?===&lt;br /&gt;
&lt;br /&gt;
Bring your laptop/computer so that you can play Gemstone during the convention. Internet access and power strips are typically provided. &#039;&#039;&#039;Note:&#039;&#039;&#039; It is not recommended that you leave your equipment unattended in the conference room.&lt;br /&gt;
&lt;br /&gt;
===Will I need a car?===&lt;br /&gt;
&lt;br /&gt;
Many attendees never leave the hotel. However if you are planning to explore St. Louis, a car is recommended as public transportation options are slim. Lyft and Uber are both operational in St. Louis and are ideal for single trips. For any excursions listed in the schedule, carpool options may be available. A shuttle may be available to and from your hotel for airport travel, but don&#039;t forget to bring cash for a tip!&lt;br /&gt;
&lt;br /&gt;
===Is Simucon family friendly?===&lt;br /&gt;
&lt;br /&gt;
In general, yes. Some attendees do bring children but activities in the convention room may be of limited interest to them. Note the [[#Attractions|Attractions]] section listed below for additional kid-friendly activities available in St. Louis. Please expect to encounter explicit language and consumption of alcoholic beverages, which will increase in the late night hours.&lt;br /&gt;
&lt;br /&gt;
===What is the weather typically like?===&lt;br /&gt;
&lt;br /&gt;
Missouri is nicknamed &amp;quot;Misery&amp;quot; for its hot and humid summers. For a current local forecast, click here: https://www.ksdk.com/weather&lt;br /&gt;
&lt;br /&gt;
===Do I need to bring food or beverages?===&lt;br /&gt;
&lt;br /&gt;
Depending on funds available, basic snacks will be provided. You are generally on your own for meals and can purchase food at the grocery or restaurant options listed in the [[#Dining.2FEating|Dining/Eating]] section. Simucon is strictly BYOB.&lt;br /&gt;
&lt;br /&gt;
===What should I wear?===&lt;br /&gt;
&lt;br /&gt;
Family friendly costumes are encouraged, and there is often a costume event included in the schedule. In general, however, attendees come in casual / comfortable attire.&lt;br /&gt;
&lt;br /&gt;
===Is there a pool?===&lt;br /&gt;
&lt;br /&gt;
YES! Pack your bathing suits because the official Simucon hotel has an outdoor pool! There is even a poolside bar with snacks and beverages, and towel service is available. It is recommended that you pack sunscreen ahead of time, because the hotel and nearby shops do not stock any! It is also recommended that you bring pool noodles, because pool noodles are wicked cool.&lt;br /&gt;
&lt;br /&gt;
==Visitor Information==&lt;br /&gt;
The convention is typically held at the Sheraton Westport Chalet, located at 191 W Port Plaza Dr, St. Louis, MO 63146. Below are some nearby shops and other information for visitors. All distances calculated from the host hotel.&lt;br /&gt;
&lt;br /&gt;
===Accommodations===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sheraton Westport Chalet (Official Hotel, Discounted Rate)&#039;&#039;&#039; || onsite || 191 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/event-reservations/reservation-link.mi?id=1550509047585&amp;amp;key=GRP&amp;amp;app=resvlink Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Sheraton Westport Plaza (Sister Hotel next to the Chalet) || onsite || 900 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/reservation/rateListMenu.mi?defaultTab=standard Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Staybridge Suites || 0.3 miles || 25 Progress Pkwy, St. Louis, MO 63146 || [https://www.staybridge.com/hotels/us/en/find-hotels/hotel/rates?qDest=25%20Progress%20Parkway,%20St.%20Louis,%20MO,%20US&amp;amp;qCiMy=12019&amp;amp;qCiD=21&amp;amp;qCoMy=12019&amp;amp;qCoD=22&amp;amp;qAdlt=2&amp;amp;qChld=0&amp;amp;qRms=1&amp;amp;qRtP=6CBARC&amp;amp;qIta=99618783&amp;amp;qSlH=STLSB&amp;amp;qSlRc=K1CN&amp;amp;qAkamaiCC=US&amp;amp;qSrt=sBR&amp;amp;qBrs=re.ic.in.vn.cp.vx.hi.ex.rs.cv.sb.cw.ma.ul.ki.va&amp;amp;qAAR=6CBARC&amp;amp;qWch=0&amp;amp;qSmP=1&amp;amp;cm_mmc=hpa_US_desktop_STLSB_mapresults_1_USD_2019-02-21_default_1242996706__false&amp;amp;setPMCookies=true&amp;amp;glat=META_hpa_US_desktop_STLSB_mapresults_1_USD_2019-02-21_default_1242996706__false&amp;amp;qRad=30&amp;amp;qRdU=mi&amp;amp;srb_u=1=standard Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Comfort Inn Suites || 0.7 miles || 12031 Lackland Rd., Saint Louis, MO, 63146 || [https://www.choicehotels.com/missouri/saint-louis/comfort-inn-hotels/mo608?adults=1&amp;amp;checkInDate=2019-02-21&amp;amp;checkOutDate=2019-02-22&amp;amp;gclid=AA80Osxp-v01JLdp3J0lEupdUKPmnTjC8PXlLZ8zUQmopWQzF80zWziWBzEky9uVosNRXd7NoIHs9CJuRWnMbKOPU9-typohNQ0XsA&amp;amp;gclsrc=ha&amp;amp;gpa=GPADSAPR1&amp;amp;minors=0&amp;amp;pmf=hpagoogle&amp;amp;product=mapresults&amp;amp;ratePlanCode=SAPR1&amp;amp;rooms=1&amp;amp;source=PMFGPADCISAPR1_MO608_mapresults_US_1_desktop_2019-02-21_default_2705476701239203_gha_camp_all_desktop_comfort_standard_ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Residence Inn St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/reservation/rateListMenu.mi Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Farfield Inn and Suites St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlfw-fairfield-inn-and-suites-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Courtyard by Marriott St. Louis Westport || 0.7 miles || 11888 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/reservation/rateListMenu.mi?defaultTab=prepay Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dining/Eating===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Drunken Fish || Sushi || onsite || 639 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Fuzzy&#039;s Taco Shop || Baja Tacos || onsite || 302 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| IMO&#039;s Pizza || Pizza || onsite || 318 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Kobe Japanese Grill || Japanese/Hibachi || onsite || 645 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| McDonald&#039;s || Fast Food || onsite || 25 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Paul Mineo&#039;s Trattoria|| Italian || onsite || 333 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Bread Company || Coffee/Sandwich/Soup || onsite || 147 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Smoothie King || Smoothies || onsite || 324 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Starbucks || Coffee || onsite || 111 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Trainwreck Saloon|| American/Grill|| onsite || 314 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Dino&#039;s Deli||Mediterranean|| onsite || 314 West Port Plaza, St. Louis, MO 63146 || http://dinosdeli.us/&lt;br /&gt;
|-&lt;br /&gt;
| O&#039;Fallon Brewery || Beer/American Food || 0.3 mi || 45 Progress Pkwy, Maryland Heights, MO 63043 || http://www.ofallonbrewery.com/&lt;br /&gt;
|-&lt;br /&gt;
| Companion Bakery || Bakery/Sandwich || 1.2 mi || 2331 Schuetz Rd, St. Louis, MO 63146 || http://www.companionbaking.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Off-Site Dining===&lt;br /&gt;
For attendees who want to explore St. Louis cuisine, local players recommend the following restaurants.&lt;br /&gt;
 &lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| DD Mau || Vietnamese / Bao || 1.3 mi || 11982 Dorsett Rd, Maryland Heights, MO 63043 || http://www.ddmaustl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla Street Food || Filipino || 1.6 mi || 11658 Dorsett Rd., Maryland Heights, MO 63043 || https://www.guerrillastreetfood.com/menu-dorsett/&lt;br /&gt;
|- &lt;br /&gt;
| Gobble STOP Smokehouse || BBQ|| 2.8 mi || 1227 Castillon Arcade Plaza, Creve Coeur, MO 63141  || http://gobblestopsmokehouse.net/&lt;br /&gt;
