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		<id>https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=260485</id>
		<title>Enchanting potion</title>
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		<updated>2026-07-13T19:26:02Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* Pre-Temper Potions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Much of this page feeds into the Enchant Item page.  Please be aware of the LST tags, and also about repeating information that is already on the spell page.  The purpose of this separate page is to have a potion reference page, not repeat everything about the Enchant Item spell --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enchanting potions&#039;&#039;&#039; are used by [[wizard]]s in the [[enchant]]ing process. A wizard first pours an [[#Unlock Potions|unlock potion]] on the item to unlock it for enchant. Next, if the project is fusion, sanctified, or enhancive gear, it will also require glowing urven&#039;eth potion before a cast can be successful. Items with some flares also have optional Ilvan&#039;eth flare potions that can reduce the enchant difficulty for the item.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
You simply pour the item on the object and the potion will take effect.&lt;br /&gt;
&lt;br /&gt;
== Potion Order ==&lt;br /&gt;
&amp;lt;section begin=order /&amp;gt;When enchanting items with multiple special properties requiring multiple pre-temper potions, the potions must be applied in the following order:&lt;br /&gt;
# Ayan&#039;eth Potion - Color depends on enchant - up to +35, 1 pour unlocks +5, after +35, 1 pour unlocks +1&lt;br /&gt;
# Urven&#039;eth Potion (fusion/holy/enhancive) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
# Ilven&#039;eth Potion - Fiery, Icy, Cloudy, Earthy (flaring) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
&lt;br /&gt;
==Unlock Potions==&lt;br /&gt;
&#039;&#039;&#039;A WIZARD MUST FIRST POUR AN UNLOCK POTION ON THE ITEM BEFORE THEY CAN CAST&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;section begin=unlock potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=unlock potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=unlock potions2 /&amp;gt;&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;New Style Enchanting Unlock Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=unlock potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Unlock Potion&lt;br /&gt;
 !width=110|Potion&amp;lt;br&amp;gt;Cost&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | 0 to +4&lt;br /&gt;
 | 0x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +5 to +9&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +10 to +14&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +15 to +19&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +20 to +24&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted blue ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 25,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +25 to +29&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted indigo ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 50,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +30 to +34&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted violet ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 75,000&amp;lt;section end=unlock potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=unlock potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +35 to +39&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute copper ayan&#039;eth potion**&lt;br /&gt;
 | 20k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +40 to +44&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute silver ayan&#039;eth potion**&lt;br /&gt;
 | 25k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +45 to +49&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Golden&lt;br /&gt;
 | +46 to 50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute golden ayan&#039;eth potion**&lt;br /&gt;
 | 30k [[Bloodscrip]]***&lt;br /&gt;
 |}&amp;lt;section end=unlock potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlocknotes /&amp;gt;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;+35 Dilute potions are sold during [[Duskruin]] in the shop [[BVShop:Spellbound|Spellbound]] twice per year.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These prices are per potion at [[Duskruin]] and contain 5 pours. &amp;lt;section end=unlocknotes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +5 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +10 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +15 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +20 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your blue ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +25 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your indigo ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +30 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your violet ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +35 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-Temper Potions==&lt;br /&gt;
&amp;lt;section begin=intro /&amp;gt;&#039;&#039;&#039;Pre-tempering potions&#039;&#039;&#039; are special potions for enchanting items with special properties.  Urven&#039;eth Potion &#039;&#039;&#039;MUST&#039;&#039;&#039; be poured on [[enhancive]] (including socketed fusion) or [[Holy armament]] gear before any enchant cast.  A test cast will tell you there is a power that must be overcome before you can cast; if you get that message, you MUST use glowing urven&#039;eth potion. The other type of pre-enchant potion is Ilvan&#039;eth potion for elemental [[flare|flaring]] items. Ilvan&#039;eth potions remove the -100 enchant penalty from a flaring item for one cast. For both types of potion, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=pre-temper potions /&amp;gt;&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|+&#039;&#039;&#039;Pre-tempering Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Item Property&lt;br /&gt;
!Potion &lt;br /&gt;
!Project&amp;lt;br&amp;gt;Difficulty&amp;lt;br&amp;gt;Offset&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Enhancive]]&lt;br /&gt;
|rowspan=2|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&lt;br /&gt;
|rowspan=2|Required&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Holy armament]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=7|[[flare|Flaring]]&lt;br /&gt;
|[[impact critical table|Earth]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&lt;br /&gt;
|rowspan=7| -100&amp;lt;br&amp;gt;(Optional)&lt;br /&gt;
|-&lt;br /&gt;
|[[fire critical table|Fire]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold critical table|Ice]]&lt;br /&gt;
|[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[vacuum critical table|Vacuum]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[acid critical table|Acid]]&lt;br /&gt;
|[[Gorveneh potion]]&lt;br /&gt;
|-&lt;br /&gt;
|[[lightning critical table|Lightning]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[steam critical table|Steam]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|} &amp;lt;section end=pre-temper potions /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other types of flares do not have a corresponding pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
The messaging for a pre-temper potion follows a standard form, with each type of pre-temper having a different glow description: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, you murmur a few words of power while gesturing over the leather.  The liquid quickly seeps into the tan full leather and leaves nothing behind but a faint glow.  You examine the leather closely and, though the faint glow appears to be fading rapidly, are satisfied that it is ready to take a standard tempering potion.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 4 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the chain.&lt;br /&gt;
&lt;br /&gt;
The liquid absorbs into the green imflass chain too quickly as you fumble to begin your chant and gestures, and the chain is dry in a moment&#039;s notice leaving no noticable change.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After 5 minutes the pre-temper effect will fade and must be re-poured. This messaging also takes a standard form with the same glow description as the pre-temper message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The faint glow fades from the green imflass chain.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Below is a prior version of Enchant Item and the enchanting process. All items were converted to the current system and this is only for archival purposes.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tempering Potions==&lt;br /&gt;
To convert an existing bromin, aleteh, or grenshol potion, {{boldmono|ASK}} the apprentice NPC in a Wizard Guild&#039;s enchanting chamber about {{boldmono|EXCHANGE}}.  The apprentice will convert a bromin potion into a copper ayan&#039;eth potion, an aleteth potion into a silver ayan&#039;eth potion, or a grenshol potion into a gold ayan&#039;eth potion, all with the identical number of pours.&lt;br /&gt;
&lt;br /&gt;
All information below is for historical purposes only: &lt;br /&gt;
&amp;lt;section begin=temper potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=temper potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;Base Enchanting Temper Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=temper potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=65|Pour/&amp;lt;br&amp;gt;Channel&amp;lt;br&amp;gt;Cycles&lt;br /&gt;
 !width=90|Average Time Per Cycle*&lt;br /&gt;
 !width=80|Tempering Potion&lt;br /&gt;
 !width=65|Potion Pour Bonus&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | +0 to +25&lt;br /&gt;
 | 0x-5x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | +5 to +30&lt;br /&gt;
 | 1x-6x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | &lt;br /&gt;
 | [[Sisfu potion|Sisfu]]&lt;br /&gt;
 |&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt; 0&lt;br /&gt;
 | None&lt;br /&gt;
 | &amp;lt;includeonly&amp;gt;[[#Negative Bonus Items|&amp;lt;/includeonly&amp;gt;Special&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | 1&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 |- &amp;lt;section begin=base /&amp;gt;&lt;br /&gt;
 | 0&lt;br /&gt;
 | 0x&lt;br /&gt;
 | None&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | 1&lt;br /&gt;
 | 1 day&lt;br /&gt;
 | rowspan=2| [[Rohnuru potion|Rohnuru]]&lt;br /&gt;
 | rowspan=2| 0&lt;br /&gt;
 | rowspan=2| 3500&lt;br /&gt;
 |-&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | 2&lt;br /&gt;
 | 2 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +6 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | 3&lt;br /&gt;
 | 3 days&lt;br /&gt;
 | rowspan=2| [[Duqnuru potion|Duqnuru]]&lt;br /&gt;
 | rowspan=2| +15&lt;br /&gt;
 | rowspan=2| 5500&lt;br /&gt;
 |-&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | 4&lt;br /&gt;
 | 4 to 5 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | 5&lt;br /&gt;
 | 5 to 7 days&lt;br /&gt;
 | rowspan=2| [[Dirtokh potion|Dirtokh]]&lt;br /&gt;
 | rowspan=2| +25&lt;br /&gt;
 | rowspan=2| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | 6&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 6 to 9 days&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | 7&lt;br /&gt;
 | 11 to 17 days&lt;br /&gt;
 | [[Mirtokh potion|Mirtokh]]&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt;&lt;br /&gt;
 | +30&lt;br /&gt;
 | 35,000 &amp;lt;section end=temper potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=temper potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | 8&lt;br /&gt;
 | 9 days&lt;br /&gt;
 | [[Bromin potion|Bromin]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | 9&lt;br /&gt;
 | 9 to 12 days&lt;br /&gt;
 | [[Aleteh potion|Aleteh]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | 10&lt;br /&gt;
 | 11 to 13 days&lt;br /&gt;
 | [[Grenshol potion|Grenshol]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | Gold&lt;br /&gt;
 |&lt;br /&gt;
 | colspan=6| Not Further Enchantable&lt;br /&gt;
|}&amp;lt;section end=temper potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=notes /&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; &#039;&#039;Base prices shown. Enchanting potions are generally sold in units of 4 doses, so the price per cycle is 1/4 of the price shown here. See [[Trading]] for more information on variations in price. Some enchant potions can also be produced via [[Alchemy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt; &#039;&#039;Mirtokh potion has a modifier that makes the enchant more difficult.&#039;&#039;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Higher level potions may always be used for lower level enchanting projects; however this is generally not cost effective, and is usually done only when the wizard has a stockpile of high level potions.&amp;lt;section end=notes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
  1d100: 67 + Modifiers: 326 == 393&lt;br /&gt;
&lt;br /&gt;
The faint glow fades from some black and tan full leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips.  Small runic symbols flare to life at various points along the surface of the leather, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface.  When the last of the liquid has vanished, the symbols dissipate and the leather appears faded.  You scrutinize the tan full leather, notice nothing amiss, and conclude that the tempering seems to have been successful.  You estimate that the tan full leather should be ready to enchant in about 13 to 14 days.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enchanting potions| ]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bloodsmith_(1135)&amp;diff=260393</id>
		<title>Bloodsmith (1135)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bloodsmith_(1135)&amp;diff=260393"/>
		<updated>2026-07-12T21:06:01Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: Measure ref.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell &lt;br /&gt;
 | name = Bloodsmith&lt;br /&gt;
 | number = 1135&lt;br /&gt;
 | mnemonic = BLOODSMITH&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Enhancement&lt;br /&gt;
 | skill = [[Health]]/[[Mana]]/[[Stamina]] &amp;amp; Special&lt;br /&gt;
 | components = Sold at the [[Empath Guild]] &lt;br /&gt;
 | availability = Created Jewelry&lt;br /&gt;
 | navigation = {{Empath base navigation}} &lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Bloodsmith&#039;&#039;&#039; allows an [[Empath]] to create and recharge Bloodstone Jewelry using their vitality as a resource.  This jewelry has tiered benefits that can be further unlocked, including [[enhancive |enhancing]] maximums and recovery rates of [[health]], [[mana]], and [[stamina]], temporarily &#039;storing&#039; wounds to relieve the wearer of their penalties, and applying additional damage and [[Major Bleed]] to enemies in combat.&lt;br /&gt;
&lt;br /&gt;
== Bloodstone Jewelry ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1: Altered State ===&lt;br /&gt;
Passive, grants enhancive attributes of +20 max health, +10 max mana, and +5 max stamina per tier. Maximum benefit of +100 max health, +50 max mana, and +25 max stamina at T5.&lt;br /&gt;
&lt;br /&gt;
=== Tier 2: Augmented Recovery ===&lt;br /&gt;
Passive, grants enhancive attributes of +4 health, +2 mana, and +1 stamina recovery per tier. Maximum benefit of +20 health recovery, +10 mana recovery, and +5 stamina recovery at T5.&lt;br /&gt;
&lt;br /&gt;
=== Tier 3: Vivacity ===&lt;br /&gt;
Activated ability to regain 20% of health, 10% of stamina, or 5% of mana every 2 seconds for 10 seconds. This equates to regaining 100% of health, 50% of stamina and 25% of mana over 10 seconds. Each resource has a separate 60 minute cooldown and can be activated while incapacitated (except roundtime or unconscious). Cooldown is reduced by 15 minutes at T4 and 30 minutes at T5 (making the final cooldown 30 minutes).&lt;br /&gt;
&lt;br /&gt;
==== Usage ====&lt;br /&gt;
:{{boldmono|[[BESEECH]] &amp;lt;NOUN&amp;gt; (HEALTH/STAMINA/MANA)}}&lt;br /&gt;
&lt;br /&gt;
=== Tier 4: Sanguine Swap ===&lt;br /&gt;
Activated ability to store all existing wounds into the bloodstone for 10 minutes, after which, the wounds automatically reappear (even persisting through death). Can be activated again to end the effect early. 30 minute cooldown.&lt;br /&gt;
&lt;br /&gt;
==== Usage ====&lt;br /&gt;
:{{boldmono|[[SPIN]] &amp;lt;NOUN&amp;gt;}} will initiate the transfer of wounds to the bloodstone of your jewelry. {{boldmono|SPIN}} again within 10 minutes to transfer those wounds back to you early.  &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Warning:&amp;lt;/span&amp;gt; These wounds will stack with whatever new wounds you may have acquired, and this CAN kill you.&lt;br /&gt;
&lt;br /&gt;
=== Tier 5: Sanguine Sacrifice ===&lt;br /&gt;
Passive, the wearer&#039;s attacks deal an additional amount of concussion damage (~2d5 / 2). After storing 50 health from targets that can bleed, the next attack overflows into the target and causes [[Major Bleed]]. &lt;br /&gt;
&lt;br /&gt;
This effect is stronger when triggered by an Empath.&lt;br /&gt;
&lt;br /&gt;
*{{boldmono|[[PROD]] &amp;lt;NOUN&amp;gt;}} to toggle the additional messaging for concussion damage.&lt;br /&gt;
*{{boldmono|[[PINCH]] &amp;lt;NOUN&amp;gt;}} to toggle the overflow capability. &lt;br /&gt;
&lt;br /&gt;
== Skill Formula ==&lt;br /&gt;
* [[Level]]: +1 per level&lt;br /&gt;
* [[Empath Base | Empath Spell Ranks]]: +2 per rank up to level, +1 per rank above level (&amp;quot;up to level&amp;quot; is based on 1x spell training and thus a level 50 empath with 100 ranks will have 52 ranks at +2 and 48 ranks at +1)&lt;br /&gt;
* [[Constitution]]: +1 per stat bonus&lt;br /&gt;
* [[Influence]]: +1 per stat bonus&lt;br /&gt;
* [[Spiritual Mana Control]] &amp;amp; [[Mental Mana Control]]: +0.5 per rank for the higher of SMC/MMC, +0.25 per rank for the lower of SMC/MMC.&lt;br /&gt;
** Example: If you have 25 ranks of SMC and 20 ranks of MMC, you&#039;ll receive +12 from SMC and +5 from MMC.  &lt;br /&gt;
* [[Magic Item Use]]: +0.1 per rank (MIU ranks / 10)&lt;br /&gt;
* [[Arcane Symbols]]: +0.1 per rank (AS ranks / 10)&lt;br /&gt;
* [[Physical Fitness]]: +0.05 per rank (PF ranks / 20)&lt;br /&gt;
* [[First Aid]]: +0.05 per rank (FA ranks / 20)&lt;br /&gt;
* Being wounded does NOT hinder attempts.&lt;br /&gt;
* Being under maximum spirit will hinder attempts. (-10 per missing spirit point)&lt;br /&gt;
&lt;br /&gt;
Tier difficulty is calculated at 75 + (tier * 75).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Tier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Bonus Needed for 100%&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Vitality Required&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 1&lt;br /&gt;
| 150&lt;br /&gt;
| 250&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 2&lt;br /&gt;
| 225&lt;br /&gt;
| 325&lt;br /&gt;
| 75,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 3&lt;br /&gt;
| 300&lt;br /&gt;
| 400&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 4&lt;br /&gt;
| 375&lt;br /&gt;
| 475&lt;br /&gt;
| 125,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 5&lt;br /&gt;
| 450&lt;br /&gt;
| 550&lt;br /&gt;
| 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creation and Upgrade Process ==&lt;br /&gt;
The Empath must have a minimum of 50,000 vitality, be able to cast 1135.&lt;br /&gt;
&lt;br /&gt;
You must hold &#039;&#039;&#039;a mottled chunk of raw bloodstone&#039;&#039;&#039; (if creating new) and &#039;&#039;&#039;a blood-flecked botanical tincture&#039;&#039;&#039; (of adequate charges for the tier involved) in the left hand.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
You must hold the Bloodstone Jewelry you wish to upgrade in your right hand and &#039;&#039;&#039;a blood-flecked botanical tincture&#039;&#039;&#039; (of adequate charges for the tier involved) in the left hand. You can combine tincture pours via bundle and each tier is a pour. They store a maximum of &amp;quot;5&amp;quot;. Failure consumes the potions pours as does success. [[Verb:MEASURE|Measure]] to check pour totals. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Warning:&amp;lt;/span&amp;gt; This means both hands will be occupied and you will not be able to use a [[Crafter%27s_Tome|Crafter&#039;s Tome]] in book form, and may only wear a monocle.&lt;br /&gt;
&lt;br /&gt;
Both of these items can be purchased at [[Empath Guild | empath guild alchemy shops]] located in various towns.  &#039;&#039;&#039;Note&#039;&#039;&#039;: You MUST be a member of the Empath guild to even see what&#039;s for sale, {{boldmono|ORDER}} will not work unless you are an active guild member.&lt;br /&gt;
&lt;br /&gt;
#{{boldmono|PREP 1135}} and {{boldmono|CAST}} at the bloodstone to start. This will also give you a sense of how successful you will be.&lt;br /&gt;
#{{boldmono|PREP 1135}} and {{boldmono|CHANNEL}} at the bloodstone to make an attempt at creating a piece of Bloodstone Jewelry.&lt;br /&gt;
&lt;br /&gt;
Your first successful {{boldmono|CHANNEL}} will create a tier 1 bloodstone pendant.  At this point, before the pendant is worn, it can be {{boldmono|FLIP}}ped to change the worn location.  Changing the worn location also changes the base description to something suitable for that location. The jewelry cannot be altered by a merchant before it has had its worn location locked in, which happens when it is worn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Worn Location&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Jewelry Noun&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| neck&lt;br /&gt;
| pendant&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| wrist&lt;br /&gt;
| cuff&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| ankle&lt;br /&gt;
| anklet&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| finger&lt;br /&gt;
| ring&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| earlobe&lt;br /&gt;
| earring&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| earlobes&lt;br /&gt;
| earrings&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| (on) belt&lt;br /&gt;
| buckle&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| pin&lt;br /&gt;
| brooch&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| hair&lt;br /&gt;
| barrette&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon first {{boldmono|WEAR}}, the worn location is locked in and can no longer be changed.  At this point, the jewelry can be altered by a merchant. &lt;br /&gt;
&lt;br /&gt;
Subsequent successful service applications to Bloodstone Jewelry will upgrade the tier, up to a maximum of 5, and require botanical tincture charges equal to the tier being attempted. Botanical tinctures can be {{boldmono|BUNDLE}}d beforehand for more charges/doses.&lt;br /&gt;
&lt;br /&gt;
You can utilize the {{boldmono|[[RESOURCE]]}} verb for a numerical readout of your weekly and total vitality, as well as how much you have {{boldmono|SUFFUSE}}d.&lt;br /&gt;
&lt;br /&gt;
== Attunement == &lt;br /&gt;
When &#039;&#039;&#039;worn&#039;&#039;&#039; or &#039;&#039;&#039;used&#039;&#039;&#039;, Bloodstone Jewelry becomes attuned for 30 days. It will renew its bond when used, or when worn again after the bond has expired. &lt;br /&gt;
&lt;br /&gt;
== Charges ==&lt;br /&gt;
Fresh Bloodstone Jewelry has 100 of 100 charges. If all charges are drained, it will stop working. Charges are drained in a somewhat random manner similar to [[Enhancive item]]s.&lt;br /&gt;
&lt;br /&gt;
Upgrading the tier will restore the charges to full.&lt;br /&gt;
&lt;br /&gt;
Charges will not drain from an empath&#039;s bloodstone jewelry if they were the last one to upgrade it.&lt;br /&gt;
&lt;br /&gt;
Bloodstone Jewelry can be recharged by an empath at a cost of 1000 vitality per missing charge, and they must have enough vitality available to fully charge the jewelry in order to be successful. To recharge, the empath must {{boldmono|PREPARE 1135}} and {{boldmono|EVOKE}} at the jewelry with it in their right hand.&lt;br /&gt;
&lt;br /&gt;
== Analyze ==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze the bloodstone earring and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
Bloodstone Jewelry&lt;br /&gt;
  The bloodstone earring has been infused with the vitality of an Empath and is tier 1 with 100 of 100 charges remaining.&lt;br /&gt;
  The bloodstone earring is attuned for 30 more days and will renew its bond when used, or when worn after the bond has expired.&lt;br /&gt;
&lt;br /&gt;
Tier 1:  Altered State&lt;br /&gt;
  Grants enhancive attributes of +20 max health, +10 max mana, and +5 max stamina per tier.&lt;br /&gt;
&lt;br /&gt;
Tier 2:  Augmented Recovery&lt;br /&gt;
  Grants enhancive attributes of +4 health, +2 mana, and +1 stamina recovery per tier.&lt;br /&gt;
&lt;br /&gt;
Tier 3:  Vivacity&lt;br /&gt;
  Activated ability to regain 20% of health, 10% of stamina, or 5% of mana every 2 seconds for 10 seconds.&lt;br /&gt;
  - BESEECH earring (HEALTH / STAMINA / MANA)&lt;br /&gt;
&lt;br /&gt;
Tier 4:  Sanguine Swap&lt;br /&gt;
  Store all existing wounds into the jewelry for 10 minutes, after which the wounds will automatically reappear.&lt;br /&gt;
  - SPIN:  Initiate the transfer of wounds for a second time to transfer the wounds back early.&lt;br /&gt;
&lt;br /&gt;
Tier 5:  Sanguine Sacrifice&lt;br /&gt;
  Attacks deal an additional amount of concussion damage, occasionally overflowing to cause Major Bleed.&lt;br /&gt;
  - PROD: Disable the additional messaging for concussion damage.&lt;br /&gt;
  - PINCH: Toggle whether to enable the overflow capability.&lt;br /&gt;
&lt;br /&gt;
The bloodstone earring can be TUCKed while worn in order to hide it from sight.&lt;br /&gt;
&lt;br /&gt;
Alteration Guidelines&lt;br /&gt;
  Appearance alterations are acceptable for the full 15/15/15, show, long, and read descriptions as long as the earring&#039;s essence remains the same (a bloodstone jewelry item worn at the same permanent location).  There will always be a trailing line after the show description that includes the oval bloodstone cabochon set within the jewelry.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the earring may be further lightened.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the freshly created Bloodstone Jewelry is still {{boldmono|FLIP}}pable and has not had its worn location locked in, the last section is different:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Alteration Guidelines&lt;br /&gt;
  This item has not been locked to a final wear location and therefore may not be altered.&lt;br /&gt;
&lt;br /&gt;
  You may FLIP the bloodstone earring to change it&#039;s worn location until it is worn the first time.&lt;br /&gt;
  Eligible locations include neck, wrist, ankle, finger, ear/ears, belt, hair, and pin-worn.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Recall ==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
It is an enhancive item:&lt;br /&gt;
    It provides a boost of 100 to Max Health.&lt;br /&gt;
    It provides a boost of 50 to Max Mana.&lt;br /&gt;
    It provides a boost of 25 to Max Stamina.&lt;br /&gt;
    It provides a boost of 20 to Health Recovery.&lt;br /&gt;
    It provides a boost of 10 to Mana Recovery.&lt;br /&gt;
    It provides a boost of 5 to Stamina Recovery.&lt;br /&gt;
    It seems to have almost innumerable enhancive charges remaining.&lt;br /&gt;
You are unable to determine if it will persist after its last enhancive charge has been expended.&lt;br /&gt;
It is a small item, under a pound.&lt;br /&gt;
It is estimated to be worth about 255,850,000 silvers.&lt;br /&gt;
It is predominantly crafted of gemstone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Creation (Success)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a mottled chunk of raw bloodstone.&lt;br /&gt;
You make an outstanding attempt!&lt;br /&gt;
Falling into a focal trance, you reach inward for your reserves of vitality even as you seek outward, stretching forth your senses to the spiritual influences around you and broadcasting your need.&lt;br /&gt;
&lt;br /&gt;
Success!  The local spirits answer your call.  You twine their power with your own and spread your awareness through a mottled chunk of raw bloodstone as if it were flesh, binding it to your will so you might manipulate its structure.  New pathways open within the stone, an echo to the branching patterns you trace upon its surface with the botanical tincture you carry.&lt;br /&gt;
Reduced to a mere film, the last of your botanical tincture evaporates, and you discard the empty bottle.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
Roundtime: 3 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;{{boldmono|FLIP}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Flipping your bloodstone pendant over, you fiddle with the enclosing framework.  Warmth blooms beneath your fingers as, with an abrupt flare of nacreous backlight, the jewelry fluidly shifts and reforms into an oval bloodstone cuff.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;{{boldmono|TUCK}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;As you send a thread of your will into the bloodstone earring, it is veiled from view, though you can feel its presence still.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;{{boldmono|UNTUCK}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;At your mental command, your bloodstone earring sheds its veil and reveals itself once more.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/Bloodstone Jewelry (proposal)|Bloodstone Jewelry proposal]] - early saved proposal information from Discord&lt;br /&gt;
* [https://docs.google.com/document/d/1VQIeZQAgL02LI_BOgZ38CESt3vir1N3BH1ZhRDG3JpQ/edit?usp=sharing Bloodstone Jewelry google doc] - design proposal document shared by Dev&lt;br /&gt;
&lt;br /&gt;
[[Category:Profession services]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bloodsmith_(1135)&amp;diff=260345</id>
		<title>Bloodsmith (1135)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bloodsmith_(1135)&amp;diff=260345"/>
		<updated>2026-07-11T18:22:26Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell &lt;br /&gt;
 | name = Bloodsmith&lt;br /&gt;
 | number = 1135&lt;br /&gt;
 | mnemonic = BLOODSMITH&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Enhancement&lt;br /&gt;
 | skill = [[Health]]/[[Mana]]/[[Stamina]] &amp;amp; Special&lt;br /&gt;
 | components = Sold at the [[Empath Guild]] &lt;br /&gt;
 | availability = Created Jewelry&lt;br /&gt;
 | navigation = {{Empath base navigation}} &lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Bloodsmith&#039;&#039;&#039; allows an [[Empath]] to create and recharge Bloodstone Jewelry using their vitality as a resource.  This jewelry has tiered benefits that can be further unlocked, including [[enhancive |enhancing]] maximums and recovery rates of [[health]], [[mana]], and [[stamina]], temporarily &#039;storing&#039; wounds to relieve the wearer of their penalties, and applying additional damage and [[Major Bleed]] to enemies in combat.&lt;br /&gt;
&lt;br /&gt;
== Bloodstone Jewelry ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1: Altered State ===&lt;br /&gt;
Passive, grants enhancive attributes of +20 max health, +10 max mana, and +5 max stamina per tier. Maximum benefit of +100 max health, +50 max mana, and +25 max stamina at T5.&lt;br /&gt;
&lt;br /&gt;
=== Tier 2: Augmented Recovery ===&lt;br /&gt;
Passive, grants enhancive attributes of +4 health, +2 mana, and +1 stamina recovery per tier. Maximum benefit of +20 health recovery, +10 mana recovery, and +5 stamina recovery at T5.&lt;br /&gt;
&lt;br /&gt;
=== Tier 3: Vivacity ===&lt;br /&gt;
Activated ability to regain 20% of health, 10% of stamina, or 5% of mana every 2 seconds for 10 seconds. This equates to regaining 100% of health, 50% of stamina and 25% of mana over 10 seconds. Each resource has a separate 60 minute cooldown and can be activated while incapacitated (except roundtime or unconscious). Cooldown is reduced by 15 minutes at T4 and 30 minutes at T5 (making the final cooldown 30 minutes).&lt;br /&gt;
&lt;br /&gt;
==== Usage ====&lt;br /&gt;
:{{boldmono|[[BESEECH]] &amp;lt;NOUN&amp;gt; (HEALTH/STAMINA/MANA)}}&lt;br /&gt;
&lt;br /&gt;
=== Tier 4: Sanguine Swap ===&lt;br /&gt;
Activated ability to store all existing wounds into the bloodstone for 10 minutes, after which, the wounds automatically reappear (even persisting through death). Can be activated again to end the effect early. 30 minute cooldown.&lt;br /&gt;
&lt;br /&gt;
==== Usage ====&lt;br /&gt;
:{{boldmono|[[SPIN]] &amp;lt;NOUN&amp;gt;}} will initiate the transfer of wounds to the bloodstone of your jewelry. {{boldmono|SPIN}} again within 10 minutes to transfer those wounds back to you early.  &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Warning:&amp;lt;/span&amp;gt; These wounds will stack with whatever new wounds you may have acquired, and this CAN kill you.&lt;br /&gt;
&lt;br /&gt;
=== Tier 5: Sanguine Sacrifice ===&lt;br /&gt;
Passive, the wearer&#039;s attacks deal an additional amount of concussion damage (~2d5 / 2). After storing 50 health from targets that can bleed, the next attack overflows into the target and causes [[Major Bleed]]. &lt;br /&gt;
&lt;br /&gt;
This effect is stronger when triggered by an Empath.&lt;br /&gt;
&lt;br /&gt;
*{{boldmono|[[PROD]] &amp;lt;NOUN&amp;gt;}} to toggle the additional messaging for concussion damage.&lt;br /&gt;
*{{boldmono|[[PINCH]] &amp;lt;NOUN&amp;gt;}} to toggle the overflow capability. &lt;br /&gt;
&lt;br /&gt;
== Skill Formula ==&lt;br /&gt;
* [[Level]]: +1 per level&lt;br /&gt;
* [[Empath Base | Empath Spell Ranks]]: +2 per rank up to level, +1 per rank above level (&amp;quot;up to level&amp;quot; is based on 1x spell training and thus a level 50 empath with 100 ranks will have 52 ranks at +2 and 48 ranks at +1)&lt;br /&gt;
* [[Constitution]]: +1 per stat bonus&lt;br /&gt;
* [[Influence]]: +1 per stat bonus&lt;br /&gt;
* [[Spiritual Mana Control]] &amp;amp; [[Mental Mana Control]]: +0.5 per rank for the higher of SMC/MMC, +0.25 per rank for the lower of SMC/MMC.&lt;br /&gt;
** Example: If you have 25 ranks of SMC and 20 ranks of MMC, you&#039;ll receive +12 from SMC and +5 from MMC.  &lt;br /&gt;
* [[Magic Item Use]]: +0.1 per rank (MIU ranks / 10)&lt;br /&gt;
* [[Arcane Symbols]]: +0.1 per rank (AS ranks / 10)&lt;br /&gt;
* [[Physical Fitness]]: +0.05 per rank (PF ranks / 20)&lt;br /&gt;
* [[First Aid]]: +0.05 per rank (FA ranks / 20)&lt;br /&gt;
* Being wounded does NOT hinder attempts.&lt;br /&gt;
* Being under maximum spirit will hinder attempts. (-10 per missing spirit point)&lt;br /&gt;
&lt;br /&gt;
Tier difficulty is calculated at 75 + (tier * 75).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Tier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Bonus Needed for 100%&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Vitality Required&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 1&lt;br /&gt;
| 150&lt;br /&gt;
| 250&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 2&lt;br /&gt;
| 225&lt;br /&gt;
| 325&lt;br /&gt;
| 75,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 3&lt;br /&gt;
| 300&lt;br /&gt;
| 400&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 4&lt;br /&gt;
| 375&lt;br /&gt;
| 475&lt;br /&gt;
| 125,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 5&lt;br /&gt;
| 450&lt;br /&gt;
| 550&lt;br /&gt;
| 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creation and Upgrade Process ==&lt;br /&gt;
The Empath must have a minimum of 50,000 vitality, be able to cast 1135.&lt;br /&gt;
&lt;br /&gt;
You must hold &#039;&#039;&#039;a mottled chunk of raw bloodstone&#039;&#039;&#039; (if creating new) and &#039;&#039;&#039;a blood-flecked botanical tincture&#039;&#039;&#039; (of adequate charges for the tier involved) in the left hand.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
You must hold the Bloodstone Jewelry you wish to upgrade in your right hand and &#039;&#039;&#039;a blood-flecked botanical tincture&#039;&#039;&#039; (of adequate charges for the tier involved) in the left hand. You can combine tincture pours via bundle and each tier is a pour. They store a maximum of &amp;quot;5&amp;quot;. Failure consumes the potions pours as does success. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Warning:&amp;lt;/span&amp;gt; This means both hands will be occupied and you will not be able to use a [[Crafter%27s_Tome|Crafter&#039;s Tome]] in book form, and may only wear a monocle.&lt;br /&gt;
&lt;br /&gt;
Both of these items can be purchased at [[Empath Guild | empath guild alchemy shops]] located in various towns.  &#039;&#039;&#039;Note&#039;&#039;&#039;: You MUST be a member of the Empath guild to even see what&#039;s for sale, {{boldmono|ORDER}} will not work unless you are an active guild member.&lt;br /&gt;
&lt;br /&gt;
#{{boldmono|PREP 1135}} and {{boldmono|CAST}} at the bloodstone to start. This will also give you a sense of how successful you will be.&lt;br /&gt;
#{{boldmono|PREP 1135}} and {{boldmono|CHANNEL}} at the bloodstone to make an attempt at creating a piece of Bloodstone Jewelry.&lt;br /&gt;
&lt;br /&gt;
Your first successful {{boldmono|CHANNEL}} will create a tier 1 bloodstone pendant.  At this point, before the pendant is worn, it can be {{boldmono|FLIP}}ped to change the worn location.  Changing the worn location also changes the base description to something suitable for that location. The jewelry cannot be altered by a merchant before it has had its worn location locked in, which happens when it is worn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Worn Location&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Jewelry Noun&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| neck&lt;br /&gt;
| pendant&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| wrist&lt;br /&gt;
| cuff&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| ankle&lt;br /&gt;
| anklet&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| finger&lt;br /&gt;
| ring&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| earlobe&lt;br /&gt;
| earring&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| earlobes&lt;br /&gt;
| earrings&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| (on) belt&lt;br /&gt;
| buckle&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| pin&lt;br /&gt;
| brooch&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| hair&lt;br /&gt;
| barrette&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon first {{boldmono|WEAR}}, the worn location is locked in and can no longer be changed.  At this point, the jewelry can be altered by a merchant. &lt;br /&gt;
&lt;br /&gt;
Subsequent successful service applications to Bloodstone Jewelry will upgrade the tier, up to a maximum of 5, and require botanical tincture charges equal to the tier being attempted. Botanical tinctures can be {{boldmono|BUNDLE}}d beforehand for more charges/doses.&lt;br /&gt;
&lt;br /&gt;
You can utilize the {{boldmono|[[RESOURCE]]}} verb for a numerical readout of your weekly and total vitality, as well as how much you have {{boldmono|SUFFUSE}}d.&lt;br /&gt;
&lt;br /&gt;
== Attunement == &lt;br /&gt;
When &#039;&#039;&#039;worn&#039;&#039;&#039; or &#039;&#039;&#039;used&#039;&#039;&#039;, Bloodstone Jewelry becomes attuned for 30 days. It will renew its bond when used, or when worn again after the bond has expired. &lt;br /&gt;
&lt;br /&gt;
== Charges ==&lt;br /&gt;
Fresh Bloodstone Jewelry has 100 of 100 charges. If all charges are drained, it will stop working. Charges are drained in a somewhat random manner similar to [[Enhancive item]]s.&lt;br /&gt;
&lt;br /&gt;
Upgrading the tier will restore the charges to full.&lt;br /&gt;
&lt;br /&gt;
Charges will not drain from an empath&#039;s bloodstone jewelry if they were the last one to upgrade it.&lt;br /&gt;
&lt;br /&gt;
Bloodstone Jewelry can be recharged by an empath at a cost of 1000 vitality per missing charge, and they must have enough vitality available to fully charge the jewelry in order to be successful. To recharge, the empath must {{boldmono|PREPARE 1135}} and {{boldmono|EVOKE}} at the jewelry with it in their right hand.&lt;br /&gt;
&lt;br /&gt;
== Analyze ==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze the bloodstone earring and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
Bloodstone Jewelry&lt;br /&gt;
  The bloodstone earring has been infused with the vitality of an Empath and is tier 1 with 100 of 100 charges remaining.&lt;br /&gt;
  The bloodstone earring is attuned for 30 more days and will renew its bond when used, or when worn after the bond has expired.&lt;br /&gt;
&lt;br /&gt;
Tier 1:  Altered State&lt;br /&gt;
  Grants enhancive attributes of +20 max health, +10 max mana, and +5 max stamina per tier.&lt;br /&gt;
&lt;br /&gt;
Tier 2:  Augmented Recovery&lt;br /&gt;
  Grants enhancive attributes of +4 health, +2 mana, and +1 stamina recovery per tier.&lt;br /&gt;
&lt;br /&gt;
Tier 3:  Vivacity&lt;br /&gt;
  Activated ability to regain 20% of health, 10% of stamina, or 5% of mana every 2 seconds for 10 seconds.&lt;br /&gt;
  - BESEECH earring (HEALTH / STAMINA / MANA)&lt;br /&gt;
&lt;br /&gt;
Tier 4:  Sanguine Swap&lt;br /&gt;
  Store all existing wounds into the jewelry for 10 minutes, after which the wounds will automatically reappear.&lt;br /&gt;
  - SPIN:  Initiate the transfer of wounds for a second time to transfer the wounds back early.&lt;br /&gt;
&lt;br /&gt;
Tier 5:  Sanguine Sacrifice&lt;br /&gt;
  Attacks deal an additional amount of concussion damage, occasionally overflowing to cause Major Bleed.&lt;br /&gt;
  - PROD: Disable the additional messaging for concussion damage.&lt;br /&gt;
  - PINCH: Toggle whether to enable the overflow capability.&lt;br /&gt;
&lt;br /&gt;
The bloodstone earring can be TUCKed while worn in order to hide it from sight.&lt;br /&gt;
&lt;br /&gt;
Alteration Guidelines&lt;br /&gt;
  Appearance alterations are acceptable for the full 15/15/15, show, long, and read descriptions as long as the earring&#039;s essence remains the same (a bloodstone jewelry item worn at the same permanent location).  There will always be a trailing line after the show description that includes the oval bloodstone cabochon set within the jewelry.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the earring may be further lightened.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the freshly created Bloodstone Jewelry is still {{boldmono|FLIP}}pable and has not had its worn location locked in, the last section is different:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Alteration Guidelines&lt;br /&gt;