|-&lt;br /&gt;
| Nudo House STL || Ramen / Japanese || 3.0 mi|| 11423 Olive Blvd, St. Louis, MO 63141 || http://nudohousestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Dave &amp;amp; Tony&#039;s || Premium Burgers || 3.2 mi|| 12766 Olive Blvd, St. Louis, MO 63146 || http://www.daveandtonys.com/&lt;br /&gt;
|-&lt;br /&gt;
| Sugarfire Smokehouse|| BBQ || 6.0 mi|| 9200 Olive Blvd, St. Louis, MO 63132 || https://sugarfiresmokehouse.com/locations/mo-olivette/&lt;br /&gt;
|-&lt;br /&gt;
| Salt + Smoke || BBQ|| 9.8 mi|| 6525 Delmar Blvd, St. Louis, MO 63130 || https://saltandsmokestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Midwestern Meat &amp;amp; Drink || BBQ || 20.4 mi || 900 Spruce St, St. Louis, MO 63102 || https://facebook.com/midwesternstl&lt;br /&gt;
|-&lt;br /&gt;
| Broadway Oyster Bar || Cajun|| 23.7 mi || 736 S Broadway, St. Louis, MO 63102 || http://www.broadwayoysterbar.com/&lt;br /&gt;
|-&lt;br /&gt;
| Ted Drewes|| Famous local frozen custard || 21.6 mi || 6726 Chippewa, St. Louis, MO 63109 || http://teddrewes.com/&lt;br /&gt;
|-&lt;br /&gt;
| Bombay Food Junkies || Vegan Options || 5.2 mi || 3580 Adie Rd, St Ann, MO 63074 || https://www.bombayfoodjunkies.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shopping/Groceries===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Target || 5.9 mi || 12275 St Charles Rock Rd, Bridgeton, MO 63044 || [https://www.target.com/sl/bridgeton/12 website]&lt;br /&gt;
|-&lt;br /&gt;
| Costco || 13.3 mi || 200 Costco Way, St Peters, MO 63376 || [https://www.costco.com/warehouse-locations/st-peters-saint-peters-mo-382.html website]&lt;br /&gt;
|-&lt;br /&gt;
| Schnucks Dorsett (Grocery Store) || 1.5 mi || 2030 Dorsett Rd, Maryland Heights, MO 63043 || [https://locations.schnucks.com/mo-maryland-heights-117 website]&lt;br /&gt;
|-&lt;br /&gt;
| Gateway Newstands || onsite || 519 W Port Plaza Dr, St. Louis, MO 63146 || https://www.westportstl.com/specialty&lt;br /&gt;
|-&lt;br /&gt;
| Walgreens|| 1.6 mi|| 12509 Dorsett Rd, Maryland Heights, MO 63043 || [https://www.walgreens.com/locator/walgreens-12509+dorsett+rd-maryland+heights-mo-63043/id=9481 website]&lt;br /&gt;
|-&lt;br /&gt;
| BP Gas Station|| 0.3 mi || 11988 Westline Industrial Dr, St. Louis, MO 63146 || &lt;br /&gt;
|-&lt;br /&gt;
| ALDI|| 2.6 mi || 11745 Olive Blvd, Creve Coeur, MO 63141 || [https://www.aldi.us/ website]&lt;br /&gt;
|-&lt;br /&gt;
| Trader Joe&#039;s || [https://goo.gl/maps/3aV8WLBakaB2 2.4 mi] || 11505 Olive Blvd, Creve Coeur, MO 63141|| [https://locations.traderjoes.com/mo/creve-coeur/694/ website]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attractions===&lt;br /&gt;
&lt;br /&gt;
Most attractions are a 15-30 minute drive from the hotel. For tourism information, click here: https://explorestlouis.com/&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Description||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| The Gateway Arch ||Oh look, it&#039;s the Arch ||200 Washington Ave, St. Louis, MO 63102 || https://www.gatewayarch.com/&lt;br /&gt;
|-&lt;br /&gt;
| Busch Stadium ||Cardinals Baseball Stadium ||700 Clark Ave, St. Louis, MO 63102 || https://www.mlb.com/cardinals/ballpark&lt;br /&gt;
|-&lt;br /&gt;
| Forest Park ||Large public park, home to several free attractions ||5595 Grand Dr, St. Louis, MO 63112 || https://forestparkmap.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Zoo ||Free zoo, located inside Forest Park ||Government Dr, St. Louis, MO 63110 || https://www.stlzoo.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Art Museum ||Free art museum, located inside Forest Park ||1 Fine Arts Dr, St. Louis, MO 63110 || https://www.slam.org/&lt;br /&gt;
|-&lt;br /&gt;
| Creve Coeur Lake Park || [https://goo.gl/maps/7s9nUCbcyBM2 3.4 mi] from the hotel. Trails, kayak rentals, Go Ape || 13725 Marine Ave, St. Louis, MO 63146 || [https://www.stlouisco.com/Parks-and-Recreation/Park-Pages/Creve-Coeur website]&lt;br /&gt;
|-&lt;br /&gt;
| The Muny ||Outdoor theater, located inside Forest Park ||1 Theatre Dr, St. Louis, MO 63112 || https://muny.org/&lt;br /&gt;
|-&lt;br /&gt;
| Missouri Botanical Gardens ||Outdoor garden ||4344 Shaw Blvd, St. Louis, MO 63110 || http://www.missouribotanicalgarden.org/&lt;br /&gt;
|-&lt;br /&gt;
| Anheuser-Busch St. Louis Brewery ||Main brewery, offers tours ||1200 Lynch St, St. Louis, MO 63118 || https://www.budweisertours.com/locations/st-louis-missouri.html&lt;br /&gt;
|-&lt;br /&gt;
| City Museum ||Architectural Anomaly/Interactive Art/Climbing Museum ||750 N 16th St, St. Louis, MO 63103 || https://www.citymuseum.org/&lt;br /&gt;
|-&lt;br /&gt;
| Grants Farm ||Free wildlife park with tram tours and free beer ||10501 Gravois Rd, St. Louis, MO 63123 || https://www.grantsfarm.com/home.html&lt;br /&gt;
|-&lt;br /&gt;
| The Butterfly House ||Indoor butterfly pavilion ||15193 Olive Blvd, Chesterfield, MO 63017|| http://www.missouribotanicalgarden.org/visit/family-of-attractions/butterfly-house.aspx&lt;br /&gt;
|-&lt;br /&gt;
| Science Center ||Kid-friendly interactive museum, includes IMAX and planetarium ||5050 Oakland Ave, St. Louis, MO 63110 || https://www.slsc.org/&lt;br /&gt;
|-&lt;br /&gt;
| Magic House ||Kid-friendly interactive museum, includes magic ||516 S Kirkwood Rd, St. Louis, MO 63122 || https://www.magichouse.org/&lt;br /&gt;
|-&lt;br /&gt;
| Fox Theatre ||Historic theater, offers tours ||527 NORTH GRAND BLVD., St. Louis, MO 63103 || https://www.fabulousfox.com/visit/tours&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Neighborhoods||Shopping/Nightlife/Exploring||Various || https://explorestlouis.com/things-to-do/neighborhoods/&lt;br /&gt;
|-&lt;br /&gt;
| Live Music Venues||St. Louis is known for its blues and jazz scene ||Various || https://explorestlouis.com/discover/st-louis-music-lovers/st-louis-live-music-venues/&lt;br /&gt;
|-&lt;br /&gt;
| Casinos||Gambling ||Various || https://www.tripadvisor.com/Attractions-g44881-Activities-c53-Saint_Louis_Missouri.html&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
The below lists are of those people that have made mention that they are attempting to attend the 2019 conference. You may edit this page to add your character to the list.&lt;br /&gt;
&lt;br /&gt;
===Prime Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Achernar&lt;br /&gt;
* Alasatia&lt;br /&gt;
* Beldannon&lt;br /&gt;
* Balley&lt;br /&gt;
* Bristenn&lt;br /&gt;
* Clown&lt;br /&gt;
* Clunk&lt;br /&gt;
* Conrash&lt;br /&gt;
* Cruxophim&lt;br /&gt;
* Darcena&lt;br /&gt;
* Dergoatean&lt;br /&gt;
* Deza&lt;br /&gt;
* Eruheran&lt;br /&gt;
* Evician&lt;br /&gt;
* Ewin&lt;br /&gt;
* Fromer&lt;br /&gt;
* Geijon&lt;br /&gt;
* Hoodtralfeck&lt;br /&gt;
* Iseo&lt;br /&gt;
* Juspera&lt;br /&gt;
* Kragdruk&lt;br /&gt;
* Kronius&lt;br /&gt;
* Laeech&lt;br /&gt;
* Laraynis&lt;br /&gt;
* Lylia&lt;br /&gt;
* Licel&lt;br /&gt;
* Maags&lt;br /&gt;
* Maylan&lt;br /&gt;
* Misun&lt;br /&gt;
* Naamit&lt;br /&gt;
* Naimon&lt;br /&gt;
* Neopuron&lt;br /&gt;
* Nodyre&lt;br /&gt;
* Obsalyn&lt;br /&gt;
* Raelee&lt;br /&gt;
* Rencelas&lt;br /&gt;
* Rhayveign&lt;br /&gt;
* Roblar&lt;br /&gt;
* Rozy&lt;br /&gt;
* Sabotage&lt;br /&gt;
* Sentral&lt;br /&gt;
* Synyster&lt;br /&gt;
* Tool&lt;br /&gt;
* Tysong&lt;br /&gt;
* Vhorg&lt;br /&gt;
* Xorus&lt;br /&gt;
* Ysharra&lt;br /&gt;
* Zangow&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Athias&lt;br /&gt;
* Idun&lt;br /&gt;
* Jaynon&lt;br /&gt;
* Qualeric&lt;br /&gt;
* Tanai&lt;br /&gt;
* Whick &amp;amp; Nehor&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shattered Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Ponbiki&lt;br /&gt;
* Rak&lt;br /&gt;
* Tykus&lt;br /&gt;
* Jirraturd&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Staff===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Aulis&lt;br /&gt;
* Avaluka&lt;br /&gt;
* Estild&lt;br /&gt;
* Galene&lt;br /&gt;
* Haxus&lt;br /&gt;
* Kaikala&lt;br /&gt;
* Kveta&lt;br /&gt;
* Lydil&lt;br /&gt;
* Mestys&lt;br /&gt;
* Palvella&lt;br /&gt;
* Sleken&lt;br /&gt;
* Tamuz&lt;br /&gt;
* Ubiq&lt;br /&gt;
* Xeraphina&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Indiegogo Campaign==&lt;br /&gt;
The annual Indiegogo Campaign&#039;s purpose is to fund expenses for SimuCon, and all funds raised are used for the direct support of the convention. Any funds raised beyond the original goal are used for additional perks such as extra snacks and prizes for attendees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Some perks are for DragonRealms players only. Please ensure you select a Gemstone perk for Gemstone-related content.&lt;br /&gt;
&lt;br /&gt;
[https://www.indiegogo.com/projects/simucon-2019/ Indiegogo Campaign 2019]&lt;br /&gt;
&lt;br /&gt;
===Goodie Bags===&lt;br /&gt;
&lt;br /&gt;
Goodie bags this year are broken up into two different selections.&lt;br /&gt;
&lt;br /&gt;
====Non-Attendee Goodie Bags====&lt;br /&gt;
&lt;br /&gt;
This item is limited to one per account. &lt;br /&gt;
&lt;br /&gt;
* 500 [[SimuCoin]]s&lt;br /&gt;
* 4x [[Roleplaying_award|RPA Orb]] (account attuned)&lt;br /&gt;
* [[QUEST_(verb)|Quest]] Orb&lt;br /&gt;
* 5 [[Reim]] Entrance Tokens&lt;br /&gt;
* Pair of [[Reim goggles]]&lt;br /&gt;
&lt;br /&gt;
====Attendee Goodie Bags====&lt;br /&gt;
Requires attendance at Simucon in order to be eligible to purchase &amp;amp; redeem.&lt;br /&gt;
* Same Rewards As Non-Attendee&lt;br /&gt;
* Unique [[Title system#Simucon|Title]]&lt;br /&gt;
* Live alteration to be performed at Simucon&lt;br /&gt;
&lt;br /&gt;
====Purchasing Restrictions====&lt;br /&gt;
* Attendee Goodie Bags are limited to one per &#039;&#039;&#039;person&#039;&#039;&#039;. You must physically attend Simucon to receive this perk.&lt;br /&gt;
* Non-Attendee Goodie Bags are limited to one per &#039;&#039;&#039;account&#039;&#039;&#039;. You may purchase multiple Non-Attendee Goodie Bags if you have multiple accounts.&lt;br /&gt;
* You may purchase one Attendee Goodie Bag and one Non-Attendee Goodie Bag on the same account.&lt;br /&gt;
&lt;br /&gt;
===Additional Options===&lt;br /&gt;
* Apparel: SimuCon 2019 branded tank top, t-shirt, and hoodies.&lt;br /&gt;
* SimuCon 2019 branded travel mug&lt;br /&gt;
* Lunch with a GameMaster&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://discord.gg/eTvANvy SimuCon channel] (official Discord server)&lt;br /&gt;
*[https://discord.gg/f8Qkz4Y Unofficial Simucon Server] (unofficial Simucon dedicated Discord server)&lt;br /&gt;
*[https://elanthipedia.play.net/SimuCon DragonRealms Simucon Page] (DR&#039;s Wiki Page)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SimuCon_2019&amp;diff=113817</id>
		<title>SimuCon 2019</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2019&amp;diff=113817"/>
		<updated>2019-02-19T03:35:35Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* Platinum Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;OFFICIAL&amp;lt;/u&amp;gt;&#039;&#039;&#039; dates for 2019 are Wednesday, July 10 through Sunday, July 14, 2019 at the Sheraton Westport Chalet Hotel.  We have a room block reserved at the Chalet at $109/night + taxes/fees. You can do so by creating a reservation using the following link: [https://www.marriott.com/event-reservations/reservation-link.mi?id=1550509047585&amp;amp;key=GRP&amp;amp;app=resvlink Hotel Booking Link]&lt;br /&gt;
&lt;br /&gt;
==2019 Schedule==&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;SimuCon 2019 Schedule&amp;lt;br&amp;gt;ALL TIMES CST&amp;lt;br&amp;gt;(CENTRAL TIME)&lt;br /&gt;
|-&lt;br /&gt;
! Day || Time || Activity || Game&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Wednesday&lt;br /&gt;
|- &lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Thursday&lt;br /&gt;
|-&lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Friday&lt;br /&gt;
|-&lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Saturday&lt;br /&gt;
|-&lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Sunday&lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* All event schedules subject to change without notice.&lt;br /&gt;
&lt;br /&gt;
==Visitor Information==&lt;br /&gt;
The convention is typically held at the Sheraton Westport Chalet, located at 191 W Port Plaza Dr, St. Louis, MO 63146. Below are some nearby shops and other information for visitors. All distances calculated from the host hotel.&lt;br /&gt;
&lt;br /&gt;
===Accommodations===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|Sheraton Westport Chalet (Official Hotel, Discounted Rate) || onsite || 191 W Port Plaza Dr, St. Louis, MO 63146 || [https://www.marriott.com/event-reservations/reservation-link.mi?id=1550509047585&amp;amp;key=GRP&amp;amp;app=resvlink Booking Link]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dining/Eating===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Drunken Fish || Sushi || onsite || 639 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Fuzzy&#039;s Taco Shop || Baja Tacos || onsite || 302 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| IMO&#039;s Pizza || Pizza || onsite || 318 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Kobe Japanese Grill || Japanese/Hibachi || onsite || 645 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Bread Company || Coffee/Sandwich/Soup || onsite || 147 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Starbucks || Coffee || onsite || 111 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| O&#039;Fallon Brewery || Beer/American Food || 0.3 mi || 45 Progress Pkwy, Maryland Heights, MO 63043 || http://www.ofallonbrewery.com/&lt;br /&gt;
|-&lt;br /&gt;
| Companion Bakery || Bakery/Sandwich || 1.2 mi || 2331 Schuetz Rd, St. Louis, MO 63146 || http://www.companionbaking.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shopping/Groceries===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Target || 5.9 mi || 12275 St Charles Rock Rd, Bridgeton, MO 63044 || [https://www.target.com/sl/bridgeton/12 website]&lt;br /&gt;
|-&lt;br /&gt;
| Costco || 13.3 mi || 200 Costco Way, St Peters, MO 63376 || [https://www.costco.com/warehouse-locations/st-peters-saint-peters-mo-382.html website]&lt;br /&gt;
|-&lt;br /&gt;
| Schnucks Dorsett || 1.5 mi || 2030 Dorsett Rd, Maryland Heights, MO 63043 || [https://locations.schnucks.com/mo-maryland-heights-117 website]&lt;br /&gt;
|-&lt;br /&gt;
| Medico || onsite || 940 W Port Plaza Dr, St. Louis, MO 63146 || https://www.westportstl.com/specialty&lt;br /&gt;
|-&lt;br /&gt;
| Gateway Newstands || onsite || 519 W Port Plaza Dr, St. Louis, MO 63146 || https://www.westportstl.com/specialty&lt;br /&gt;
|-&lt;br /&gt;
| BP || 0.3 mi || 11988 Westline Industrial Dr, St. Louis, MO 63146 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attractions===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Most attractions are a 15-30 minute drive away || || || https://explorestlouis.com/ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
The below lists are of those people that have made mention that they are attempting to attend the 2019 conference. You may edit this page to add your character to the list.&lt;br /&gt;
&lt;br /&gt;
===Prime Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Darcena&lt;br /&gt;
* Hoodtralfeck&lt;br /&gt;
* Kragdruk&lt;br /&gt;
* Maylan&lt;br /&gt;
* Naimon&lt;br /&gt;
* Rhayveign&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Athias&lt;br /&gt;