  This item has not been locked to a final wear location and therefore may not be altered.&lt;br /&gt;
&lt;br /&gt;
  You may FLIP the bloodstone earring to change it&#039;s worn location until it is worn the first time.&lt;br /&gt;
  Eligible locations include neck, wrist, ankle, finger, ear/ears, belt, hair, and pin-worn.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Recall ==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
It is an enhancive item:&lt;br /&gt;
    It provides a boost of 100 to Max Health.&lt;br /&gt;
    It provides a boost of 50 to Max Mana.&lt;br /&gt;
    It provides a boost of 25 to Max Stamina.&lt;br /&gt;
    It provides a boost of 20 to Health Recovery.&lt;br /&gt;
    It provides a boost of 10 to Mana Recovery.&lt;br /&gt;
    It provides a boost of 5 to Stamina Recovery.&lt;br /&gt;
    It seems to have almost innumerable enhancive charges remaining.&lt;br /&gt;
You are unable to determine if it will persist after its last enhancive charge has been expended.&lt;br /&gt;
It is a small item, under a pound.&lt;br /&gt;
It is estimated to be worth about 255,850,000 silvers.&lt;br /&gt;
It is predominantly crafted of gemstone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Creation (Success)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a mottled chunk of raw bloodstone.&lt;br /&gt;
You make an outstanding attempt!&lt;br /&gt;
Falling into a focal trance, you reach inward for your reserves of vitality even as you seek outward, stretching forth your senses to the spiritual influences around you and broadcasting your need.&lt;br /&gt;
&lt;br /&gt;
Success!  The local spirits answer your call.  You twine their power with your own and spread your awareness through a mottled chunk of raw bloodstone as if it were flesh, binding it to your will so you might manipulate its structure.  New pathways open within the stone, an echo to the branching patterns you trace upon its surface with the botanical tincture you carry.&lt;br /&gt;
Reduced to a mere film, the last of your botanical tincture evaporates, and you discard the empty bottle.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
Roundtime: 3 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;{{boldmono|FLIP}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Flipping your bloodstone pendant over, you fiddle with the enclosing framework.  Warmth blooms beneath your fingers as, with an abrupt flare of nacreous backlight, the jewelry fluidly shifts and reforms into an oval bloodstone cuff.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;{{boldmono|TUCK}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;As you send a thread of your will into the bloodstone earring, it is veiled from view, though you can feel its presence still.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;{{boldmono|UNTUCK}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;At your mental command, your bloodstone earring sheds its veil and reveals itself once more.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/Bloodstone Jewelry (proposal)|Bloodstone Jewelry proposal]] - early saved proposal information from Discord&lt;br /&gt;
* [https://docs.google.com/document/d/1VQIeZQAgL02LI_BOgZ38CESt3vir1N3BH1ZhRDG3JpQ/edit?usp=sharing Bloodstone Jewelry google doc] - design proposal document shared by Dev&lt;br /&gt;
&lt;br /&gt;
[[Category:Profession services]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bloodsmith_(1135)&amp;diff=260321</id>
		<title>Bloodsmith (1135)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bloodsmith_(1135)&amp;diff=260321"/>
		<updated>2026-07-10T22:37:36Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell &lt;br /&gt;
 | name = Bloodsmith&lt;br /&gt;
 | number = 1135&lt;br /&gt;
 | mnemonic = BLOODSMITH&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Enhancement&lt;br /&gt;
 | skill = [[Health]]/[[Mana]]/[[Stamina]] &amp;amp; Special&lt;br /&gt;
 | components = Sold at the [[Empath Guild]] &lt;br /&gt;
 | availability = Created Jewelry&lt;br /&gt;
 | navigation = {{Empath base navigation}} &lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Bloodsmith&#039;&#039;&#039; allows an [[Empath]] to create and recharge Bloodstone Jewelry using their vitality as a resource.  This jewelry has tiered benefits that can be further unlocked, including [[enhancive |enhancing]] maximums and recovery rates of [[health]], [[mana]], and [[stamina]], temporarily &#039;storing&#039; wounds to relieve the wearer of their penalties, and applying additional damage and [[Major Bleed]] to enemies in combat.&lt;br /&gt;
&lt;br /&gt;
== Bloodstone Jewelry ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1: Altered State ===&lt;br /&gt;
Passive, grants enhancive attributes of +20 max health, +10 max mana, and +5 max stamina per tier. Maximum benefit of +100 max health, +50 max mana, and +25 max stamina at T5.&lt;br /&gt;
&lt;br /&gt;
=== Tier 2: Augmented Recovery ===&lt;br /&gt;
Passive, grants enhancive attributes of +4 health, +2 mana, and +1 stamina recovery per tier. Maximum benefit of +20 health recovery, +10 mana recovery, and +5 stamina recovery at T5.&lt;br /&gt;
&lt;br /&gt;
=== Tier 3: Vivacity ===&lt;br /&gt;
Activated ability to regain 20% of health, 10% of stamina, or 5% of mana every 2 seconds for 10 seconds. This equates to regaining 100% of health, 50% of stamina and 25% of mana over 10 seconds. Each resource has a separate 60 minute cooldown and can be activated while incapacitated (except roundtime or unconscious). Cooldown is reduced by 15 minutes at T4 and 30 minutes at T5 (making the final cooldown 30 minutes).&lt;br /&gt;
&lt;br /&gt;
==== Usage ====&lt;br /&gt;
:{{boldmono|[[BESEECH]] &amp;lt;NOUN&amp;gt; (HEALTH/STAMINA/MANA)}}&lt;br /&gt;
&lt;br /&gt;
=== Tier 4: Sanguine Swap ===&lt;br /&gt;
Activated ability to store all existing wounds into the bloodstone for 10 minutes, after which, the wounds automatically reappear (even persisting through death). Can be activated again to end the effect early. 30 minute cooldown.&lt;br /&gt;
&lt;br /&gt;
==== Usage ====&lt;br /&gt;
:{{boldmono|[[SPIN]] &amp;lt;NOUN&amp;gt;}} will initiate the transfer of wounds to the bloodstone of your jewelry. {{boldmono|SPIN}} again within 10 minutes to transfer those wounds back to you early.  &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Warning:&amp;lt;/span&amp;gt; These wounds will stack with whatever new wounds you may have acquired, and this CAN kill you.&lt;br /&gt;
&lt;br /&gt;
=== Tier 5: Sanguine Sacrifice ===&lt;br /&gt;
Passive, the wearer&#039;s attacks deal an additional amount of concussion damage (~2d5 / 2). After storing 50 health from targets that can bleed, the next attack overflows into the target and causes [[Major Bleed]]. &lt;br /&gt;
&lt;br /&gt;
This effect is stronger when triggered by an Empath.&lt;br /&gt;
&lt;br /&gt;
*{{boldmono|[[PROD]] &amp;lt;NOUN&amp;gt;}} to toggle the additional messaging for concussion damage.&lt;br /&gt;
*{{boldmono|[[PINCH]] &amp;lt;NOUN&amp;gt;}} to toggle the overflow capability. &lt;br /&gt;
&lt;br /&gt;
== Skill Formula ==&lt;br /&gt;
* [[Level]]: +1 per level&lt;br /&gt;
* [[Empath Base | Empath Spell Ranks]]: +2 per rank up to level, +1 per rank above level (&amp;quot;up to level&amp;quot; is based on 1x spell training and thus a level 50 empath with 100 ranks will have 52 ranks at +2 and 48 ranks at +1)&lt;br /&gt;
* [[Constitution]]: +1 per stat bonus&lt;br /&gt;
* [[Influence]]: +1 per stat bonus&lt;br /&gt;
* [[Spiritual Mana Control]] &amp;amp; [[Mental Mana Control]]: +0.5 per rank for the higher of SMC/MMC, +0.25 per rank for the lower of SMC/MMC.&lt;br /&gt;
** Example: If you have 25 ranks of SMC and 20 ranks of MMC, you&#039;ll receive +12 from SMC and +5 from MMC.  &lt;br /&gt;
* [[Magic Item Use]]: +0.1 per rank (MIU ranks / 10)&lt;br /&gt;
* [[Arcane Symbols]]: +0.1 per rank (AS ranks / 10)&lt;br /&gt;
* [[Physical Fitness]]: +0.05 per rank (PF ranks / 20)&lt;br /&gt;
* [[First Aid]]: +0.05 per rank (FA ranks / 20)&lt;br /&gt;
* Being wounded does NOT hinder attempts.&lt;br /&gt;
* Being under maximum spirit will hinder attempts. (-10 per missing spirit point)&lt;br /&gt;
&lt;br /&gt;
Tier difficulty is calculated at 75 + (tier * 75).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Tier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Bonus Needed for 100%&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Vitality Required&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 1&lt;br /&gt;
| 150&lt;br /&gt;
| 250&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 2&lt;br /&gt;
| 225&lt;br /&gt;
| 325&lt;br /&gt;
| 75,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 3&lt;br /&gt;
| 300&lt;br /&gt;
| 400&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 4&lt;br /&gt;
| 375&lt;br /&gt;
| 475&lt;br /&gt;
| 125,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 5&lt;br /&gt;
| 450&lt;br /&gt;
| 550&lt;br /&gt;
| 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creation and Upgrade Process ==&lt;br /&gt;
The Empath must have a minimum of 50,000 vitality, be able to cast 1135.&lt;br /&gt;
&lt;br /&gt;
You must hold &#039;&#039;&#039;a mottled chunk of raw bloodstone&#039;&#039;&#039; (if creating new) and &#039;&#039;&#039;a blood-flecked botanical tincture&#039;&#039;&#039; (of adequate charges for the tier involved) in the left hand.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
You must hold the Bloodstone Jewelry you wish to upgrade in your right hand and &#039;&#039;&#039;a blood-flecked botanical tincture&#039;&#039;&#039; (of adequate charges for the tier involved) in the left hand. You can combine tincture pours via bundle and each tier is a pour. They store a maximum of &amp;quot;5&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Warning:&amp;lt;/span&amp;gt; This means both hands will be occupied and you will not be able to use a [[Crafter%27s_Tome|Crafter&#039;s Tome]] in book form, and may only wear a monocle.&lt;br /&gt;
&lt;br /&gt;
Both of these items can be purchased at [[Empath Guild | empath guild alchemy shops]] located in various towns.  &#039;&#039;&#039;Note&#039;&#039;&#039;: You MUST be a member of the Empath guild to even see what&#039;s for sale, {{boldmono|ORDER}} will not work unless you are an active guild member.&lt;br /&gt;
&lt;br /&gt;
#{{boldmono|PREP 1135}} and {{boldmono|CAST}} at the bloodstone to start. This will also give you a sense of how successful you will be.&lt;br /&gt;
#{{boldmono|PREP 1135}} and {{boldmono|CHANNEL}} at the bloodstone to make an attempt at creating a piece of Bloodstone Jewelry.&lt;br /&gt;
&lt;br /&gt;
Your first successful {{boldmono|CHANNEL}} will create a tier 1 bloodstone pendant.  At this point, before the pendant is worn, it can be {{boldmono|FLIP}}ped to change the worn location.  Changing the worn location also changes the base description to something suitable for that location. The jewelry cannot be altered by a merchant before it has had its worn location locked in, which happens when it is worn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Worn Location&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Jewelry Noun&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| neck&lt;br /&gt;
| pendant&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| wrist&lt;br /&gt;
| cuff&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| ankle&lt;br /&gt;
| anklet&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| finger&lt;br /&gt;
| ring&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| earlobe&lt;br /&gt;
| earring&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| earlobes&lt;br /&gt;
| earrings&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| (on) belt&lt;br /&gt;
| buckle&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| pin&lt;br /&gt;
| brooch&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| hair&lt;br /&gt;
| barrette&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon first {{boldmono|WEAR}}, the worn location is locked in and can no longer be changed.  At this point, the jewelry can be altered by a merchant. &lt;br /&gt;
&lt;br /&gt;
Subsequent successful service applications to Bloodstone Jewelry will upgrade the tier, up to a maximum of 5, and require botanical tincture charges equal to the tier being attempted. Botanical tinctures can be {{boldmono|BUNDLE}}d beforehand for more charges/doses.&lt;br /&gt;
&lt;br /&gt;
You can utilize the {{boldmono|[[RESOURCE]]}} verb for a numerical readout of your weekly and total vitality, as well as how much you have {{boldmono|SUFFUSE}}d.&lt;br /&gt;
&lt;br /&gt;
== Attunement == &lt;br /&gt;
When &#039;&#039;&#039;worn&#039;&#039;&#039; or &#039;&#039;&#039;used&#039;&#039;&#039;, Bloodstone Jewelry becomes attuned for 30 days. It will renew its bond when used, or when worn again after the bond has expired. &lt;br /&gt;
&lt;br /&gt;
== Charges ==&lt;br /&gt;
Fresh Bloodstone Jewelry has 100 of 100 charges. If all charges are drained, it will stop working. Charges are drained in a somewhat random manner similar to [[Enhancive item]]s.&lt;br /&gt;
&lt;br /&gt;
Upgrading the tier will restore the charges to full.&lt;br /&gt;
&lt;br /&gt;
Charges will not drain from an empath&#039;s bloodstone jewelry if they were the last one to upgrade it.&lt;br /&gt;
&lt;br /&gt;
Bloodstone Jewelry can be recharged by an empath at a cost of 1000 vitality per missing charge, and they must have enough vitality available to fully charge the jewelry in order to be successful. To recharge, the empath must {{boldmono|PREPARE 1135}} and {{boldmono|EVOKE}} at the jewelry with it in their right hand.&lt;br /&gt;
&lt;br /&gt;
== Analyze ==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze the bloodstone earring and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
Bloodstone Jewelry&lt;br /&gt;
  The bloodstone earring has been infused with the vitality of an Empath and is tier 1 with 100 of 100 charges remaining.&lt;br /&gt;
  The bloodstone earring is attuned for 30 more days and will renew its bond when used, or when worn after the bond has expired.&lt;br /&gt;
&lt;br /&gt;
Tier 1:  Altered State&lt;br /&gt;
  Grants enhancive attributes of +20 max health, +10 max mana, and +5 max stamina per tier.&lt;br /&gt;
&lt;br /&gt;
Tier 2:  Augmented Recovery&lt;br /&gt;
  Grants enhancive attributes of +4 health, +2 mana, and +1 stamina recovery per tier.&lt;br /&gt;
&lt;br /&gt;
Tier 3:  Vivacity&lt;br /&gt;
  Activated ability to regain 20% of health, 10% of stamina, or 5% of mana every 2 seconds for 10 seconds.&lt;br /&gt;
  - BESEECH earring (HEALTH / STAMINA / MANA)&lt;br /&gt;
&lt;br /&gt;
Tier 4:  Sanguine Swap&lt;br /&gt;
  Store all existing wounds into the jewelry for 10 minutes, after which the wounds will automatically reappear.&lt;br /&gt;
  - SPIN:  Initiate the transfer of wounds for a second time to transfer the wounds back early.&lt;br /&gt;
&lt;br /&gt;
Tier 5:  Sanguine Sacrifice&lt;br /&gt;
  Attacks deal an additional amount of concussion damage, occasionally overflowing to cause Major Bleed.&lt;br /&gt;
  - PROD: Disable the additional messaging for concussion damage.&lt;br /&gt;
  - PINCH: Toggle whether to enable the overflow capability.&lt;br /&gt;
&lt;br /&gt;
The bloodstone earring can be TUCKed while worn in order to hide it from sight.&lt;br /&gt;
&lt;br /&gt;
Alteration Guidelines&lt;br /&gt;
  Appearance alterations are acceptable for the full 15/15/15, show, long, and read descriptions as long as the earring&#039;s essence remains the same (a bloodstone jewelry item worn at the same permanent location).  There will always be a trailing line after the show description that includes the oval bloodstone cabochon set within the jewelry.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the earring may be further lightened.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the freshly created Bloodstone Jewelry is still {{boldmono|FLIP}}pable and has not had its worn location locked in, the last section is different:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Alteration Guidelines&lt;br /&gt;
  This item has not been locked to a final wear location and therefore may not be altered.&lt;br /&gt;
&lt;br /&gt;
  You may FLIP the bloodstone earring to change it&#039;s worn location until it is worn the first time.&lt;br /&gt;
  Eligible locations include neck, wrist, ankle, finger, ear/ears, belt, hair, and pin-worn.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Recall ==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
It is an enhancive item:&lt;br /&gt;
    It provides a boost of 100 to Max Health.&lt;br /&gt;
    It provides a boost of 50 to Max Mana.&lt;br /&gt;
    It provides a boost of 25 to Max Stamina.&lt;br /&gt;
    It provides a boost of 20 to Health Recovery.&lt;br /&gt;
    It provides a boost of 10 to Mana Recovery.&lt;br /&gt;
    It provides a boost of 5 to Stamina Recovery.&lt;br /&gt;
    It seems to have almost innumerable enhancive charges remaining.&lt;br /&gt;
You are unable to determine if it will persist after its last enhancive charge has been expended.&lt;br /&gt;
It is a small item, under a pound.&lt;br /&gt;
It is estimated to be worth about 255,850,000 silvers.&lt;br /&gt;
It is predominantly crafted of gemstone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Creation (Success)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a mottled chunk of raw bloodstone.&lt;br /&gt;
You make an outstanding attempt!&lt;br /&gt;
Falling into a focal trance, you reach inward for your reserves of vitality even as you seek outward, stretching forth your senses to the spiritual influences around you and broadcasting your need.&lt;br /&gt;
&lt;br /&gt;
Success!  The local spirits answer your call.  You twine their power with your own and spread your awareness through a mottled chunk of raw bloodstone as if it were flesh, binding it to your will so you might manipulate its structure.  New pathways open within the stone, an echo to the branching patterns you trace upon its surface with the botanical tincture you carry.&lt;br /&gt;
Reduced to a mere film, the last of your botanical tincture evaporates, and you discard the empty bottle.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
Roundtime: 3 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;{{boldmono|FLIP}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Flipping your bloodstone pendant over, you fiddle with the enclosing framework.  Warmth blooms beneath your fingers as, with an abrupt flare of nacreous backlight, the jewelry fluidly shifts and reforms into an oval bloodstone cuff.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;{{boldmono|TUCK}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;As you send a thread of your will into the bloodstone earring, it is veiled from view, though you can feel its presence still.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;{{boldmono|UNTUCK}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;At your mental command, your bloodstone earring sheds its veil and reveals itself once more.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/Bloodstone Jewelry (proposal)|Bloodstone Jewelry proposal]] - early saved proposal information from Discord&lt;br /&gt;
* [https://docs.google.com/document/d/1VQIeZQAgL02LI_BOgZ38CESt3vir1N3BH1ZhRDG3JpQ/edit?usp=sharing Bloodstone Jewelry google doc] - design proposal document shared by Dev&lt;br /&gt;
&lt;br /&gt;
[[Category:Profession services]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bloodsmith_(1135)&amp;diff=260320</id>
		<title>Bloodsmith (1135)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bloodsmith_(1135)&amp;diff=260320"/>
		<updated>2026-07-10T22:35:58Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* Creation and Upgrade Process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell &lt;br /&gt;
 | name = Bloodsmith&lt;br /&gt;
 | number = 1135&lt;br /&gt;
 | mnemonic = BLOODSMITH&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Enhancement&lt;br /&gt;
 | skill = [[Health]]/[[Mana]]/[[Stamina]] &amp;amp; Special&lt;br /&gt;
 | components = Sold at the [[Empath Guild]] &lt;br /&gt;
 | availability = Created Jewelry&lt;br /&gt;
 | navigation = {{Empath base navigation}} &lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Bloodsmith&#039;&#039;&#039; allows an [[Empath]] to create and recharge Bloodstone Jewelry using their vitality as a resource.  This jewelry has tiered benefits that can be further unlocked, including [[enhancive |enhancing]] maximums and recovery rates of [[health]], [[mana]], and [[stamina]], temporarily &#039;storing&#039; wounds to relieve the wearer of their penalties, and applying additional damage and [[Major Bleed]] to enemies in combat.&lt;br /&gt;
&lt;br /&gt;
== Bloodstone Jewelry ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1: Altered State ===&lt;br /&gt;
Passive, grants enhancive attributes of +20 max health, +10 max mana, and +5 max stamina per tier. Maximum benefit of +100 max health, +50 max mana, and +25 max stamina at T5.&lt;br /&gt;
&lt;br /&gt;
=== Tier 2: Augmented Recovery ===&lt;br /&gt;
Passive, grants enhancive attributes of +4 health, +2 mana, and +1 stamina recovery per tier. Maximum benefit of +20 health recovery, +10 mana recovery, and +5 stamina recovery at T5.&lt;br /&gt;
&lt;br /&gt;
=== Tier 3: Vivacity ===&lt;br /&gt;
Activated ability to regain 20% of health, 10% of stamina, or 5% of mana every 2 seconds for 10 seconds. This equates to regaining 100% of health, 50% of stamina and 25% of mana over 10 seconds. Each resource has a separate 60 minute cooldown and can be activated while incapacitated (except roundtime or unconscious). Cooldown is reduced by 15 minutes at T4 and 30 minutes at T5 (making the final cooldown 30 minutes).&lt;br /&gt;
&lt;br /&gt;
==== Usage ====&lt;br /&gt;
:{{boldmono|[[BESEECH]] &amp;lt;NOUN&amp;gt; (HEALTH/STAMINA/MANA)}}&lt;br /&gt;
&lt;br /&gt;
=== Tier 4: Sanguine Swap ===&lt;br /&gt;
Activated ability to store all existing wounds into the bloodstone for 10 minutes, after which, the wounds automatically reappear (even persisting through death). Can be activated again to end the effect early. 30 minute cooldown.&lt;br /&gt;
&lt;br /&gt;
==== Usage ====&lt;br /&gt;
:{{boldmono|[[SPIN]] &amp;lt;NOUN&amp;gt;}} will initiate the transfer of wounds to the bloodstone of your jewelry. {{boldmono|SPIN}} again within 10 minutes to transfer those wounds back to you early.  &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Warning:&amp;lt;/span&amp;gt; These wounds will stack with whatever new wounds you may have acquired, and this CAN kill you.&lt;br /&gt;
&lt;br /&gt;
=== Tier 5: Sanguine Sacrifice ===&lt;br /&gt;
Passive, the wearer&#039;s attacks deal an additional amount of concussion damage (~2d5 / 2). After storing 50 health from targets that can bleed, the next attack overflows into the target and causes [[Major Bleed]]. &lt;br /&gt;
&lt;br /&gt;
This effect is stronger when triggered by an Empath.&lt;br /&gt;
&lt;br /&gt;
*{{boldmono|[[PROD]] &amp;lt;NOUN&amp;gt;}} to toggle the additional messaging for concussion damage.&lt;br /&gt;
*{{boldmono|[[PINCH]] &amp;lt;NOUN&amp;gt;}} to toggle the overflow capability. &lt;br /&gt;
&lt;br /&gt;
== Skill Formula ==&lt;br /&gt;
* [[Level]]: +1 per level&lt;br /&gt;
* [[Empath Base | Empath Spell Ranks]]: +2 per rank up to level, +1 per rank above level (&amp;quot;up to level&amp;quot; is based on 1x spell training and thus a level 50 empath with 100 ranks will have 52 ranks at +2 and 48 ranks at +1)&lt;br /&gt;
* [[Constitution]]: +1 per stat bonus&lt;br /&gt;
* [[Influence]]: +1 per stat bonus&lt;br /&gt;
* [[Spiritual Mana Control]] &amp;amp; [[Mental Mana Control]]: +0.5 per rank for the higher of SMC/MMC, +0.25 per rank for the lower of SMC/MMC.&lt;br /&gt;
** Example: If you have 25 ranks of SMC and 20 ranks of MMC, you&#039;ll receive +12 from SMC and +5 from MMC.  &lt;br /&gt;
* [[Magic Item Use]]: +0.1 per rank (MIU ranks / 10)&lt;br /&gt;
* [[Arcane Symbols]]: +0.1 per rank (AS ranks / 10)&lt;br /&gt;
* [[Physical Fitness]]: +0.05 per rank (PF ranks / 20)&lt;br /&gt;
* [[First Aid]]: +0.05 per rank (FA ranks / 20)&lt;br /&gt;
* Being wounded does NOT hinder attempts.&lt;br /&gt;
* Being under maximum spirit will hinder attempts. (-10 per missing spirit point)&lt;br /&gt;
&lt;br /&gt;
Tier difficulty is calculated at 75 + (tier * 75).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Tier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Bonus Needed for 100%&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Vitality Required&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 1&lt;br /&gt;
| 150&lt;br /&gt;
| 250&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 2&lt;br /&gt;
| 225&lt;br /&gt;
| 325&lt;br /&gt;
| 75,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 3&lt;br /&gt;
| 300&lt;br /&gt;
| 400&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 4&lt;br /&gt;
| 375&lt;br /&gt;
| 475&lt;br /&gt;
| 125,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| 5&lt;br /&gt;
| 450&lt;br /&gt;
| 550&lt;br /&gt;
| 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creation and Upgrade Process ==&lt;br /&gt;
The Empath must have a minimum of 50,000 vitality, be able to cast 1135.&lt;br /&gt;
&lt;br /&gt;
You must hold &#039;&#039;&#039;a mottled chunk of raw bloodstone&#039;&#039;&#039; (if creating new) and &#039;&#039;&#039;a blood-flecked botanical tincture&#039;&#039;&#039; (of adequate charges for the tier involved) in the left hand.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
You must hold the Bloodstone Jewelry you wish to upgrade in your right hand and &#039;&#039;&#039;a blood-flecked botanical tincture&#039;&#039;&#039; (of adequate charges for the tier involved) in the left hand. You can combine tincture pours via bundle and each tier is a pour. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Warning:&amp;lt;/span&amp;gt; This means both hands will be occupied and you will not be able to use a [[Crafter%27s_Tome|Crafter&#039;s Tome]] in book form, and may only wear a monocle.&lt;br /&gt;
&lt;br /&gt;
Both of these items can be purchased at [[Empath Guild | empath guild alchemy shops]] located in various towns.  &#039;&#039;&#039;Note&#039;&#039;&#039;: You MUST be a member of the Empath guild to even see what&#039;s for sale, {{boldmono|ORDER}} will not work unless you are an active guild member.&lt;br /&gt;
&lt;br /&gt;
#{{boldmono|PREP 1135}} and {{boldmono|CAST}} at the bloodstone to start. This will also give you a sense of how successful you will be.&lt;br /&gt;
#{{boldmono|PREP 1135}} and {{boldmono|CHANNEL}} at the bloodstone to make an attempt at creating a piece of Bloodstone Jewelry.&lt;br /&gt;
&lt;br /&gt;
Your first successful {{boldmono|CHANNEL}} will create a tier 1 bloodstone pendant.  At this point, before the pendant is worn, it can be {{boldmono|FLIP}}ped to change the worn location.  Changing the worn location also changes the base description to something suitable for that location. The jewelry cannot be altered by a merchant before it has had its worn location locked in, which happens when it is worn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Worn Location&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Jewelry Noun&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| neck&lt;br /&gt;
| pendant&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| wrist&lt;br /&gt;
| cuff&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| ankle&lt;br /&gt;
| anklet&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| finger&lt;br /&gt;
| ring&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| earlobe&lt;br /&gt;
| earring&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| earlobes&lt;br /&gt;
| earrings&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| (on) belt&lt;br /&gt;
| buckle&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| pin&lt;br /&gt;
| brooch&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| hair&lt;br /&gt;
| barrette&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon first {{boldmono|WEAR}}, the worn location is locked in and can no longer be changed.  At this point, the jewelry can be altered by a merchant. &lt;br /&gt;
&lt;br /&gt;
Subsequent successful service applications to Bloodstone Jewelry will upgrade the tier, up to a maximum of 5, and require botanical tincture charges equal to the tier being attempted. Botanical tinctures can be {{boldmono|BUNDLE}}d beforehand for more charges/doses.&lt;br /&gt;
&lt;br /&gt;
You can utilize the {{boldmono|[[RESOURCE]]}} verb for a numerical readout of your weekly and total vitality, as well as how much you have {{boldmono|SUFFUSE}}d.&lt;br /&gt;
&lt;br /&gt;
== Attunement == &lt;br /&gt;
When &#039;&#039;&#039;worn&#039;&#039;&#039; or &#039;&#039;&#039;used&#039;&#039;&#039;, Bloodstone Jewelry becomes attuned for 30 days. It will renew its bond when used, or when worn again after the bond has expired. &lt;br /&gt;
&lt;br /&gt;
== Charges ==&lt;br /&gt;
Fresh Bloodstone Jewelry has 100 of 100 charges. If all charges are drained, it will stop working. Charges are drained in a somewhat random manner similar to [[Enhancive item]]s.&lt;br /&gt;
&lt;br /&gt;
Upgrading the tier will restore the charges to full.&lt;br /&gt;
&lt;br /&gt;
Charges will not drain from an empath&#039;s bloodstone jewelry if they were the last one to upgrade it.&lt;br /&gt;
&lt;br /&gt;
Bloodstone Jewelry can be recharged by an empath at a cost of 1000 vitality per missing charge, and they must have enough vitality available to fully charge the jewelry in order to be successful. To recharge, the empath must {{boldmono|PREPARE 1135}} and {{boldmono|EVOKE}} at the jewelry with it in their right hand.&lt;br /&gt;
&lt;br /&gt;
== Analyze ==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze the bloodstone earring and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
Bloodstone Jewelry&lt;br /&gt;
  The bloodstone earring has been infused with the vitality of an Empath and is tier 1 with 100 of 100 charges remaining.&lt;br /&gt;
  The bloodstone earring is attuned for 30 more days and will renew its bond when used, or when worn after the bond has expired.&lt;br /&gt;
&lt;br /&gt;
Tier 1:  Altered State&lt;br /&gt;
  Grants enhancive attributes of +20 max health, +10 max mana, and +5 max stamina per tier.&lt;br /&gt;
&lt;br /&gt;
Tier 2:  Augmented Recovery&lt;br /&gt;
  Grants enhancive attributes of +4 health, +2 mana, and +1 stamina recovery per tier.&lt;br /&gt;
&lt;br /&gt;
Tier 3:  Vivacity&lt;br /&gt;
  Activated ability to regain 20% of health, 10% of stamina, or 5% of mana every 2 seconds for 10 seconds.&lt;br /&gt;
  - BESEECH earring (HEALTH / STAMINA / MANA)&lt;br /&gt;
&lt;br /&gt;
Tier 4:  Sanguine Swap&lt;br /&gt;
  Store all existing wounds into the jewelry for 10 minutes, after which the wounds will automatically reappear.&lt;br /&gt;
  - SPIN:  Initiate the transfer of wounds for a second time to transfer the wounds back early.&lt;br /&gt;
&lt;br /&gt;
Tier 5:  Sanguine Sacrifice&lt;br /&gt;
  Attacks deal an additional amount of concussion damage, occasionally overflowing to cause Major Bleed.&lt;br /&gt;
  - PROD: Disable the additional messaging for concussion damage.&lt;br /&gt;
  - PINCH: Toggle whether to enable the overflow capability.&lt;br /&gt;
&lt;br /&gt;
The bloodstone earring can be TUCKed while worn in order to hide it from sight.&lt;br /&gt;
&lt;br /&gt;
Alteration Guidelines&lt;br /&gt;
  Appearance alterations are acceptable for the full 15/15/15, show, long, and read descriptions as long as the earring&#039;s essence remains the same (a bloodstone jewelry item worn at the same permanent location).  There will always be a trailing line after the show description that includes the oval bloodstone cabochon set within the jewelry.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the earring may be further lightened.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the freshly created Bloodstone Jewelry is still {{boldmono|FLIP}}pable and has not had its worn location locked in, the last section is different:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Alteration Guidelines&lt;br /&gt;
  This item has not been locked to a final wear location and therefore may not be altered.&lt;br /&gt;
&lt;br /&gt;
  You may FLIP the bloodstone earring to change it&#039;s worn location until it is worn the first time.&lt;br /&gt;
  Eligible locations include neck, wrist, ankle, finger, ear/ears, belt, hair, and pin-worn.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Recall ==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
It is an enhancive item:&lt;br /&gt;
    It provides a boost of 100 to Max Health.&lt;br /&gt;
    It provides a boost of 50 to Max Mana.&lt;br /&gt;
    It provides a boost of 25 to Max Stamina.&lt;br /&gt;
    It provides a boost of 20 to Health Recovery.&lt;br /&gt;
    It provides a boost of 10 to Mana Recovery.&lt;br /&gt;
    It provides a boost of 5 to Stamina Recovery.&lt;br /&gt;
    It seems to have almost innumerable enhancive charges remaining.&lt;br /&gt;
You are unable to determine if it will persist after its last enhancive charge has been expended.&lt;br /&gt;
It is a small item, under a pound.&lt;br /&gt;
It is estimated to be worth about 255,850,000 silvers.&lt;br /&gt;
It is predominantly crafted of gemstone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Creation (Success)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a mottled chunk of raw bloodstone.&lt;br /&gt;
You make an outstanding attempt!&lt;br /&gt;
Falling into a focal trance, you reach inward for your reserves of vitality even as you seek outward, stretching forth your senses to the spiritual influences around you and broadcasting your need.&lt;br /&gt;
&lt;br /&gt;
Success!  The local spirits answer your call.  You twine their power with your own and spread your awareness through a mottled chunk of raw bloodstone as if it were flesh, binding it to your will so you might manipulate its structure.  New pathways open within the stone, an echo to the branching patterns you trace upon its surface with the botanical tincture you carry.&lt;br /&gt;
Reduced to a mere film, the last of your botanical tincture evaporates, and you discard the empty bottle.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
Roundtime: 3 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;{{boldmono|FLIP}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Flipping your bloodstone pendant over, you fiddle with the enclosing framework.  Warmth blooms beneath your fingers as, with an abrupt flare of nacreous backlight, the jewelry fluidly shifts and reforms into an oval bloodstone cuff.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;{{boldmono|TUCK}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;As you send a thread of your will into the bloodstone earring, it is veiled from view, though you can feel its presence still.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;{{boldmono|UNTUCK}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;At your mental command, your bloodstone earring sheds its veil and reveals itself once more.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/Bloodstone Jewelry (proposal)|Bloodstone Jewelry proposal]] - early saved proposal information from Discord&lt;br /&gt;
* [https://docs.google.com/document/d/1VQIeZQAgL02LI_BOgZ38CESt3vir1N3BH1ZhRDG3JpQ/edit?usp=sharing Bloodstone Jewelry google doc] - design proposal document shared by Dev&lt;br /&gt;
&lt;br /&gt;
[[Category:Profession services]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spell_Cleave&amp;diff=260309</id>
		<title>Spell Cleave</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spell_Cleave&amp;diff=260309"/>
		<updated>2026-07-10T21:30:13Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = scleave&lt;br /&gt;
  |verb = [[CMAN]]&lt;br /&gt;
  |type = Setup&lt;br /&gt;
  |roundtime = 3s&lt;br /&gt;
  |cooldown = 90s - (15s * rank)&lt;br /&gt;
  |stamina = 9&lt;br /&gt;
  |offensivegear = Right hand&lt;br /&gt;
  |requirements = An [[Ensorcell (735)|ensorcelled]] or anti-magical (veil iron/krodera/kroderine) weapon in your attack style. Gloves function for UAC.&lt;br /&gt;
  |attributes = &amp;lt;br&amp;gt;Flares/Spikes Enabled&amp;lt;br&amp;gt;Hostile&amp;lt;br&amp;gt;&lt;br /&gt;
  |availableto = [[Warrior]]s, [[Monk]]s, [[Paladin]]s&lt;br /&gt;
}}&lt;br /&gt;
{{PSM3.0costs&lt;br /&gt;
  |rank1 = 2&lt;br /&gt;
  |rank2 = 4&lt;br /&gt;
  |rank3 = 6&lt;br /&gt;
  |rank4 = 8&lt;br /&gt;
  |rank5 = 10&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{PSMinfo&lt;br /&gt;
  |description = Attempt to use the unnatural energy of your [[weapon]] to cleave away a [[spell]] from your target.&lt;br /&gt;
  |mechanics = Attempt to cleave away up to one spell at ranks 1-4, and two spells at rank 5.&lt;br /&gt;
  |additionalinfo= This maneuver can be used against magical objects like [[Tangleweed (610)|vines]], [[gas cloud|clouds]], and [[web]]s.  There is no stamina cost if the target has no spells to cleave.&lt;br /&gt;
===Messaging===&lt;br /&gt;
====Successful Spell Cleaving====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;cman scleave&lt;br /&gt;
[Roll result: 151 (open d100: 88) Penalties: 7]&lt;br /&gt;
You hang back for a moment and concentrate on the magical wards surrounding a hunch-backed dogmatist, before unleashing your attack upon them!&lt;br /&gt;
&lt;br /&gt;
You manage to cleave away a magical ward!&lt;br /&gt;
The dim aura fades from around a hunch-backed dogmatist.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Unsuccessful Spell Cleaving====&lt;br /&gt;
;Low Endroll&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;cman scleave&lt;br /&gt;
[Roll result: 78 (open d100: 10) Penalties: 7]&lt;br /&gt;
You hang back for a moment and concentrate on the magical wards surrounding a hunch-backed dogmatist, before unleashing your attack upon them!&lt;br /&gt;
&lt;br /&gt;
You fail to connect solidly with any magical ward.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;No Spells on Target&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
R&amp;gt;cman scleave&lt;br /&gt;
You hang back for a moment and attempt to concentrate on the magical wards surrounding a dhu goleras, but are unable to discern the presence of any at all.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Not Using an Ensorcelled/Anti-Magic Weapon&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;cman scleave&lt;br /&gt;
[Roll result: 171 (open d100: 80) Bonus: 13]&lt;br /&gt;
You hang back for a moment and concentrate on the magical wards surrounding an emaciated hierophant, before unleashing your attack upon them!&lt;br /&gt;
&lt;br /&gt;
Your attack passes harmlessly through the magical wards.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Still in Recovery Period&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
R&amp;gt;cman scleave&lt;br /&gt;
You remain mentally drained from your last attempt to perceive the threads that connect a magical ward to its bearer.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Recovery Period Ending====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You feel mentally ready to attempt a Spell Cleaving again.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Player System Manager/saved posts|Player System Manager saved posts]]&lt;br /&gt;
[[Category:Combat Maneuvers]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cinereous_chthonian_sybil&amp;diff=260305</id>
		<title>Cinereous chthonian sybil</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cinereous_chthonian_sybil&amp;diff=260305"/>
		<updated>2026-07-10T20:32:03Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* Hunting Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 120 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 = Astral Spear (1408) &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 569&lt;br /&gt;
| WD1 = Dark Catalyst (719) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 557 &lt;br /&gt;
| WD2 = Mindwipe (1225)&lt;br /&gt;
| WDB = 536&lt;br /&gt;
| OS1 = Condemn (309)  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Meteor Swarm (525)&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  Soul Ward (319)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Cloak of Shadows (712)&lt;br /&gt;
| DSP3 = Blink (1215)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Draped by diaphanous silks that appear so light as to have been woven from shreds of evening mist, a cinereous chthonian sybil is a thin, almost skeletal figure.  Wings with iridescent grey feathers enshroud her form.  Her face is unsettling in its agelessness, and her eyes are nothing human.  They are two pools of luminous mist, and in their depths flit strange shapes and half-formed figures that are at once tantalizingly familiar and distressingly vague.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Accessing the Sybil==&lt;br /&gt;
Accessing the sybil is a puzzle that has not been revealed yet. HINT: It requires 3 items&lt;br /&gt;
&lt;br /&gt;
When she is summoned a realm message for the area is broadcast:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Distant howls and screams draw your attention toward the skies over Angargreft, which darken precipitously as the very fabric of the dusky sky seems to grow thin and stretched.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
* Dispel the sybil immediately to remove at least Cloak of Shadows (712) and Soul Ward (319).&lt;br /&gt;
* Feint and tackle will work with persistence.&lt;br /&gt;
* The sybil&#039;s DS is over 750 at times. Anything to reduce DS is important.&lt;br /&gt;
* On tether she will continue to drain spirit and barrier attacks. Move rooms is the easiest.&lt;br /&gt;
* Dispel her frequently and her attack mechanisms.&lt;br /&gt;
* She opens portals in different areas of her lair that can be closed.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival/movement messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil glides in on a current of air, settling so that her feet drift over the ground.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil&#039;s fingers tremble.  Through sheer force of will, she raises her hand and snaps her fingers, the gesture making no sound.  Corruscating shreds of mana fall away from her, leaving her free to move once more.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Remove fear messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil gathers herself and shakes off the fear.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil gestures elegantly, her bony fingers deftly weaving threads of scintillating mana into a spell.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Offensive combat messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil raises a hand.  Blinding, ethereal silver luminescence builds in her palm before streaking at you in a bar of argent light!&lt;br /&gt;