* The Josh&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shattered Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:1;-moz-column-count:1;-webkit-column-count:1&amp;quot;&amp;gt;&lt;br /&gt;
* Tykus&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Staff===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Avaluka&lt;br /&gt;
* Haxus&lt;br /&gt;
* Palvella&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://discord.gg/eTvANvy SimuCon channel] (official Discord server)&lt;br /&gt;
*[https://discord.gg/f8Qkz4Y Unofficial Simucon Server] (unofficial Simucon dedicated Discord server)&lt;br /&gt;
*[https://elanthipedia.play.net/SimuCon DragonRealms Simucon Page] (DR&#039;s Wiki Page)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SimuCon_2019&amp;diff=113816</id>
		<title>SimuCon 2019</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2019&amp;diff=113816"/>
		<updated>2019-02-19T03:35:12Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* Platinum Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;OFFICIAL&amp;lt;/u&amp;gt;&#039;&#039;&#039; dates for 2019 are Wednesday, July 10 through Sunday, July 14, 2019 at the Sheraton Westport Chalet Hotel.  We have a room block reserved at the Chalet at $109/night + taxes/fees. You can do so by creating a reservation using the following link: [https://www.marriott.com/event-reservations/reservation-link.mi?id=1550509047585&amp;amp;key=GRP&amp;amp;app=resvlink Hotel Booking Link]&lt;br /&gt;
&lt;br /&gt;
==2019 Schedule==&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;SimuCon 2019 Schedule&amp;lt;br&amp;gt;ALL TIMES CST&amp;lt;br&amp;gt;(CENTRAL TIME)&lt;br /&gt;
|-&lt;br /&gt;
! Day || Time || Activity || Game&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Wednesday&lt;br /&gt;
|- &lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Thursday&lt;br /&gt;
|-&lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Friday&lt;br /&gt;
|-&lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Saturday&lt;br /&gt;
|-&lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Sunday&lt;br /&gt;
| TBD || TBD || TBD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* All event schedules subject to change without notice.&lt;br /&gt;
&lt;br /&gt;
==Visitor Information==&lt;br /&gt;
The convention is typically held at the Sheraton Westport Chalet, located at 191 W Port Plaza Dr, St. Louis, MO 63146. Below are some nearby shops and other information for visitors. All distances calculated from the host hotel.&lt;br /&gt;
&lt;br /&gt;
===Accommodations===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|Sheraton Westport Chalet (Official Hotel, Discounted Rate) || onsite || 191 W Port Plaza Dr, St. Louis, MO 63146 || [https://www.marriott.com/event-reservations/reservation-link.mi?id=1550509047585&amp;amp;key=GRP&amp;amp;app=resvlink Booking Link]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dining/Eating===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Drunken Fish || Sushi || onsite || 639 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Fuzzy&#039;s Taco Shop || Baja Tacos || onsite || 302 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| IMO&#039;s Pizza || Pizza || onsite || 318 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Kobe Japanese Grill || Japanese/Hibachi || onsite || 645 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Bread Company || Coffee/Sandwich/Soup || onsite || 147 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Starbucks || Coffee || onsite || 111 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| O&#039;Fallon Brewery || Beer/American Food || 0.3 mi || 45 Progress Pkwy, Maryland Heights, MO 63043 || http://www.ofallonbrewery.com/&lt;br /&gt;
|-&lt;br /&gt;
| Companion Bakery || Bakery/Sandwich || 1.2 mi || 2331 Schuetz Rd, St. Louis, MO 63146 || http://www.companionbaking.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shopping/Groceries===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Target || 5.9 mi || 12275 St Charles Rock Rd, Bridgeton, MO 63044 || [https://www.target.com/sl/bridgeton/12 website]&lt;br /&gt;
|-&lt;br /&gt;
| Costco || 13.3 mi || 200 Costco Way, St Peters, MO 63376 || [https://www.costco.com/warehouse-locations/st-peters-saint-peters-mo-382.html website]&lt;br /&gt;
|-&lt;br /&gt;
| Schnucks Dorsett || 1.5 mi || 2030 Dorsett Rd, Maryland Heights, MO 63043 || [https://locations.schnucks.com/mo-maryland-heights-117 website]&lt;br /&gt;
|-&lt;br /&gt;
| Medico || onsite || 940 W Port Plaza Dr, St. Louis, MO 63146 || https://www.westportstl.com/specialty&lt;br /&gt;
|-&lt;br /&gt;
| Gateway Newstands || onsite || 519 W Port Plaza Dr, St. Louis, MO 63146 || https://www.westportstl.com/specialty&lt;br /&gt;
|-&lt;br /&gt;
| BP || 0.3 mi || 11988 Westline Industrial Dr, St. Louis, MO 63146 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attractions===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Most attractions are a 15-30 minute drive away || || || https://explorestlouis.com/ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
The below lists are of those people that have made mention that they are attempting to attend the 2019 conference. You may edit this page to add your character to the list.&lt;br /&gt;
&lt;br /&gt;
===Prime Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Darcena&lt;br /&gt;
* Hoodtralfeck&lt;br /&gt;
* Kragdruk&lt;br /&gt;
* Maylan&lt;br /&gt;
* Naimon&lt;br /&gt;
* Rhayveign&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Athias&lt;br /&gt;
* Ennee (If my wife will let me)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shattered Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:1;-moz-column-count:1;-webkit-column-count:1&amp;quot;&amp;gt;&lt;br /&gt;
* Tykus&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Staff===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Avaluka&lt;br /&gt;
* Haxus&lt;br /&gt;
* Palvella&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://discord.gg/eTvANvy SimuCon channel] (official Discord server)&lt;br /&gt;
*[https://discord.gg/f8Qkz4Y Unofficial Simucon Server] (unofficial Simucon dedicated Discord server)&lt;br /&gt;
*[https://elanthipedia.play.net/SimuCon DragonRealms Simucon Page] (DR&#039;s Wiki Page)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Alsal_(platinum)&amp;diff=111792</id>
		<title>Alsal (platinum)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Alsal_(platinum)&amp;diff=111792"/>
		<updated>2018-10-29T19:34:47Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{characterprofile&lt;br /&gt;
|border-color=#7bafd4&lt;br /&gt;
|background-color=#7bafd4&lt;br /&gt;
|name=Alsal&lt;br /&gt;
|image= [[File:636252777224997611.jpeg|thumbnail|center]]&lt;br /&gt;
|caption= The Magma Gnoll&lt;br /&gt;
|race= Gnoll&lt;br /&gt;
|culture= Gnoll&lt;br /&gt;
|class= Gnoll&lt;br /&gt;
|profession= Palestra &lt;br /&gt;
|religion= None&lt;br /&gt;
|affiliations= None&lt;br /&gt;
|word= Snippy &lt;br /&gt;
|disposition=&lt;br /&gt;
|demeanor= Calm&lt;br /&gt;
|ptrait=  &lt;br /&gt;
|strait=&lt;br /&gt;
|flaw= none, he&#039;s perfect&lt;br /&gt;
|strength= Being a Gnoll&lt;br /&gt;
|weakness= Chew toys&lt;br /&gt;
|habits= Growling&lt;br /&gt;
|hobbies= Whatever gnolls do&lt;br /&gt;
|soft= &lt;br /&gt;
|likes= playing fetch&lt;br /&gt;
|dislikes= Cats&lt;br /&gt;
|fears= getting a bath, the vet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurers]]&lt;br /&gt;
[[Category:Platinum Player Characters]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Alsal_(platinum)&amp;diff=111791</id>
		<title>Alsal (platinum)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Alsal_(platinum)&amp;diff=111791"/>
		<updated>2018-10-29T19:33:22Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{characterprofile&lt;br /&gt;
|border-color=#7bafd4&lt;br /&gt;
|background-color=#7bafd4&lt;br /&gt;
|name=Tanai &lt;br /&gt;
|image= [[File:636252777224997611.jpeg|thumbnail|center]]&lt;br /&gt;
|caption= The Magma Gnoll&lt;br /&gt;
|race= Gnoll&lt;br /&gt;
|culture= Gnoll&lt;br /&gt;
|class= Gnoll&lt;br /&gt;
|profession= Palestra &lt;br /&gt;
|religion= None&lt;br /&gt;
|affiliations= None&lt;br /&gt;
|word= Snippy &lt;br /&gt;
|disposition=&lt;br /&gt;
|demeanor= Calm&lt;br /&gt;
|ptrait=  &lt;br /&gt;
|strait=&lt;br /&gt;
|flaw= none, he&#039;s perfect&lt;br /&gt;
|strength= Being a Gnoll&lt;br /&gt;
|weakness= Chew toys&lt;br /&gt;
|habits= Growling&lt;br /&gt;
|hobbies= Whatever gnolls do&lt;br /&gt;
|soft= &lt;br /&gt;
|likes= playing fetch&lt;br /&gt;
|dislikes= Cats&lt;br /&gt;
|fears= getting a bath, the vet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurers]]&lt;br /&gt;
[[Category:Platinum Player Characters]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Alsal_(platinum)&amp;diff=111790</id>
		<title>Alsal (platinum)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Alsal_(platinum)&amp;diff=111790"/>
		<updated>2018-10-29T19:30:05Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{characterprofile&lt;br /&gt;
|border-color=#7bafd4&lt;br /&gt;
|background-color=#7bafd4&lt;br /&gt;
|name=Tanai &lt;br /&gt;
|image= [[File:636252777224997611.jepg|thumbnail|center]]&lt;br /&gt;
|caption= The Magma Gnoll&lt;br /&gt;
|race= Gnoll&lt;br /&gt;
|culture= Gnoll&lt;br /&gt;
|class= Gnoll&lt;br /&gt;
|profession= Palestra &lt;br /&gt;
|religion= None&lt;br /&gt;
|affiliations= None&lt;br /&gt;
|word= Snippy &lt;br /&gt;
|disposition=&lt;br /&gt;
|demeanor= Calm&lt;br /&gt;
|ptrait=  &lt;br /&gt;
|strait=&lt;br /&gt;
|flaw= none, he&#039;s perfect&lt;br /&gt;
|strength= Being a Gnoll&lt;br /&gt;
|weakness= Chew toys&lt;br /&gt;
|habits= Growling&lt;br /&gt;
|hobbies= Whatever gnolls do&lt;br /&gt;
|soft= &lt;br /&gt;
|likes= playing fetch&lt;br /&gt;
|dislikes= Cats&lt;br /&gt;
|fears= getting a bath, the vet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurers]]&lt;br /&gt;
[[Category:Platinum Player Characters]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Alsal_(platinum)&amp;diff=111788</id>
		<title>Alsal (platinum)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Alsal_(platinum)&amp;diff=111788"/>
		<updated>2018-10-29T19:28:40Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: Created page with &amp;quot;{{characterprofile |border-color=#7bafd4 |background-color=#7bafd4 |name=Tanai  |image= center |caption= The Street-Rat of Shantytow...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{characterprofile&lt;br /&gt;
|border-color=#7bafd4&lt;br /&gt;
|background-color=#7bafd4&lt;br /&gt;
|name=Tanai &lt;br /&gt;
|image= [[File:636252777224997611.jepg|thumbnail|center]]&lt;br /&gt;
|caption= The Street-Rat of Shantytown&lt;br /&gt;
|race= Gnoll&lt;br /&gt;
|culture= Gnoll&lt;br /&gt;
|class= Gnoll&lt;br /&gt;
|profession= Palestra &lt;br /&gt;
|religion= None&lt;br /&gt;
|affiliations= None&lt;br /&gt;
|word= Snippy &lt;br /&gt;
|disposition=&lt;br /&gt;
|demeanor= Calm&lt;br /&gt;
|ptrait=  &lt;br /&gt;
|strait=&lt;br /&gt;
|flaw= none, he&#039;s perfect&lt;br /&gt;
|strength= Being a Gnoll&lt;br /&gt;
|weakness= Chew toys&lt;br /&gt;
|habits= Growling&lt;br /&gt;
|hobbies= Whatever gnolls do&lt;br /&gt;
|soft= &lt;br /&gt;
|likes= playing fetch&lt;br /&gt;
|dislikes= Cats&lt;br /&gt;
|fears= getting a bath, the vet&lt;br /&gt;
|loyalties= The Lord Of Candy, Her New Family&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurers]]&lt;br /&gt;
[[Category:Platinum Player Characters]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:636252777224997611.jpeg&amp;diff=111787</id>
		<title>File:636252777224997611.jpeg</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:636252777224997611.jpeg&amp;diff=111787"/>
		<updated>2018-10-29T19:24:44Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rvain_(platinum)&amp;diff=111781</id>
		<title>Rvain (platinum)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rvain_(platinum)&amp;diff=111781"/>
		<updated>2018-10-29T19:09:33Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;He&#039;s a jerk&lt;br /&gt;
[[Category:Adventurers]]&lt;br /&gt;
[[Category:Platinum Player Characters]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rvain_(platinum)&amp;diff=111773</id>
		<title>Rvain (platinum)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rvain_(platinum)&amp;diff=111773"/>
		<updated>2018-10-29T19:01:31Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: Created page with &amp;quot;He&amp;#039;s a jerk&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;He&#039;s a jerk&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Legendary_claidhmores&amp;diff=108454</id>
		<title>Legendary claidhmores</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Legendary_claidhmores&amp;diff=108454"/>
		<updated>2018-08-06T23:18:09Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of rare and &#039;&#039;&#039;legendary claidhmores&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==+5 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a blackened mithril claidhmore – show: Skillfully crafted of blackened grey mithril, the claidhmore shows clear signs of expert dwarven craftsmanship.  Polished silver quillions tipped with an intricate knot design slant downward, away from the leather-wrapped grip.  Etched along the length of the blade is the word, &amp;quot;Lawbreaker.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a burnished blue mithril claidhmore – show: Skillfully crafted of deep blue mithril polished to a high gloss, the claidhmore shows clear signs of expert dwarven craftsmanship.  A large cabochon white sunstone has been set into the pommel, while smaller knobs of uncut chalcedony cap the straight invar quillions.  Etched along the length of the blade is the word, &amp;quot;Peacekeeper.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a finely serrated blue-white mithril claidhmore - from [[Solstice Dreams]] &lt;br /&gt;
&lt;br /&gt;
* a luminous white mithril claidhmore - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a smoky laen claidhmore&lt;br /&gt;
&lt;br /&gt;
==+6 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a black laen claidhmore - has extra weighting (10 points)&lt;br /&gt;
&lt;br /&gt;
==+10 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a battle-marred ora Faendryl warclaidh - show: Masterfully forged from a singular piece of solid black ora, this impressive warclaidh is marked with silver Faendryl glyphs along the entire blade. Set upon the crossguard is the great seal of House Faendryl with intricate designs and scrollwork engraved around it. Expertly etched upon the pommel is a majestic ebony dragon with fierce black diamond eyes.&lt;br /&gt;
&lt;br /&gt;
* a fiery scarlet claidhmore - found on a creature&lt;br /&gt;
&lt;br /&gt;
* a gold-inlaid dusky red ora claidhmore – show: The sinuous form of a rampant golden wyvern is laid into the dark red ora of the claidhmore&#039;s massive blade near the guard, though its tail coils and twists over halfway to the tip.  The angled quillions of the huge sword are vaned and scalloped like the spread leathern wings of a great wyrm.  On the opposite side of the blade, a line of elegant, slanted script is picked out in flattened gold wire. Has &amp;quot;Battle bravely, Wyrm of Vaalor&amp;quot; written on it in elven.  from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a golvern-edged black ora claidhmore - show: Running down the length of the blade is a razor-sharp golvern edge that has been hammered and folded repeatedly to create fiery ripples that shimmer when hit by light, betraying the deadliness of the blade with their beauty. The burnished quillions are forged from tempered golvern, seperating the blade from a hilt of carved ebony dragons that twine about each other in what could be a lovers embrace or a fight for life. Engraved in delicate script along the flat of the blade is the word, &amp;quot;Releaser.&amp;quot; - Sancted&lt;br /&gt;