  AS: +569 vs DS: +573 with AvD: +55 + d100 roll: +48 = +99&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil pulls her arm back, a spear of starlight forming in her hand.  She hurls it at you with incredible speed!&lt;br /&gt;
  AS: +569 vs DS: +573 with AvD: +41 + d100 roll: +55 = +92&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This occurred in waves, and was not an {{boldmono|EVOKE}} version:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Flickering images play across a cinereous chthonian sybil&#039;s gaze as her mastery over fate grants her heightened insight!&lt;br /&gt;
A cinereous chthonian sybil illuminates with fell light as she raises an open hand toward you!&lt;br /&gt;
[SMR result: 133 (Open d100: 47)]&lt;br /&gt;
Dusky half-light envelops you in a rippling, nebulous haze.&lt;br /&gt;
A sudden flare of coruscating energy within the haze sears you for 11 points of damage!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Dazzling arc of energy traces blackened path across your back!&lt;br /&gt;
   You are stunned for 1 round!&lt;br /&gt;
&lt;br /&gt;
The forbidden insights empowering a cinereous chthonian sybil subside.&lt;br /&gt;
&lt;br /&gt;
A sudden flare of coruscating energy within the haze sears you for 15 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Plasma scalds your stomach leaving painful red streaks.&lt;br /&gt;
&lt;br /&gt;
A sudden flare of coruscating energy within the haze sears you for 14 points of damage!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Powerful burst to your back causes excruciating pain.&lt;br /&gt;
&lt;br /&gt;
A sudden flare of coruscating energy within the haze sears you for 14 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Pinpoint strike sears your chest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Defensive combat messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;As you raise your hands up to prepare the Wither spell and insistently beckon several spirits to you, the faint outlines of their caliginous shadows flutter in and out of sight.&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You channel at a cinereous chthonian sybil.&lt;br /&gt;
Your mental command surges outward, echoing your need to the stray spirits nearby...&lt;br /&gt;
  CS: +513 - TD: +440 + CvA: +25 + d100: +10 == +108&lt;br /&gt;
  Warding failed!&lt;br /&gt;
A nebulous haze shimmers into view around a cinereous chthonian sybil, plunging inward to envelop her chest!&lt;br /&gt;
   ... 12 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
With a disdainful flick of her wrist, a cinereous chthonian sybil surrounds herself in a twisting ashen barrier that deflects the attack.&lt;br /&gt;
Cloudy tendrils writhe throughout the sybil&#039;s form, ravaging her for 12 points of damage!&lt;br /&gt;
 ** Numerous sigils along your grey walking stick abruptly flare to brilliance!  Coruscating emerald-imbued argent energy surges from each, twining into an echo of your last spell... **&lt;br /&gt;
Your mental command surges outward, echoing your need to the stray spirits nearby...&lt;br /&gt;
  CS: +513 - TD: +440 + CvA: +25 + d100: +22 == +120&lt;br /&gt;
  Warding failed!&lt;br /&gt;
A nebulous haze shimmers into view around a cinereous chthonian sybil, plunging inward to envelop her chest!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
Cloudy tendrils writhe throughout the sybil&#039;s form, ravaging her for 26 points of damage!&lt;br /&gt;
Your grey walking stick pulses with a white-blue light!&lt;br /&gt;
You feel 15 mana surge into you!&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
Roundtime: 3 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Character death messaging&lt;br /&gt;
When the character dies, the sybil moves the character back through the archway with the following messaging:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil extends a withered hand, drawing an ethereal golden thread from within your chest before snapping it with a twist of her wrist.  The thread wafts away in a puff of aureate mist.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Pulled to the Pits (death timer)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The tenebrous gloom around you grows insubstantial, spiraling away in a wash of blackness darker than a raven&#039;s wings.  You find yourself lying on cold, hard ground. &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 118&lt;br /&gt;
|levelm1 = 119&lt;br /&gt;
|level = 120&lt;br /&gt;
|levelp1 = 121&lt;br /&gt;
|levelp2 = 122&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cinereous_chthonian_sybil&amp;diff=260302</id>
		<title>Cinereous chthonian sybil</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cinereous_chthonian_sybil&amp;diff=260302"/>
		<updated>2026-07-10T20:11:00Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* Hunting Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 120 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 = Astral Spear (1408) &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 569&lt;br /&gt;
| WD1 = Dark Catalyst (719) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 557 &lt;br /&gt;
| WD2 = Mindwipe (1225)&lt;br /&gt;
| WDB = 536&lt;br /&gt;
| OS1 = Condemn (309)  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Meteor Swarm (525)&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  Soul Ward (319)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Cloak of Shadows (712)&lt;br /&gt;
| DSP3 = Blink (1215)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Draped by diaphanous silks that appear so light as to have been woven from shreds of evening mist, a cinereous chthonian sybil is a thin, almost skeletal figure.  Wings with iridescent grey feathers enshroud her form.  Her face is unsettling in its agelessness, and her eyes are nothing human.  They are two pools of luminous mist, and in their depths flit strange shapes and half-formed figures that are at once tantalizingly familiar and distressingly vague.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Accessing the Sybil==&lt;br /&gt;
Accessing the sybil is a puzzle that has not been revealed yet. HINT: It requires 3 items&lt;br /&gt;
&lt;br /&gt;
When she is summoned a realm message for the area is broadcast:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Distant howls and screams draw your attention toward the skies over Angargreft, which darken precipitously as the very fabric of the dusky sky seems to grow thin and stretched.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
* Dispel the sybil immediately to remove at least Cloak of Shadows (712) and Soul Ward (319).&lt;br /&gt;
* Feint and tackle will work with persistence.&lt;br /&gt;
* The sybil&#039;s DS is over 750 at times. Anything to reduce DS is important.&lt;br /&gt;
* On tether she will continue to drain spirit and barrier attacks. Move rooms is the easiest.&lt;br /&gt;
* Dispel her frequently and her attack mechanisms.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival/movement messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil glides in on a current of air, settling so that her feet drift over the ground.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil&#039;s fingers tremble.  Through sheer force of will, she raises her hand and snaps her fingers, the gesture making no sound.  Corruscating shreds of mana fall away from her, leaving her free to move once more.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Remove fear messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil gathers herself and shakes off the fear.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil gestures elegantly, her bony fingers deftly weaving threads of scintillating mana into a spell.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Offensive combat messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil raises a hand.  Blinding, ethereal silver luminescence builds in her palm before streaking at you in a bar of argent light!&lt;br /&gt;
  AS: +569 vs DS: +573 with AvD: +55 + d100 roll: +48 = +99&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil pulls her arm back, a spear of starlight forming in her hand.  She hurls it at you with incredible speed!&lt;br /&gt;
  AS: +569 vs DS: +573 with AvD: +41 + d100 roll: +55 = +92&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This occurred in waves, and was not an {{boldmono|EVOKE}} version:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Flickering images play across a cinereous chthonian sybil&#039;s gaze as her mastery over fate grants her heightened insight!&lt;br /&gt;
A cinereous chthonian sybil illuminates with fell light as she raises an open hand toward you!&lt;br /&gt;
[SMR result: 133 (Open d100: 47)]&lt;br /&gt;
Dusky half-light envelops you in a rippling, nebulous haze.&lt;br /&gt;
A sudden flare of coruscating energy within the haze sears you for 11 points of damage!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Dazzling arc of energy traces blackened path across your back!&lt;br /&gt;
   You are stunned for 1 round!&lt;br /&gt;
&lt;br /&gt;
The forbidden insights empowering a cinereous chthonian sybil subside.&lt;br /&gt;
&lt;br /&gt;
A sudden flare of coruscating energy within the haze sears you for 15 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Plasma scalds your stomach leaving painful red streaks.&lt;br /&gt;
&lt;br /&gt;
A sudden flare of coruscating energy within the haze sears you for 14 points of damage!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Powerful burst to your back causes excruciating pain.&lt;br /&gt;
&lt;br /&gt;
A sudden flare of coruscating energy within the haze sears you for 14 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Pinpoint strike sears your chest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Defensive combat messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;As you raise your hands up to prepare the Wither spell and insistently beckon several spirits to you, the faint outlines of their caliginous shadows flutter in and out of sight.&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You channel at a cinereous chthonian sybil.&lt;br /&gt;
Your mental command surges outward, echoing your need to the stray spirits nearby...&lt;br /&gt;
  CS: +513 - TD: +440 + CvA: +25 + d100: +10 == +108&lt;br /&gt;
  Warding failed!&lt;br /&gt;
A nebulous haze shimmers into view around a cinereous chthonian sybil, plunging inward to envelop her chest!&lt;br /&gt;
   ... 12 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
With a disdainful flick of her wrist, a cinereous chthonian sybil surrounds herself in a twisting ashen barrier that deflects the attack.&lt;br /&gt;
Cloudy tendrils writhe throughout the sybil&#039;s form, ravaging her for 12 points of damage!&lt;br /&gt;
 ** Numerous sigils along your grey walking stick abruptly flare to brilliance!  Coruscating emerald-imbued argent energy surges from each, twining into an echo of your last spell... **&lt;br /&gt;
Your mental command surges outward, echoing your need to the stray spirits nearby...&lt;br /&gt;
  CS: +513 - TD: +440 + CvA: +25 + d100: +22 == +120&lt;br /&gt;
  Warding failed!&lt;br /&gt;
A nebulous haze shimmers into view around a cinereous chthonian sybil, plunging inward to envelop her chest!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
Cloudy tendrils writhe throughout the sybil&#039;s form, ravaging her for 26 points of damage!&lt;br /&gt;
Your grey walking stick pulses with a white-blue light!&lt;br /&gt;
You feel 15 mana surge into you!&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
Roundtime: 3 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Character death messaging&lt;br /&gt;
When the character dies, the sybil moves the character back through the archway with the following messaging:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil extends a withered hand, drawing an ethereal golden thread from within your chest before snapping it with a twist of her wrist.  The thread wafts away in a puff of aureate mist.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Pulled to the Pits (death timer)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The tenebrous gloom around you grows insubstantial, spiraling away in a wash of blackness darker than a raven&#039;s wings.  You find yourself lying on cold, hard ground. &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 118&lt;br /&gt;
|levelm1 = 119&lt;br /&gt;
|level = 120&lt;br /&gt;
|levelp1 = 121&lt;br /&gt;
|levelp2 = 122&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cinereous_chthonian_sybil&amp;diff=260299</id>
		<title>Cinereous chthonian sybil</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cinereous_chthonian_sybil&amp;diff=260299"/>
		<updated>2026-07-10T20:08:37Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 120 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 = Astral Spear (1408) &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 569&lt;br /&gt;
| WD1 = Dark Catalyst (719) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 557 &lt;br /&gt;
| WD2 = Mindwipe (1225)&lt;br /&gt;
| WDB = 536&lt;br /&gt;
| OS1 = Condemn (309)  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Meteor Swarm (525)&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  Soul Ward (319)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Cloak of Shadows (712)&lt;br /&gt;
| DSP3 = Blink (1215)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Draped by diaphanous silks that appear so light as to have been woven from shreds of evening mist, a cinereous chthonian sybil is a thin, almost skeletal figure.  Wings with iridescent grey feathers enshroud her form.  Her face is unsettling in its agelessness, and her eyes are nothing human.  They are two pools of luminous mist, and in their depths flit strange shapes and half-formed figures that are at once tantalizingly familiar and distressingly vague.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Accessing the Sybil==&lt;br /&gt;
Accessing the sybil is a puzzle that has not been revealed yet. HINT: It requires 3 items&lt;br /&gt;
&lt;br /&gt;
When she is summoned a realm message for the area is broadcast:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Distant howls and screams draw your attention toward the skies over Angargreft, which darken precipitously as the very fabric of the dusky sky seems to grow thin and stretched.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
* Dispel the sybil immediately to remove at least Cloak of Shadows (712) and Soul Ward (319).&lt;br /&gt;
* Feint and tackle will work with persistence.&lt;br /&gt;
* The sybil&#039;s DS is over 750 at times. Anything to reduce DS is important.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival/movement messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil glides in on a current of air, settling so that her feet drift over the ground.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil&#039;s fingers tremble.  Through sheer force of will, she raises her hand and snaps her fingers, the gesture making no sound.  Corruscating shreds of mana fall away from her, leaving her free to move once more.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Remove fear messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil gathers herself and shakes off the fear.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil gestures elegantly, her bony fingers deftly weaving threads of scintillating mana into a spell.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Offensive combat messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil raises a hand.  Blinding, ethereal silver luminescence builds in her palm before streaking at you in a bar of argent light!&lt;br /&gt;
  AS: +569 vs DS: +573 with AvD: +55 + d100 roll: +48 = +99&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil pulls her arm back, a spear of starlight forming in her hand.  She hurls it at you with incredible speed!&lt;br /&gt;
  AS: +569 vs DS: +573 with AvD: +41 + d100 roll: +55 = +92&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This occurred in waves, and was not an {{boldmono|EVOKE}} version:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Flickering images play across a cinereous chthonian sybil&#039;s gaze as her mastery over fate grants her heightened insight!&lt;br /&gt;
A cinereous chthonian sybil illuminates with fell light as she raises an open hand toward you!&lt;br /&gt;
[SMR result: 133 (Open d100: 47)]&lt;br /&gt;
Dusky half-light envelops you in a rippling, nebulous haze.&lt;br /&gt;
A sudden flare of coruscating energy within the haze sears you for 11 points of damage!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Dazzling arc of energy traces blackened path across your back!&lt;br /&gt;
   You are stunned for 1 round!&lt;br /&gt;
&lt;br /&gt;
The forbidden insights empowering a cinereous chthonian sybil subside.&lt;br /&gt;
&lt;br /&gt;
A sudden flare of coruscating energy within the haze sears you for 15 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Plasma scalds your stomach leaving painful red streaks.&lt;br /&gt;
&lt;br /&gt;
A sudden flare of coruscating energy within the haze sears you for 14 points of damage!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Powerful burst to your back causes excruciating pain.&lt;br /&gt;
&lt;br /&gt;
A sudden flare of coruscating energy within the haze sears you for 14 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Pinpoint strike sears your chest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Defensive combat messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;As you raise your hands up to prepare the Wither spell and insistently beckon several spirits to you, the faint outlines of their caliginous shadows flutter in and out of sight.&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You channel at a cinereous chthonian sybil.&lt;br /&gt;
Your mental command surges outward, echoing your need to the stray spirits nearby...&lt;br /&gt;
  CS: +513 - TD: +440 + CvA: +25 + d100: +10 == +108&lt;br /&gt;
  Warding failed!&lt;br /&gt;
A nebulous haze shimmers into view around a cinereous chthonian sybil, plunging inward to envelop her chest!&lt;br /&gt;
   ... 12 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
With a disdainful flick of her wrist, a cinereous chthonian sybil surrounds herself in a twisting ashen barrier that deflects the attack.&lt;br /&gt;
Cloudy tendrils writhe throughout the sybil&#039;s form, ravaging her for 12 points of damage!&lt;br /&gt;
 ** Numerous sigils along your grey walking stick abruptly flare to brilliance!  Coruscating emerald-imbued argent energy surges from each, twining into an echo of your last spell... **&lt;br /&gt;
Your mental command surges outward, echoing your need to the stray spirits nearby...&lt;br /&gt;
  CS: +513 - TD: +440 + CvA: +25 + d100: +22 == +120&lt;br /&gt;
  Warding failed!&lt;br /&gt;
A nebulous haze shimmers into view around a cinereous chthonian sybil, plunging inward to envelop her chest!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
Cloudy tendrils writhe throughout the sybil&#039;s form, ravaging her for 26 points of damage!&lt;br /&gt;
Your grey walking stick pulses with a white-blue light!&lt;br /&gt;
You feel 15 mana surge into you!&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
Roundtime: 3 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Character death messaging&lt;br /&gt;
When the character dies, the sybil moves the character back through the archway with the following messaging:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil extends a withered hand, drawing an ethereal golden thread from within your chest before snapping it with a twist of her wrist.  The thread wafts away in a puff of aureate mist.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Pulled to the Pits (death timer)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The tenebrous gloom around you grows insubstantial, spiraling away in a wash of blackness darker than a raven&#039;s wings.  You find yourself lying on cold, hard ground. &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 118&lt;br /&gt;
|levelm1 = 119&lt;br /&gt;
|level = 120&lt;br /&gt;
|levelp1 = 121&lt;br /&gt;
|levelp2 = 122&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cinereous_chthonian_sybil&amp;diff=260297</id>
		<title>Cinereous chthonian sybil</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cinereous_chthonian_sybil&amp;diff=260297"/>
		<updated>2026-07-10T20:07:17Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: Death pull&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 120 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 = Astral Spear (1408) &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 569&lt;br /&gt;
| WD1 = Dark Catalyst (719) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 557 &lt;br /&gt;
| WD2 = Mindwipe (1225)&lt;br /&gt;
| WDB = 536&lt;br /&gt;
| OS1 = Condemn (309)  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Meteor Swarm (525)&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  Soul Ward (319)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Cloak of Shadows (712)&lt;br /&gt;
| DSP3 = Blink (1215)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Draped by diaphanous silks that appear so light as to have been woven from shreds of evening mist, a cinereous chthonian sybil is a thin, almost skeletal figure.  Wings with iridescent grey feathers enshroud her form.  Her face is unsettling in its agelessness, and her eyes are nothing human.  They are two pools of luminous mist, and in their depths flit strange shapes and half-formed figures that are at once tantalizingly familiar and distressingly vague.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Accessing the Sybil==&lt;br /&gt;
Accessing the sybil is a puzzle that has not been revealed yet. HINT: It requires 3 items&lt;br /&gt;
&lt;br /&gt;
When she is summoned a realm message for the area is broadcast:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Distant howls and screams draw your attention toward the skies over Angargreft, which darken precipitously as the very fabric of the dusky sky seems to grow thin and stretched.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
* Dispel the sybil immediately to remove at least Cloak of Shadows (712) and Soul Ward (319).&lt;br /&gt;
* Feint and tackle will work with persistence.&lt;br /&gt;
* The sybil&#039;s DS is over 750 at times. Anything to reduce DS is important.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival/movement messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil glides in on a current of air, settling so that her feet drift over the ground.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil&#039;s fingers tremble.  Through sheer force of will, she raises her hand and snaps her fingers, the gesture making no sound.  Corruscating shreds of mana fall away from her, leaving her free to move once more.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Remove fear messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil gathers herself and shakes off the fear.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil gestures elegantly, her bony fingers deftly weaving threads of scintillating mana into a spell.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Offensive combat messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil raises a hand.  Blinding, ethereal silver luminescence builds in her palm before streaking at you in a bar of argent light!&lt;br /&gt;
  AS: +569 vs DS: +573 with AvD: +55 + d100 roll: +48 = +99&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil pulls her arm back, a spear of starlight forming in her hand.  She hurls it at you with incredible speed!&lt;br /&gt;
  AS: +569 vs DS: +573 with AvD: +41 + d100 roll: +55 = +92&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This occurred in waves, and was not an {{boldmono|EVOKE}} version:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Flickering images play across a cinereous chthonian sybil&#039;s gaze as her mastery over fate grants her heightened insight!&lt;br /&gt;
A cinereous chthonian sybil illuminates with fell light as she raises an open hand toward you!&lt;br /&gt;
[SMR result: 133 (Open d100: 47)]&lt;br /&gt;
Dusky half-light envelops you in a rippling, nebulous haze.&lt;br /&gt;
A sudden flare of coruscating energy within the haze sears you for 11 points of damage!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Dazzling arc of energy traces blackened path across your back!&lt;br /&gt;
   You are stunned for 1 round!&lt;br /&gt;
&lt;br /&gt;
The forbidden insights empowering a cinereous chthonian sybil subside.&lt;br /&gt;
&lt;br /&gt;
A sudden flare of coruscating energy within the haze sears you for 15 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Plasma scalds your stomach leaving painful red streaks.&lt;br /&gt;
&lt;br /&gt;
A sudden flare of coruscating energy within the haze sears you for 14 points of damage!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Powerful burst to your back causes excruciating pain.&lt;br /&gt;
&lt;br /&gt;
A sudden flare of coruscating energy within the haze sears you for 14 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Pinpoint strike sears your chest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Defensive combat messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;As you raise your hands up to prepare the Wither spell and insistently beckon several spirits to you, the faint outlines of their caliginous shadows flutter in and out of sight.&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You channel at a cinereous chthonian sybil.&lt;br /&gt;
Your mental command surges outward, echoing your need to the stray spirits nearby...&lt;br /&gt;
  CS: +513 - TD: +440 + CvA: +25 + d100: +10 == +108&lt;br /&gt;
  Warding failed!&lt;br /&gt;
A nebulous haze shimmers into view around a cinereous chthonian sybil, plunging inward to envelop her chest!&lt;br /&gt;
   ... 12 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
With a disdainful flick of her wrist, a cinereous chthonian sybil surrounds herself in a twisting ashen barrier that deflects the attack.&lt;br /&gt;
Cloudy tendrils writhe throughout the sybil&#039;s form, ravaging her for 12 points of damage!&lt;br /&gt;
 ** Numerous sigils along your grey walking stick abruptly flare to brilliance!  Coruscating emerald-imbued argent energy surges from each, twining into an echo of your last spell... **&lt;br /&gt;
Your mental command surges outward, echoing your need to the stray spirits nearby...&lt;br /&gt;
  CS: +513 - TD: +440 + CvA: +25 + d100: +22 == +120&lt;br /&gt;
  Warding failed!&lt;br /&gt;
A nebulous haze shimmers into view around a cinereous chthonian sybil, plunging inward to envelop her chest!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
Cloudy tendrils writhe throughout the sybil&#039;s form, ravaging her for 26 points of damage!&lt;br /&gt;
Your grey walking stick pulses with a white-blue light!&lt;br /&gt;
You feel 15 mana surge into you!&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
Roundtime: 3 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Character death messaging&lt;br /&gt;
When the character dies, the sybil moves the character back through the archway with the following messaging:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A cinereous chthonian sybil extends a withered hand, drawing an ethereal golden thread from within your chest before snapping it with a twist of her wrist.  The thread wafts away in a puff of aureate mist.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Pulled to the Pits (death timer)&lt;br /&gt;
The tenebrous gloom around you grows insubstantial, spiraling away in a wash of blackness darker than a raven&#039;s wings.  You find yourself lying on cold, hard ground.&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 118&lt;br /&gt;
|levelm1 = 119&lt;br /&gt;
|level = 120&lt;br /&gt;
|levelp1 = 121&lt;br /&gt;
|levelp2 = 122&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=260241</id>
		<title>Beginner&#039;s guide to playing a warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=260241"/>
		<updated>2026-07-09T20:02:00Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: Damage Reduction clarity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=A Beginner&#039;s Guide to Playing a Warrior&lt;br /&gt;
|author=Various&lt;br /&gt;
|date=2015-02-06&lt;br /&gt;
|updated=2026-07-08&lt;br /&gt;
|topic=Warriors&lt;br /&gt;
}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
The Warrior profession is both popular and easy to jump into for a beginning player. A warrior fights with weapons and is armored, lightly at first and progressively to full plate. &lt;br /&gt;
&lt;br /&gt;
Most new players will start with a weapon and shield then pick their play style as you are introduced to the game. What makes a Warrior particularly attractive is that they have among the best all around fighting capabilities for diverse situations. They are easily proficient with multiple weapon types, sometimes two or three, and have opportunities to be diverse in their training paths. &lt;br /&gt;
&lt;br /&gt;
It is encouraged that you check out the [[New Players&#039; Guide]] and [[A beginner&#039;s guide to combat]] prior to proceeding with this profession guide. &lt;br /&gt;
&lt;br /&gt;
If you ever get lost or need help we implore you to find a [[Silverwood Manor]] location in your respective town and ring the bell. You should get assistance from a [[Mentor]].&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
You will need to choose your gender, race, and statistics to begin followed by assigning your training points and then you are brought into the world of [[Elanthia]]. We&#039;ll attempt to detail what is most common for starting players throughout this guide, but other paths can be successful. &lt;br /&gt;
&lt;br /&gt;
===Primary Statistics===&lt;br /&gt;
All stats have growth patterns in Gemstone IV that incrementally increase as you level to 100, the games level maximum. There is advancement beyond level 100 in that you continue to generate [[training points]] to expand your skill set with [[Ascension]].&lt;br /&gt;
&lt;br /&gt;
Warriors require a decent range of statistics. It is recommended you strive for balance, but [[Strength]] (attack), [[Dexterity]] (defense/speed), [[Agility]] (speed) and [[Constitution]] (toughness) are primary combat contributors.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to go entirely wrong, but being a successful warrior both early and late into your career are factors over time, so a gradual increase in stat growth is recommended or you will plateau for long periods of time. When setting stats or looking at level 0 stats in-game INFO START can be reviewed after creation. Careful not to set them all to 100, but 60-80s are not horrible decisions and can be fixed later with expensive [[Fixstat]] methods.&lt;br /&gt;
&lt;br /&gt;
===Race===&lt;br /&gt;
The most common warrior races are [[Giantmen]], [[Dwarves]], [[Human]], and [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Giantmen are the strongest race in Elanthia. Dwarves are both strong and sturdy. Humans are the most balanced and have few weaknesses. Elves are fast and agile.&lt;br /&gt;
&lt;br /&gt;
==Skill selection==&lt;br /&gt;
Based on certain statistics you generate [[training points]] of the physical and mental variety. As Warriors are relatively easy to play you should have enough to cover the basics as you learn without much concern so jump right in. I have detailed a few core skills and additional training recommendations below to get you started.&lt;br /&gt;
&lt;br /&gt;
===Core skills===&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|Necessary to firstly attain full [[Hitpoint]]s and defense [[Creature maneuver|maneuver]] attacks. It also contributes to damage [[redux]] for warriors in the mid-game. You should eventually train 3x in this skill as your career progresses for additional benefits.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/1 or 2/1&lt;br /&gt;
|[[Weapons]]&lt;br /&gt;
|One handed edge (OHE) and two-handed weapons (THW) are the most common. Polearms are particularly devastating. &lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Combat Maneuvers]]&lt;br /&gt;
|CM contributes to special combat moves, attack strength bonus, and defense of similar moves and is a warrior must.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Armor Use]]&lt;br /&gt;
|Training in armor is required to wear heavier armor properly and maneuver with less hindrance. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|33/11&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|These points form the core of your training as a warrior and should put you on the path to success.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Additional training===&lt;br /&gt;
The way to use the rest of the points will depend on the player.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Shield Use]]&lt;br /&gt;
|If you have chosen a one handed weapon you should couple it with a shield use training.&lt;br /&gt;
|-&lt;br /&gt;
|*1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Dodging]]&lt;br /&gt;
|1x with shield, 2x if you are using a two-handed weapon.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|Creature maneuver defense in offensive stance. Up to 30 ranks to start.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Multi-Opponent Combat]]&lt;br /&gt;
|MOC assists in dealing with defending against multiple opponents (FoF) and multi-strike capabilities for engaging. 30, 55, and 90 ranks are milestones.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|Helps tend wounds for survival and skin creatures in the wild.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Survival]]&lt;br /&gt;
|Helps in certain areas against weather conditions and skinning creatures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Warriors have flexibility in how they spend remaining training points, but several skills offer strong foundational value. Shield Use should be trained at 2x if using a one‑handed weapon, while Dodge is typically 1x with a shield or 2x for two‑handed weapon users. Perception at 1x (up to ~30 ranks) helps with maneuver defense. Multi‑Opponent Combat provides crowd control and multi‑strike capability, with early milestones at 30, 55, and 90 ranks. Climbing and Swimming can begin at 20–25 ranks and be revisited later as area requirements increase. First Aid and Survival both support wound tending, skinning, and environmental resistance. Ambush can be added later for aimed attacks.&lt;br /&gt;
&lt;br /&gt;
[[Dodge]] contributes directly to physical DS: two‑handed warriors commonly train 2x per level, while shield users stay near 1x due to shield‑size dodge penalties. Physical Fitness is almost universally trained at 3x in the end game because of its broad defensive benefits. Damage reduction [[Redux]] begins to show meaningful impact around level 42 as physical skills mature. Armor Use may also be trained heavily—full plate requires 130 ranks for zero RT, and additional ranks up to 330 reduce [[action penalty]] and [[spell hindrance]] for smoother maneuver and casting performance in high‑end areas.&lt;br /&gt;
&lt;br /&gt;
By late game, several training benchmarks become standard. Climbing and Swimming usually reach 30 ranks as a functional minimum, though 40–50 ranks provide safer movement in areas like the Rift, Scatter, and elemental planes; some zones such as [[Category:Sailor&#039;s Grief creatures|Sailor’s Grief]] for both or parts of the [[Hinterwilds]] for climbing help with 60 or more ranks. [[Multi Opponent Combat]] follows milestone progression after the initial 5 ranks, with major breakpoints at 30/55/90/135/180 depending on preferred [[Category:Assault skills}assault]]s and combat style.&lt;br /&gt;
&lt;br /&gt;
Your style will evolve, and as you gain a deeper understanding of these concepts, you’ll be able to revisit these and understand them with more clarity, allowing you to choose the best path for yourself. Very few mistakes are truly permanent, so experiment freely. This guide is intended to help you reach about level 15, but it’s valuable to explore these ideas early on as you build proficiency and expertise when later game components are mentioned.&lt;br /&gt;
&lt;br /&gt;
==Town selection==&lt;br /&gt;
As you begin your journey you have three primary city options. [[Icemule Trace]], [[Ta&#039;Vaalor]], and [[Wehnimer&#039;s Landing]]. There are some expanded options for [[Premium]] subscribers that include [[Solhaven]].&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve arrived the wisp will show up to help you and introduce you to the concepts in the [[New Players&#039; Guide]] that we suggested you read first, but it&#039;s a great time to revisit that section now to refresh. You are probably having a better understanding at this point of what it all meant by now.&lt;br /&gt;
&lt;br /&gt;
After this familiarize yourself with the local Inn. In the case of [[Wehnimer&#039;s Landing]] it&#039;s the [[Raging Thrak]], but both [[Ta&#039;Vaalor]] and [[Icemule Trace]] have similar NPCs that expand on some additional basics and grant an XP award. Check the beginner&#039;s guide to those cities for additional help.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve visited the town, the Inn, and have wandered around you are likely about 2nd level and ready to take your next steps or get a job running messages at the Town/City Hall until you reach 3rd level. &lt;br /&gt;
&lt;br /&gt;
When you are ready to venture beyond the cities walls be sure to remember where the Town Square is so when you get wounded, require a cleric for blessing weaponry, or when you get killed you&#039;ll probably end up there. &lt;br /&gt;
&lt;br /&gt;
==Explore==&lt;br /&gt;
With the implementation of the [[Adventurer&#039;s Guild]] the staff there is always a good gauge of your level of skill as they give you missions within about 5 levels of your training. You also receive a badge that as you complete missions has a mechanical bonus you can customize through the Taskmaster. When you have reached level 3 or so this is probably the best place to start as it directs you around the area on various assignments. Warriors tend to build [[strength]], primary weapon bonus, and later [[combat maneuvers]] to the badge maximum. This is your introduction to [[Enhancive item | enhancive items]].&lt;br /&gt;
&lt;br /&gt;
Maps are going to be important because you probably won&#039;t have a good grasp of where to finish these tasks initially. Most commonly they can be found for each region in the respective [[List of hunting areas |Hunting Areas]]. You&#039;ll become more confident as you venture out more routinely with knowing your surroundings. Originally done by Zepath and followed by Tsoran map makers have a long tradition in [[Elanthia]]. Rozy is one of the current prolific map makers along with Allereli, Alosaka and numerous other contributors.&lt;br /&gt;
&lt;br /&gt;
Before venturing too far you should gain some favor with [[Lorminstra]] in the form of [[Deed | deeds]]. Ask local adventurers for advice on how to attain them if you need so. They can be arranged with coins or gems depending on the location usually at the temple. You will need these if you are struck dead in the wilds to minimize the additional hurt of recovering, if you do.&lt;br /&gt;
&lt;br /&gt;
Now you are ready for combat beyond the sprite. Before doing so make your final preparations by checking all your backpacks/containers, your gear (weapons, armor, shield), ensure you have [[Herb | herbs]] (ephlox moss, aloeas stem, pothinir grass, and acantha leaf or equivalents are must haves), then be sure you are not encumbered.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve finished your preparations you can go at it alone or find others who are on similar missions. [[Adventurer&#039;s Guild]] tasks can be shared with up to 5 players. You will probably make mistakes, but to understand and learn from them we&#039;ve included [[A beginner&#039;s guide to combat]] if you care to truly understand what you are doing in advance or after you&#039;ve made some mistakes.&lt;br /&gt;
&lt;br /&gt;
==Arm yourself==&lt;br /&gt;
&lt;br /&gt;
By now you know your way around your starting city and you&#039;ve probably engaged the local denizens that the [[Adventurer&#039;s Guild]] or locals have directed you to cull their numbers. &lt;br /&gt;
&lt;br /&gt;
You&#039;ve also probably raised enough funds to purchase a weapon and some armor the armory, the weaponsmith or maybe a wandering merchant, or other adventurers.&lt;br /&gt;
&lt;br /&gt;
Warriors tend to focus on full body armor types. The first you will likely wear is double leathers at 6 ranks of armor training. This is attainable as early as level 1 by training in armor use 3x at both level 0 and 1.&lt;br /&gt;
&lt;br /&gt;
Brigandine armor at rank 27 in armor use will be your next step as you build in training. Warriors do want to build to 130 armor use ranks for full plate in their career, but it tends to be around level 52 so for the purpose of a new player you will spend a large part of your career in either double leather or brigandine as you progress early on.&lt;br /&gt;
&lt;br /&gt;
Hauberk at rank 70 in armor is next followed by full plate armor at 130 armor use ranks. These do go a bit beyond this guide and you should have the proper understanding of your role as you approach them. You can reference [[Armor Use]] for breakpoints of each armor type using the [[Roundtime]] and [[Action Penalty]] category for the minimums. &lt;br /&gt;
&lt;br /&gt;
5th level is a good time to purchase your first magical weapon of the skill type you&#039;ve chosen. Most often it will be of a metal called [[Mithril]] or [[Ora]]. Occasionally you might choose elemental flaring weaponry such as [[drakar]], [[rhimar]], or others and sometimes you find such weaponry and armory adventuring in the wild or through other adventurers and merchanting.&lt;br /&gt;
&lt;br /&gt;
These all tend to +5 AS ([[attack strength]]) in the case of mithril or +10 AS for ora and later weapons similarly that increase your combat prowess to about +20 Attack strength/defense strength at [[Vultite]]. In the case of each type you need to be half the level of the enchant so for a +20 weapon you must be level 10. We tend to call them 1x, 2x, 3x, and 4x with 10x being the general game maximum. This is your standard weaponry and can serve you all the way through your career.&lt;br /&gt;
&lt;br /&gt;
Depending on weapon skill choices you can start to access [[Weapon Technique]] along with your Guild trainings. You will unlock these at 10, 25, 50 and 75 ranks for each respective weapon skill. &lt;br /&gt;
&lt;br /&gt;
Warriors of near level +/-5 should be able to engage against creature DS ([[defensive strength]]) modifiers for combat through our readily available AS ([[attack strength]]) or CMAN and [[Warrior Guild]] counters, such as feint, bull rush, shield bash, etc. Warriors are weak against CS ([[casting strength]]) through our low TD ([[target defense]]). &lt;br /&gt;
&lt;br /&gt;
Choose creatures accordingly that suit your understanding and capabilities. As you become confident, Warriors are among the most robust professions in Gemstone IV.&lt;br /&gt;
&lt;br /&gt;
==Additional Training &amp;amp; Combat Maneuvers==&lt;br /&gt;
As you begin to engage in the nuances of combat and have trained a handful of times you will have access to CMANs through your [[Combat Maneuvers]] training. In addition, [[Armor Use]], [[Shield Use]]and [[Combat Maneuvers]] allocate you points to assign to customization in combat. These are accessed through ARMOR, SHIELD and CMAN in game.&lt;br /&gt;
&lt;br /&gt;
Core CMANs for Warriors vary, but [[Specialization]] because of it&#039;s passive [[attack strength]] and [[Weapon Bonding]] are common as weapon choice allows. &lt;br /&gt;
&lt;br /&gt;
If you are a shield user you gain SHIELD options from shield use training and options. [[Shield Focus]] based on the type you have chosen and [[Shield Bash]] to begin are good considerations.&lt;br /&gt;
&lt;br /&gt;
ARMOR is the last of these martial character options and you gain them from armor use training every 20 ranks. This can be bestowed by better trained warriors up to rank 5 in your local town square normally so you aren&#039;t rushed into this. [[Armor support]] is currently the most popular, but mileage varies.&lt;br /&gt;
&lt;br /&gt;
FEAT will also show options such as [[Kroderine Soul]], [[Covert Arts]] and [[Guard]], [[Protect]] options as they become available.&lt;br /&gt;
&lt;br /&gt;
At this point your dedication to your craft should start to show. COMBAT is a good reference point for seeing if you will do well in combat situations or against [[creatures]] in their [[hunting areas]].&lt;br /&gt;
&lt;br /&gt;
==Societies==&lt;br /&gt;
There are currently 3 societies within Gemstone IV that bestow mechanical benefits on their members and are tier based. Around level 3 you are able to join one of your choice so we&#039;ve detailed them below. The [[New Players&#039; Guide]] references them all. For the sake of this guide we&#039;ve detailed joining one of them and their direct benefits to Warriors. &lt;br /&gt;
&lt;br /&gt;
[[Order of Voln]] - good auxillery skills including group fog escape, undead travel grounds, lifekeep while dead, increase of spiritual defenses, and combat helpful to defeating undead. The source of power for Voln is through accumulation of slain undead in the form of Favor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Guardians of Sunfist]] - neutral / sworn enemies of trolls, ogres, etc. that add heavy hitting and defensive capabilities and also providing access to warcamps to engage in sworn enemies that are pop up hunting grounds. The main source of power is stamina use for this society.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
[[Council of Light]] - evil soul powers that can stop bleeding, increase powers, and defensive capabilities at the cost of mana and spirit.&lt;br /&gt;
&lt;br /&gt;
==Warrior Guild==&lt;br /&gt;
You&#039;ve survived to level 15. It&#039;s time to join the guild!&lt;br /&gt;
&lt;br /&gt;
Be sure to review that you didn&#039;t train in redundant skills through CMANs.&lt;br /&gt;
&lt;br /&gt;
The guild offers training in [[Berserk]], [[Warcries]], [[Warrior Tricks]], [[Disarm]], and [[Tackle]] to rank 63. Rank 5 CMANs are equivalent to 50 ranks in any guild profession so there is an advantage to Warrior Guild training if you are willing to invest.&lt;br /&gt;
&lt;br /&gt;
==Closing out the basics==&lt;br /&gt;
Now that you understand the general perimeters of being a warrior, fought your first creatures, died, adapted your tactics, equipped yourself, and started down a path in a society it&#039;s probably time to find a mentor and expand on your basic knowledge.&lt;br /&gt;
&lt;br /&gt;
Good luck!&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Warrior]] (main article)&lt;br /&gt;
*[[A beginner&#039;s guide to combat]] (An exceptional and concise tour of combat in GSIV.)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Warrior Guild]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warriors.asp Warrior profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warrior_guild.asp Warrior guild on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warrior]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rising_Phoenix&amp;diff=260240</id>
		<title>Rising Phoenix</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rising_Phoenix&amp;diff=260240"/>
		<updated>2026-07-09T19:55:29Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: Phoenix Website Archive Mention / Wayback machine trace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:House of the rising phoenix.jpg|170px|thumb|right|Dedicated to combating the forces of the Unlife in Elanthia, standing steadfast against the agents of Chaos, releasing the tortured spirits of the Undead from their eternal torment, and dedicating ourselves to the protection of Elanthia and its citizenry.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House of the Rising Phoenix &#039;&#039;&#039; is located in [[Wehnimer&#039;s Landing]], and is a member of the [[Co-operative Houses of Elanthia]]. It officially received its Charter in 5091 (March 1991). Along with House Paupers and Argent Aspis who also received a charter at this time, House of the Rising Phoenix is one of the three original Houses established in Elanthia.  Construction of the house was finally completed in 5092 (February 1992) as reported in the [[Kelfour Edition volume II number IX]]. &lt;br /&gt;
&lt;br /&gt;
It is dedicated to combating the [[Unlife]] and it&#039;s powers through the [[Demonic]] and servants in the form of [[Undead]].&lt;br /&gt;
{| align=&amp;quot;right&amp;quot; style=&amp;quot;width: 26em; margin: 10px 1px 10px 10px; clear:both; background:#FFF;&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
  | align = center |&lt;br /&gt;
  {| style=&amp;quot;border: 2px {{{border-color|#aaa}}} solid; width: 100%; font-size: 95%; text-align: left;&amp;quot;&lt;br /&gt;
    ! colspan=3 style=&amp;quot;white-space: nowrap; background-color: {{{background-color|#DC143C}}}; color: {{{color|#FFFFFF}}}; font-size: larger; text-align: center;&amp;quot; | Officer List&lt;br /&gt;
|- style=&amp;quot;background-color: {{{background-color|#DC143C}}};&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;padding: 0px 5px;&amp;quot; | Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;padding: 0px 5px;&amp;quot; | Officer Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;padding: 0px 5px;&amp;quot; | Position&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Chairman&#039;&#039;&#039;&lt;br /&gt;
|[[Shirkon (prime)|Shirkon]]&lt;br /&gt;
|Chair&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Co-Chairman&#039;&#039;&#039;&lt;br /&gt;
|[[Evialla (prime)|Evialla]]&lt;br /&gt;
|Co-Chair&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Secretary&#039;&#039;&#039;&lt;br /&gt;
|[[Aurla (prime)|Aurla]]&lt;br /&gt;
|Secretary&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Co-Secretary&#039;&#039;&#039;&lt;br /&gt;
|[[Bernadette (prime)|Bernadette]]&lt;br /&gt;
|Co-Secretary&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Treasurer&#039;&#039;&#039;&lt;br /&gt;
|[[Geijon (prime)|Geijon]]&lt;br /&gt;
|Treasurer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Co-Treasurer&#039;&#039;&#039;&lt;br /&gt;
|[[Goldstr (prime)|Goldstr]]&lt;br /&gt;
|Co-Treasurer&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
== House of Rising Phoenix ==&lt;br /&gt;
=== Statement of Purpose ===&lt;br /&gt;
The House of the Rising Phoenix was founded in the Third Era of Lore Master Reckoning roughly 200 years after the Fall of Quellbourne. Lady Wisraith Winterwind, Lord Lythe L&#039;Green, and Lord Maruko Ashimine shared a common purpose -- to thwart the growing Unlife presence in Northern Jaiman; principally, the small frontier town of Kelfour&#039;s Landing which they called home. Thus, the House of the Rising Phoenix was born...a circle of friends sworn to uphold the virtues of the Lords of Orhan, and charged with the arduous task of carrying forward the knowledge and wisdom of the Lore Masters.&lt;br /&gt;
([[ICE age]] References)&lt;br /&gt;
&lt;br /&gt;
=== Joining Requirements ===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Requirements for joinin da house are as follows: Be 10 trainings er more, pass 2 intahviews, pay a one time only fee o&#039; 40,000 silvahs, and pass a test ats induction ta ensure ya isn&#039;t a membah o&#039; da secret society. The interview process can start before your tenth training, but induction will be delayed until it is reached. Contact a House officah fer more details or questions.&lt;br /&gt;
&lt;br /&gt;
Fer dem what intahested in joinin da house, intahviews is helds on Leyan evenin&#039;s ats 10:00 elven and on Feastday mornin&#039;s ats 11 elven. All is welcome ta stops by.&lt;br /&gt;
&lt;br /&gt;
House inductions is held on da foist Leyan (Wednesday) 10 elven in da evenin and da foist Feastday (Saturday) o&#039; da month ats 11 elven in da mornin.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Annex Locations ===&lt;br /&gt;
Members can TURN their House pin to go to a nearby House Annex where they can access a House locker and enjoy some of the comforts of home. This works in most locations within most towns.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=crimson&lt;br /&gt;
!width=120;|Town&lt;br /&gt;
!|Location&lt;br /&gt;
!|Directions&lt;br /&gt;
!|Annex Lich ID&lt;br /&gt;
|-&lt;br /&gt;
|[[Mist Harbor]] || [[Hale Hall]] || From Gardenia Commons: s, w, go hall, go door, go stair, go arch, n, go crimson door || #23179&lt;br /&gt;
|-&lt;br /&gt;
|[[Icemule Trace]] || [[Silvermule Gaming Hall]] || From Town Center: s, s, s, w, go entry, go door, n, n, n, go cranberry arch || #20017&lt;br /&gt;
|-&lt;br /&gt;
|[[Teras Isle]] || [[Adventurer’s Rest]] || From Dragonspine and Kodera: w, go rest, e, e, go ruby arch || #26937&lt;br /&gt;
|-&lt;br /&gt;
|[[River&#039;s Rest]] || [[Timor&#039;s Storage]] || From Town Commons: go path, s, e, ne, go double doors, e, d, n, go azure curtain || #32998&lt;br /&gt;
|-&lt;br /&gt;
|[[Solhaven]] || [[Warehouse]] || From North Market: w, sw, sw, go warehouse, w, go stair, n, n, go arch || #33001&lt;br /&gt;
|-&lt;br /&gt;
|[[Zul Logoth]] || [[Rockslinger&#039;s]] || From Crystalline Cavern: e, e, se, e, s, go door, go corridor, go rising arch || #33199&lt;br /&gt;
|-&lt;br /&gt;
|[[Ta&#039;Illistim]] || [[The Lost Home]] || Lich ID 193, go door, ne, go arch || #33167&lt;br /&gt;
|-&lt;br /&gt;
|[[Ta&#039;Vaalor]] || [[Dancing Dahcre]] || Lich ID 3514, go build, sw, s, s, go arch || #33162&lt;br /&gt;
|-&lt;br /&gt;
|[[Krakens Fall]] || [[Inking Den]] || Lich ID 28871, go door, ne, go white door || #33172&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Annex Lich ID is for Annex rooms, some Annexes require solving a puzzle, usually pull or lean on an item in the room, to access the locker. Lockers are usually located behind a curtain or opening.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
=== Bylaws, Charter ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-kestrels&amp;quot; style=&amp;quot;font-size:16px;overflow:auto;color:#0000FF&amp;quot;&amp;gt;[Click to Expand]&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-kestrels&amp;quot;&amp;gt;&lt;br /&gt;
‘’’PREAMBLE’’’&lt;br /&gt;
&lt;br /&gt;
The House of the Rising Phoenix was founded in the Third Era of Lore Master Reckoning roughly 200 years after the Fall of Quellbourne. Lady Wisraith Winterwind, Lord Lythe L&#039;Green, and Lord Maruko Ashimine shared a common purpose -- to thwart the growing Unlife presence in Northern Jaiman; principally, the small frontier town of Kelfour&#039;s Landing which they called home. Thus, the House of the Rising Phoenix was born...a circle of friends sworn to uphold the virtues of the Lords of Orhan, and charged with the arduous task of carrying forward the knowledge and wisdom of the Lore Masters.&lt;br /&gt;
&lt;br /&gt;
([[ICE age]] References)&lt;br /&gt;
&lt;br /&gt;
’’’ARTICLE I. STATEMENT OF PURPOSE’’’&lt;br /&gt;
&lt;br /&gt;
As stated in the preamble, the House of the Rising Phoenix is dedicated to battling the [[Unlife]] and the forms of Chaos that seek to disrupt the order of the lands. We also seek to free the Undead from their eternal pain of undeath and return their souls to Lorminstra&#039;s waiting arms. Besides these, we are charged with maintaining and spreading the virtues and knowledge of the Lords of Liabo and their teachings, as well as upholding honor and the ways of righteousness that the Lords of Liabo seek to teach us as mortals.&lt;br /&gt;
&lt;br /&gt;
’’’ARTICLE II. STATEMENT OF GOVERNING’’’&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 1. Definitions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. Cooperative Houses of Elanthia - A loose organization of Houses of Elanthia, headed by the Ruling Council, whose purpose is to set standards of behavior. Although the organization has little official power, its decisions are generally accepted by all Houses as final, especially when issued in name of the Council.&lt;br /&gt;
&lt;br /&gt;
B. Triumvirate/High Council - The Triumvirate, which signifies three, or the High Council, consists of, but is not restricted to: The House Chairman, one senior officer (Secretary or Treasurer) and one House Elder or other officer (founder, elder member, co-officer). The Council may rule on house business in certain matters not needing a formal vote and in times of emergency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2. Amendment of Bylaws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. These Bylaws maybe amended from time to time by a vote consisting of 2/3 approval by the House Council and acceptance of said amendments by the House Controller.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 3. Normal House Business&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. Statement of Governing - The House of the Rising Phoenix shall be governed semi-democratically with a vote by the Council binding all decisions except in special circumstances which require the House Chairman to make a final ruling.&lt;br /&gt;
&lt;br /&gt;
B. Meetings - Meetings are conducted in the House Library or Planning Room unless otherwise stated by the Chairman or another House officer.&lt;br /&gt;
&lt;br /&gt;
C. Formal Voting - Formal voting is a requirement for investing new officers, amending the bylaws, expelling members and other functions where votes involving the House are required by Majority voting of the House or votes done by the House Council.&lt;br /&gt;
&lt;br /&gt;
- 1. Formal voting is held when found necessary by the Chairman or other House officers.&lt;br /&gt;
&lt;br /&gt;
- 2. The Triumvirate/Council must be present to constitute a formal vote.&lt;br /&gt;
&lt;br /&gt;
- 3. The House Secretary is responsible for tallying the votes and announcing the results.&lt;br /&gt;
&lt;br /&gt;
- 4. The Chairmen or highest ranking officer present has final judgment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 4. House Officers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. The House shall have three primary House Officer positions (Chairmen, Secretary, and Treasurer) and three secondary positions (Co-Chairman, Co-Secretary and Co-Treasurer.) Functions of the respective Officer positions are defined in section 4-D below.&lt;br /&gt;
&lt;br /&gt;
B. House offices are held for life or until one of the following occurs:&lt;br /&gt;
&lt;br /&gt;
- 1. The officer resigns.&lt;br /&gt;
&lt;br /&gt;
- 2. The officer is declared inactive (defined as a long unexplained absence and lapse of duties).&lt;br /&gt;
&lt;br /&gt;
- 3. The officer is expelled or terminated by the Chairman.&lt;br /&gt;
&lt;br /&gt;
- - a. An officer can be terminated for not completing his or her duties as assigned in the following section.&lt;br /&gt;
&lt;br /&gt;
C. Vacant offices shall be filled by the following process:&lt;br /&gt;
&lt;br /&gt;
- 1. Nominations shall be taken for one month.&lt;br /&gt;
&lt;br /&gt;
- 2. All nominees will be interviewed by the current officers to determine suitability.&lt;br /&gt;
&lt;br /&gt;
- 3. All suitable candidates shall be placed on a ballot, and a general election will be held.&lt;br /&gt;
&lt;br /&gt;
- 4. The candidate with the majority of votes shall win. Votes will be taken for a period of two weeks.&lt;br /&gt;
&lt;br /&gt;
- 5. At the end of that period, the new officer shall be announced to the house, and will take office immediately.&lt;br /&gt;
&lt;br /&gt;
D. Responsibilities. House Officers are charged with the following specific duties in addition to any others they are charged with by the House Chairman.&lt;br /&gt;
&lt;br /&gt;
- 1. The Chairman as defined by the Cooperative Houses of Elanthia. The chairman holds the official leadership of the House and is ultimately responsible for all decisions and actions of the same.&lt;br /&gt;
&lt;br /&gt;
- 2. The Secretary as defined by the Cooperative Houses of Elanthia. The position and duties of the Secretary is to keep records of all House business and history, assist in House initiations, keep a current House rosters list, keeping minutes of House meetings, send out meeting announcements, and settle all disputes over the House Bylaws and changes/additions to.&lt;br /&gt;
&lt;br /&gt;
- 3. The Treasurer as defined by the Cooperative Houses of Elanthia is in charge of monitoring and maintaining all House funds, granting and keeping records of House loans and the agreed upon terms, receive money due and payable to the house, depositing such funds in the name of the House, assisting in House initiations and any other special duties assigned to this position.&lt;br /&gt;
&lt;br /&gt;
- 4. Co-Chairmen must at any time step into the Chairman&#039;s position in time of absence, as well as assist with initiations and any other special duties needed by the House.&lt;br /&gt;
&lt;br /&gt;
- 5. Co-Secretary is the assistant to the House Secretary, thus assists in keeping records, as well as an alternate House roster in case of errors and/or unnoticed changes by the Secretary, assist with House initiations and any other special duties assigned to this position.&lt;br /&gt;
&lt;br /&gt;
- 6. Co-Treasurer is the assistant to the House Treasurer, thus assists in compiling files and records of loans and House fees, assists during initiations, provides assistance in loan procedures and any other special duties assigned to this position.&lt;br /&gt;
&lt;br /&gt;
’’’ARTICLE III. MEMBERSHIP’’’&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 1. Requirements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. Attainment of at least the tenth level of experience.&lt;br /&gt;
&lt;br /&gt;
- 1. The age level requirement was officially changed from the fifth level of experience to the tenth level of experience, upon official House vote granting passage of Bylaw Amendment on day 2 of the month of Phoenatos in the year 5100 of the Modern Era (August 2, 2000, Common Age)&lt;br /&gt;
&lt;br /&gt;
B. Members and Applicants shall not be affiliated with the Unlife or its agents, or participate in any organization which seeks to further the goals of the Unlife.&lt;br /&gt;
&lt;br /&gt;
- 1. It is noted that the Unlife has sunken its claws deep into the citizenship of Wehnimers. The above statement is not meant to forbid interaction with friends, brothers, sisters, or even spouses of House Members who have been seduced by the Unlife.&lt;br /&gt;
&lt;br /&gt;
- 2. Members are encouraged to enlighten and guide known Servants of the Unlife with the teachings of the Lore Masters and the Lords of Liabo upon which the House of the Rising Phoenix was originally founded.&lt;br /&gt;
&lt;br /&gt;
- 3. Members shall not aid Servants of the Unlife in the procurement of items for their Masters. Items include skins and any other assorted gifts or tributes as may be required by their dark masters.&lt;br /&gt;
&lt;br /&gt;
- 4. Members shall not aid Servants of the Unlife in gaining favor or deeds from Lorminstra and the Lords of Liabo.&lt;br /&gt;
&lt;br /&gt;
C. Successful membership acceptance and approval as granted by Official House Committee.&lt;br /&gt;
&lt;br /&gt;
- 1. Item C was officially made part of the Membership Requirements upon official House vote granting passage of Bylaw Amendment on day 2 of the month of Phoenatos in the year 5100 of the Modern Era (August 2, 2000, Common Age).&lt;br /&gt;
&lt;br /&gt;
D. Payment of lifetime Membership fee of 40,000 silvers.&lt;br /&gt;
&lt;br /&gt;
- 1. The lifetime Membership fee was officially changed from the sum of 20,000 silvers to the sum of 40,000 silvers, upon official House vote granting passage of Bylaw Amendment on day 2 of the month of Phoenatos in the year 5100 of the Modern Era (August 2, 2000, Common Age)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2. Induction and Initiation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. Induction Ceremonies - Ceremonies shall be limited to twice a month, those being the first Saturday and third Wednesday.&lt;br /&gt;
&lt;br /&gt;
- 1. Added by Bylaws Amendment One, via official House vote granting passage on day 2 of the month of Phoenatos in the year 5100 of the Modern Era (August 2, 2000).&lt;br /&gt;
&lt;br /&gt;
B. The Rite of Purification.&lt;br /&gt;
&lt;br /&gt;
- 1. The Chairmen, the initiate and another of the House officers shall meet outside of the House of the Rising Phoenix and the initiation ceremonies for those with appointments will commence.&lt;br /&gt;
&lt;br /&gt;
- 2. The group shall enter the Hall of Sacrifice in the Temple, where the Chairman shall offer an ordinary broadsword and a handful of fresh flower petals to the applicant.&lt;br /&gt;
&lt;br /&gt;
- 3. The Applicant shall approach the holy fountain and join the High Priest in prayer so that Lorminstra&#039;s blessing may purify the ceremonial blade.&lt;br /&gt;
&lt;br /&gt;
C. The Rite of Initiation.&lt;br /&gt;
&lt;br /&gt;
- 1. Once the blade has been purified, the group shall proceed to the Clerks Office in Moot Hall.&lt;br /&gt;
&lt;br /&gt;
- 2. The Applicant shall have in his or her possession the sum of 40,000 silvers for the lifetime Membership Fee and pass the ceremonial blade back to the Chairman. The lifetime Membership fee was officially changed from the sum of 20,000 silvers to the sum of 40,000 silvers, upon official House vote granting passage of Bylaw Amendment on day 2 of the month of Phoenatos in the year 5100 of the Modern Era (August 2, 2000, Common Age)&lt;br /&gt;
&lt;br /&gt;
- 3. The Applicant shall kneel and state his or her intentions to join the ranks of the House of the Rising Phoenix and by his or her Oath swear to abide by all of the stipulations stated herein.&lt;br /&gt;
&lt;br /&gt;
- 4. The Ritual of Induction shall commence and proceed to its conclusion.&lt;br /&gt;
&lt;br /&gt;
’’’ARTICLE IV. MEMBER STATUS’’’&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 1. Inactive House Members&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. A Member of the House of the Rising Phoenix is a Member for life unless he or she resigns or is expelled, but may be placed on inactive status through one of the following methods:&lt;br /&gt;
&lt;br /&gt;
- 1. Long unexplained absences. Not present for more than 2 months without prior notice.&lt;br /&gt;
&lt;br /&gt;
- - a. Officers placed on this list shall be temporarily replaced or terminated by the Chairman.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2. Expulsion of Members&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. The Expulsion of a Member of the House of the Rising Phoenix is a grave matter, and the Council is expected to conduct a thorough discussion and investigation into any circumstances which warrant this charge against a Phoenix Member.&lt;br /&gt;
&lt;br /&gt;
B. Expulsion of any Member shall require a 2/3 vote by the Council or House Members in a formal vote.&lt;br /&gt;
&lt;br /&gt;
C. Any Member who, after being initiated, becomes a supporter of the Unlife, they will be expelled from the House, as soon as proof can be obtained. Anyone who stands accused of being a supporter of the Unlife, will be brought to Lorminstra&#039;s Temple, and will attempt to approach the altar. If they are unable to, they will be deemed a supporter of the Unlife, and expelled as a member on the spot. Anyone who refuses to go to the Temple when they stand accused, will be assumed a supporter of the Unlife, and expelled immediately. No Voting will be required, if the accused is proven, or assumed a supporter of the Unlife.&lt;br /&gt;
&lt;br /&gt;
D. Definition of Supporter of the Unlife - A person who is a member of the Council of Light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 3. Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. Members who re-roll may be automatically inducted back into the House after reaching the appropriate level of experience.&lt;br /&gt;
&lt;br /&gt;
B. Inheritance and Officer Heirs - An officer who by their right has designated an heir in said position, said heir is empowered to take the place of the departing officer upon the death or retirement of the current officer filling that position. If the stated heir is below the required age of the House, that position must be held until such time as said heir may join the House, unless overruled by decision of the Chairman.&lt;br /&gt;
&lt;br /&gt;
C. The House Membership fee is 40,000 silvers for lifetime membership by virtue of Bylaw Amendment 1 - Membership Requirements. There are no monthly dues. Members who re-roll are subject to the Initiation Fee when re-inducted.&lt;br /&gt;
&lt;br /&gt;
’’’ARTICLE V. MEMBERSHIP SERVICES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 1. Definitions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. House Colors - The House colors are black, gold and crimson or red, signifying Knowledge, Honor, continuous Rebirth, and the fiery spirit of the Phoenix itself. These are often times worn during public events and House meetings as well as worked into items of personal apparel and arms as a means of displaying loyalty to the House and as emblems of pride in belonging.&lt;br /&gt;
&lt;br /&gt;
B. House Insignia/Coat of Arms - The House of the Rising Phoenix is represented by a triumphant Phoenix rising from its own death, to screech into the heavens, as its tail blazes and its life is renewed once more in its never-ending cycle of rebirth and resurrection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2. Miscellaneous Benefits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. Storage - The House shall provide storage service of 50 items to active House Members.&lt;br /&gt;
&lt;br /&gt;
B. Engraving - The House Coat of Arms is registered with the Cooperative Houses of Elanthia and is available to all members at the Engraver&#039;s shop.&lt;br /&gt;
&lt;br /&gt;
C. House Pin&lt;br /&gt;
&lt;br /&gt;
- 1. A House pin will be available for purchase. Price is determined by the House Controller. The proceeds will be split by half, with half going to the House funds and half to the House Controller.&lt;br /&gt;
&lt;br /&gt;
- - a. House pins will be available only to House members.&lt;br /&gt;
&lt;br /&gt;
- - b. House pins will serve to identify members as well as a private ESP thought net between members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 3. Lodgings &amp;amp; Room Amenities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. House Temple&lt;br /&gt;
&lt;br /&gt;
- 1. House members may be married on the House premises in the House Quiet Temple or Sanctuary located in the Annex.&lt;br /&gt;
&lt;br /&gt;
- 2. Petitions must be given to the Chairman for approval and conditions.&lt;br /&gt;
&lt;br /&gt;
B. Library - The Library of the House of the Rising Phoenix is the normal location for House meetings and gatherings, as well as an earth-node, making it ideal for resting, quiet study, or socializing.&lt;br /&gt;
&lt;br /&gt;
C. Rooms&lt;br /&gt;
&lt;br /&gt;
- 1. General and Common Rooms - There are a number of both latchable and non-latchable private and semi-private rooms available for use by Members and their guests within the House of the Rising Phoenix, as well as private tables and various other rooms for meeting, gathering, resting, and socializing purposes.&lt;br /&gt;
&lt;br /&gt;
- 2. Private Rooms&lt;br /&gt;
&lt;br /&gt;
- - a. Space permitting, private rooms are available at the Member&#039;s expense and the approval of the House Controller.&lt;br /&gt;
&lt;br /&gt;
- - b. Petitions shall be judged by seniority and submitted to the Chairmen or Triumvirate and under approval by the House Controller.&lt;br /&gt;
&lt;br /&gt;
- - c. Private rooms, once constructed, may never be torn down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 4. Magical Workshop&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. The House of the Rising Phoenix was the first House to offer the services of a magical workshop for enchanting and embedding.&lt;br /&gt;
&lt;br /&gt;
B. Those wizards old enough are permitted keys into the workshop, but are subject to the rules set forth by the House Workshop Coordinator&#039;s Cycle.&lt;br /&gt;
&lt;br /&gt;
- 1. Non-member and out of turn enchanting is strictly prohibited.&lt;br /&gt;
&lt;br /&gt;
- 2. Any Member discovered to be allowing non-members to use the facilities of the House Phoenix Workshop may face and be subject to immediate expulsion of said member.&lt;br /&gt;
&lt;br /&gt;
- 3. All enchanting will be scheduled by the House Coordinators and strictly adhered to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 5. Loans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. House loans are available according to the terms as set forth by the Cooperative Houses of Elanthia.&lt;br /&gt;
&lt;br /&gt;
B. Petitions shall be given to the Treasurer for approval and conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AMENDMENTS TO THE BYLAWS OF THE HOUSE OF THE RISING PHOENIX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Amendment One&#039;&#039;&#039;&lt;br /&gt;
Amendment One to the Bylaws of the House of the Rising Phoenix was granted passage by formal vote on day 2 of the month of Phoenatos in the year 5100 of the Modern Era (August 2, 2000 Common Age) and includes:&lt;br /&gt;
&lt;br /&gt;
- An amendment to Article III, Membership; Section 2. Induction and Initiation.&lt;br /&gt;
&lt;br /&gt;
- An amendment to Article III, Membership; Section 1.A. Requirements.&lt;br /&gt;
&lt;br /&gt;
- An amendment to Article III, Membership; Section 1.D. Lifetime Membership Fee.&lt;br /&gt;
&lt;br /&gt;
- An amendment to Article III, Membership; Section 1.C., Interview Process and Approval.&lt;br /&gt;
&lt;br /&gt;
Amendment One Inclusions Outlined, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 1. Induction Ceremonies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. Induction Ceremonies - Ceremonies shall be limited to twice a month, those being the first Saturday and third Wednesday.&lt;br /&gt;
&lt;br /&gt;
(An amendment to Article III, Membership; Section 2. Induction and Initiation.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2. Age Requirement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. The Age Requirement shall be raised from 5 levels of training to 10 trainings with the intention of assuring that all perspective members are serious about joining our House, and not just interested in lockers.&lt;br /&gt;
&lt;br /&gt;
(An amendment to Article III, Section 1.A. Requirements).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 3. Joining Fee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. The lifetime fee for joining shall be raised from 20,000 silvers 40, 000 silvers.&lt;br /&gt;
&lt;br /&gt;
(An amendment to Article III, Section 1.D. Lifetime Membership Fee).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 4. Approval and Interview Process&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. Interview Committee - An Interview Committee shall be formed for the purpose of carrying out the requirements of the Interview and Approval processes of the joining requirement.&lt;br /&gt;
&lt;br /&gt;
- 1. Composition - Interview Committee shall be comprised of House officers and members.&lt;br /&gt;
&lt;br /&gt;
- 2. Availability - Officers will make themselves available for the House following any initiations ceremonies, as well as during the scheduled initiation times, for the purpose of conducting prospective member interviews.&lt;br /&gt;
&lt;br /&gt;
B. Interview Process - Any prospective member must be interviewed separately by 2 officers and a third house member comprising an interview committee, allowing the prospective member a chance to meet a committed house member, as well as an opportunity to allow our members a chance to help mold future members and offer their opinions on them to the officers for the process of Member approval.&lt;br /&gt;
&lt;br /&gt;
C. Membership Approval and Waiting Period - Once approved by the Interview Committee as defined herein, the prospective member will be eligible to join during but not before the second available induction ceremony.&lt;br /&gt;
&lt;br /&gt;
D. Induction Ceremonies - Ceremonies shall be limited to twice a month, those being the first Saturday and third Wednesday, thus assuring that all approved members will have passed the waiting period requirement and by so doing have showing sincere desire to join the House.&lt;br /&gt;
&lt;br /&gt;
E. The Secretary and Co-Secretary will track the stages of progress for prospective members and coordinate the required communications between officers and the Interview Committee.&lt;br /&gt;
&lt;br /&gt;
(An amendment to Article III, Membership; Section 1.C., Interview Process and Approval).&lt;br /&gt;
&#039;&#039;&#039;Amendment Two&#039;&#039;&#039;&lt;br /&gt;
Amendment Two, Interview Process Addendum as an Amendment One, Section 4B REVISION AMENDMENT:&lt;br /&gt;
&lt;br /&gt;
Amendment Two: Interview Process Addendum, was formally passed by House vote on day 3 of Lormesta in the year 5103 (January 03, 2003).&lt;br /&gt;
&lt;br /&gt;
Any prospective member must be interviewed separately by 1 officer and 1 house member comprising an interview committee, allowing the prospective member a chance to meet a committed house member, as well as an opportunity to allow our members a chance to help mold future members and offer their opinions on them to the officers for the process of Member approval. The first interview will ask the reason for joining and ask for knowledge about the house. The second interview will test the knowledge of the prospective member about the house and the history of the house. Interviews will be at least one week between each.&lt;br /&gt;
&#039;&#039;&#039;Amendment Three&#039;&#039;&#039;&lt;br /&gt;
Amendment Three, Expulsion of Members Addendum as an Amendment Three, to Article IV. Member Status, Section 2. Expulsion of Members&lt;br /&gt;
&lt;br /&gt;
Amendment Three: Expulsion of Members Addendum, was formally passed by House vote on January 03, 2003.&lt;br /&gt;
&lt;br /&gt;
Sections C. and D. by addendum, in reference to expulsion of initiated members who thereinafter become supporters of the Unlife.&lt;br /&gt;
&#039;&#039;&#039;Amendment Four&#039;&#039;&#039;&lt;br /&gt;
Amendment Four, Filling of Vacant Officers as an Amendment Four, to ARTICLE II. STATEMENT OF GOVERNING, Section 4. House Officers, item C. Vacant offices&lt;br /&gt;
&lt;br /&gt;
Amendment Four, was formally passed by House vote on March 23, 2003.&lt;br /&gt;
&lt;br /&gt;
To replace, and make obsolete the former process which was:&lt;br /&gt;
&lt;br /&gt;
C. Vacant offices shall be filled by the following process:&lt;br /&gt;
&lt;br /&gt;
- 1. Inheritance and Officer Heirs - An officer who by their right has designated an heir in said position, said heir is empowered to take the place of the departing officer upon the death or retirement of the current officer filling that position. If the stated heir is below the required age of the House, that position must be held until such time as said heir may join the House, unless overruled by decision of the Chairman.&lt;br /&gt;
&lt;br /&gt;
- 2. In any and all cases where there is no designated heir:&lt;br /&gt;
&lt;br /&gt;
- - a. At least one nomination for the office shall be taken at a formal House meeting or by an existing House officer.&lt;br /&gt;
&lt;br /&gt;
- - b. The qualifications of the nominees shall be thoroughly discussed.&lt;br /&gt;
&lt;br /&gt;
- - c. The Council shall vote or the Chairman as senior officer may break all deadlocks and appoint the officer.&lt;br /&gt;
&lt;br /&gt;
The above was rendered obsolete and replaced with:&lt;br /&gt;
&lt;br /&gt;
C. Vacant offices shall be filled by the following process:&lt;br /&gt;
&lt;br /&gt;
- 1. Nominations shall be taken for one month.&lt;br /&gt;
&lt;br /&gt;
- 2. All nominees will be interviewed by the current officers to determine suitability.&lt;br /&gt;
&lt;br /&gt;
- 3. All suitable candidates shall be placed on a ballot, and a general election will be held.&lt;br /&gt;
&lt;br /&gt;
- 4. The candidate with the majority of votes shall win. Votes will be taken for a period of two weeks.&lt;br /&gt;
&lt;br /&gt;
- 5. At the end of that period, the new officer shall be announced to the house, and will take office immediately.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Map==&lt;br /&gt;
[[File:Rising_Phoenix.png|700px|Rising Phoenix Map]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://www.gshousephoenix.com/ Website for House of the Rising Phoenix]&lt;br /&gt;
(Archived 8/1/2026)&lt;br /&gt;
&lt;br /&gt;
[[Category: CHE]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=260236</id>
		<title>Beginner&#039;s guide to playing a warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=260236"/>
		<updated>2026-07-09T19:22:43Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* Primary Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=A Beginner&#039;s Guide to Playing a Warrior&lt;br /&gt;
|author=Various&lt;br /&gt;
|date=2015-02-06&lt;br /&gt;
|updated=2026-07-08&lt;br /&gt;
|topic=Warriors&lt;br /&gt;
}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
The Warrior profession is both popular and easy to jump into for a beginning player. A warrior fights with weapons and is armored, lightly at first and progressively to full plate. &lt;br /&gt;
&lt;br /&gt;
Most new players will start with a weapon and shield then pick their play style as you are introduced to the game. What makes a Warrior particularly attractive is that they have among the best all around fighting capabilities for diverse situations. They are easily proficient with multiple weapon types, sometimes two or three, and have opportunities to be diverse in their training paths. &lt;br /&gt;
&lt;br /&gt;
It is encouraged that you check out the [[New Players&#039; Guide]] and [[A beginner&#039;s guide to combat]] prior to proceeding with this profession guide. &lt;br /&gt;
&lt;br /&gt;
If you ever get lost or need help we implore you to find a [[Silverwood Manor]] location in your respective town and ring the bell. You should get assistance from a [[Mentor]].&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
You will need to choose your gender, race, and statistics to begin followed by assigning your training points and then you are brought into the world of [[Elanthia]]. We&#039;ll attempt to detail what is most common for starting players throughout this guide, but other paths can be successful. &lt;br /&gt;
&lt;br /&gt;
===Primary Statistics===&lt;br /&gt;
All stats have growth patterns in Gemstone IV that incrementally increase as you level to 100, the games level maximum. There is advancement beyond level 100 in that you continue to generate [[training points]] to expand your skill set with [[Ascension]].&lt;br /&gt;
&lt;br /&gt;
Warriors require a decent range of statistics. It is recommended you strive for balance, but [[Strength]] (attack), [[Dexterity]] (defense/speed), [[Agility]] (speed) and [[Constitution]] (toughness) are primary combat contributors.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to go entirely wrong, but being a successful warrior both early and late into your career are factors over time, so a gradual increase in stat growth is recommended or you will plateau for long periods of time. When setting stats or looking at level 0 stats in-game INFO START can be reviewed after creation. Careful not to set them all to 100, but 60-80s are not horrible decisions and can be fixed later with expensive [[Fixstat]] methods.&lt;br /&gt;
&lt;br /&gt;
===Race===&lt;br /&gt;
The most common warrior races are [[Giantmen]], [[Dwarves]], [[Human]], and [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Giantmen are the strongest race in Elanthia. Dwarves are both strong and sturdy. Humans are the most balanced and have few weaknesses. Elves are fast and agile.&lt;br /&gt;
&lt;br /&gt;
==Skill selection==&lt;br /&gt;
Based on certain statistics you generate [[training points]] of the physical and mental variety. As Warriors are relatively easy to play you should have enough to cover the basics as you learn without much concern so jump right in. I have detailed a few core skills and additional training recommendations below to get you started.&lt;br /&gt;