&lt;br /&gt;
* an inky black claidhmore with scorched vruul hide wound about its hilt &lt;br /&gt;
&lt;br /&gt;
==+12 Claidhmores==&lt;br /&gt;
*an ithloss claidhmore (7lbs)&lt;br /&gt;
&lt;br /&gt;
==+15 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a gold-hilted black glaes claidhmore - Single mana self-cast [[Zealot (1617)|zealot]].&lt;br /&gt;
&lt;br /&gt;
* a translucent rainbow glaes claidhmore – show: With a keenly edged blade of colorfully translucent rainbow glaes, the claidhmore shows clear signs of expert dwarven craftsmanship.  Nuggets of deep red jasper, shaped like drops of blood, are used to cap the leather-wrapped pommel and speckled invar quillions.  As the pommel is tilted, causing a cascade of colors in the light, you notice the length of the blade bears a single etched word, &amp;quot;Elfsmiter.&amp;quot; - from [[Solstice Dreams]]&lt;br /&gt;
&lt;br /&gt;
* a xenium-hilted serrated laen claidhmore - Sold off the shelf during the ICE Age.&lt;br /&gt;
&lt;br /&gt;
==+20 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a slightly luminous iorake claidhmore - originally made as a custom order for Krakii by the ICE Halfling smith merchant, Effefavelopa.  Traded away some time between 1997 and 2002.  Holy.&lt;br /&gt;
&lt;br /&gt;
* a faintly luminous iorake claidhmore - originally made as a custom order for Bede by the ICE Halfling smith merchant, Effefavelopa.  Holy.&lt;br /&gt;
&lt;br /&gt;
* a pure white eonake claidhmore - Forged from precious eonake, the massive blade of the dwarven-crafted weapon is in pristine condition and polished to a brilliant shine. The golvern hilt is wrapped in supple leather which has been buffed to a matte finish. Set into the center of the pommel is a brilliant blue shimmarglin sapphire inlaid with a small golden anvil. - Sancted&lt;br /&gt;
&lt;br /&gt;
* a sigil-etched dark vultite claidhmore - 4x old-style claidhmore (two handed sword base).  Originally &amp;quot;a ruby-hilted blue shaalk claidhmore&amp;quot; and was converted to &amp;quot;a ruby-hilted blue vultite claidhmore&amp;quot; during a GM interaction with Michaelous, who was the owner at the time.  This is an exceptionally special claidhmore, as it has a full 50 points of critical weighting (10 more than a normal claidhmore, and the maximum under the current WPS mechanics).  It is currently altered into &amp;quot;a sigil-etched dark vultite claidhmore&amp;quot; and is owned by Madmountan.  It has a Ghezresh themed show:  &amp;quot;An enormous blade masterfully hammered from a single slab of dark silvery-indigo vultite has dried blood darkening the recess of each sigil carefully etched along the length of the blade.  Intertwined around the crossguard is the unmistakable shape of the chelioboros, a massive eel consuming its own tail.  The oversized grip of the blade, spacious enough for even two giantman hands, is tightly wrapped with dried seaweed for better handling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* a mithril-set greyed ora claidhmore - The blade of the claidhmore has been engraved with a series of rose vines that twine their way from tip to crossguard.  Complete with leaves and thorns, the vines are bereft of blossoms as they reach the guard, where clever metalwork brings the etchings to life as mithril vines coiled along both limbs.  At the center of the cross is a single rose with crimson petals in a nest of verdant leaves.  Below, a hilt of black oak is capped by a mithril wolf&#039;s head, its emerald eyes the same hue as the vines above.  A strange necrotic haze radiates from the claidhmore. - Grimbane (+10 weighting), T1 ensorcelled&lt;br /&gt;
&lt;br /&gt;
* a jade-inset incandescent claidhmore - Special ordered from ICE merchant, made of iorake, so Holy.&lt;br /&gt;
&lt;br /&gt;
==+22 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
* a serrated krodera claidhmore topped with a ruby cut into the form of a dragon&#039;s head&lt;br /&gt;
&lt;br /&gt;
==+25 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*a serrated krodera claidhmore with a leather-wrapped veil iron hilt (7lbs)&lt;br /&gt;
*a weathered golvern-edged mithril claidhmore (6lbs) +9THW, UDB, Blink, Void flares. A tiny golden eyelid, which is open, is inlaid into the weapon, while a faint blue flicker dances around it. You also notice a small enchanter&#039;s glyph. There appears to be something written on it. In the Common language, it reads: Gerald&lt;br /&gt;
&lt;br /&gt;
==+30 Claidhmores==&lt;br /&gt;
&lt;br /&gt;
*an iorake claidhmore - Sanctified (not exact description)&lt;br /&gt;
*an imperial holy claidhmore - Sanctified&lt;br /&gt;
&lt;br /&gt;
[[Category:Legendary Items]]&lt;br /&gt;
[[Category:Two-handed Weapons Legendary Items]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Palestra&amp;diff=108175</id>
		<title>Palestra</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Palestra&amp;diff=108175"/>
		<updated>2018-07-24T02:54:11Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Founded by [[Ondreian Shamsiel|Ondreian Shamsiel Faendryl]], [[Patriarch]] XVII of [[Faendryl|House Faendryl]], the &#039;&#039;&#039;Palestra&#039;&#039;&#039; was a place for the education and training of the finest warriors, especially those intended to protect [[sorcerer]]s from summoned [[demon]]s. The students are especially well versed in theories of magic and how to counter summoned beings. Those who have finished their training can be directly hired by individual sorcerers as personal guards, for a fee. Warriors from the Palestra directly contribute to the [[Basilican Guard]]. The Palestra is headed by a [[Palestrian Prefect]], a position which also carries the rank of [[Faendryl Archchancellor|Archchancellor]].&lt;br /&gt;
&lt;br /&gt;
There are four ranks of Palestra that are determined at [[Palestra Trials]] (from lowest to highest):&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} &lt;br /&gt;
! Rank||Symbol&lt;br /&gt;
|-&lt;br /&gt;
| Paele || Two clasped hands&lt;br /&gt;
|-&lt;br /&gt;
| Peltast || A shield&lt;br /&gt;
|-&lt;br /&gt;
| Sarissa || A pair of crossed spears&lt;br /&gt;
|-&lt;br /&gt;
| Blade || A pair of crossed blades&lt;br /&gt;
|}&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&lt;br /&gt;
;Posted by GM Valyrka 2013/8/18&lt;br /&gt;
&lt;br /&gt;
The Palestra is equal to the Hall of Mages with regard to membership. It would take an NPC awarding membership and deciding a PC is worthy. Please do not ask merchants for Palestra items, they will only be released through official means.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I.e., a Palestra [[player character]] (PC) will not be recognized officially unless granted the title by an NPC.&lt;br /&gt;
&lt;br /&gt;
==Recognized Wandering (PC) Palestra==&lt;br /&gt;
;Wanderers of [[Mahkra Academy|Mahkra]] (5116)&lt;br /&gt;
:Blade Arku, Blade Aurach, Blade Durakar, and Sarissa Noira&lt;br /&gt;
&lt;br /&gt;
;Seekers of Mahkra (5118)&lt;br /&gt;
:Blade Divyne, Blade Hypolita, Sarissa Brutish, and Peltast Synathaesia&lt;br /&gt;
&lt;br /&gt;
;Platinum-(Class name pending) (5118)&lt;br /&gt;
:Blade Vrin, Sarissa Alsal, Peltast Qoshkalia &lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[The Theory of Governance and Social Order]]&lt;br /&gt;