&lt;br /&gt;
===Core skills===&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|Necessary to firstly attain full [[Hitpoint]]s and defense [[Creature maneuver|maneuver]] attacks. It also contributes to damage [[redux]] for warriors in the mid-game. You should eventually train 3x in this skill as your career progresses for additional benefits.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/1 or 2/1&lt;br /&gt;
|[[Weapons]]&lt;br /&gt;
|One handed edge (OHE) and two-handed weapons (THW) are the most common. Polearms are particularly devastating. &lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Combat Maneuvers]]&lt;br /&gt;
|CM contributes to special combat moves, attack strength bonus, and defense of similar moves and is a warrior must.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Armor Use]]&lt;br /&gt;
|Training in armor is required to wear heavier armor properly and maneuver with less hindrance. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|33/11&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|These points form the core of your training as a warrior and should put you on the path to success.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Additional training===&lt;br /&gt;
The way to use the rest of the points will depend on the player.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Shield Use]]&lt;br /&gt;
|If you have chosen a one handed weapon you should couple it with a shield use training.&lt;br /&gt;
|-&lt;br /&gt;
|*1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Dodging]]&lt;br /&gt;
|1x with shield, 2x if you are using a two-handed weapon.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|Creature maneuver defense in offensive stance. Up to 30 ranks to start.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Multi-Opponent Combat]]&lt;br /&gt;
|MOC assists in dealing with defending against multiple opponents (FoF) and multi-strike capabilities for engaging. 30, 55, and 90 ranks are milestones.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|Helps tend wounds for survival and skin creatures in the wild.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Survival]]&lt;br /&gt;
|Helps in certain areas against weather conditions and skinning creatures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Warriors have flexibility in how they spend remaining training points, but several skills offer strong foundational value. Shield Use should be trained at 2x if using a one‑handed weapon, while Dodge is typically 1x with a shield or 2x for two‑handed weapon users. Perception at 1x (up to ~30 ranks) helps with maneuver defense. Multi‑Opponent Combat provides crowd control and multi‑strike capability, with early milestones at 30, 55, and 90 ranks. Climbing and Swimming can begin at 20–25 ranks and be revisited later as area requirements increase. First Aid and Survival both support wound tending, skinning, and environmental resistance. Ambush can be added later for aimed attacks.&lt;br /&gt;
&lt;br /&gt;
[[Dodge]] contributes directly to physical DS: two‑handed warriors commonly train 2x per level, while shield users stay near 1x due to shield‑size dodge penalties. Physical Fitness is almost universally trained at 3x in the end game because of its broad defensive benefits. [[Redux]] begins to show meaningful impact around level 42 as physical skills mature. Armor Use may also be trained heavily—full plate requires 130 ranks for zero RT, and additional ranks up to 330 reduce [[action penalty]] and [[spell hindrance]] for smoother maneuver and casting performance in high‑end areas.&lt;br /&gt;
&lt;br /&gt;
By late game, several training benchmarks become standard. Climbing and Swimming usually reach 30 ranks as a functional minimum, though 40–50 ranks provide safer movement in areas like the Rift, Scatter, and elemental planes; some zones such as [[Category:Sailor&#039;s Grief creatures|Sailor’s Grief]] for both or parts of the [[Hinterwilds]] for climbing help with 60 or more ranks. [[Multi Opponent Combat]] follows milestone progression after the initial 5 ranks, with major breakpoints at 30/55/90/135/180 depending on preferred [[Category:Assault skills}assault]]s and combat style.&lt;br /&gt;
&lt;br /&gt;
Your style will evolve, and as you gain a deeper understanding of these concepts, you’ll be able to revisit these and understand them with more clarity, allowing you to choose the best path for yourself. Very few mistakes are truly permanent, so experiment freely. This guide is intended to help you reach about level 15, but it’s valuable to explore these ideas early on as you build proficiency and expertise when later game components are mentioned.&lt;br /&gt;
&lt;br /&gt;
==Town selection==&lt;br /&gt;
As you begin your journey you have three primary city options. [[Icemule Trace]], [[Ta&#039;Vaalor]], and [[Wehnimer&#039;s Landing]]. There are some expanded options for [[Premium]] subscribers that include [[Solhaven]].&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve arrived the wisp will show up to help you and introduce you to the concepts in the [[New Players&#039; Guide]] that we suggested you read first, but it&#039;s a great time to revisit that section now to refresh. You are probably having a better understanding at this point of what it all meant by now.&lt;br /&gt;
&lt;br /&gt;
After this familiarize yourself with the local Inn. In the case of [[Wehnimer&#039;s Landing]] it&#039;s the [[Raging Thrak]], but both [[Ta&#039;Vaalor]] and [[Icemule Trace]] have similar NPCs that expand on some additional basics and grant an XP award. Check the beginner&#039;s guide to those cities for additional help.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve visited the town, the Inn, and have wandered around you are likely about 2nd level and ready to take your next steps or get a job running messages at the Town/City Hall until you reach 3rd level. &lt;br /&gt;
&lt;br /&gt;
When you are ready to venture beyond the cities walls be sure to remember where the Town Square is so when you get wounded, require a cleric for blessing weaponry, or when you get killed you&#039;ll probably end up there. &lt;br /&gt;
&lt;br /&gt;
==Explore==&lt;br /&gt;
With the implementation of the [[Adventurer&#039;s Guild]] the staff there is always a good gauge of your level of skill as they give you missions within about 5 levels of your training. You also receive a badge that as you complete missions has a mechanical bonus you can customize through the Taskmaster. When you have reached level 3 or so this is probably the best place to start as it directs you around the area on various assignments. Warriors tend to build [[strength]], primary weapon bonus, and later [[combat maneuvers]] to the badge maximum. This is your introduction to [[Enhancive item | enhancive items]].&lt;br /&gt;
&lt;br /&gt;
Maps are going to be important because you probably won&#039;t have a good grasp of where to finish these tasks initially. Most commonly they can be found for each region in the respective [[List of hunting areas |Hunting Areas]]. You&#039;ll become more confident as you venture out more routinely with knowing your surroundings. Originally done by Zepath and followed by Tsoran map makers have a long tradition in [[Elanthia]]. Rozy is one of the current prolific map makers along with Allereli, Alosaka and numerous other contributors.&lt;br /&gt;
&lt;br /&gt;
Before venturing too far you should gain some favor with [[Lorminstra]] in the form of [[Deed | deeds]]. Ask local adventurers for advice on how to attain them if you need so. They can be arranged with coins or gems depending on the location usually at the temple. You will need these if you are struck dead in the wilds to minimize the additional hurt of recovering, if you do.&lt;br /&gt;
&lt;br /&gt;
Now you are ready for combat beyond the sprite. Before doing so make your final preparations by checking all your backpacks/containers, your gear (weapons, armor, shield), ensure you have [[Herb | herbs]] (ephlox moss, aloeas stem, pothinir grass, and acantha leaf or equivalents are must haves), then be sure you are not encumbered.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve finished your preparations you can go at it alone or find others who are on similar missions. [[Adventurer&#039;s Guild]] tasks can be shared with up to 5 players. You will probably make mistakes, but to understand and learn from them we&#039;ve included [[A beginner&#039;s guide to combat]] if you care to truly understand what you are doing in advance or after you&#039;ve made some mistakes.&lt;br /&gt;
&lt;br /&gt;
==Arm yourself==&lt;br /&gt;
&lt;br /&gt;
By now you know your way around your starting city and you&#039;ve probably engaged the local denizens that the [[Adventurer&#039;s Guild]] or locals have directed you to cull their numbers. &lt;br /&gt;
&lt;br /&gt;
You&#039;ve also probably raised enough funds to purchase a weapon and some armor the armory, the weaponsmith or maybe a wandering merchant, or other adventurers.&lt;br /&gt;
&lt;br /&gt;
Warriors tend to focus on full body armor types. The first you will likely wear is double leathers at 6 ranks of armor training. This is attainable as early as level 1 by training in armor use 3x at both level 0 and 1.&lt;br /&gt;
&lt;br /&gt;
Brigandine armor at rank 27 in armor use will be your next step as you build in training. Warriors do want to build to 130 armor use ranks for full plate in their career, but it tends to be around level 52 so for the purpose of a new player you will spend a large part of your career in either double leather or brigandine as you progress early on.&lt;br /&gt;
&lt;br /&gt;
Hauberk at rank 70 in armor is next followed by full plate armor at 130 armor use ranks. These do go a bit beyond this guide and you should have the proper understanding of your role as you approach them. You can reference [[Armor Use]] for breakpoints of each armor type using the [[Roundtime]] and [[Action Penalty]] category for the minimums. &lt;br /&gt;
&lt;br /&gt;
5th level is a good time to purchase your first magical weapon of the skill type you&#039;ve chosen. Most often it will be of a metal called [[Mithril]] or [[Ora]]. Occasionally you might choose elemental flaring weaponry such as [[drakar]], [[rhimar]], or others and sometimes you find such weaponry and armory adventuring in the wild or through other adventurers and merchanting.&lt;br /&gt;
&lt;br /&gt;
These all tend to +5 AS ([[attack strength]]) in the case of mithril or +10 AS for ora and later weapons similarly that increase your combat prowess to about +20 Attack strength/defense strength at [[Vultite]]. In the case of each type you need to be half the level of the enchant so for a +20 weapon you must be level 10. We tend to call them 1x, 2x, 3x, and 4x with 10x being the general game maximum. This is your standard weaponry and can serve you all the way through your career.&lt;br /&gt;
&lt;br /&gt;
Depending on weapon skill choices you can start to access [[Weapon Technique]] along with your Guild trainings. You will unlock these at 10, 25, 50 and 75 ranks for each respective weapon skill. &lt;br /&gt;
&lt;br /&gt;
Warriors of near level +/-5 should be able to engage against creature DS ([[defensive strength]]) modifiers for combat through our readily available AS ([[attack strength]]) or CMAN and [[Warrior Guild]] counters, such as feint, bull rush, shield bash, etc. Warriors are weak against CS ([[casting strength]]) through our low TD ([[target defense]]). &lt;br /&gt;
&lt;br /&gt;
Choose creatures accordingly that suit your understanding and capabilities. As you become confident, Warriors are among the most robust professions in Gemstone IV.&lt;br /&gt;
&lt;br /&gt;
==Additional Training &amp;amp; Combat Maneuvers==&lt;br /&gt;
As you begin to engage in the nuances of combat and have trained a handful of times you will have access to CMANs through your [[Combat Maneuvers]] training. In addition, [[Armor Use]], [[Shield Use]]and [[Combat Maneuvers]] allocate you points to assign to customization in combat. These are accessed through ARMOR, SHIELD and CMAN in game.&lt;br /&gt;
&lt;br /&gt;
Core CMANs for Warriors vary, but [[Specialization]] because of it&#039;s passive [[attack strength]] and [[Weapon Bonding]] are common as weapon choice allows. &lt;br /&gt;
&lt;br /&gt;
If you are a shield user you gain SHIELD options from shield use training and options. [[Shield Focus]] based on the type you have chosen and [[Shield Bash]] to begin are good considerations.&lt;br /&gt;
&lt;br /&gt;
ARMOR is the last of these martial character options and you gain them from armor use training every 20 ranks. This can be bestowed by better trained warriors up to rank 5 in your local town square normally so you aren&#039;t rushed into this. [[Armor support]] is currently the most popular, but mileage varies.&lt;br /&gt;
&lt;br /&gt;
FEAT will also show options such as [[Kroderine Soul]], [[Covert Arts]] and [[Guard]], [[Protect]] options as they become available.&lt;br /&gt;
&lt;br /&gt;
At this point your dedication to your craft should start to show. COMBAT is a good reference point for seeing if you will do well in combat situations or against [[creatures]] in their [[hunting areas]].&lt;br /&gt;
&lt;br /&gt;
==Societies==&lt;br /&gt;
There are currently 3 societies within Gemstone IV that bestow mechanical benefits on their members and are tier based. Around level 3 you are able to join one of your choice so we&#039;ve detailed them below. The [[New Players&#039; Guide]] references them all. For the sake of this guide we&#039;ve detailed joining one of them and their direct benefits to Warriors. &lt;br /&gt;
&lt;br /&gt;
[[Order of Voln]] - good auxillery skills including group fog escape, undead travel grounds, lifekeep while dead, increase of spiritual defenses, and combat helpful to defeating undead. The source of power for Voln is through accumulation of slain undead in the form of Favor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Guardians of Sunfist]] - neutral / sworn enemies of trolls, ogres, etc. that add heavy hitting and defensive capabilities and also providing access to warcamps to engage in sworn enemies that are pop up hunting grounds. The main source of power is stamina use for this society.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
[[Council of Light]] - evil soul powers that can stop bleeding, increase powers, and defensive capabilities at the cost of mana and spirit.&lt;br /&gt;
&lt;br /&gt;
==Warrior Guild==&lt;br /&gt;
You&#039;ve survived to level 15. It&#039;s time to join the guild!&lt;br /&gt;
&lt;br /&gt;
Be sure to review that you didn&#039;t train in redundant skills through CMANs.&lt;br /&gt;
&lt;br /&gt;
The guild offers training in [[Berserk]], [[Warcries]], [[Warrior Tricks]], [[Disarm]], and [[Tackle]] to rank 63. Rank 5 CMANs are equivalent to 50 ranks in any guild profession so there is an advantage to Warrior Guild training if you are willing to invest.&lt;br /&gt;
&lt;br /&gt;
==Closing out the basics==&lt;br /&gt;
Now that you understand the general perimeters of being a warrior, fought your first creatures, died, adapted your tactics, equipped yourself, and started down a path in a society it&#039;s probably time to find a mentor and expand on your basic knowledge.&lt;br /&gt;
&lt;br /&gt;
Good luck!&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Warrior]] (main article)&lt;br /&gt;
*[[A beginner&#039;s guide to combat]] (An exceptional and concise tour of combat in GSIV.)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Warrior Guild]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warriors.asp Warrior profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warrior_guild.asp Warrior guild on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warrior]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=260191</id>
		<title>Beginner&#039;s guide to playing a warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=260191"/>
		<updated>2026-07-09T03:01:24Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=A Beginner&#039;s Guide to Playing a Warrior&lt;br /&gt;
|author=Various&lt;br /&gt;
|date=2015-02-06&lt;br /&gt;
|updated=2026-07-08&lt;br /&gt;
|topic=Warriors&lt;br /&gt;
}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
The Warrior profession is both popular and easy to jump into for a beginning player. A warrior fights with weapons and is armored, lightly at first and progressively to full plate. &lt;br /&gt;
&lt;br /&gt;
Most new players will start with a weapon and shield then pick their play style as you are introduced to the game. What makes a Warrior particularly attractive is that they have among the best all around fighting capabilities for diverse situations. They are easily proficient with multiple weapon types, sometimes two or three, and have opportunities to be diverse in their training paths. &lt;br /&gt;
&lt;br /&gt;
It is encouraged that you check out the [[New Players&#039; Guide]] and [[A beginner&#039;s guide to combat]] prior to proceeding with this profession guide. &lt;br /&gt;
&lt;br /&gt;
If you ever get lost or need help we implore you to find a [[Silverwood Manor]] location in your respective town and ring the bell. You should get assistance from a [[Mentor]].&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
You will need to choose your gender, race, and statistics to begin followed by assigning your training points and then you are brought into the world of [[Elanthia]]. We&#039;ll attempt to detail what is most common for starting players throughout this guide, but other paths can be successful. &lt;br /&gt;
&lt;br /&gt;
===Primary Statistics===&lt;br /&gt;
All stats have growth patterns in Gemstone IV that incrementally increase as you level to 100, the games level maximum. There is advancement beyond level 100 in that you continue to generate [[training points]] to expand your skill set with [[Ascension]].&lt;br /&gt;
&lt;br /&gt;
Warriors require a decent range of statistics. It is recommended you strive for balance, but Strength (attack), Dexterity (defense/speed), Agility (speed) and Constitution (toughness) are primary combat contributors.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to go entirely wrong, but being a successful warrior both early and late into your career are factors over time, so a gradual increase in stat growth is recommended or you will plateau for long periods of time. When setting stats or looking at level 0 stats in-game INFO START can be reviewed after creation. Careful not to set them all to 100, but 60-80s are not horrible decisions and can be fixed later with expensive [[Fixstat]] methods.&lt;br /&gt;
&lt;br /&gt;
===Race===&lt;br /&gt;
The most common warrior races are [[Giantmen]], [[Dwarves]], [[Human]], and [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Giantmen are the strongest race in Elanthia. Dwarves are both strong and sturdy. Humans are the most balanced and have few weaknesses. Elves are fast and agile.&lt;br /&gt;
&lt;br /&gt;
==Skill selection==&lt;br /&gt;
Based on certain statistics you generate [[training points]] of the physical and mental variety. As Warriors are relatively easy to play you should have enough to cover the basics as you learn without much concern so jump right in. I have detailed a few core skills and additional training recommendations below to get you started.&lt;br /&gt;
&lt;br /&gt;
===Core skills===&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|Necessary to firstly attain full [[Hitpoint]]s and defense [[Creature maneuver|maneuver]] attacks. It also contributes to damage [[redux]] for warriors in the mid-game. You should eventually train 3x in this skill as your career progresses for additional benefits.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/1 or 2/1&lt;br /&gt;
|[[Weapons]]&lt;br /&gt;
|One handed edge (OHE) and two-handed weapons (THW) are the most common. Polearms are particularly devastating. &lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Combat Maneuvers]]&lt;br /&gt;
|CM contributes to special combat moves, attack strength bonus, and defense of similar moves and is a warrior must.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Armor Use]]&lt;br /&gt;
|Training in armor is required to wear heavier armor properly and maneuver with less hindrance. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|33/11&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|These points form the core of your training as a warrior and should put you on the path to success.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Additional training===&lt;br /&gt;
The way to use the rest of the points will depend on the player.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Shield Use]]&lt;br /&gt;
|If you have chosen a one handed weapon you should couple it with a shield use training.&lt;br /&gt;
|-&lt;br /&gt;
|*1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Dodging]]&lt;br /&gt;
|1x with shield, 2x if you are using a two-handed weapon.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|Creature maneuver defense in offensive stance. Up to 30 ranks to start.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Multi-Opponent Combat]]&lt;br /&gt;
|MOC assists in dealing with defending against multiple opponents (FoF) and multi-strike capabilities for engaging. 30, 55, and 90 ranks are milestones.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|Helps tend wounds for survival and skin creatures in the wild.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Survival]]&lt;br /&gt;
|Helps in certain areas against weather conditions and skinning creatures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Warriors have flexibility in how they spend remaining training points, but several skills offer strong foundational value. Shield Use should be trained at 2x if using a one‑handed weapon, while Dodge is typically 1x with a shield or 2x for two‑handed weapon users. Perception at 1x (up to ~30 ranks) helps with maneuver defense. Multi‑Opponent Combat provides crowd control and multi‑strike capability, with early milestones at 30, 55, and 90 ranks. Climbing and Swimming can begin at 20–25 ranks and be revisited later as area requirements increase. First Aid and Survival both support wound tending, skinning, and environmental resistance. Ambush can be added later for aimed attacks.&lt;br /&gt;
&lt;br /&gt;
[[Dodge]] contributes directly to physical DS: two‑handed warriors commonly train 2x per level, while shield users stay near 1x due to shield‑size dodge penalties. Physical Fitness is almost universally trained at 3x in the end game because of its broad defensive benefits. [[Redux]] begins to show meaningful impact around level 42 as physical skills mature. Armor Use may also be trained heavily—full plate requires 130 ranks for zero RT, and additional ranks up to 330 reduce [[action penalty]] and [[spell hindrance]] for smoother maneuver and casting performance in high‑end areas.&lt;br /&gt;
&lt;br /&gt;
By late game, several training benchmarks become standard. Climbing and Swimming usually reach 30 ranks as a functional minimum, though 40–50 ranks provide safer movement in areas like the Rift, Scatter, and elemental planes; some zones such as [[Category:Sailor&#039;s Grief creatures|Sailor’s Grief]] for both or parts of the [[Hinterwilds]] for climbing help with 60 or more ranks. [[Multi Opponent Combat]] follows milestone progression after the initial 5 ranks, with major breakpoints at 30/55/90/135/180 depending on preferred [[Category:Assault skills}assault]]s and combat style.&lt;br /&gt;
&lt;br /&gt;
Your style will evolve, and as you gain a deeper understanding of these concepts, you’ll be able to revisit these and understand them with more clarity, allowing you to choose the best path for yourself. Very few mistakes are truly permanent, so experiment freely. This guide is intended to help you reach about level 15, but it’s valuable to explore these ideas early on as you build proficiency and expertise when later game components are mentioned.&lt;br /&gt;
&lt;br /&gt;
==Town selection==&lt;br /&gt;
As you begin your journey you have three primary city options. [[Icemule Trace]], [[Ta&#039;Vaalor]], and [[Wehnimer&#039;s Landing]]. There are some expanded options for [[Premium]] subscribers that include [[Solhaven]].&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve arrived the wisp will show up to help you and introduce you to the concepts in the [[New Players&#039; Guide]] that we suggested you read first, but it&#039;s a great time to revisit that section now to refresh. You are probably having a better understanding at this point of what it all meant by now.&lt;br /&gt;
&lt;br /&gt;
After this familiarize yourself with the local Inn. In the case of [[Wehnimer&#039;s Landing]] it&#039;s the [[Raging Thrak]], but both [[Ta&#039;Vaalor]] and [[Icemule Trace]] have similar NPCs that expand on some additional basics and grant an XP award. Check the beginner&#039;s guide to those cities for additional help.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve visited the town, the Inn, and have wandered around you are likely about 2nd level and ready to take your next steps or get a job running messages at the Town/City Hall until you reach 3rd level. &lt;br /&gt;
&lt;br /&gt;
When you are ready to venture beyond the cities walls be sure to remember where the Town Square is so when you get wounded, require a cleric for blessing weaponry, or when you get killed you&#039;ll probably end up there. &lt;br /&gt;
&lt;br /&gt;
==Explore==&lt;br /&gt;
With the implementation of the [[Adventurer&#039;s Guild]] the staff there is always a good gauge of your level of skill as they give you missions within about 5 levels of your training. You also receive a badge that as you complete missions has a mechanical bonus you can customize through the Taskmaster. When you have reached level 3 or so this is probably the best place to start as it directs you around the area on various assignments. Warriors tend to build [[strength]], primary weapon bonus, and later [[combat maneuvers]] to the badge maximum. This is your introduction to [[Enhancive item | enhancive items]].&lt;br /&gt;
&lt;br /&gt;
Maps are going to be important because you probably won&#039;t have a good grasp of where to finish these tasks initially. Most commonly they can be found for each region in the respective [[List of hunting areas |Hunting Areas]]. You&#039;ll become more confident as you venture out more routinely with knowing your surroundings. Originally done by Zepath and followed by Tsoran map makers have a long tradition in [[Elanthia]]. Rozy is one of the current prolific map makers along with Allereli, Alosaka and numerous other contributors.&lt;br /&gt;
&lt;br /&gt;
Before venturing too far you should gain some favor with [[Lorminstra]] in the form of [[Deed | deeds]]. Ask local adventurers for advice on how to attain them if you need so. They can be arranged with coins or gems depending on the location usually at the temple. You will need these if you are struck dead in the wilds to minimize the additional hurt of recovering, if you do.&lt;br /&gt;
&lt;br /&gt;
Now you are ready for combat beyond the sprite. Before doing so make your final preparations by checking all your backpacks/containers, your gear (weapons, armor, shield), ensure you have [[Herb | herbs]] (ephlox moss, aloeas stem, pothinir grass, and acantha leaf or equivalents are must haves), then be sure you are not encumbered.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve finished your preparations you can go at it alone or find others who are on similar missions. [[Adventurer&#039;s Guild]] tasks can be shared with up to 5 players. You will probably make mistakes, but to understand and learn from them we&#039;ve included [[A beginner&#039;s guide to combat]] if you care to truly understand what you are doing in advance or after you&#039;ve made some mistakes.&lt;br /&gt;
&lt;br /&gt;
==Arm yourself==&lt;br /&gt;
&lt;br /&gt;
By now you know your way around your starting city and you&#039;ve probably engaged the local denizens that the [[Adventurer&#039;s Guild]] or locals have directed you to cull their numbers. &lt;br /&gt;
&lt;br /&gt;
You&#039;ve also probably raised enough funds to purchase a weapon and some armor the armory, the weaponsmith or maybe a wandering merchant, or other adventurers.&lt;br /&gt;
&lt;br /&gt;
Warriors tend to focus on full body armor types. The first you will likely wear is double leathers at 6 ranks of armor training. This is attainable as early as level 1 by training in armor use 3x at both level 0 and 1.&lt;br /&gt;
&lt;br /&gt;
Brigandine armor at rank 27 in armor use will be your next step as you build in training. Warriors do want to build to 130 armor use ranks for full plate in their career, but it tends to be around level 52 so for the purpose of a new player you will spend a large part of your career in either double leather or brigandine as you progress early on.&lt;br /&gt;
&lt;br /&gt;
Hauberk at rank 70 in armor is next followed by full plate armor at 130 armor use ranks. These do go a bit beyond this guide and you should have the proper understanding of your role as you approach them. You can reference [[Armor Use]] for breakpoints of each armor type using the [[Roundtime]] and [[Action Penalty]] category for the minimums. &lt;br /&gt;
&lt;br /&gt;
5th level is a good time to purchase your first magical weapon of the skill type you&#039;ve chosen. Most often it will be of a metal called [[Mithril]] or [[Ora]]. Occasionally you might choose elemental flaring weaponry such as [[drakar]], [[rhimar]], or others and sometimes you find such weaponry and armory adventuring in the wild or through other adventurers and merchanting.&lt;br /&gt;
&lt;br /&gt;
These all tend to +5 AS ([[attack strength]]) in the case of mithril or +10 AS for ora and later weapons similarly that increase your combat prowess to about +20 Attack strength/defense strength at [[Vultite]]. In the case of each type you need to be half the level of the enchant so for a +20 weapon you must be level 10. We tend to call them 1x, 2x, 3x, and 4x with 10x being the general game maximum. This is your standard weaponry and can serve you all the way through your career.&lt;br /&gt;
&lt;br /&gt;
Depending on weapon skill choices you can start to access [[Weapon Technique]] along with your Guild trainings. You will unlock these at 10, 25, 50 and 75 ranks for each respective weapon skill. &lt;br /&gt;
&lt;br /&gt;
Warriors of near level +/-5 should be able to engage against creature DS ([[defensive strength]]) modifiers for combat through our readily available AS ([[attack strength]]) or CMAN and [[Warrior Guild]] counters, such as feint, bull rush, shield bash, etc. Warriors are weak against CS ([[casting strength]]) through our low TD ([[target defense]]). &lt;br /&gt;
&lt;br /&gt;
Choose creatures accordingly that suit your understanding and capabilities. As you become confident, Warriors are among the most robust professions in Gemstone IV.&lt;br /&gt;
&lt;br /&gt;
==Additional Training &amp;amp; Combat Maneuvers==&lt;br /&gt;
As you begin to engage in the nuances of combat and have trained a handful of times you will have access to CMANs through your [[Combat Maneuvers]] training. In addition, [[Armor Use]], [[Shield Use]]and [[Combat Maneuvers]] allocate you points to assign to customization in combat. These are accessed through ARMOR, SHIELD and CMAN in game.&lt;br /&gt;
&lt;br /&gt;
Core CMANs for Warriors vary, but [[Specialization]] because of it&#039;s passive [[attack strength]] and [[Weapon Bonding]] are common as weapon choice allows. &lt;br /&gt;
&lt;br /&gt;
If you are a shield user you gain SHIELD options from shield use training and options. [[Shield Focus]] based on the type you have chosen and [[Shield Bash]] to begin are good considerations.&lt;br /&gt;
&lt;br /&gt;
ARMOR is the last of these martial character options and you gain them from armor use training every 20 ranks. This can be bestowed by better trained warriors up to rank 5 in your local town square normally so you aren&#039;t rushed into this. [[Armor support]] is currently the most popular, but mileage varies.&lt;br /&gt;
&lt;br /&gt;
FEAT will also show options such as [[Kroderine Soul]], [[Covert Arts]] and [[Guard]], [[Protect]] options as they become available.&lt;br /&gt;
&lt;br /&gt;
At this point your dedication to your craft should start to show. COMBAT is a good reference point for seeing if you will do well in combat situations or against [[creatures]] in their [[hunting areas]].&lt;br /&gt;
&lt;br /&gt;
==Societies==&lt;br /&gt;
There are currently 3 societies within Gemstone IV that bestow mechanical benefits on their members and are tier based. Around level 3 you are able to join one of your choice so we&#039;ve detailed them below. The [[New Players&#039; Guide]] references them all. For the sake of this guide we&#039;ve detailed joining one of them and their direct benefits to Warriors. &lt;br /&gt;
&lt;br /&gt;
[[Order of Voln]] - good auxillery skills including group fog escape, undead travel grounds, lifekeep while dead, increase of spiritual defenses, and combat helpful to defeating undead. The source of power for Voln is through accumulation of slain undead in the form of Favor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Guardians of Sunfist]] - neutral / sworn enemies of trolls, ogres, etc. that add heavy hitting and defensive capabilities and also providing access to warcamps to engage in sworn enemies that are pop up hunting grounds. The main source of power is stamina use for this society.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
[[Council of Light]] - evil soul powers that can stop bleeding, increase powers, and defensive capabilities at the cost of mana and spirit.&lt;br /&gt;
&lt;br /&gt;
==Warrior Guild==&lt;br /&gt;
You&#039;ve survived to level 15. It&#039;s time to join the guild!&lt;br /&gt;
&lt;br /&gt;
Be sure to review that you didn&#039;t train in redundant skills through CMANs.&lt;br /&gt;
&lt;br /&gt;
The guild offers training in [[Berserk]], [[Warcries]], [[Warrior Tricks]], [[Disarm]], and [[Tackle]] to rank 63. Rank 5 CMANs are equivalent to 50 ranks in any guild profession so there is an advantage to Warrior Guild training if you are willing to invest.&lt;br /&gt;
&lt;br /&gt;
==Closing out the basics==&lt;br /&gt;
Now that you understand the general perimeters of being a warrior, fought your first creatures, died, adapted your tactics, equipped yourself, and started down a path in a society it&#039;s probably time to find a mentor and expand on your basic knowledge.&lt;br /&gt;
&lt;br /&gt;
Good luck!&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Warrior]] (main article)&lt;br /&gt;
*[[A beginner&#039;s guide to combat]] (An exceptional and concise tour of combat in GSIV.)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Warrior Guild]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warriors.asp Warrior profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warrior_guild.asp Warrior guild on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warrior]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=260190</id>
		<title>Beginner&#039;s guide to playing a warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=260190"/>
		<updated>2026-07-09T03:00:46Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=A Beginner&#039;s Guide to Playing a Warrior&lt;br /&gt;
|author=Various&lt;br /&gt;
|date=2015-02-06&lt;br /&gt;
|updated=2026-07-2026&lt;br /&gt;
|topic=Warriors&lt;br /&gt;
}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
The Warrior profession is both popular and easy to jump into for a beginning player. A warrior fights with weapons and is armored, lightly at first and progressively to full plate. &lt;br /&gt;
&lt;br /&gt;
Most new players will start with a weapon and shield then pick their play style as you are introduced to the game. What makes a Warrior particularly attractive is that they have among the best all around fighting capabilities for diverse situations. They are easily proficient with multiple weapon types, sometimes two or three, and have opportunities to be diverse in their training paths. &lt;br /&gt;
&lt;br /&gt;
It is encouraged that you check out the [[New Players&#039; Guide]] and [[A beginner&#039;s guide to combat]] prior to proceeding with this profession guide. &lt;br /&gt;
&lt;br /&gt;
If you ever get lost or need help we implore you to find a [[Silverwood Manor]] location in your respective town and ring the bell. You should get assistance from a [[Mentor]].&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
You will need to choose your gender, race, and statistics to begin followed by assigning your training points and then you are brought into the world of [[Elanthia]]. We&#039;ll attempt to detail what is most common for starting players throughout this guide, but other paths can be successful. &lt;br /&gt;
&lt;br /&gt;
===Primary Statistics===&lt;br /&gt;
All stats have growth patterns in Gemstone IV that incrementally increase as you level to 100, the games level maximum. There is advancement beyond level 100 in that you continue to generate [[training points]] to expand your skill set with [[Ascension]].&lt;br /&gt;
&lt;br /&gt;
Warriors require a decent range of statistics. It is recommended you strive for balance, but Strength (attack), Dexterity (defense/speed), Agility (speed) and Constitution (toughness) are primary combat contributors.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to go entirely wrong, but being a successful warrior both early and late into your career are factors over time, so a gradual increase in stat growth is recommended or you will plateau for long periods of time. When setting stats or looking at level 0 stats in-game INFO START can be reviewed after creation. Careful not to set them all to 100, but 60-80s are not horrible decisions and can be fixed later with expensive [[Fixstat]] methods.&lt;br /&gt;
&lt;br /&gt;
===Race===&lt;br /&gt;
The most common warrior races are [[Giantmen]], [[Dwarves]], [[Human]], and [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Giantmen are the strongest race in Elanthia. Dwarves are both strong and sturdy. Humans are the most balanced and have few weaknesses. Elves are fast and agile.&lt;br /&gt;
&lt;br /&gt;
==Skill selection==&lt;br /&gt;
Based on certain statistics you generate [[training points]] of the physical and mental variety. As Warriors are relatively easy to play you should have enough to cover the basics as you learn without much concern so jump right in. I have detailed a few core skills and additional training recommendations below to get you started.&lt;br /&gt;
&lt;br /&gt;
===Core skills===&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|Necessary to firstly attain full [[Hitpoint]]s and defense [[Creature maneuver|maneuver]] attacks. It also contributes to damage [[redux]] for warriors in the mid-game. You should eventually train 3x in this skill as your career progresses for additional benefits.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/1 or 2/1&lt;br /&gt;
|[[Weapons]]&lt;br /&gt;
|One handed edge (OHE) and two-handed weapons (THW) are the most common. Polearms are particularly devastating. &lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Combat Maneuvers]]&lt;br /&gt;
|CM contributes to special combat moves, attack strength bonus, and defense of similar moves and is a warrior must.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Armor Use]]&lt;br /&gt;
|Training in armor is required to wear heavier armor properly and maneuver with less hindrance. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|33/11&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|These points form the core of your training as a warrior and should put you on the path to success.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Additional training===&lt;br /&gt;
The way to use the rest of the points will depend on the player.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Shield Use]]&lt;br /&gt;
|If you have chosen a one handed weapon you should couple it with a shield use training.&lt;br /&gt;
|-&lt;br /&gt;
|*1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Dodging]]&lt;br /&gt;
|1x with shield, 2x if you are using a two-handed weapon.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|Creature maneuver defense in offensive stance. Up to 30 ranks to start.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Multi-Opponent Combat]]&lt;br /&gt;
|MOC assists in dealing with defending against multiple opponents (FoF) and multi-strike capabilities for engaging. 30, 55, and 90 ranks are milestones.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|Helps tend wounds for survival and skin creatures in the wild.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Survival]]&lt;br /&gt;
|Helps in certain areas against weather conditions and skinning creatures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Warriors have flexibility in how they spend remaining training points, but several skills offer strong foundational value. Shield Use should be trained at 2x if using a one‑handed weapon, while Dodge is typically 1x with a shield or 2x for two‑handed weapon users. Perception at 1x (up to ~30 ranks) helps with maneuver defense. Multi‑Opponent Combat provides crowd control and multi‑strike capability, with early milestones at 30, 55, and 90 ranks. Climbing and Swimming can begin at 20–25 ranks and be revisited later as area requirements increase. First Aid and Survival both support wound tending, skinning, and environmental resistance. Ambush can be added later for aimed attacks.&lt;br /&gt;
&lt;br /&gt;
[[Dodge]] contributes directly to physical DS: two‑handed warriors commonly train 2x per level, while shield users stay near 1x due to shield‑size dodge penalties. Physical Fitness is almost universally trained at 3x in the end game because of its broad defensive benefits. [[Redux]] begins to show meaningful impact around level 42 as physical skills mature. Armor Use may also be trained heavily—full plate requires 130 ranks for zero RT, and additional ranks up to 330 reduce [[action penalty]] and [[spell hindrance]] for smoother maneuver and casting performance in high‑end areas.&lt;br /&gt;
&lt;br /&gt;
By late game, several training benchmarks become standard. Climbing and Swimming usually reach 30 ranks as a functional minimum, though 40–50 ranks provide safer movement in areas like the Rift, Scatter, and elemental planes; some zones such as [[Category:Sailor&#039;s Grief creatures|Sailor’s Grief]] for both or parts of the [[Hinterwilds]] for climbing help with 60 or more ranks. [[Multi Opponent Combat]] follows milestone progression after the initial 5 ranks, with major breakpoints at 30/55/90/135/180 depending on preferred [[Category:Assault skills}assault]]s and combat style.&lt;br /&gt;
&lt;br /&gt;
Your style will evolve, and as you gain a deeper understanding of these concepts, you’ll be able to revisit these and understand them with more clarity, allowing you to choose the best path for yourself. Very few mistakes are truly permanent, so experiment freely. This guide is intended to help you reach about level 15, but it’s valuable to explore these ideas early on as you build proficiency and expertise when later game components are mentioned.&lt;br /&gt;
&lt;br /&gt;
==Town selection==&lt;br /&gt;
As you begin your journey you have three primary city options. [[Icemule Trace]], [[Ta&#039;Vaalor]], and [[Wehnimer&#039;s Landing]]. There are some expanded options for [[Premium]] subscribers that include [[Solhaven]].&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve arrived the wisp will show up to help you and introduce you to the concepts in the [[New Players&#039; Guide]] that we suggested you read first, but it&#039;s a great time to revisit that section now to refresh. You are probably having a better understanding at this point of what it all meant by now.&lt;br /&gt;
&lt;br /&gt;
After this familiarize yourself with the local Inn. In the case of [[Wehnimer&#039;s Landing]] it&#039;s the [[Raging Thrak]], but both [[Ta&#039;Vaalor]] and [[Icemule Trace]] have similar NPCs that expand on some additional basics and grant an XP award. Check the beginner&#039;s guide to those cities for additional help.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve visited the town, the Inn, and have wandered around you are likely about 2nd level and ready to take your next steps or get a job running messages at the Town/City Hall until you reach 3rd level. &lt;br /&gt;
&lt;br /&gt;
When you are ready to venture beyond the cities walls be sure to remember where the Town Square is so when you get wounded, require a cleric for blessing weaponry, or when you get killed you&#039;ll probably end up there. &lt;br /&gt;
&lt;br /&gt;
==Explore==&lt;br /&gt;
With the implementation of the [[Adventurer&#039;s Guild]] the staff there is always a good gauge of your level of skill as they give you missions within about 5 levels of your training. You also receive a badge that as you complete missions has a mechanical bonus you can customize through the Taskmaster. When you have reached level 3 or so this is probably the best place to start as it directs you around the area on various assignments. Warriors tend to build [[strength]], primary weapon bonus, and later [[combat maneuvers]] to the badge maximum. This is your introduction to [[Enhancive item | enhancive items]].&lt;br /&gt;
&lt;br /&gt;
Maps are going to be important because you probably won&#039;t have a good grasp of where to finish these tasks initially. Most commonly they can be found for each region in the respective [[List of hunting areas |Hunting Areas]]. You&#039;ll become more confident as you venture out more routinely with knowing your surroundings. Originally done by Zepath and followed by Tsoran map makers have a long tradition in [[Elanthia]]. Rozy is one of the current prolific map makers along with Allereli, Alosaka and numerous other contributors.&lt;br /&gt;
&lt;br /&gt;
Before venturing too far you should gain some favor with [[Lorminstra]] in the form of [[Deed | deeds]]. Ask local adventurers for advice on how to attain them if you need so. They can be arranged with coins or gems depending on the location usually at the temple. You will need these if you are struck dead in the wilds to minimize the additional hurt of recovering, if you do.&lt;br /&gt;
&lt;br /&gt;
Now you are ready for combat beyond the sprite. Before doing so make your final preparations by checking all your backpacks/containers, your gear (weapons, armor, shield), ensure you have [[Herb | herbs]] (ephlox moss, aloeas stem, pothinir grass, and acantha leaf or equivalents are must haves), then be sure you are not encumbered.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve finished your preparations you can go at it alone or find others who are on similar missions. [[Adventurer&#039;s Guild]] tasks can be shared with up to 5 players. You will probably make mistakes, but to understand and learn from them we&#039;ve included [[A beginner&#039;s guide to combat]] if you care to truly understand what you are doing in advance or after you&#039;ve made some mistakes.&lt;br /&gt;
&lt;br /&gt;
==Arm yourself==&lt;br /&gt;
&lt;br /&gt;
By now you know your way around your starting city and you&#039;ve probably engaged the local denizens that the [[Adventurer&#039;s Guild]] or locals have directed you to cull their numbers. &lt;br /&gt;
&lt;br /&gt;
You&#039;ve also probably raised enough funds to purchase a weapon and some armor the armory, the weaponsmith or maybe a wandering merchant, or other adventurers.&lt;br /&gt;
&lt;br /&gt;
Warriors tend to focus on full body armor types. The first you will likely wear is double leathers at 6 ranks of armor training. This is attainable as early as level 1 by training in armor use 3x at both level 0 and 1.&lt;br /&gt;
&lt;br /&gt;
Brigandine armor at rank 27 in armor use will be your next step as you build in training. Warriors do want to build to 130 armor use ranks for full plate in their career, but it tends to be around level 52 so for the purpose of a new player you will spend a large part of your career in either double leather or brigandine as you progress early on.&lt;br /&gt;
&lt;br /&gt;
Hauberk at rank 70 in armor is next followed by full plate armor at 130 armor use ranks. These do go a bit beyond this guide and you should have the proper understanding of your role as you approach them. You can reference [[Armor Use]] for breakpoints of each armor type using the [[Roundtime]] and [[Action Penalty]] category for the minimums. &lt;br /&gt;
&lt;br /&gt;
5th level is a good time to purchase your first magical weapon of the skill type you&#039;ve chosen. Most often it will be of a metal called [[Mithril]] or [[Ora]]. Occasionally you might choose elemental flaring weaponry such as [[drakar]], [[rhimar]], or others and sometimes you find such weaponry and armory adventuring in the wild or through other adventurers and merchanting.&lt;br /&gt;
&lt;br /&gt;
These all tend to +5 AS ([[attack strength]]) in the case of mithril or +10 AS for ora and later weapons similarly that increase your combat prowess to about +20 Attack strength/defense strength at [[Vultite]]. In the case of each type you need to be half the level of the enchant so for a +20 weapon you must be level 10. We tend to call them 1x, 2x, 3x, and 4x with 10x being the general game maximum. This is your standard weaponry and can serve you all the way through your career.&lt;br /&gt;
&lt;br /&gt;
Depending on weapon skill choices you can start to access [[Weapon Technique]] along with your Guild trainings. You will unlock these at 10, 25, 50 and 75 ranks for each respective weapon skill. &lt;br /&gt;
&lt;br /&gt;
Warriors of near level +/-5 should be able to engage against creature DS ([[defensive strength]]) modifiers for combat through our readily available AS ([[attack strength]]) or CMAN and [[Warrior Guild]] counters, such as feint, bull rush, shield bash, etc. Warriors are weak against CS ([[casting strength]]) through our low TD ([[target defense]]). &lt;br /&gt;
&lt;br /&gt;
Choose creatures accordingly that suit your understanding and capabilities. As you become confident, Warriors are among the most robust professions in Gemstone IV.&lt;br /&gt;
&lt;br /&gt;
==Additional Training &amp;amp; Combat Maneuvers==&lt;br /&gt;
As you begin to engage in the nuances of combat and have trained a handful of times you will have access to CMANs through your [[Combat Maneuvers]] training. In addition, [[Armor Use]], [[Shield Use]]and [[Combat Maneuvers]] allocate you points to assign to customization in combat. These are accessed through ARMOR, SHIELD and CMAN in game.&lt;br /&gt;
&lt;br /&gt;
Core CMANs for Warriors vary, but [[Specialization]] because of it&#039;s passive [[attack strength]] and [[Weapon Bonding]] are common as weapon choice allows. &lt;br /&gt;
&lt;br /&gt;
If you are a shield user you gain SHIELD options from shield use training and options. [[Shield Focus]] based on the type you have chosen and [[Shield Bash]] to begin are good considerations.&lt;br /&gt;
&lt;br /&gt;
ARMOR is the last of these martial character options and you gain them from armor use training every 20 ranks. This can be bestowed by better trained warriors up to rank 5 in your local town square normally so you aren&#039;t rushed into this. [[Armor support]] is currently the most popular, but mileage varies.&lt;br /&gt;
&lt;br /&gt;
FEAT will also show options such as [[Kroderine Soul]], [[Covert Arts]] and [[Guard]], [[Protect]] options as they become available.&lt;br /&gt;
&lt;br /&gt;
At this point your dedication to your craft should start to show. COMBAT is a good reference point for seeing if you will do well in combat situations or against [[creatures]] in their [[hunting areas]].&lt;br /&gt;
&lt;br /&gt;
==Societies==&lt;br /&gt;
There are currently 3 societies within Gemstone IV that bestow mechanical benefits on their members and are tier based. Around level 3 you are able to join one of your choice so we&#039;ve detailed them below. The [[New Players&#039; Guide]] references them all. For the sake of this guide we&#039;ve detailed joining one of them and their direct benefits to Warriors. &lt;br /&gt;
&lt;br /&gt;
[[Order of Voln]] - good auxillery skills including group fog escape, undead travel grounds, lifekeep while dead, increase of spiritual defenses, and combat helpful to defeating undead. The source of power for Voln is through accumulation of slain undead in the form of Favor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Guardians of Sunfist]] - neutral / sworn enemies of trolls, ogres, etc. that add heavy hitting and defensive capabilities and also providing access to warcamps to engage in sworn enemies that are pop up hunting grounds. The main source of power is stamina use for this society.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
[[Council of Light]] - evil soul powers that can stop bleeding, increase powers, and defensive capabilities at the cost of mana and spirit.&lt;br /&gt;
&lt;br /&gt;
==Warrior Guild==&lt;br /&gt;
You&#039;ve survived to level 15. It&#039;s time to join the guild!&lt;br /&gt;
&lt;br /&gt;
Be sure to review that you didn&#039;t train in redundant skills through CMANs.&lt;br /&gt;
&lt;br /&gt;
The guild offers training in [[Berserk]], [[Warcries]], [[Warrior Tricks]], [[Disarm]], and [[Tackle]] to rank 63. Rank 5 CMANs are equivalent to 50 ranks in any guild profession so there is an advantage to Warrior Guild training if you are willing to invest.&lt;br /&gt;
&lt;br /&gt;
==Closing out the basics==&lt;br /&gt;
Now that you understand the general perimeters of being a warrior, fought your first creatures, died, adapted your tactics, equipped yourself, and started down a path in a society it&#039;s probably time to find a mentor and expand on your basic knowledge.&lt;br /&gt;
&lt;br /&gt;
Good luck!&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Warrior]] (main article)&lt;br /&gt;
*[[A beginner&#039;s guide to combat]] (An exceptional and concise tour of combat in GSIV.)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Warrior Guild]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warriors.asp Warrior profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warrior_guild.asp Warrior guild on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warrior]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=260189</id>
		<title>Beginner&#039;s guide to playing a warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=260189"/>
		<updated>2026-07-09T02:59:51Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* Additional training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=A Beginner&#039;s Guide to Playing a Warrior&lt;br /&gt;
|author=Various&lt;br /&gt;
|date=2015-02-06&lt;br /&gt;
|updated=2021-04-20&lt;br /&gt;
|topic=Warriors&lt;br /&gt;
}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
The Warrior profession is both popular and easy to jump into for a beginning player. A warrior fights with weapons and is armored, lightly at first and progressively to full plate. &lt;br /&gt;
&lt;br /&gt;
Most new players will start with a weapon and shield then pick their play style as you are introduced to the game. What makes a Warrior particularly attractive is that they have among the best all around fighting capabilities for diverse situations. They are easily proficient with multiple weapon types, sometimes two or three, and have opportunities to be diverse in their training paths. &lt;br /&gt;
&lt;br /&gt;
It is encouraged that you check out the [[New Players&#039; Guide]] and [[A beginner&#039;s guide to combat]] prior to proceeding with this profession guide. &lt;br /&gt;
&lt;br /&gt;
If you ever get lost or need help we implore you to find a [[Silverwood Manor]] location in your respective town and ring the bell. You should get assistance from a [[Mentor]].&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
You will need to choose your gender, race, and statistics to begin followed by assigning your training points and then you are brought into the world of [[Elanthia]]. We&#039;ll attempt to detail what is most common for starting players throughout this guide, but other paths can be successful. &lt;br /&gt;
&lt;br /&gt;
===Primary Statistics===&lt;br /&gt;
All stats have growth patterns in Gemstone IV that incrementally increase as you level to 100, the games level maximum. There is advancement beyond level 100 in that you continue to generate [[training points]] to expand your skill set with [[Ascension]].&lt;br /&gt;
&lt;br /&gt;
Warriors require a decent range of statistics. It is recommended you strive for balance, but Strength (attack), Dexterity (defense/speed), Agility (speed) and Constitution (toughness) are primary combat contributors.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to go entirely wrong, but being a successful warrior both early and late into your career are factors over time, so a gradual increase in stat growth is recommended or you will plateau for long periods of time. When setting stats or looking at level 0 stats in-game INFO START can be reviewed after creation. Careful not to set them all to 100, but 60-80s are not horrible decisions and can be fixed later with expensive [[Fixstat]] methods.&lt;br /&gt;
&lt;br /&gt;
===Race===&lt;br /&gt;
The most common warrior races are [[Giantmen]], [[Dwarves]], [[Human]], and [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Giantmen are the strongest race in Elanthia. Dwarves are both strong and sturdy. Humans are the most balanced and have few weaknesses. Elves are fast and agile.&lt;br /&gt;
&lt;br /&gt;
==Skill selection==&lt;br /&gt;
Based on certain statistics you generate [[training points]] of the physical and mental variety. As Warriors are relatively easy to play you should have enough to cover the basics as you learn without much concern so jump right in. I have detailed a few core skills and additional training recommendations below to get you started.&lt;br /&gt;
&lt;br /&gt;
===Core skills===&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|Necessary to firstly attain full [[Hitpoint]]s and defense [[Creature maneuver|maneuver]] attacks. It also contributes to damage [[redux]] for warriors in the mid-game. You should eventually train 3x in this skill as your career progresses for additional benefits.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/1 or 2/1&lt;br /&gt;
|[[Weapons]]&lt;br /&gt;
|One handed edge (OHE) and two-handed weapons (THW) are the most common. Polearms are particularly devastating. &lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Combat Maneuvers]]&lt;br /&gt;
|CM contributes to special combat moves, attack strength bonus, and defense of similar moves and is a warrior must.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Armor Use]]&lt;br /&gt;
|Training in armor is required to wear heavier armor properly and maneuver with less hindrance. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|33/11&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|These points form the core of your training as a warrior and should put you on the path to success.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Additional training===&lt;br /&gt;
The way to use the rest of the points will depend on the player.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Shield Use]]&lt;br /&gt;
|If you have chosen a one handed weapon you should couple it with a shield use training.&lt;br /&gt;
|-&lt;br /&gt;
|*1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Dodging]]&lt;br /&gt;
|1x with shield, 2x if you are using a two-handed weapon.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|Creature maneuver defense in offensive stance. Up to 30 ranks to start.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Multi-Opponent Combat]]&lt;br /&gt;
|MOC assists in dealing with defending against multiple opponents (FoF) and multi-strike capabilities for engaging. 30, 55, and 90 ranks are milestones.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|Helps tend wounds for survival and skin creatures in the wild.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Survival]]&lt;br /&gt;
|Helps in certain areas against weather conditions and skinning creatures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Warriors have flexibility in how they spend remaining training points, but several skills offer strong foundational value. Shield Use should be trained at 2x if using a one‑handed weapon, while Dodge is typically 1x with a shield or 2x for two‑handed weapon users. Perception at 1x (up to ~30 ranks) helps with maneuver defense. Multi‑Opponent Combat provides crowd control and multi‑strike capability, with early milestones at 30, 55, and 90 ranks. Climbing and Swimming can begin at 20–25 ranks and be revisited later as area requirements increase. First Aid and Survival both support wound tending, skinning, and environmental resistance. Ambush can be added later for aimed attacks.&lt;br /&gt;
&lt;br /&gt;
[[Dodge]] contributes directly to physical DS: two‑handed warriors commonly train 2x per level, while shield users stay near 1x due to shield‑size dodge penalties. Physical Fitness is almost universally trained at 3x in the end game because of its broad defensive benefits. [[Redux]] begins to show meaningful impact around level 42 as physical skills mature. Armor Use may also be trained heavily—full plate requires 130 ranks for zero RT, and additional ranks up to 330 reduce [[action penalty]] and [[spell hindrance]] for smoother maneuver and casting performance in high‑end areas.&lt;br /&gt;
&lt;br /&gt;
By late game, several training benchmarks become standard. Climbing and Swimming usually reach 30 ranks as a functional minimum, though 40–50 ranks provide safer movement in areas like the Rift, Scatter, and elemental planes; some zones such as [[Category:Sailor&#039;s Grief creatures|Sailor’s Grief]] for both or parts of the [[Hinterwilds]] for climbing help with 60 or more ranks. [[Multi Opponent Combat]] follows milestone progression after the initial 5 ranks, with major breakpoints at 30/55/90/135/180 depending on preferred [[Category:Assault skills}assault]]s and combat style.&lt;br /&gt;
&lt;br /&gt;
Your style will evolve, and as you gain a deeper understanding of these concepts, you’ll be able to revisit these and understand them with more clarity, allowing you to choose the best path for yourself. Very few mistakes are truly permanent, so experiment freely. This guide is intended to help you reach about level 15, but it’s valuable to explore these ideas early on as you build proficiency and expertise when later game components are mentioned.&lt;br /&gt;
&lt;br /&gt;
==Town selection==&lt;br /&gt;
As you begin your journey you have three primary city options. [[Icemule Trace]], [[Ta&#039;Vaalor]], and [[Wehnimer&#039;s Landing]]. There are some expanded options for [[Premium]] subscribers that include [[Solhaven]].&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve arrived the wisp will show up to help you and introduce you to the concepts in the [[New Players&#039; Guide]] that we suggested you read first, but it&#039;s a great time to revisit that section now to refresh. You are probably having a better understanding at this point of what it all meant by now.&lt;br /&gt;
&lt;br /&gt;
After this familiarize yourself with the local Inn. In the case of [[Wehnimer&#039;s Landing]] it&#039;s the [[Raging Thrak]], but both [[Ta&#039;Vaalor]] and [[Icemule Trace]] have similar NPCs that expand on some additional basics and grant an XP award. Check the beginner&#039;s guide to those cities for additional help.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve visited the town, the Inn, and have wandered around you are likely about 2nd level and ready to take your next steps or get a job running messages at the Town/City Hall until you reach 3rd level. &lt;br /&gt;
&lt;br /&gt;
When you are ready to venture beyond the cities walls be sure to remember where the Town Square is so when you get wounded, require a cleric for blessing weaponry, or when you get killed you&#039;ll probably end up there. &lt;br /&gt;
&lt;br /&gt;
==Explore==&lt;br /&gt;
With the implementation of the [[Adventurer&#039;s Guild]] the staff there is always a good gauge of your level of skill as they give you missions within about 5 levels of your training. You also receive a badge that as you complete missions has a mechanical bonus you can customize through the Taskmaster. When you have reached level 3 or so this is probably the best place to start as it directs you around the area on various assignments. Warriors tend to build [[strength]], primary weapon bonus, and later [[combat maneuvers]] to the badge maximum. This is your introduction to [[Enhancive item | enhancive items]].&lt;br /&gt;
&lt;br /&gt;
Maps are going to be important because you probably won&#039;t have a good grasp of where to finish these tasks initially. Most commonly they can be found for each region in the respective [[List of hunting areas |Hunting Areas]]. You&#039;ll become more confident as you venture out more routinely with knowing your surroundings. Originally done by Zepath and followed by Tsoran map makers have a long tradition in [[Elanthia]]. Rozy is one of the current prolific map makers along with Allereli, Alosaka and numerous other contributors.&lt;br /&gt;
&lt;br /&gt;
Before venturing too far you should gain some favor with [[Lorminstra]] in the form of [[Deed | deeds]]. Ask local adventurers for advice on how to attain them if you need so. They can be arranged with coins or gems depending on the location usually at the temple. You will need these if you are struck dead in the wilds to minimize the additional hurt of recovering, if you do.&lt;br /&gt;
&lt;br /&gt;
Now you are ready for combat beyond the sprite. Before doing so make your final preparations by checking all your backpacks/containers, your gear (weapons, armor, shield), ensure you have [[Herb | herbs]] (ephlox moss, aloeas stem, pothinir grass, and acantha leaf or equivalents are must haves), then be sure you are not encumbered.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve finished your preparations you can go at it alone or find others who are on similar missions. [[Adventurer&#039;s Guild]] tasks can be shared with up to 5 players. You will probably make mistakes, but to understand and learn from them we&#039;ve included [[A beginner&#039;s guide to combat]] if you care to truly understand what you are doing in advance or after you&#039;ve made some mistakes.&lt;br /&gt;
&lt;br /&gt;
==Arm yourself==&lt;br /&gt;
&lt;br /&gt;
By now you know your way around your starting city and you&#039;ve probably engaged the local denizens that the [[Adventurer&#039;s Guild]] or locals have directed you to cull their numbers. &lt;br /&gt;
&lt;br /&gt;
You&#039;ve also probably raised enough funds to purchase a weapon and some armor the armory, the weaponsmith or maybe a wandering merchant, or other adventurers.&lt;br /&gt;
&lt;br /&gt;
Warriors tend to focus on full body armor types. The first you will likely wear is double leathers at 6 ranks of armor training. This is attainable as early as level 1 by training in armor use 3x at both level 0 and 1.&lt;br /&gt;
&lt;br /&gt;
Brigandine armor at rank 27 in armor use will be your next step as you build in training. Warriors do want to build to 130 armor use ranks for full plate in their career, but it tends to be around level 52 so for the purpose of a new player you will spend a large part of your career in either double leather or brigandine as you progress early on.&lt;br /&gt;
&lt;br /&gt;
Hauberk at rank 70 in armor is next followed by full plate armor at 130 armor use ranks. These do go a bit beyond this guide and you should have the proper understanding of your role as you approach them. You can reference [[Armor Use]] for breakpoints of each armor type using the [[Roundtime]] and [[Action Penalty]] category for the minimums. &lt;br /&gt;
&lt;br /&gt;
5th level is a good time to purchase your first magical weapon of the skill type you&#039;ve chosen. Most often it will be of a metal called [[Mithril]] or [[Ora]]. Occasionally you might choose elemental flaring weaponry such as [[drakar]], [[rhimar]], or others and sometimes you find such weaponry and armory adventuring in the wild or through other adventurers and merchanting.&lt;br /&gt;
&lt;br /&gt;
These all tend to +5 AS ([[attack strength]]) in the case of mithril or +10 AS for ora and later weapons similarly that increase your combat prowess to about +20 Attack strength/defense strength at [[Vultite]]. In the case of each type you need to be half the level of the enchant so for a +20 weapon you must be level 10. We tend to call them 1x, 2x, 3x, and 4x with 10x being the general game maximum. This is your standard weaponry and can serve you all the way through your career.&lt;br /&gt;
&lt;br /&gt;
Depending on weapon skill choices you can start to access [[Weapon Technique]] along with your Guild trainings. You will unlock these at 10, 25, 50 and 75 ranks for each respective weapon skill. &lt;br /&gt;
&lt;br /&gt;
Warriors of near level +/-5 should be able to engage against creature DS ([[defensive strength]]) modifiers for combat through our readily available AS ([[attack strength]]) or CMAN and [[Warrior Guild]] counters, such as feint, bull rush, shield bash, etc. Warriors are weak against CS ([[casting strength]]) through our low TD ([[target defense]]). &lt;br /&gt;
&lt;br /&gt;
Choose creatures accordingly that suit your understanding and capabilities. As you become confident, Warriors are among the most robust professions in Gemstone IV.&lt;br /&gt;
&lt;br /&gt;
==Additional Training &amp;amp; Combat Maneuvers==&lt;br /&gt;
As you begin to engage in the nuances of combat and have trained a handful of times you will have access to CMANs through your [[Combat Maneuvers]] training. In addition, [[Armor Use]], [[Shield Use]]and [[Combat Maneuvers]] allocate you points to assign to customization in combat. These are accessed through ARMOR, SHIELD and CMAN in game.&lt;br /&gt;
&lt;br /&gt;
Core CMANs for Warriors vary, but [[Specialization]] because of it&#039;s passive [[attack strength]] and [[Weapon Bonding]] are common as weapon choice allows. &lt;br /&gt;
&lt;br /&gt;
If you are a shield user you gain SHIELD options from shield use training and options. [[Shield Focus]] based on the type you have chosen and [[Shield Bash]] to begin are good considerations.&lt;br /&gt;
&lt;br /&gt;
ARMOR is the last of these martial character options and you gain them from armor use training every 20 ranks. This can be bestowed by better trained warriors up to rank 5 in your local town square normally so you aren&#039;t rushed into this. [[Armor support]] is currently the most popular, but mileage varies.&lt;br /&gt;
&lt;br /&gt;
FEAT will also show options such as [[Kroderine Soul]], [[Covert Arts]] and [[Guard]], [[Protect]] options as they become available.&lt;br /&gt;
&lt;br /&gt;
At this point your dedication to your craft should start to show. COMBAT is a good reference point for seeing if you will do well in combat situations or against [[creatures]] in their [[hunting areas]].&lt;br /&gt;
&lt;br /&gt;
==Societies==&lt;br /&gt;
There are currently 3 societies within Gemstone IV that bestow mechanical benefits on their members and are tier based. Around level 3 you are able to join one of your choice so we&#039;ve detailed them below. The [[New Players&#039; Guide]] references them all. For the sake of this guide we&#039;ve detailed joining one of them and their direct benefits to Warriors. &lt;br /&gt;
&lt;br /&gt;
[[Order of Voln]] - good auxillery skills including group fog escape, undead travel grounds, lifekeep while dead, increase of spiritual defenses, and combat helpful to defeating undead. The source of power for Voln is through accumulation of slain undead in the form of Favor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Guardians of Sunfist]] - neutral / sworn enemies of trolls, ogres, etc. that add heavy hitting and defensive capabilities and also providing access to warcamps to engage in sworn enemies that are pop up hunting grounds. The main source of power is stamina use for this society.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
[[Council of Light]] - evil soul powers that can stop bleeding, increase powers, and defensive capabilities at the cost of mana and spirit.&lt;br /&gt;
&lt;br /&gt;
==Warrior Guild==&lt;br /&gt;
You&#039;ve survived to level 15. It&#039;s time to join the guild!&lt;br /&gt;
&lt;br /&gt;
Be sure to review that you didn&#039;t train in redundant skills through CMANs.&lt;br /&gt;
&lt;br /&gt;
The guild offers training in [[Berserk]], [[Warcries]], [[Warrior Tricks]], [[Disarm]], and [[Tackle]] to rank 63. Rank 5 CMANs are equivalent to 50 ranks in any guild profession so there is an advantage to Warrior Guild training if you are willing to invest.&lt;br /&gt;
&lt;br /&gt;
==Closing out the basics==&lt;br /&gt;
Now that you understand the general perimeters of being a warrior, fought your first creatures, died, adapted your tactics, equipped yourself, and started down a path in a society it&#039;s probably time to find a mentor and expand on your basic knowledge.&lt;br /&gt;
&lt;br /&gt;
Good luck!&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Warrior]] (main article)&lt;br /&gt;
*[[A beginner&#039;s guide to combat]] (An exceptional and concise tour of combat in GSIV.)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Warrior Guild]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warriors.asp Warrior profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warrior_guild.asp Warrior guild on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warrior]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=260188</id>
		<title>Beginner&#039;s guide to playing a warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=260188"/>
		<updated>2026-07-09T02:56:50Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* Additional training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=A Beginner&#039;s Guide to Playing a Warrior&lt;br /&gt;
|author=Various&lt;br /&gt;
|date=2015-02-06&lt;br /&gt;
|updated=2021-04-20&lt;br /&gt;
|topic=Warriors&lt;br /&gt;
}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
The Warrior profession is both popular and easy to jump into for a beginning player. A warrior fights with weapons and is armored, lightly at first and progressively to full plate. &lt;br /&gt;
&lt;br /&gt;
Most new players will start with a weapon and shield then pick their play style as you are introduced to the game. What makes a Warrior particularly attractive is that they have among the best all around fighting capabilities for diverse situations. They are easily proficient with multiple weapon types, sometimes two or three, and have opportunities to be diverse in their training paths. &lt;br /&gt;
&lt;br /&gt;
It is encouraged that you check out the [[New Players&#039; Guide]] and [[A beginner&#039;s guide to combat]] prior to proceeding with this profession guide. &lt;br /&gt;
&lt;br /&gt;
If you ever get lost or need help we implore you to find a [[Silverwood Manor]] location in your respective town and ring the bell. You should get assistance from a [[Mentor]].&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
You will need to choose your gender, race, and statistics to begin followed by assigning your training points and then you are brought into the world of [[Elanthia]]. We&#039;ll attempt to detail what is most common for starting players throughout this guide, but other paths can be successful. &lt;br /&gt;
&lt;br /&gt;
===Primary Statistics===&lt;br /&gt;
All stats have growth patterns in Gemstone IV that incrementally increase as you level to 100, the games level maximum. There is advancement beyond level 100 in that you continue to generate [[training points]] to expand your skill set with [[Ascension]].&lt;br /&gt;
&lt;br /&gt;
Warriors require a decent range of statistics. It is recommended you strive for balance, but Strength (attack), Dexterity (defense/speed), Agility (speed) and Constitution (toughness) are primary combat contributors.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to go entirely wrong, but being a successful warrior both early and late into your career are factors over time, so a gradual increase in stat growth is recommended or you will plateau for long periods of time. When setting stats or looking at level 0 stats in-game INFO START can be reviewed after creation. Careful not to set them all to 100, but 60-80s are not horrible decisions and can be fixed later with expensive [[Fixstat]] methods.&lt;br /&gt;
&lt;br /&gt;
===Race===&lt;br /&gt;
The most common warrior races are [[Giantmen]], [[Dwarves]], [[Human]], and [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Giantmen are the strongest race in Elanthia. Dwarves are both strong and sturdy. Humans are the most balanced and have few weaknesses. Elves are fast and agile.&lt;br /&gt;
&lt;br /&gt;
==Skill selection==&lt;br /&gt;
Based on certain statistics you generate [[training points]] of the physical and mental variety. As Warriors are relatively easy to play you should have enough to cover the basics as you learn without much concern so jump right in. I have detailed a few core skills and additional training recommendations below to get you started.&lt;br /&gt;
&lt;br /&gt;
===Core skills===&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|Necessary to firstly attain full [[Hitpoint]]s and defense [[Creature maneuver|maneuver]] attacks. It also contributes to damage [[redux]] for warriors in the mid-game. You should eventually train 3x in this skill as your career progresses for additional benefits.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/1 or 2/1&lt;br /&gt;
|[[Weapons]]&lt;br /&gt;
|One handed edge (OHE) and two-handed weapons (THW) are the most common. Polearms are particularly devastating. &lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Combat Maneuvers]]&lt;br /&gt;
|CM contributes to special combat moves, attack strength bonus, and defense of similar moves and is a warrior must.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Armor Use]]&lt;br /&gt;
|Training in armor is required to wear heavier armor properly and maneuver with less hindrance. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|33/11&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|These points form the core of your training as a warrior and should put you on the path to success.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Additional training===&lt;br /&gt;
The way to use the rest of the points will depend on the player.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Shield Use]]&lt;br /&gt;
|If you have chosen a one handed weapon you should couple it with a shield use training.&lt;br /&gt;
|-&lt;br /&gt;
|*1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Dodging]]&lt;br /&gt;
|1x with shield, 2x if you are using a two-handed weapon.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|Creature maneuver defense in offensive stance. Up to 30 ranks to start.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Multi-Opponent Combat]]&lt;br /&gt;
|MOC assists in dealing with defending against multiple opponents (FoF) and multi-strike capabilities for engaging. 30, 55, and 90 ranks are milestones.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|Helps tend wounds for survival and skin creatures in the wild.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Survival]]&lt;br /&gt;
|Helps in certain areas against weather conditions and skinning creatures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Warriors have flexibility in how they spend remaining training points, but several skills offer strong foundational value. Shield Use should be trained at 2x if using a one‑handed weapon, while Dodge is typically 1x with a shield or 2x for two‑handed weapon users. Perception at 1x (up to ~30 ranks) helps with maneuver defense. Multi‑Opponent Combat provides crowd control and multi‑strike capability, with early milestones at 30, 55, and 90 ranks. Climbing and Swimming can begin at 20–25 ranks and be revisited later as area requirements increase. First Aid and Survival both support wound tending, skinning, and environmental resistance. Ambush can be added later for aimed attacks.&lt;br /&gt;
&lt;br /&gt;
By late game, several training benchmarks become standard. Climbing and Swimming usually reach 30 ranks as a functional minimum, though 40–50 ranks provide safer movement in areas like the Rift, Scatter, and elemental planes; some zones such as [[Sailor’s Grief]] or parts of the [[Hinterwilds]] help with 60 or more ranks. [[Multi‑Opponent Combat]] follows milestone progression after the initial 5 ranks, with major breakpoints at 30/55/90/135/180 depending on preferred assault patterns and combat style.&lt;br /&gt;
&lt;br /&gt;
[[Dodge]] contributes directly to physical DS: two‑handed warriors commonly train 2x per level, while shield users stay near 1x due to shield‑size dodge penalties. Physical Fitness is almost universally trained at 3x in the end game because of its broad defensive benefits. [[Redux]] begins to show meaningful impact around level 42 as physical skills mature. Armor Use may also be trained heavily—full plate requires 130 ranks for zero RT, and additional ranks up to 330 reduce [[action penalty]] and [[spell hindrance]] for smoother maneuver and casting performance in high‑end areas.&lt;br /&gt;
&lt;br /&gt;
Your style will evolve, and as you gain a deeper understanding of these concepts, you’ll be able to revisit these and understand them with more clarity, allowing you to choose the best path for yourself. Very few mistakes are truly permanent, so experiment freely. This guide is intended to help you reach about level 15, but it’s valuable to explore these ideas early on as you build proficiency and expertise when later game components are mentioned.&lt;br /&gt;
&lt;br /&gt;
==Town selection==&lt;br /&gt;
As you begin your journey you have three primary city options. [[Icemule Trace]], [[Ta&#039;Vaalor]], and [[Wehnimer&#039;s Landing]]. There are some expanded options for [[Premium]] subscribers that include [[Solhaven]].&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve arrived the wisp will show up to help you and introduce you to the concepts in the [[New Players&#039; Guide]] that we suggested you read first, but it&#039;s a great time to revisit that section now to refresh. You are probably having a better understanding at this point of what it all meant by now.&lt;br /&gt;
&lt;br /&gt;
After this familiarize yourself with the local Inn. In the case of [[Wehnimer&#039;s Landing]] it&#039;s the [[Raging Thrak]], but both [[Ta&#039;Vaalor]] and [[Icemule Trace]] have similar NPCs that expand on some additional basics and grant an XP award. Check the beginner&#039;s guide to those cities for additional help.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve visited the town, the Inn, and have wandered around you are likely about 2nd level and ready to take your next steps or get a job running messages at the Town/City Hall until you reach 3rd level. &lt;br /&gt;
&lt;br /&gt;
When you are ready to venture beyond the cities walls be sure to remember where the Town Square is so when you get wounded, require a cleric for blessing weaponry, or when you get killed you&#039;ll probably end up there. &lt;br /&gt;
&lt;br /&gt;
==Explore==&lt;br /&gt;
With the implementation of the [[Adventurer&#039;s Guild]] the staff there is always a good gauge of your level of skill as they give you missions within about 5 levels of your training. You also receive a badge that as you complete missions has a mechanical bonus you can customize through the Taskmaster. When you have reached level 3 or so this is probably the best place to start as it directs you around the area on various assignments. Warriors tend to build [[strength]], primary weapon bonus, and later [[combat maneuvers]] to the badge maximum. This is your introduction to [[Enhancive item | enhancive items]].&lt;br /&gt;
&lt;br /&gt;
Maps are going to be important because you probably won&#039;t have a good grasp of where to finish these tasks initially. Most commonly they can be found for each region in the respective [[List of hunting areas |Hunting Areas]]. You&#039;ll become more confident as you venture out more routinely with knowing your surroundings. Originally done by Zepath and followed by Tsoran map makers have a long tradition in [[Elanthia]]. Rozy is one of the current prolific map makers along with Allereli, Alosaka and numerous other contributors.&lt;br /&gt;
&lt;br /&gt;