*[[Path to Palestra]]&lt;br /&gt;
*[[Palestra Trials 5116]]&lt;br /&gt;
*[[Palestra Trials 5118]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Faendryl]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Palestra&amp;diff=108174</id>
		<title>Palestra</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Palestra&amp;diff=108174"/>
		<updated>2018-07-24T02:53:20Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Founded by [[Ondreian Shamsiel|Ondreian Shamsiel Faendryl]], [[Patriarch]] XVII of [[Faendryl|House Faendryl]], the &#039;&#039;&#039;Palestra&#039;&#039;&#039; was a place for the education and training of the finest warriors, especially those intended to protect [[sorcerer]]s from summoned [[demon]]s. The students are especially well versed in theories of magic and how to counter summoned beings. Those who have finished their training can be directly hired by individual sorcerers as personal guards, for a fee. Warriors from the Palestra directly contribute to the [[Basilican Guard]]. The Palestra is headed by a [[Palestrian Prefect]], a position which also carries the rank of [[Faendryl Archchancellor|Archchancellor]].&lt;br /&gt;
&lt;br /&gt;
There are four ranks of Palestra that are determined at [[Palestra Trials]] (from lowest to highest):&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} &lt;br /&gt;
! Rank||Symbol&lt;br /&gt;
|-&lt;br /&gt;
| Paele || Two clasped hands&lt;br /&gt;
|-&lt;br /&gt;
| Peltast || A shield&lt;br /&gt;
|-&lt;br /&gt;
| Sarissa || A pair of crossed spears&lt;br /&gt;
|-&lt;br /&gt;
| Blade || A pair of crossed blades&lt;br /&gt;
|}&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&lt;br /&gt;
;Posted by GM Valyrka 2013/8/18&lt;br /&gt;
&lt;br /&gt;
The Palestra is equal to the Hall of Mages with regard to membership. It would take an NPC awarding membership and deciding a PC is worthy. Please do not ask merchants for Palestra items, they will only be released through official means.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I.e., a Palestra [[player character]] (PC) will not be recognized officially unless granted the title by an NPC.&lt;br /&gt;
&lt;br /&gt;
==Recognized Wandering (PC) Palestra==&lt;br /&gt;
;Wanderers of [[Mahkra Academy|Mahkra]] (5116)&lt;br /&gt;
:Blade Arku, Blade Aurach, Blade Durakar, and Sarissa Noira&lt;br /&gt;
&lt;br /&gt;
;Seekers of Mahkra (5118)&lt;br /&gt;
:Blade Divyne, Blade Hypolita, Sarissa Brutish, and Peltast Synathaesia&lt;br /&gt;
&lt;br /&gt;
;Platinum&lt;br /&gt;
:Blade Vrin, Sarissa Alsal, Peltast Qoshkalia &lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[The Theory of Governance and Social Order]]&lt;br /&gt;
*[[Path to Palestra]]&lt;br /&gt;
*[[Palestra Trials 5116]]&lt;br /&gt;
*[[Palestra Trials 5118]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Faendryl]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SimuCon_2018&amp;diff=107717</id>
		<title>SimuCon 2018</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2018&amp;diff=107717"/>
		<updated>2018-07-04T22:07:37Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* Platinum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
2018 Dates have been announced to be Wednesday, August 8 through Sunday, August 12, 2018.&lt;br /&gt;
The primary venue is the Sheraton Westport Chalet. [https://www.starwoodmeeting.com/Book/SimuCon2018 Discount Hotel Booking Link]&lt;br /&gt;
&lt;br /&gt;
You can purchase perks and all the cool SimuCon swag on our [https://www.indiegogo.com/projects/simucon-2018-community-adventure/x/11002645#/ Indiegogo funding page] after midnight on 6/30/2018.&lt;br /&gt;
&lt;br /&gt;
==2018 Schedule==&lt;br /&gt;
 TBD but here is what we know right now.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;SimuCon 2018 Schedule&lt;br /&gt;
|-&lt;br /&gt;
! Day || Time || Activity || Game&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=1|Wednesday&lt;br /&gt;
| TBD || TBD || ??&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=1|Thursday&lt;br /&gt;
| 8:00 PM || Murder Mystery || All&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=4|Friday&lt;br /&gt;
|-&lt;br /&gt;
| TBD || State of Elanthia Address || &#039;&#039;&#039;GS4&lt;br /&gt;
|-&lt;br /&gt;
| TBD || State of Elanthia Address || DR&lt;br /&gt;
|-&lt;br /&gt;
| 7:00 PM (tentative)|| City Museum Outing || All&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=4|Saturday&lt;br /&gt;
| 3:00 PM || Poker Tournament || All&lt;br /&gt;
|-&lt;br /&gt;
| 6:00 PM || Dinner || All&lt;br /&gt;
|-&lt;br /&gt;
| 7:00 PM || Family Feud || All&lt;br /&gt;
|- &lt;br /&gt;
| 9:00 PM|| Auction || &#039;&#039;&#039;GS4&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=1|Sunday&lt;br /&gt;
| TBD || TBD || All&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
The below list are those that have made mention that the are attempting to attend the 2018 conference. You may edit this page to add your character to the list.&lt;br /&gt;
&lt;br /&gt;
===Players===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Aar&lt;br /&gt;
* Beldannon&lt;br /&gt;
* Bristenn&lt;br /&gt;
* Chemaine&lt;br /&gt;
* Chopad&lt;br /&gt;
* Cigger&lt;br /&gt;
* Crime&lt;br /&gt;
* Cruxophim&lt;br /&gt;
* Darcena&lt;br /&gt;
* Deza&lt;br /&gt;
* Drazaa&lt;br /&gt;
* Durakar&lt;br /&gt;
* Evician&lt;br /&gt;
* Felanya&lt;br /&gt;
* Fromer&lt;br /&gt;
* Glimmin&lt;br /&gt;
* Hoodtralfeck&lt;br /&gt;
* Illona&lt;br /&gt;
* Katiesa&lt;br /&gt;
* Kragdruk&lt;br /&gt;
* Kronius&lt;br /&gt;
* Laeech&lt;br /&gt;
* Laraynis&lt;br /&gt;
* Madmountan&lt;br /&gt;
* Maetriks&lt;br /&gt;
* Maylan&lt;br /&gt;
* Melivn&lt;br /&gt;
* Mikalmas&lt;br /&gt;
* Naamit&lt;br /&gt;
* Naimon&lt;br /&gt;
* Naina&lt;br /&gt;
* Qualeric&lt;br /&gt;
* Ragz&lt;br /&gt;
* Rencelas&lt;br /&gt;
* Rhayveign&lt;br /&gt;
* Rovvigen&lt;br /&gt;
* Rozy&lt;br /&gt;
* Seomanthe&lt;br /&gt;
* Synyster&lt;br /&gt;
* Telare&lt;br /&gt;
* Tool&lt;br /&gt;
* Tykus&lt;br /&gt;
* Tysong&lt;br /&gt;
* Zangow&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Vaein&lt;br /&gt;
* Dyfer&lt;br /&gt;
* Vrin&lt;br /&gt;
* Teekee&lt;br /&gt;
* Oke&lt;br /&gt;
* Whick&lt;br /&gt;
* Tanai&lt;br /&gt;
* Thyrsus &lt;br /&gt;
* Omrii&lt;br /&gt;
* Idun&lt;br /&gt;
* Boudicea&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Staff===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Galene&lt;br /&gt;
* Haxus&lt;br /&gt;
* Kaikala&lt;br /&gt;
* Necios&lt;br /&gt;
* Palvella&lt;br /&gt;
* Qortaz&lt;br /&gt;
* Quilic&lt;br /&gt;
* Valyrka&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[http://forums.play.net/forums/SimuCon/SimuCon%20%2718/view SimuCon 2018 Officials folder] (Simu board)&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Socializing/SimuCon/view Officials folder] (GS board)&lt;br /&gt;
*[https://discord.gg/eTvANvy SimuCon channel] (official Discord server)&lt;br /&gt;
*[https://discord.gg/f8Qkz4Y Unofficial Simucon Server] (unofficial Simucon dedicated Discord server)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SimuCon_2018&amp;diff=107716</id>
		<title>SimuCon 2018</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2018&amp;diff=107716"/>
		<updated>2018-07-04T22:07:01Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* Platinum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
2018 Dates have been announced to be Wednesday, August 8 through Sunday, August 12, 2018.&lt;br /&gt;
The primary venue is the Sheraton Westport Chalet. [https://www.starwoodmeeting.com/Book/SimuCon2018 Discount Hotel Booking Link]&lt;br /&gt;
&lt;br /&gt;
You can purchase perks and all the cool SimuCon swag on our [https://www.indiegogo.com/projects/simucon-2018-community-adventure/x/11002645#/ Indiegogo funding page] after midnight on 6/30/2018.&lt;br /&gt;
&lt;br /&gt;
==2018 Schedule==&lt;br /&gt;
 TBD but here is what we know right now.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;SimuCon 2018 Schedule&lt;br /&gt;
|-&lt;br /&gt;
! Day || Time || Activity || Game&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=1|Wednesday&lt;br /&gt;
| TBD || TBD || ??&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=1|Thursday&lt;br /&gt;
| 8:00 PM || Murder Mystery || All&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=4|Friday&lt;br /&gt;
|-&lt;br /&gt;
| TBD || State of Elanthia Address || &#039;&#039;&#039;GS4&lt;br /&gt;
|-&lt;br /&gt;
| TBD || State of Elanthia Address || DR&lt;br /&gt;
|-&lt;br /&gt;
| 7:00 PM (tentative)|| City Museum Outing || All&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=4|Saturday&lt;br /&gt;
| 3:00 PM || Poker Tournament || All&lt;br /&gt;
|-&lt;br /&gt;
| 6:00 PM || Dinner || All&lt;br /&gt;
|-&lt;br /&gt;
| 7:00 PM || Family Feud || All&lt;br /&gt;
|- &lt;br /&gt;
| 9:00 PM|| Auction || &#039;&#039;&#039;GS4&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=1|Sunday&lt;br /&gt;
| TBD || TBD || All&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
The below list are those that have made mention that the are attempting to attend the 2018 conference. You may edit this page to add your character to the list.&lt;br /&gt;
&lt;br /&gt;
===Players===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Aar&lt;br /&gt;
* Beldannon&lt;br /&gt;
* Bristenn&lt;br /&gt;
* Chemaine&lt;br /&gt;
* Chopad&lt;br /&gt;
* Cigger&lt;br /&gt;
* Crime&lt;br /&gt;
* Cruxophim&lt;br /&gt;
* Darcena&lt;br /&gt;
* Deza&lt;br /&gt;
* Drazaa&lt;br /&gt;
* Durakar&lt;br /&gt;
* Evician&lt;br /&gt;
* Felanya&lt;br /&gt;
* Fromer&lt;br /&gt;
* Glimmin&lt;br /&gt;
* Hoodtralfeck&lt;br /&gt;
* Illona&lt;br /&gt;
* Katiesa&lt;br /&gt;
* Kragdruk&lt;br /&gt;
* Kronius&lt;br /&gt;
* Laeech&lt;br /&gt;
* Laraynis&lt;br /&gt;
* Madmountan&lt;br /&gt;
* Maetriks&lt;br /&gt;
* Maylan&lt;br /&gt;
* Melivn&lt;br /&gt;
* Mikalmas&lt;br /&gt;
* Naamit&lt;br /&gt;
* Naimon&lt;br /&gt;
* Naina&lt;br /&gt;
* Qualeric&lt;br /&gt;
* Ragz&lt;br /&gt;
* Rencelas&lt;br /&gt;
* Rhayveign&lt;br /&gt;
* Rovvigen&lt;br /&gt;
* Rozy&lt;br /&gt;
* Seomanthe&lt;br /&gt;
* Synyster&lt;br /&gt;
* Telare&lt;br /&gt;
* Tool&lt;br /&gt;
* Tykus&lt;br /&gt;
* Tysong&lt;br /&gt;
* Zangow&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Vaein&lt;br /&gt;
* Alsal&lt;br /&gt;
* Vrin&lt;br /&gt;
* Teekee&lt;br /&gt;
* Oke&lt;br /&gt;
* Whick&lt;br /&gt;
* Tanai&lt;br /&gt;
* Thyrsus &lt;br /&gt;
* Omrii&lt;br /&gt;
* Idun&lt;br /&gt;
* Boudicea&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Staff===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Galene&lt;br /&gt;
* Haxus&lt;br /&gt;
* Kaikala&lt;br /&gt;
* Necios&lt;br /&gt;
* Palvella&lt;br /&gt;
* Qortaz&lt;br /&gt;
* Quilic&lt;br /&gt;
* Valyrka&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[http://forums.play.net/forums/SimuCon/SimuCon%20%2718/view SimuCon 2018 Officials folder] (Simu board)&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Socializing/SimuCon/view Officials folder] (GS board)&lt;br /&gt;
*[https://discord.gg/eTvANvy SimuCon channel] (official Discord server)&lt;br /&gt;
*[https://discord.gg/f8Qkz4Y Unofficial Simucon Server] (unofficial Simucon dedicated Discord server)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SimuCon_2018&amp;diff=107715</id>
		<title>SimuCon 2018</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2018&amp;diff=107715"/>
		<updated>2018-07-04T22:06:19Z</updated>

		<summary type="html">&lt;p&gt;EICHERJ: /* Platinum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
2018 Dates have been announced to be Wednesday, August 8 through Sunday, August 12, 2018.&lt;br /&gt;
The primary venue is the Sheraton Westport Chalet. [https://www.starwoodmeeting.com/Book/SimuCon2018 Discount Hotel Booking Link]&lt;br /&gt;
&lt;br /&gt;
You can purchase perks and all the cool SimuCon swag on our [https://www.indiegogo.com/projects/simucon-2018-community-adventure/x/11002645#/ Indiegogo funding page] after midnight on 6/30/2018.&lt;br /&gt;
&lt;br /&gt;
==2018 Schedule==&lt;br /&gt;
 TBD but here is what we know right now.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;SimuCon 2018 Schedule&lt;br /&gt;
|-&lt;br /&gt;
! Day || Time || Activity || Game&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=1|Wednesday&lt;br /&gt;
| TBD || TBD || ??&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=1|Thursday&lt;br /&gt;
| 8:00 PM || Murder Mystery || All&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=4|Friday&lt;br /&gt;
|-&lt;br /&gt;
| TBD || State of Elanthia Address || &#039;&#039;&#039;GS4&lt;br /&gt;
|-&lt;br /&gt;
| TBD || State of Elanthia Address || DR&lt;br /&gt;
|-&lt;br /&gt;
| 7:00 PM (tentative)|| City Museum Outing || All&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=4|Saturday&lt;br /&gt;
| 3:00 PM || Poker Tournament || All&lt;br /&gt;
|-&lt;br /&gt;
| 6:00 PM || Dinner || All&lt;br /&gt;
|-&lt;br /&gt;
| 7:00 PM || Family Feud || All&lt;br /&gt;
|- &lt;br /&gt;
| 9:00 PM|| Auction || &#039;&#039;&#039;GS4&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=1|Sunday&lt;br /&gt;
| TBD || TBD || All&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
The below list are those that have made mention that the are attempting to attend the 2018 conference. You may edit this page to add your character to the list.&lt;br /&gt;
&lt;br /&gt;
===Players===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Aar&lt;br /&gt;
* Beldannon&lt;br /&gt;
* Bristenn&lt;br /&gt;
* Chemaine&lt;br /&gt;
* Chopad&lt;br /&gt;
* Cigger&lt;br /&gt;
* Crime&lt;br /&gt;
* Cruxophim&lt;br /&gt;
* Darcena&lt;br /&gt;
* Deza&lt;br /&gt;
* Drazaa&lt;br /&gt;
* Durakar&lt;br /&gt;
* Evician&lt;br /&gt;
* Felanya&lt;br /&gt;
* Fromer&lt;br /&gt;
* Glimmin&lt;br /&gt;
* Hoodtralfeck&lt;br /&gt;
* Illona&lt;br /&gt;
* Katiesa&lt;br /&gt;
* Kragdruk&lt;br /&gt;
* Kronius&lt;br /&gt;
* Laeech&lt;br /&gt;
* Laraynis&lt;br /&gt;
* Madmountan&lt;br /&gt;
* Maetriks&lt;br /&gt;
* Maylan&lt;br /&gt;
* Melivn&lt;br /&gt;
* Mikalmas&lt;br /&gt;
* Naamit&lt;br /&gt;
* Naimon&lt;br /&gt;
* Naina&lt;br /&gt;
* Qualeric&lt;br /&gt;
* Ragz&lt;br /&gt;
* Rencelas&lt;br /&gt;
* Rhayveign&lt;br /&gt;
* Rovvigen&lt;br /&gt;
* Rozy&lt;br /&gt;
* Seomanthe&lt;br /&gt;
* Synyster&lt;br /&gt;
* Telare&lt;br /&gt;
* Tool&lt;br /&gt;
* Tykus&lt;br /&gt;
* Tysong&lt;br /&gt;
* Zangow&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Vaein&lt;br /&gt;
* Alsal&lt;br /&gt;
* Vrin&lt;br /&gt;
* Teekee&lt;br /&gt;
* Oke&lt;br /&gt;
* Whick&lt;br /&gt;
* Tanai&lt;br /&gt;
* Thyrsus &lt;br /&gt;
* Omrii&lt;br /&gt;
* Idun&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Staff===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Galene&lt;br /&gt;
* Haxus&lt;br /&gt;
* Kaikala&lt;br /&gt;
* Necios&lt;br /&gt;
* Palvella&lt;br /&gt;
* Qortaz&lt;br /&gt;
* Quilic&lt;br /&gt;
* Valyrka&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[http://forums.play.net/forums/SimuCon/SimuCon%20%2718/view SimuCon 2018 Officials folder] (Simu board)&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Socializing/SimuCon/view Officials folder] (GS board)&lt;br /&gt;
*[https://discord.gg/eTvANvy SimuCon channel] (official Discord server)&lt;br /&gt;
*[https://discord.gg/f8Qkz4Y Unofficial Simucon Server] (unofficial Simucon dedicated Discord server)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>EICHERJ</name></author>
	</entry>
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