Before venturing too far you should gain some favor with [[Lorminstra]] in the form of [[Deed | deeds]]. Ask local adventurers for advice on how to attain them if you need so. They can be arranged with coins or gems depending on the location usually at the temple. You will need these if you are struck dead in the wilds to minimize the additional hurt of recovering, if you do.&lt;br /&gt;
&lt;br /&gt;
Now you are ready for combat beyond the sprite. Before doing so make your final preparations by checking all your backpacks/containers, your gear (weapons, armor, shield), ensure you have [[Herb | herbs]] (ephlox moss, aloeas stem, pothinir grass, and acantha leaf or equivalents are must haves), then be sure you are not encumbered.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve finished your preparations you can go at it alone or find others who are on similar missions. [[Adventurer&#039;s Guild]] tasks can be shared with up to 5 players. You will probably make mistakes, but to understand and learn from them we&#039;ve included [[A beginner&#039;s guide to combat]] if you care to truly understand what you are doing in advance or after you&#039;ve made some mistakes.&lt;br /&gt;
&lt;br /&gt;
==Arm yourself==&lt;br /&gt;
&lt;br /&gt;
By now you know your way around your starting city and you&#039;ve probably engaged the local denizens that the [[Adventurer&#039;s Guild]] or locals have directed you to cull their numbers. &lt;br /&gt;
&lt;br /&gt;
You&#039;ve also probably raised enough funds to purchase a weapon and some armor the armory, the weaponsmith or maybe a wandering merchant, or other adventurers.&lt;br /&gt;
&lt;br /&gt;
Warriors tend to focus on full body armor types. The first you will likely wear is double leathers at 6 ranks of armor training. This is attainable as early as level 1 by training in armor use 3x at both level 0 and 1.&lt;br /&gt;
&lt;br /&gt;
Brigandine armor at rank 27 in armor use will be your next step as you build in training. Warriors do want to build to 130 armor use ranks for full plate in their career, but it tends to be around level 52 so for the purpose of a new player you will spend a large part of your career in either double leather or brigandine as you progress early on.&lt;br /&gt;
&lt;br /&gt;
Hauberk at rank 70 in armor is next followed by full plate armor at 130 armor use ranks. These do go a bit beyond this guide and you should have the proper understanding of your role as you approach them. You can reference [[Armor Use]] for breakpoints of each armor type using the [[Roundtime]] and [[Action Penalty]] category for the minimums. &lt;br /&gt;
&lt;br /&gt;
5th level is a good time to purchase your first magical weapon of the skill type you&#039;ve chosen. Most often it will be of a metal called [[Mithril]] or [[Ora]]. Occasionally you might choose elemental flaring weaponry such as [[drakar]], [[rhimar]], or others and sometimes you find such weaponry and armory adventuring in the wild or through other adventurers and merchanting.&lt;br /&gt;
&lt;br /&gt;
These all tend to +5 AS ([[attack strength]]) in the case of mithril or +10 AS for ora and later weapons similarly that increase your combat prowess to about +20 Attack strength/defense strength at [[Vultite]]. In the case of each type you need to be half the level of the enchant so for a +20 weapon you must be level 10. We tend to call them 1x, 2x, 3x, and 4x with 10x being the general game maximum. This is your standard weaponry and can serve you all the way through your career.&lt;br /&gt;
&lt;br /&gt;
Depending on weapon skill choices you can start to access [[Weapon Technique]] along with your Guild trainings. You will unlock these at 10, 25, 50 and 75 ranks for each respective weapon skill. &lt;br /&gt;
&lt;br /&gt;
Warriors of near level +/-5 should be able to engage against creature DS ([[defensive strength]]) modifiers for combat through our readily available AS ([[attack strength]]) or CMAN and [[Warrior Guild]] counters, such as feint, bull rush, shield bash, etc. Warriors are weak against CS ([[casting strength]]) through our low TD ([[target defense]]). &lt;br /&gt;
&lt;br /&gt;
Choose creatures accordingly that suit your understanding and capabilities. As you become confident, Warriors are among the most robust professions in Gemstone IV.&lt;br /&gt;
&lt;br /&gt;
==Additional Training &amp;amp; Combat Maneuvers==&lt;br /&gt;
As you begin to engage in the nuances of combat and have trained a handful of times you will have access to CMANs through your [[Combat Maneuvers]] training. In addition, [[Armor Use]], [[Shield Use]]and [[Combat Maneuvers]] allocate you points to assign to customization in combat. These are accessed through ARMOR, SHIELD and CMAN in game.&lt;br /&gt;
&lt;br /&gt;
Core CMANs for Warriors vary, but [[Specialization]] because of it&#039;s passive [[attack strength]] and [[Weapon Bonding]] are common as weapon choice allows. &lt;br /&gt;
&lt;br /&gt;
If you are a shield user you gain SHIELD options from shield use training and options. [[Shield Focus]] based on the type you have chosen and [[Shield Bash]] to begin are good considerations.&lt;br /&gt;
&lt;br /&gt;
ARMOR is the last of these martial character options and you gain them from armor use training every 20 ranks. This can be bestowed by better trained warriors up to rank 5 in your local town square normally so you aren&#039;t rushed into this. [[Armor support]] is currently the most popular, but mileage varies.&lt;br /&gt;
&lt;br /&gt;
FEAT will also show options such as [[Kroderine Soul]], [[Covert Arts]] and [[Guard]], [[Protect]] options as they become available.&lt;br /&gt;
&lt;br /&gt;
At this point your dedication to your craft should start to show. COMBAT is a good reference point for seeing if you will do well in combat situations or against [[creatures]] in their [[hunting areas]].&lt;br /&gt;
&lt;br /&gt;
==Societies==&lt;br /&gt;
There are currently 3 societies within Gemstone IV that bestow mechanical benefits on their members and are tier based. Around level 3 you are able to join one of your choice so we&#039;ve detailed them below. The [[New Players&#039; Guide]] references them all. For the sake of this guide we&#039;ve detailed joining one of them and their direct benefits to Warriors. &lt;br /&gt;
&lt;br /&gt;
[[Order of Voln]] - good auxillery skills including group fog escape, undead travel grounds, lifekeep while dead, increase of spiritual defenses, and combat helpful to defeating undead. The source of power for Voln is through accumulation of slain undead in the form of Favor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Guardians of Sunfist]] - neutral / sworn enemies of trolls, ogres, etc. that add heavy hitting and defensive capabilities and also providing access to warcamps to engage in sworn enemies that are pop up hunting grounds. The main source of power is stamina use for this society.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
[[Council of Light]] - evil soul powers that can stop bleeding, increase powers, and defensive capabilities at the cost of mana and spirit.&lt;br /&gt;
&lt;br /&gt;
==Warrior Guild==&lt;br /&gt;
You&#039;ve survived to level 15. It&#039;s time to join the guild!&lt;br /&gt;
&lt;br /&gt;
Be sure to review that you didn&#039;t train in redundant skills through CMANs.&lt;br /&gt;
&lt;br /&gt;
The guild offers training in [[Berserk]], [[Warcries]], [[Warrior Tricks]], [[Disarm]], and [[Tackle]] to rank 63. Rank 5 CMANs are equivalent to 50 ranks in any guild profession so there is an advantage to Warrior Guild training if you are willing to invest.&lt;br /&gt;
&lt;br /&gt;
==Closing out the basics==&lt;br /&gt;
Now that you understand the general perimeters of being a warrior, fought your first creatures, died, adapted your tactics, equipped yourself, and started down a path in a society it&#039;s probably time to find a mentor and expand on your basic knowledge.&lt;br /&gt;
&lt;br /&gt;
Good luck!&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Warrior]] (main article)&lt;br /&gt;
*[[A beginner&#039;s guide to combat]] (An exceptional and concise tour of combat in GSIV.)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Warrior Guild]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warriors.asp Warrior profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warrior_guild.asp Warrior guild on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warrior]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=260187</id>
		<title>Beginner&#039;s guide to playing a warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=260187"/>
		<updated>2026-07-09T02:56:28Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* Additional training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=A Beginner&#039;s Guide to Playing a Warrior&lt;br /&gt;
|author=Various&lt;br /&gt;
|date=2015-02-06&lt;br /&gt;
|updated=2021-04-20&lt;br /&gt;
|topic=Warriors&lt;br /&gt;
}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
The Warrior profession is both popular and easy to jump into for a beginning player. A warrior fights with weapons and is armored, lightly at first and progressively to full plate. &lt;br /&gt;
&lt;br /&gt;
Most new players will start with a weapon and shield then pick their play style as you are introduced to the game. What makes a Warrior particularly attractive is that they have among the best all around fighting capabilities for diverse situations. They are easily proficient with multiple weapon types, sometimes two or three, and have opportunities to be diverse in their training paths. &lt;br /&gt;
&lt;br /&gt;
It is encouraged that you check out the [[New Players&#039; Guide]] and [[A beginner&#039;s guide to combat]] prior to proceeding with this profession guide. &lt;br /&gt;
&lt;br /&gt;
If you ever get lost or need help we implore you to find a [[Silverwood Manor]] location in your respective town and ring the bell. You should get assistance from a [[Mentor]].&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
You will need to choose your gender, race, and statistics to begin followed by assigning your training points and then you are brought into the world of [[Elanthia]]. We&#039;ll attempt to detail what is most common for starting players throughout this guide, but other paths can be successful. &lt;br /&gt;
&lt;br /&gt;
===Primary Statistics===&lt;br /&gt;
All stats have growth patterns in Gemstone IV that incrementally increase as you level to 100, the games level maximum. There is advancement beyond level 100 in that you continue to generate [[training points]] to expand your skill set with [[Ascension]].&lt;br /&gt;
&lt;br /&gt;
Warriors require a decent range of statistics. It is recommended you strive for balance, but Strength (attack), Dexterity (defense/speed), Agility (speed) and Constitution (toughness) are primary combat contributors.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to go entirely wrong, but being a successful warrior both early and late into your career are factors over time, so a gradual increase in stat growth is recommended or you will plateau for long periods of time. When setting stats or looking at level 0 stats in-game INFO START can be reviewed after creation. Careful not to set them all to 100, but 60-80s are not horrible decisions and can be fixed later with expensive [[Fixstat]] methods.&lt;br /&gt;
&lt;br /&gt;
===Race===&lt;br /&gt;
The most common warrior races are [[Giantmen]], [[Dwarves]], [[Human]], and [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Giantmen are the strongest race in Elanthia. Dwarves are both strong and sturdy. Humans are the most balanced and have few weaknesses. Elves are fast and agile.&lt;br /&gt;
&lt;br /&gt;
==Skill selection==&lt;br /&gt;
Based on certain statistics you generate [[training points]] of the physical and mental variety. As Warriors are relatively easy to play you should have enough to cover the basics as you learn without much concern so jump right in. I have detailed a few core skills and additional training recommendations below to get you started.&lt;br /&gt;
&lt;br /&gt;
===Core skills===&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|Necessary to firstly attain full [[Hitpoint]]s and defense [[Creature maneuver|maneuver]] attacks. It also contributes to damage [[redux]] for warriors in the mid-game. You should eventually train 3x in this skill as your career progresses for additional benefits.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/1 or 2/1&lt;br /&gt;
|[[Weapons]]&lt;br /&gt;
|One handed edge (OHE) and two-handed weapons (THW) are the most common. Polearms are particularly devastating. &lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Combat Maneuvers]]&lt;br /&gt;
|CM contributes to special combat moves, attack strength bonus, and defense of similar moves and is a warrior must.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Armor Use]]&lt;br /&gt;
|Training in armor is required to wear heavier armor properly and maneuver with less hindrance. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|33/11&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|These points form the core of your training as a warrior and should put you on the path to success.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Additional training===&lt;br /&gt;
The way to use the rest of the points will depend on the player.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Shield Use]]&lt;br /&gt;
|If you have chosen a one handed weapon you should couple it with a shield use training.&lt;br /&gt;
|-&lt;br /&gt;
|*1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Dodging]]&lt;br /&gt;
|1x with shield, 2x if you are using a two-handed weapon.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|Creature maneuver defense in offensive stance. Up to 30 ranks to start.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Multi-Opponent Combat]]&lt;br /&gt;
|MOC assists in dealing with defending against multiple opponents (FoF) and multi-strike capabilities for engaging. 30, 55, and 90 ranks are milestones.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|Helps tend wounds for survival and skin creatures in the wild.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Survival]]&lt;br /&gt;
|Helps in certain areas against weather conditions and skinning creatures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Warriors have flexibility in how they spend remaining training points, but several skills offer strong foundational value. Shield Use should be trained at 2x if using a one‑handed weapon, while Dodge is typically 1x with a shield or 2x for two‑handed weapon users. Perception at 1x (up to ~30 ranks) helps with maneuver defense. Multi‑Opponent Combat provides crowd control and multi‑strike capability, with early milestones at 30, 55, and 90 ranks. Climbing and Swimming can begin at 20–25 ranks and be revisited later as area requirements increase. First Aid and Survival both support wound tending, skinning, and environmental resistance. Ambush can be added later for aimed attacks.&lt;br /&gt;
&lt;br /&gt;
By late game, several training benchmarks become standard. Climbing and Swimming usually reach 30 ranks as a functional minimum, though 40–50 ranks provide safer movement in areas like the Rift, Scatter, and elemental planes; some zones such as [[Sailor’s Grief]] or parts of the [[Hinterwilds]] help with 60 or more ranks. [[Multi‑Opponent Combat]] follows milestone progression after the initial 5 ranks, with major breakpoints at 30/55/90/135/180 depending on preferred assault patterns and combat style.&lt;br /&gt;
&lt;br /&gt;
[[Dodge contributes]] directly to physical DS: two‑handed warriors commonly train 2x per level, while shield users stay near 1x due to shield‑size dodge penalties. Physical Fitness is almost universally trained at 3x in the end game because of its broad defensive benefits. [[Redux]] begins to show meaningful impact around level 42 as physical skills mature. Armor Use may also be trained heavily—full plate requires 130 ranks for zero RT, and additional ranks up to 330 reduce [[action penalty]] and [[spell hindrance]] for smoother maneuver and casting performance in high‑end areas.&lt;br /&gt;
&lt;br /&gt;
Your style will evolve, and as you gain a deeper understanding of these concepts, you’ll be able to revisit these and understand them with more clarity, allowing you to choose the best path for yourself. Very few mistakes are truly permanent, so experiment freely. This guide is intended to help you reach about level 15, but it’s valuable to explore these ideas early on as you build proficiency and expertise when later game components are mentioned.&lt;br /&gt;
&lt;br /&gt;
==Town selection==&lt;br /&gt;
As you begin your journey you have three primary city options. [[Icemule Trace]], [[Ta&#039;Vaalor]], and [[Wehnimer&#039;s Landing]]. There are some expanded options for [[Premium]] subscribers that include [[Solhaven]].&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve arrived the wisp will show up to help you and introduce you to the concepts in the [[New Players&#039; Guide]] that we suggested you read first, but it&#039;s a great time to revisit that section now to refresh. You are probably having a better understanding at this point of what it all meant by now.&lt;br /&gt;
&lt;br /&gt;
After this familiarize yourself with the local Inn. In the case of [[Wehnimer&#039;s Landing]] it&#039;s the [[Raging Thrak]], but both [[Ta&#039;Vaalor]] and [[Icemule Trace]] have similar NPCs that expand on some additional basics and grant an XP award. Check the beginner&#039;s guide to those cities for additional help.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve visited the town, the Inn, and have wandered around you are likely about 2nd level and ready to take your next steps or get a job running messages at the Town/City Hall until you reach 3rd level. &lt;br /&gt;
&lt;br /&gt;
When you are ready to venture beyond the cities walls be sure to remember where the Town Square is so when you get wounded, require a cleric for blessing weaponry, or when you get killed you&#039;ll probably end up there. &lt;br /&gt;
&lt;br /&gt;
==Explore==&lt;br /&gt;
With the implementation of the [[Adventurer&#039;s Guild]] the staff there is always a good gauge of your level of skill as they give you missions within about 5 levels of your training. You also receive a badge that as you complete missions has a mechanical bonus you can customize through the Taskmaster. When you have reached level 3 or so this is probably the best place to start as it directs you around the area on various assignments. Warriors tend to build [[strength]], primary weapon bonus, and later [[combat maneuvers]] to the badge maximum. This is your introduction to [[Enhancive item | enhancive items]].&lt;br /&gt;
&lt;br /&gt;
Maps are going to be important because you probably won&#039;t have a good grasp of where to finish these tasks initially. Most commonly they can be found for each region in the respective [[List of hunting areas |Hunting Areas]]. You&#039;ll become more confident as you venture out more routinely with knowing your surroundings. Originally done by Zepath and followed by Tsoran map makers have a long tradition in [[Elanthia]]. Rozy is one of the current prolific map makers along with Allereli, Alosaka and numerous other contributors.&lt;br /&gt;
&lt;br /&gt;
Before venturing too far you should gain some favor with [[Lorminstra]] in the form of [[Deed | deeds]]. Ask local adventurers for advice on how to attain them if you need so. They can be arranged with coins or gems depending on the location usually at the temple. You will need these if you are struck dead in the wilds to minimize the additional hurt of recovering, if you do.&lt;br /&gt;
&lt;br /&gt;
Now you are ready for combat beyond the sprite. Before doing so make your final preparations by checking all your backpacks/containers, your gear (weapons, armor, shield), ensure you have [[Herb | herbs]] (ephlox moss, aloeas stem, pothinir grass, and acantha leaf or equivalents are must haves), then be sure you are not encumbered.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve finished your preparations you can go at it alone or find others who are on similar missions. [[Adventurer&#039;s Guild]] tasks can be shared with up to 5 players. You will probably make mistakes, but to understand and learn from them we&#039;ve included [[A beginner&#039;s guide to combat]] if you care to truly understand what you are doing in advance or after you&#039;ve made some mistakes.&lt;br /&gt;
&lt;br /&gt;
==Arm yourself==&lt;br /&gt;
&lt;br /&gt;
By now you know your way around your starting city and you&#039;ve probably engaged the local denizens that the [[Adventurer&#039;s Guild]] or locals have directed you to cull their numbers. &lt;br /&gt;
&lt;br /&gt;
You&#039;ve also probably raised enough funds to purchase a weapon and some armor the armory, the weaponsmith or maybe a wandering merchant, or other adventurers.&lt;br /&gt;
&lt;br /&gt;
Warriors tend to focus on full body armor types. The first you will likely wear is double leathers at 6 ranks of armor training. This is attainable as early as level 1 by training in armor use 3x at both level 0 and 1.&lt;br /&gt;
&lt;br /&gt;
Brigandine armor at rank 27 in armor use will be your next step as you build in training. Warriors do want to build to 130 armor use ranks for full plate in their career, but it tends to be around level 52 so for the purpose of a new player you will spend a large part of your career in either double leather or brigandine as you progress early on.&lt;br /&gt;
&lt;br /&gt;
Hauberk at rank 70 in armor is next followed by full plate armor at 130 armor use ranks. These do go a bit beyond this guide and you should have the proper understanding of your role as you approach them. You can reference [[Armor Use]] for breakpoints of each armor type using the [[Roundtime]] and [[Action Penalty]] category for the minimums. &lt;br /&gt;
&lt;br /&gt;
5th level is a good time to purchase your first magical weapon of the skill type you&#039;ve chosen. Most often it will be of a metal called [[Mithril]] or [[Ora]]. Occasionally you might choose elemental flaring weaponry such as [[drakar]], [[rhimar]], or others and sometimes you find such weaponry and armory adventuring in the wild or through other adventurers and merchanting.&lt;br /&gt;
&lt;br /&gt;
These all tend to +5 AS ([[attack strength]]) in the case of mithril or +10 AS for ora and later weapons similarly that increase your combat prowess to about +20 Attack strength/defense strength at [[Vultite]]. In the case of each type you need to be half the level of the enchant so for a +20 weapon you must be level 10. We tend to call them 1x, 2x, 3x, and 4x with 10x being the general game maximum. This is your standard weaponry and can serve you all the way through your career.&lt;br /&gt;
&lt;br /&gt;
Depending on weapon skill choices you can start to access [[Weapon Technique]] along with your Guild trainings. You will unlock these at 10, 25, 50 and 75 ranks for each respective weapon skill. &lt;br /&gt;
&lt;br /&gt;
Warriors of near level +/-5 should be able to engage against creature DS ([[defensive strength]]) modifiers for combat through our readily available AS ([[attack strength]]) or CMAN and [[Warrior Guild]] counters, such as feint, bull rush, shield bash, etc. Warriors are weak against CS ([[casting strength]]) through our low TD ([[target defense]]). &lt;br /&gt;
&lt;br /&gt;
Choose creatures accordingly that suit your understanding and capabilities. As you become confident, Warriors are among the most robust professions in Gemstone IV.&lt;br /&gt;
&lt;br /&gt;
==Additional Training &amp;amp; Combat Maneuvers==&lt;br /&gt;
As you begin to engage in the nuances of combat and have trained a handful of times you will have access to CMANs through your [[Combat Maneuvers]] training. In addition, [[Armor Use]], [[Shield Use]]and [[Combat Maneuvers]] allocate you points to assign to customization in combat. These are accessed through ARMOR, SHIELD and CMAN in game.&lt;br /&gt;
&lt;br /&gt;
Core CMANs for Warriors vary, but [[Specialization]] because of it&#039;s passive [[attack strength]] and [[Weapon Bonding]] are common as weapon choice allows. &lt;br /&gt;
&lt;br /&gt;
If you are a shield user you gain SHIELD options from shield use training and options. [[Shield Focus]] based on the type you have chosen and [[Shield Bash]] to begin are good considerations.&lt;br /&gt;
&lt;br /&gt;
ARMOR is the last of these martial character options and you gain them from armor use training every 20 ranks. This can be bestowed by better trained warriors up to rank 5 in your local town square normally so you aren&#039;t rushed into this. [[Armor support]] is currently the most popular, but mileage varies.&lt;br /&gt;
&lt;br /&gt;
FEAT will also show options such as [[Kroderine Soul]], [[Covert Arts]] and [[Guard]], [[Protect]] options as they become available.&lt;br /&gt;
&lt;br /&gt;
At this point your dedication to your craft should start to show. COMBAT is a good reference point for seeing if you will do well in combat situations or against [[creatures]] in their [[hunting areas]].&lt;br /&gt;
&lt;br /&gt;
==Societies==&lt;br /&gt;
There are currently 3 societies within Gemstone IV that bestow mechanical benefits on their members and are tier based. Around level 3 you are able to join one of your choice so we&#039;ve detailed them below. The [[New Players&#039; Guide]] references them all. For the sake of this guide we&#039;ve detailed joining one of them and their direct benefits to Warriors. &lt;br /&gt;
&lt;br /&gt;
[[Order of Voln]] - good auxillery skills including group fog escape, undead travel grounds, lifekeep while dead, increase of spiritual defenses, and combat helpful to defeating undead. The source of power for Voln is through accumulation of slain undead in the form of Favor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Guardians of Sunfist]] - neutral / sworn enemies of trolls, ogres, etc. that add heavy hitting and defensive capabilities and also providing access to warcamps to engage in sworn enemies that are pop up hunting grounds. The main source of power is stamina use for this society.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
[[Council of Light]] - evil soul powers that can stop bleeding, increase powers, and defensive capabilities at the cost of mana and spirit.&lt;br /&gt;
&lt;br /&gt;
==Warrior Guild==&lt;br /&gt;
You&#039;ve survived to level 15. It&#039;s time to join the guild!&lt;br /&gt;
&lt;br /&gt;
Be sure to review that you didn&#039;t train in redundant skills through CMANs.&lt;br /&gt;
&lt;br /&gt;
The guild offers training in [[Berserk]], [[Warcries]], [[Warrior Tricks]], [[Disarm]], and [[Tackle]] to rank 63. Rank 5 CMANs are equivalent to 50 ranks in any guild profession so there is an advantage to Warrior Guild training if you are willing to invest.&lt;br /&gt;
&lt;br /&gt;
==Closing out the basics==&lt;br /&gt;
Now that you understand the general perimeters of being a warrior, fought your first creatures, died, adapted your tactics, equipped yourself, and started down a path in a society it&#039;s probably time to find a mentor and expand on your basic knowledge.&lt;br /&gt;
&lt;br /&gt;
Good luck!&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Warrior]] (main article)&lt;br /&gt;
*[[A beginner&#039;s guide to combat]] (An exceptional and concise tour of combat in GSIV.)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Warrior Guild]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warriors.asp Warrior profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warrior_guild.asp Warrior guild on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warrior]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=260186</id>
		<title>Beginner&#039;s guide to playing a warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=260186"/>
		<updated>2026-07-09T02:33:21Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* Additional training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=A Beginner&#039;s Guide to Playing a Warrior&lt;br /&gt;
|author=Various&lt;br /&gt;
|date=2015-02-06&lt;br /&gt;
|updated=2021-04-20&lt;br /&gt;
|topic=Warriors&lt;br /&gt;
}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
The Warrior profession is both popular and easy to jump into for a beginning player. A warrior fights with weapons and is armored, lightly at first and progressively to full plate. &lt;br /&gt;
&lt;br /&gt;
Most new players will start with a weapon and shield then pick their play style as you are introduced to the game. What makes a Warrior particularly attractive is that they have among the best all around fighting capabilities for diverse situations. They are easily proficient with multiple weapon types, sometimes two or three, and have opportunities to be diverse in their training paths. &lt;br /&gt;
&lt;br /&gt;
It is encouraged that you check out the [[New Players&#039; Guide]] and [[A beginner&#039;s guide to combat]] prior to proceeding with this profession guide. &lt;br /&gt;
&lt;br /&gt;
If you ever get lost or need help we implore you to find a [[Silverwood Manor]] location in your respective town and ring the bell. You should get assistance from a [[Mentor]].&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
You will need to choose your gender, race, and statistics to begin followed by assigning your training points and then you are brought into the world of [[Elanthia]]. We&#039;ll attempt to detail what is most common for starting players throughout this guide, but other paths can be successful. &lt;br /&gt;
&lt;br /&gt;
===Primary Statistics===&lt;br /&gt;
All stats have growth patterns in Gemstone IV that incrementally increase as you level to 100, the games level maximum. There is advancement beyond level 100 in that you continue to generate [[training points]] to expand your skill set with [[Ascension]].&lt;br /&gt;
&lt;br /&gt;
Warriors require a decent range of statistics. It is recommended you strive for balance, but Strength (attack), Dexterity (defense/speed), Agility (speed) and Constitution (toughness) are primary combat contributors.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to go entirely wrong, but being a successful warrior both early and late into your career are factors over time, so a gradual increase in stat growth is recommended or you will plateau for long periods of time. When setting stats or looking at level 0 stats in-game INFO START can be reviewed after creation. Careful not to set them all to 100, but 60-80s are not horrible decisions and can be fixed later with expensive [[Fixstat]] methods.&lt;br /&gt;
&lt;br /&gt;
===Race===&lt;br /&gt;
The most common warrior races are [[Giantmen]], [[Dwarves]], [[Human]], and [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Giantmen are the strongest race in Elanthia. Dwarves are both strong and sturdy. Humans are the most balanced and have few weaknesses. Elves are fast and agile.&lt;br /&gt;
&lt;br /&gt;
==Skill selection==&lt;br /&gt;
Based on certain statistics you generate [[training points]] of the physical and mental variety. As Warriors are relatively easy to play you should have enough to cover the basics as you learn without much concern so jump right in. I have detailed a few core skills and additional training recommendations below to get you started.&lt;br /&gt;
&lt;br /&gt;
===Core skills===&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|Necessary to firstly attain full [[Hitpoint]]s and defense [[Creature maneuver|maneuver]] attacks. It also contributes to damage [[redux]] for warriors in the mid-game. You should eventually train 3x in this skill as your career progresses for additional benefits.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/1 or 2/1&lt;br /&gt;
|[[Weapons]]&lt;br /&gt;
|One handed edge (OHE) and two-handed weapons (THW) are the most common. Polearms are particularly devastating. &lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Combat Maneuvers]]&lt;br /&gt;
|CM contributes to special combat moves, attack strength bonus, and defense of similar moves and is a warrior must.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Armor Use]]&lt;br /&gt;
|Training in armor is required to wear heavier armor properly and maneuver with less hindrance. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|33/11&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|These points form the core of your training as a warrior and should put you on the path to success.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Additional training===&lt;br /&gt;
The way to use the rest of the points will depend on the player.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Shield Use]]&lt;br /&gt;
|If you have chosen a one handed weapon you should couple it with a shield use training.&lt;br /&gt;
|-&lt;br /&gt;
|*1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Dodging]]&lt;br /&gt;
|1x with shield, 2x if you are using a two-handed weapon.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|Creature maneuver defense in offensive stance. Up to 30 ranks to start.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Multi-Opponent Combat]]&lt;br /&gt;
|MOC assists in dealing with defending against multiple opponents (FoF) and multi-strike capabilities for engaging. 30, 55, and 90 ranks are milestones.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|Helps tend wounds for survival and skin creatures in the wild.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Survival]]&lt;br /&gt;
|Helps in certain areas against weather conditions and skinning creatures.&lt;br /&gt;
|-&lt;br /&gt;
|*&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Ambush]]&lt;br /&gt;
|Allows you to aim your weapon at certain body parts. Later consideration&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is meant to give you some advice specifically early in the game. Feel free to modify things as you progress and re-assess the start/stop points that fit your play style. These are only some common options and opinions for training.&lt;br /&gt;
&lt;br /&gt;
A few standard threshholds by late game are you need 30 ranks of [[climbing]] and [[swimming]] where some will advise 40 or even 50 ranks for end-game areas. MOC will vary depending on the milestone you are looking to reach and with assaults is a personal choice. THW warriors train 2x in dodge, but shield warriors because of the dodge modifier are 1x or less depending on training returns. Most end-game warriors are 3x per level in [[Physical Fitness]]. DF [[redux]] is a later stage mechanic that pads physical damage and warrior start to see results until level about level 42. [[Armor Use]] can also be 3x trained, but plate is 140 ranks and benefits are [[action penalty]] and [[spell hinderance]] beyond that to 330.&lt;br /&gt;
&lt;br /&gt;
Your style will evolve, and as you gain a deeper understanding of these concepts, you’ll be able to revisit these and understand them with more clarity, allowing you to choose the best path for yourself. Very few mistakes are truly permanent, so experiment freely. This guide is intended to help you reach about level 15, but it’s valuable to explore these ideas early on as you build proficiency and expertise when later game components are mentioned.&lt;br /&gt;
&lt;br /&gt;
==Town selection==&lt;br /&gt;
As you begin your journey you have three primary city options. [[Icemule Trace]], [[Ta&#039;Vaalor]], and [[Wehnimer&#039;s Landing]]. There are some expanded options for [[Premium]] subscribers that include [[Solhaven]].&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve arrived the wisp will show up to help you and introduce you to the concepts in the [[New Players&#039; Guide]] that we suggested you read first, but it&#039;s a great time to revisit that section now to refresh. You are probably having a better understanding at this point of what it all meant by now.&lt;br /&gt;
&lt;br /&gt;
After this familiarize yourself with the local Inn. In the case of [[Wehnimer&#039;s Landing]] it&#039;s the [[Raging Thrak]], but both [[Ta&#039;Vaalor]] and [[Icemule Trace]] have similar NPCs that expand on some additional basics and grant an XP award. Check the beginner&#039;s guide to those cities for additional help.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve visited the town, the Inn, and have wandered around you are likely about 2nd level and ready to take your next steps or get a job running messages at the Town/City Hall until you reach 3rd level. &lt;br /&gt;
&lt;br /&gt;
When you are ready to venture beyond the cities walls be sure to remember where the Town Square is so when you get wounded, require a cleric for blessing weaponry, or when you get killed you&#039;ll probably end up there. &lt;br /&gt;
&lt;br /&gt;
==Explore==&lt;br /&gt;
With the implementation of the [[Adventurer&#039;s Guild]] the staff there is always a good gauge of your level of skill as they give you missions within about 5 levels of your training. You also receive a badge that as you complete missions has a mechanical bonus you can customize through the Taskmaster. When you have reached level 3 or so this is probably the best place to start as it directs you around the area on various assignments. Warriors tend to build [[strength]], primary weapon bonus, and later [[combat maneuvers]] to the badge maximum. This is your introduction to [[Enhancive item | enhancive items]].&lt;br /&gt;
&lt;br /&gt;
Maps are going to be important because you probably won&#039;t have a good grasp of where to finish these tasks initially. Most commonly they can be found for each region in the respective [[List of hunting areas |Hunting Areas]]. You&#039;ll become more confident as you venture out more routinely with knowing your surroundings. Originally done by Zepath and followed by Tsoran map makers have a long tradition in [[Elanthia]]. Rozy is one of the current prolific map makers along with Allereli, Alosaka and numerous other contributors.&lt;br /&gt;
&lt;br /&gt;
Before venturing too far you should gain some favor with [[Lorminstra]] in the form of [[Deed | deeds]]. Ask local adventurers for advice on how to attain them if you need so. They can be arranged with coins or gems depending on the location usually at the temple. You will need these if you are struck dead in the wilds to minimize the additional hurt of recovering, if you do.&lt;br /&gt;
&lt;br /&gt;
Now you are ready for combat beyond the sprite. Before doing so make your final preparations by checking all your backpacks/containers, your gear (weapons, armor, shield), ensure you have [[Herb | herbs]] (ephlox moss, aloeas stem, pothinir grass, and acantha leaf or equivalents are must haves), then be sure you are not encumbered.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve finished your preparations you can go at it alone or find others who are on similar missions. [[Adventurer&#039;s Guild]] tasks can be shared with up to 5 players. You will probably make mistakes, but to understand and learn from them we&#039;ve included [[A beginner&#039;s guide to combat]] if you care to truly understand what you are doing in advance or after you&#039;ve made some mistakes.&lt;br /&gt;
&lt;br /&gt;
==Arm yourself==&lt;br /&gt;
&lt;br /&gt;
By now you know your way around your starting city and you&#039;ve probably engaged the local denizens that the [[Adventurer&#039;s Guild]] or locals have directed you to cull their numbers. &lt;br /&gt;
&lt;br /&gt;
You&#039;ve also probably raised enough funds to purchase a weapon and some armor the armory, the weaponsmith or maybe a wandering merchant, or other adventurers.&lt;br /&gt;
&lt;br /&gt;
Warriors tend to focus on full body armor types. The first you will likely wear is double leathers at 6 ranks of armor training. This is attainable as early as level 1 by training in armor use 3x at both level 0 and 1.&lt;br /&gt;
&lt;br /&gt;
Brigandine armor at rank 27 in armor use will be your next step as you build in training. Warriors do want to build to 130 armor use ranks for full plate in their career, but it tends to be around level 52 so for the purpose of a new player you will spend a large part of your career in either double leather or brigandine as you progress early on.&lt;br /&gt;
&lt;br /&gt;
Hauberk at rank 70 in armor is next followed by full plate armor at 130 armor use ranks. These do go a bit beyond this guide and you should have the proper understanding of your role as you approach them. You can reference [[Armor Use]] for breakpoints of each armor type using the [[Roundtime]] and [[Action Penalty]] category for the minimums. &lt;br /&gt;
&lt;br /&gt;
5th level is a good time to purchase your first magical weapon of the skill type you&#039;ve chosen. Most often it will be of a metal called [[Mithril]] or [[Ora]]. Occasionally you might choose elemental flaring weaponry such as [[drakar]], [[rhimar]], or others and sometimes you find such weaponry and armory adventuring in the wild or through other adventurers and merchanting.&lt;br /&gt;
&lt;br /&gt;
These all tend to +5 AS ([[attack strength]]) in the case of mithril or +10 AS for ora and later weapons similarly that increase your combat prowess to about +20 Attack strength/defense strength at [[Vultite]]. In the case of each type you need to be half the level of the enchant so for a +20 weapon you must be level 10. We tend to call them 1x, 2x, 3x, and 4x with 10x being the general game maximum. This is your standard weaponry and can serve you all the way through your career.&lt;br /&gt;
&lt;br /&gt;
Depending on weapon skill choices you can start to access [[Weapon Technique]] along with your Guild trainings. You will unlock these at 10, 25, 50 and 75 ranks for each respective weapon skill. &lt;br /&gt;
&lt;br /&gt;
Warriors of near level +/-5 should be able to engage against creature DS ([[defensive strength]]) modifiers for combat through our readily available AS ([[attack strength]]) or CMAN and [[Warrior Guild]] counters, such as feint, bull rush, shield bash, etc. Warriors are weak against CS ([[casting strength]]) through our low TD ([[target defense]]). &lt;br /&gt;
&lt;br /&gt;
Choose creatures accordingly that suit your understanding and capabilities. As you become confident, Warriors are among the most robust professions in Gemstone IV.&lt;br /&gt;
&lt;br /&gt;
==Additional Training &amp;amp; Combat Maneuvers==&lt;br /&gt;
As you begin to engage in the nuances of combat and have trained a handful of times you will have access to CMANs through your [[Combat Maneuvers]] training. In addition, [[Armor Use]], [[Shield Use]]and [[Combat Maneuvers]] allocate you points to assign to customization in combat. These are accessed through ARMOR, SHIELD and CMAN in game.&lt;br /&gt;
&lt;br /&gt;
Core CMANs for Warriors vary, but [[Specialization]] because of it&#039;s passive [[attack strength]] and [[Weapon Bonding]] are common as weapon choice allows. &lt;br /&gt;
&lt;br /&gt;
If you are a shield user you gain SHIELD options from shield use training and options. [[Shield Focus]] based on the type you have chosen and [[Shield Bash]] to begin are good considerations.&lt;br /&gt;
&lt;br /&gt;
ARMOR is the last of these martial character options and you gain them from armor use training every 20 ranks. This can be bestowed by better trained warriors up to rank 5 in your local town square normally so you aren&#039;t rushed into this. [[Armor support]] is currently the most popular, but mileage varies.&lt;br /&gt;
&lt;br /&gt;
FEAT will also show options such as [[Kroderine Soul]], [[Covert Arts]] and [[Guard]], [[Protect]] options as they become available.&lt;br /&gt;
&lt;br /&gt;
At this point your dedication to your craft should start to show. COMBAT is a good reference point for seeing if you will do well in combat situations or against [[creatures]] in their [[hunting areas]].&lt;br /&gt;
&lt;br /&gt;
==Societies==&lt;br /&gt;
There are currently 3 societies within Gemstone IV that bestow mechanical benefits on their members and are tier based. Around level 3 you are able to join one of your choice so we&#039;ve detailed them below. The [[New Players&#039; Guide]] references them all. For the sake of this guide we&#039;ve detailed joining one of them and their direct benefits to Warriors. &lt;br /&gt;
&lt;br /&gt;
[[Order of Voln]] - good auxillery skills including group fog escape, undead travel grounds, lifekeep while dead, increase of spiritual defenses, and combat helpful to defeating undead. The source of power for Voln is through accumulation of slain undead in the form of Favor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Guardians of Sunfist]] - neutral / sworn enemies of trolls, ogres, etc. that add heavy hitting and defensive capabilities and also providing access to warcamps to engage in sworn enemies that are pop up hunting grounds. The main source of power is stamina use for this society.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
[[Council of Light]] - evil soul powers that can stop bleeding, increase powers, and defensive capabilities at the cost of mana and spirit.&lt;br /&gt;
&lt;br /&gt;
==Warrior Guild==&lt;br /&gt;
You&#039;ve survived to level 15. It&#039;s time to join the guild!&lt;br /&gt;
&lt;br /&gt;
Be sure to review that you didn&#039;t train in redundant skills through CMANs.&lt;br /&gt;
&lt;br /&gt;
The guild offers training in [[Berserk]], [[Warcries]], [[Warrior Tricks]], [[Disarm]], and [[Tackle]] to rank 63. Rank 5 CMANs are equivalent to 50 ranks in any guild profession so there is an advantage to Warrior Guild training if you are willing to invest.&lt;br /&gt;
&lt;br /&gt;
==Closing out the basics==&lt;br /&gt;
Now that you understand the general perimeters of being a warrior, fought your first creatures, died, adapted your tactics, equipped yourself, and started down a path in a society it&#039;s probably time to find a mentor and expand on your basic knowledge.&lt;br /&gt;
&lt;br /&gt;
Good luck!&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Warrior]] (main article)&lt;br /&gt;
*[[A beginner&#039;s guide to combat]] (An exceptional and concise tour of combat in GSIV.)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Warrior Guild]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warriors.asp Warrior profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warrior_guild.asp Warrior guild on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warrior]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=260184</id>
		<title>Beginner&#039;s guide to playing a warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=260184"/>
		<updated>2026-07-09T02:27:33Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=A Beginner&#039;s Guide to Playing a Warrior&lt;br /&gt;
|author=Various&lt;br /&gt;
|date=2015-02-06&lt;br /&gt;
|updated=2021-04-20&lt;br /&gt;
|topic=Warriors&lt;br /&gt;
}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
The Warrior profession is both popular and easy to jump into for a beginning player. A warrior fights with weapons and is armored, lightly at first and progressively to full plate. &lt;br /&gt;
&lt;br /&gt;
Most new players will start with a weapon and shield then pick their play style as you are introduced to the game. What makes a Warrior particularly attractive is that they have among the best all around fighting capabilities for diverse situations. They are easily proficient with multiple weapon types, sometimes two or three, and have opportunities to be diverse in their training paths. &lt;br /&gt;
&lt;br /&gt;
It is encouraged that you check out the [[New Players&#039; Guide]] and [[A beginner&#039;s guide to combat]] prior to proceeding with this profession guide. &lt;br /&gt;
&lt;br /&gt;
If you ever get lost or need help we implore you to find a [[Silverwood Manor]] location in your respective town and ring the bell. You should get assistance from a [[Mentor]].&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
You will need to choose your gender, race, and statistics to begin followed by assigning your training points and then you are brought into the world of [[Elanthia]]. We&#039;ll attempt to detail what is most common for starting players throughout this guide, but other paths can be successful. &lt;br /&gt;
&lt;br /&gt;
===Primary Statistics===&lt;br /&gt;
All stats have growth patterns in Gemstone IV that incrementally increase as you level to 100, the games level maximum. There is advancement beyond level 100 in that you continue to generate [[training points]] to expand your skill set with [[Ascension]].&lt;br /&gt;
&lt;br /&gt;
Warriors require a decent range of statistics. It is recommended you strive for balance, but Strength (attack), Dexterity (defense/speed), Agility (speed) and Constitution (toughness) are primary combat contributors.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to go entirely wrong, but being a successful warrior both early and late into your career are factors over time, so a gradual increase in stat growth is recommended or you will plateau for long periods of time. When setting stats or looking at level 0 stats in-game INFO START can be reviewed after creation. Careful not to set them all to 100, but 60-80s are not horrible decisions and can be fixed later with expensive [[Fixstat]] methods.&lt;br /&gt;
&lt;br /&gt;
===Race===&lt;br /&gt;
The most common warrior races are [[Giantmen]], [[Dwarves]], [[Human]], and [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Giantmen are the strongest race in Elanthia. Dwarves are both strong and sturdy. Humans are the most balanced and have few weaknesses. Elves are fast and agile.&lt;br /&gt;
&lt;br /&gt;
==Skill selection==&lt;br /&gt;
Based on certain statistics you generate [[training points]] of the physical and mental variety. As Warriors are relatively easy to play you should have enough to cover the basics as you learn without much concern so jump right in. I have detailed a few core skills and additional training recommendations below to get you started.&lt;br /&gt;
&lt;br /&gt;
===Core skills===&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|Necessary to firstly attain full [[Hitpoint]]s and defense [[Creature maneuver|maneuver]] attacks. It also contributes to damage [[redux]] for warriors in the mid-game. You should eventually train 3x in this skill as your career progresses for additional benefits.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/1 or 2/1&lt;br /&gt;
|[[Weapons]]&lt;br /&gt;
|One handed edge (OHE) and two-handed weapons (THW) are the most common. Polearms are particularly devastating. &lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Combat Maneuvers]]&lt;br /&gt;
|CM contributes to special combat moves, attack strength bonus, and defense of similar moves and is a warrior must.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Armor Use]]&lt;br /&gt;
|Training in armor is required to wear heavier armor properly and maneuver with less hindrance. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|33/11&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|These points form the core of your training as a warrior and should put you on the path to success.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Additional training===&lt;br /&gt;
The way to use the rest of the points will depend on the player.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Shield Use]]&lt;br /&gt;
|If you have chosen a one handed weapon you should couple it with a shield use training.&lt;br /&gt;
|-&lt;br /&gt;
|*1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Dodging]]&lt;br /&gt;
|1x with shield, 2x if you are using a two-handed weapon.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|Creature maneuver defense in offensive stance. Up to 30 ranks to start.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Multi-Opponent Combat]]&lt;br /&gt;
|MOC assists in dealing with defending against multiple opponents (FoF) and multi-strike capabilities for engaging. 30, 55, and 90 ranks are milestones.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|Helps tend wounds for survival and skin creatures in the wild.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Survival]]&lt;br /&gt;
|Helps in certain areas against weather conditions and skinning creatures.&lt;br /&gt;
|-&lt;br /&gt;
|*&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Ambush]]&lt;br /&gt;
|Allows you to aim your weapon at certain body parts. Later consideration&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is meant to give you some advice specifically early in the game. Feel free to modify things as you progress and re-assess the start/stop points that fit your play style. These are only some common options and opinions for training.&lt;br /&gt;
&lt;br /&gt;
A few plateau&#039;s that are held by later game are you need 30 ranks of [[climbing]] and [[swimming]] where some will advise 40 or even 50 ranks for end-game areas. [[Ambush]] to 24 or 30 ranks tends to be common as you approach level 50. MOC will vary depending on the milestone you are looking to reach. THW warriors train 2x in dodge, but shield warriors because of the dodge modifier are 1x or less depending on perceived value. Most end-game warriors are 3x per level in [[Physical Fitness]]. The concept of DF [[redux]] is a late game one and warriors don&#039;t tend to see results until level 42 or so. [[Armor Use]] can also be 3x trained, but 2.5 tends to be more common.&lt;br /&gt;
&lt;br /&gt;
Your style will evolve and as you gain understanding around these concepts and deep diving into these comments will make more sense so you can choose the best path for yourself. There is really few mistakes that are permanent so experiment as you will. This guide is intended to achieve about level 15, but it is good to open your understanding concepts early as you gain proficiency and expertise.&lt;br /&gt;
&lt;br /&gt;
==Town selection==&lt;br /&gt;
As you begin your journey you have three primary city options. [[Icemule Trace]], [[Ta&#039;Vaalor]], and [[Wehnimer&#039;s Landing]]. There are some expanded options for [[Premium]] subscribers that include [[Solhaven]].&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve arrived the wisp will show up to help you and introduce you to the concepts in the [[New Players&#039; Guide]] that we suggested you read first, but it&#039;s a great time to revisit that section now to refresh. You are probably having a better understanding at this point of what it all meant by now.&lt;br /&gt;
&lt;br /&gt;
After this familiarize yourself with the local Inn. In the case of [[Wehnimer&#039;s Landing]] it&#039;s the [[Raging Thrak]], but both [[Ta&#039;Vaalor]] and [[Icemule Trace]] have similar NPCs that expand on some additional basics and grant an XP award. Check the beginner&#039;s guide to those cities for additional help.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve visited the town, the Inn, and have wandered around you are likely about 2nd level and ready to take your next steps or get a job running messages at the Town/City Hall until you reach 3rd level. &lt;br /&gt;
&lt;br /&gt;
When you are ready to venture beyond the cities walls be sure to remember where the Town Square is so when you get wounded, require a cleric for blessing weaponry, or when you get killed you&#039;ll probably end up there. &lt;br /&gt;
&lt;br /&gt;
==Explore==&lt;br /&gt;
With the implementation of the [[Adventurer&#039;s Guild]] the staff there is always a good gauge of your level of skill as they give you missions within about 5 levels of your training. You also receive a badge that as you complete missions has a mechanical bonus you can customize through the Taskmaster. When you have reached level 3 or so this is probably the best place to start as it directs you around the area on various assignments. Warriors tend to build [[strength]], primary weapon bonus, and later [[combat maneuvers]] to the badge maximum. This is your introduction to [[Enhancive item | enhancive items]].&lt;br /&gt;
&lt;br /&gt;
Maps are going to be important because you probably won&#039;t have a good grasp of where to finish these tasks initially. Most commonly they can be found for each region in the respective [[List of hunting areas |Hunting Areas]]. You&#039;ll become more confident as you venture out more routinely with knowing your surroundings. Originally done by Zepath and followed by Tsoran map makers have a long tradition in [[Elanthia]]. Rozy is one of the current prolific map makers along with Allereli, Alosaka and numerous other contributors.&lt;br /&gt;
&lt;br /&gt;
Before venturing too far you should gain some favor with [[Lorminstra]] in the form of [[Deed | deeds]]. Ask local adventurers for advice on how to attain them if you need so. They can be arranged with coins or gems depending on the location usually at the temple. You will need these if you are struck dead in the wilds to minimize the additional hurt of recovering, if you do.&lt;br /&gt;
&lt;br /&gt;
Now you are ready for combat beyond the sprite. Before doing so make your final preparations by checking all your backpacks/containers, your gear (weapons, armor, shield), ensure you have [[Herb | herbs]] (ephlox moss, aloeas stem, pothinir grass, and acantha leaf or equivalents are must haves), then be sure you are not encumbered.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve finished your preparations you can go at it alone or find others who are on similar missions. [[Adventurer&#039;s Guild]] tasks can be shared with up to 5 players. You will probably make mistakes, but to understand and learn from them we&#039;ve included [[A beginner&#039;s guide to combat]] if you care to truly understand what you are doing in advance or after you&#039;ve made some mistakes.&lt;br /&gt;
&lt;br /&gt;
==Arm yourself==&lt;br /&gt;
&lt;br /&gt;
By now you know your way around your starting city and you&#039;ve probably engaged the local denizens that the [[Adventurer&#039;s Guild]] or locals have directed you to cull their numbers. &lt;br /&gt;
&lt;br /&gt;
You&#039;ve also probably raised enough funds to purchase a weapon and some armor the armory, the weaponsmith or maybe a wandering merchant, or other adventurers.&lt;br /&gt;
&lt;br /&gt;
Warriors tend to focus on full body armor types. The first you will likely wear is double leathers at 6 ranks of armor training. This is attainable as early as level 1 by training in armor use 3x at both level 0 and 1.&lt;br /&gt;
&lt;br /&gt;
Brigandine armor at rank 27 in armor use will be your next step as you build in training. Warriors do want to build to 130 armor use ranks for full plate in their career, but it tends to be around level 52 so for the purpose of a new player you will spend a large part of your career in either double leather or brigandine as you progress early on.&lt;br /&gt;
&lt;br /&gt;
Hauberk at rank 70 in armor is next followed by full plate armor at 130 armor use ranks. These do go a bit beyond this guide and you should have the proper understanding of your role as you approach them. You can reference [[Armor Use]] for breakpoints of each armor type using the [[Roundtime]] and [[Action Penalty]] category for the minimums. &lt;br /&gt;
&lt;br /&gt;
5th level is a good time to purchase your first magical weapon of the skill type you&#039;ve chosen. Most often it will be of a metal called [[Mithril]] or [[Ora]]. Occasionally you might choose elemental flaring weaponry such as [[drakar]], [[rhimar]], or others and sometimes you find such weaponry and armory adventuring in the wild or through other adventurers and merchanting.&lt;br /&gt;
&lt;br /&gt;
These all tend to +5 AS ([[attack strength]]) in the case of mithril or +10 AS for ora and later weapons similarly that increase your combat prowess to about +20 Attack strength/defense strength at [[Vultite]]. In the case of each type you need to be half the level of the enchant so for a +20 weapon you must be level 10. We tend to call them 1x, 2x, 3x, and 4x with 10x being the general game maximum. This is your standard weaponry and can serve you all the way through your career.&lt;br /&gt;
&lt;br /&gt;
Depending on weapon skill choices you can start to access [[Weapon Technique]] along with your Guild trainings. You will unlock these at 10, 25, 50 and 75 ranks for each respective weapon skill. &lt;br /&gt;
&lt;br /&gt;
Warriors of near level +/-5 should be able to engage against creature DS ([[defensive strength]]) modifiers for combat through our readily available AS ([[attack strength]]) or CMAN and [[Warrior Guild]] counters, such as feint, bull rush, shield bash, etc. Warriors are weak against CS ([[casting strength]]) through our low TD ([[target defense]]). &lt;br /&gt;
&lt;br /&gt;
Choose creatures accordingly that suit your understanding and capabilities. As you become confident, Warriors are among the most robust professions in Gemstone IV.&lt;br /&gt;
&lt;br /&gt;
==Additional Training &amp;amp; Combat Maneuvers==&lt;br /&gt;
As you begin to engage in the nuances of combat and have trained a handful of times you will have access to CMANs through your [[Combat Maneuvers]] training. In addition, [[Armor Use]], [[Shield Use]]and [[Combat Maneuvers]] allocate you points to assign to customization in combat. These are accessed through ARMOR, SHIELD and CMAN in game.&lt;br /&gt;
&lt;br /&gt;
Core CMANs for Warriors vary, but [[Specialization]] because of it&#039;s passive [[attack strength]] and [[Weapon Bonding]] are common as weapon choice allows. &lt;br /&gt;
&lt;br /&gt;
If you are a shield user you gain SHIELD options from shield use training and options. [[Shield Focus]] based on the type you have chosen and [[Shield Bash]] to begin are good considerations.&lt;br /&gt;
&lt;br /&gt;
ARMOR is the last of these martial character options and you gain them from armor use training every 20 ranks. This can be bestowed by better trained warriors up to rank 5 in your local town square normally so you aren&#039;t rushed into this. [[Armor support]] is currently the most popular, but mileage varies.&lt;br /&gt;
&lt;br /&gt;
FEAT will also show options such as [[Kroderine Soul]], [[Covert Arts]] and [[Guard]], [[Protect]] options as they become available.&lt;br /&gt;
&lt;br /&gt;
At this point your dedication to your craft should start to show. COMBAT is a good reference point for seeing if you will do well in combat situations or against [[creatures]] in their [[hunting areas]].&lt;br /&gt;
&lt;br /&gt;
==Societies==&lt;br /&gt;
There are currently 3 societies within Gemstone IV that bestow mechanical benefits on their members and are tier based. Around level 3 you are able to join one of your choice so we&#039;ve detailed them below. The [[New Players&#039; Guide]] references them all. For the sake of this guide we&#039;ve detailed joining one of them and their direct benefits to Warriors. &lt;br /&gt;
&lt;br /&gt;
[[Order of Voln]] - good auxillery skills including group fog escape, undead travel grounds, lifekeep while dead, increase of spiritual defenses, and combat helpful to defeating undead. The source of power for Voln is through accumulation of slain undead in the form of Favor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Guardians of Sunfist]] - neutral / sworn enemies of trolls, ogres, etc. that add heavy hitting and defensive capabilities and also providing access to warcamps to engage in sworn enemies that are pop up hunting grounds. The main source of power is stamina use for this society.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
[[Council of Light]] - evil soul powers that can stop bleeding, increase powers, and defensive capabilities at the cost of mana and spirit.&lt;br /&gt;
&lt;br /&gt;
==Warrior Guild==&lt;br /&gt;
You&#039;ve survived to level 15. It&#039;s time to join the guild!&lt;br /&gt;
&lt;br /&gt;
Be sure to review that you didn&#039;t train in redundant skills through CMANs.&lt;br /&gt;
&lt;br /&gt;
The guild offers training in [[Berserk]], [[Warcries]], [[Warrior Tricks]], [[Disarm]], and [[Tackle]] to rank 63. Rank 5 CMANs are equivalent to 50 ranks in any guild profession so there is an advantage to Warrior Guild training if you are willing to invest.&lt;br /&gt;
&lt;br /&gt;
==Closing out the basics==&lt;br /&gt;
Now that you understand the general perimeters of being a warrior, fought your first creatures, died, adapted your tactics, equipped yourself, and started down a path in a society it&#039;s probably time to find a mentor and expand on your basic knowledge.&lt;br /&gt;
&lt;br /&gt;
Good luck!&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Warrior]] (main article)&lt;br /&gt;
*[[A beginner&#039;s guide to combat]] (An exceptional and concise tour of combat in GSIV.)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Warrior Guild]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warriors.asp Warrior profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warrior_guild.asp Warrior guild on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warrior]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:PLACE&amp;diff=260026</id>
		<title>Verb:PLACE</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:PLACE&amp;diff=260026"/>
		<updated>2026-07-05T19:45:42Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: How to know&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{boldmono|PLACE}} is a mechanical verb. It allows the user to move items to the ground carefully as opposed to dropping them. This is particularly useful for breakable items.&amp;lt;br&amp;gt;&lt;br /&gt;
{{boldmono|PLACE FEET}} will retain an item in your inventory while allowing you to have both hands available and with less risk of accidental loss. Characters with items at their feet will be unable to move without dragging the item.&lt;br /&gt;
==Usage==&lt;br /&gt;
&#039;&#039;&#039;Place:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
    PLACE {item|LEFT|RIGHT}         Gently place a held item on the ground.&lt;br /&gt;
    PLACE FEET [item|RIGHT|LEFT]    Place a held item alongside you (the item remains in your inventory).&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==At Feet==&lt;br /&gt;
INV ALONG will show items besides you, INV will show it at the end, mirrors for look or another character looking at you will display items present.&lt;br /&gt;
&lt;br /&gt;
[[Category:Verbs]]&lt;br /&gt;
{{DEFAULTSORT:PLACE}}&lt;br /&gt;
[[Category:Inventory system verbs]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fash%27lo%27nae%27s_Tutelage&amp;diff=260024</id>
		<title>Fash&#039;lo&#039;nae&#039;s Tutelage</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fash%27lo%27nae%27s_Tutelage&amp;diff=260024"/>
		<updated>2026-07-05T16:15:18Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: &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;&amp;lt;!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.--&amp;gt;&lt;br /&gt;
Introduced at the February 2026 run of [[:Category:Duskruin|Duskruin]], &#039;&#039;&#039;Fash&#039;lo&#039;nae&#039;s Tutelage&#039;&#039;&#039; is an item that is available at Major Events.  It provides a 5x multiplier for up to 100,000 bonus experience per week, activating once the [[Gift of Lumnis]] cycle ends.  The version sold in the [[SimuCoin]] store costs 3,500 SimuCoins and lasts for 90 days.  Other versions, such as those via a {{boldmono|CLAIM}} gift from game downtime, might last for a shorter period of time, such as only 5 days.  Use {{boldmono|ANALYZE}} on the disc to see its duration and if it can be stacked with an existing/active Fash&#039;lo&#039;nae&#039;s Tutelage.&lt;br /&gt;
&lt;br /&gt;
If Lumnis is inactive and used, using a disc or Tutelage item at anytime will activate.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You analyze the bronze disc and sense that the creator has provided the following information:&lt;br /&gt;
The arcane symbols on the disc shift and dance before your eyes.&lt;br /&gt;
&lt;br /&gt;
When claimed using REDEEM, this item grants Fash&#039;lo&#039;nae&#039;s Tutelage for 90 days.  When your Gift of Lumnis ends, Fash&#039;lo&#039;nae&#039;s Tutelage will activate, granting 5x experience absorption until you have gained 100,000 bonus experience in this fashion.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the disc may be further lightened.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You analyze the bronze disc and sense that the creator has provided the following information:&lt;br /&gt;
The arcane symbols on the disc shift and dance before your eyes.&lt;br /&gt;
&lt;br /&gt;
When claimed using REDEEM, this item grants Fash&#039;lo&#039;nae&#039;s Tutelage for 5 days.  When your Gift of Lumnis ends, Fash&#039;lo&#039;nae&#039;s Tutelage will activate, granting 5x experience absorption until you have gained 100,000 bonus experience in this fashion.  If you already have 45 days or less remaining, redeeming it will add another 5 days to your current duration instead.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the disc may be further lightened.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Status&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 40%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 40%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|REDEEM&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|First use&lt;br /&gt;
| [You&#039;re about to redeem a weathered bronze disc for 5 days of Fash&#039;lo&#039;nae&#039;s Tutelage.  If you&#039;re sure, REDEEM your disc again within 30 seconds.]&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Confirmation&lt;br /&gt;
| You redeem a weathered bronze disc enameled with a yellow slit-pupiled eye.  A whisper of forbidden knowledge at the edges of your consciousness grows into an enchanting chorus of wise voices that fascinates your mind.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A sensation of heightened understanding crests over you, ecstatic in its intensity.  Knowledge that is not your own teases at the edges of your mind, luring your thoughts down forbidden alleyways and into dark shadows where unknown secrets await.&lt;br /&gt;
&lt;br /&gt;
The disc crumbles to dust.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
==Additional Information==&lt;br /&gt;
Once Redeemed, when you type {{boldmono|EXP}}, you will see a message indicating that Fash&#039;lo&#039;nae&#039;s Tutelage is active.&lt;br /&gt;
;Activated&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel a heightened understanding of events around you.  Knowledge that is not your own teases at the edges of your mind, luring your thoughts down forbidden alleyways and into dark shadows where unknown secrets await.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Expiring&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The feeling of heightened understanding departs, leaving behind a cold hunger for forbidden knowledge that is slow to fade.&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== FAQ ===&lt;br /&gt;
Taken from the pinned FAQs in the discord forum.&lt;br /&gt;
# It will reset with the start of our Lumnis Cycle.  If you do not utilize it in full before the end of your cycle, the excess will be lost.&lt;br /&gt;
# Weathered bronze discs can be redeemed within the last 45 days of your period of Fash&#039;lo&#039;nae&#039;s Tutelage to add to your remaining cycle. For example, if you have 10 days remaining of Fash&#039;lo&#039;nae&#039;s Tutelage and redeem a fresh disc, you will now have 100 total days remaining.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [https://www.play.net/gs4/news.asp?id=2385&amp;amp;back=home Play.net News Post]&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.  OPTIONAL: If an item is feature altering or crafting, as well, please enter &amp;quot;Feature altering&amp;quot; or &amp;quot;crafting&amp;quot; below this line for &amp;quot;type2=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemclass=Miscellaneous &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creature (Pets/Mounts), or Miscellaneous.  If more than one classification, additional lines can be added with &amp;quot;itemclass2=&amp;quot; &amp;amp; &amp;quot;itemclass3=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemtype=Disc &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified by setting &amp;quot;itemtype2&amp;quot; - &amp;quot;itemtype8&amp;quot;. --&amp;gt;&lt;br /&gt;
|alter= &amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --&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 by setting &amp;quot;feature2=&amp;quot; - &amp;quot;feature8=&amp;quot;. --&amp;gt;&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 with &amp;quot;custom2=&amp;quot; - &amp;quot;custom5=&amp;quot;. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;.--&amp;gt;&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter &amp;quot;Quest&amp;quot; ONLY.  Otherwise, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue=Duskruin &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|releaseyear=2026 &amp;lt;!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, leave blank.  --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &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= &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;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt;&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;
|corrscript= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants).  Additional slots can be added with &amp;quot;corrscript2=&amp;quot; - &amp;quot;corrscript5&amp;quot;= --&amp;gt;&lt;br /&gt;
|attune=Permanent &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= &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;
|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 with &amp;quot;spell2=&amp;quot; - &amp;quot;spell4=&amp;quot;. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&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=&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=REDEEM &amp;lt;!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with &amp;quot;verb2=&amp;quot; - &amp;quot;verb28=&amp;quot;.  Verbs should be listed in alphabetical order, not by tier.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
[[Category:SimuCoins]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259960</id>
		<title>Enchanting potion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259960"/>
		<updated>2026-07-02T23:51:15Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Much of this page feeds into the Enchant Item page.  Please be aware of the LST tags, and also about repeating information that is already on the spell page.  The purpose of this separate page is to have a potion reference page, not repeat everything about the Enchant Item spell --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enchanting potions&#039;&#039;&#039; are used by [[wizard]]s in the [[enchant]]ing process. A wizard first pours an [[#Unlock Potions|unlock potion]] on the item to unlock it for enchant. Next, if the project is fusion, sanctified, or enhancive gear, it will also require glowing urven&#039;eth potion before a cast can be successful. Items with some flares also have optional Ilvan&#039;eth flare potions that can reduce the enchant difficulty for the item.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
You simply pour the item on the object and the potion will take effect.&lt;br /&gt;
&lt;br /&gt;
== Potion Order ==&lt;br /&gt;
&amp;lt;section begin=order /&amp;gt;When enchanting items with multiple special properties requiring multiple pre-temper potions, the potions must be applied in the following order:&lt;br /&gt;
# Ayan&#039;eth Potion - Color depends on enchant - up to +35, 1 pour unlocks +5, after +35, 1 pour unlocks +1&lt;br /&gt;
# Urven&#039;eth Potion (fusion/holy/enhancive) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
# Ilven&#039;eth Potion - Fiery, Icy, Cloudy, Earthy (flaring) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
&lt;br /&gt;
==Unlock Potions==&lt;br /&gt;
&#039;&#039;&#039;A WIZARD MUST FIRST POUR AN UNLOCK POTION ON THE ITEM BEFORE THEY CAN CAST&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;section begin=unlock potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=unlock potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=unlock potions2 /&amp;gt;&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;New Style Enchanting Unlock Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=unlock potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Unlock Potion&lt;br /&gt;
 !width=110|Potion&amp;lt;br&amp;gt;Cost&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | 0 to +4&lt;br /&gt;
 | 0x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +5 to +9&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +10 to +14&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +15 to +19&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +20 to +24&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted blue ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 25,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +25 to +29&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted indigo ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 50,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +30 to +34&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted violet ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 75,000&amp;lt;section end=unlock potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=unlock potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +35 to +39&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute copper ayan&#039;eth potion**&lt;br /&gt;
 | 20k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +40 to +44&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute silver ayan&#039;eth potion**&lt;br /&gt;
 | 25k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +45 to +49&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Golden&lt;br /&gt;
 | +46 to 50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute golden ayan&#039;eth potion**&lt;br /&gt;
 | 30k [[Bloodscrip]]***&lt;br /&gt;
 |}&amp;lt;section end=unlock potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlocknotes /&amp;gt;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;+35 Dilute potions are sold during [[Duskruin]] in the shop [[BVShop:Spellbound|Spellbound]] twice per year.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These prices are per potion at [[Duskruin]] and contain 5 pours. &amp;lt;section end=unlocknotes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +5 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +10 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +15 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +20 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your blue ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +25 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your indigo ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +30 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your violet ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +35 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-Temper Potions==&lt;br /&gt;
&amp;lt;section begin=intro /&amp;gt;&#039;&#039;&#039;Pre-tempering potions&#039;&#039;&#039; are special potions for enchanting items with special properties.  Urven&#039;eth Potion &#039;&#039;&#039;MUST&#039;&#039;&#039; be poured on [[enhancive]] (including socketed fusion) or [[Holy armament]] gear before any enchant cast.  A test cast will tell you there is a power that must be overcome before you can cast; if you get that message, you MUST use glowing urven&#039;eth potion. The other type of pre-enchant potion is Ilvan&#039;eth potion for elemental [[flare|flaring]] items. Ilvan&#039;eth potions remove the -100 enchant penalty from a flaring item for one cast. For both types of potion, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=pre-temper potions /&amp;gt;&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|+&#039;&#039;&#039;Pre-tempering Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Item Property&lt;br /&gt;
!Potion &lt;br /&gt;
!Project&amp;lt;br&amp;gt;Difficulty&amp;lt;br&amp;gt;Offset&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Enhancive]]&lt;br /&gt;
|rowspan=2|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&lt;br /&gt;
|rowspan=2|Required&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Holy armament]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=7|[[flare|Flaring]]&lt;br /&gt;
|[[impact critical table|Earth]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&lt;br /&gt;
|rowspan=7| -100&amp;lt;br&amp;gt;(Optional)&lt;br /&gt;
|-&lt;br /&gt;
|[[fire critical table|Fire]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold critical table|Ice]]&lt;br /&gt;
|[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[vacuum critical table|Vacuum]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[acid critical table|Acid]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[lightning critical table|Lightning]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[steam critical table|Steam]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|} &amp;lt;section end=pre-temper potions /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other types of flares do not have a corresponding pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
The messaging for a pre-temper potion follows a standard form, with each type of pre-temper having a different glow description: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, you murmur a few words of power while gesturing over the leather.  The liquid quickly seeps into the tan full leather and leaves nothing behind but a faint glow.  You examine the leather closely and, though the faint glow appears to be fading rapidly, are satisfied that it is ready to take a standard tempering potion.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 4 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the chain.&lt;br /&gt;
&lt;br /&gt;
The liquid absorbs into the green imflass chain too quickly as you fumble to begin your chant and gestures, and the chain is dry in a moment&#039;s notice leaving no noticable change.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After 5 minutes the pre-temper effect will fade and must be re-poured. This messaging also takes a standard form with the same glow description as the pre-temper message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The faint glow fades from the green imflass chain.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Below is a prior version of Enchant Item and the enchanting process. All items were converted to the current system and this is only for archived purposes.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tempering Potions==&lt;br /&gt;
To convert an existing bromin, aleteh, or grenshol potion, {{boldmono|ASK}} the apprentice NPC in a Wizard Guild&#039;s enchanting chamber about {{boldmono|EXCHANGE}}.  The apprentice will convert a bromin potion into a copper ayan&#039;eth potion, an aleteth potion into a silver ayan&#039;eth potion, or a grenshol potion into a gold ayan&#039;eth potion, all with the identical number of pours.&lt;br /&gt;
&lt;br /&gt;
All information below is for historical purposes only: &lt;br /&gt;
&amp;lt;section begin=temper potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=temper potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;Base Enchanting Temper Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=temper potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=65|Pour/&amp;lt;br&amp;gt;Channel&amp;lt;br&amp;gt;Cycles&lt;br /&gt;
 !width=90|Average Time Per Cycle*&lt;br /&gt;
 !width=80|Tempering Potion&lt;br /&gt;
 !width=65|Potion Pour Bonus&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | +0 to +25&lt;br /&gt;
 | 0x-5x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | +5 to +30&lt;br /&gt;
 | 1x-6x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | &lt;br /&gt;
 | [[Sisfu potion|Sisfu]]&lt;br /&gt;
 |&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt; 0&lt;br /&gt;
 | None&lt;br /&gt;
 | &amp;lt;includeonly&amp;gt;[[#Negative Bonus Items|&amp;lt;/includeonly&amp;gt;Special&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | 1&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 |- &amp;lt;section begin=base /&amp;gt;&lt;br /&gt;
 | 0&lt;br /&gt;
 | 0x&lt;br /&gt;
 | None&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | 1&lt;br /&gt;
 | 1 day&lt;br /&gt;
 | rowspan=2| [[Rohnuru potion|Rohnuru]]&lt;br /&gt;
 | rowspan=2| 0&lt;br /&gt;
 | rowspan=2| 3500&lt;br /&gt;
 |-&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | 2&lt;br /&gt;
 | 2 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +6 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | 3&lt;br /&gt;
 | 3 days&lt;br /&gt;
 | rowspan=2| [[Duqnuru potion|Duqnuru]]&lt;br /&gt;
 | rowspan=2| +15&lt;br /&gt;
 | rowspan=2| 5500&lt;br /&gt;
 |-&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | 4&lt;br /&gt;
 | 4 to 5 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | 5&lt;br /&gt;
 | 5 to 7 days&lt;br /&gt;
 | rowspan=2| [[Dirtokh potion|Dirtokh]]&lt;br /&gt;
 | rowspan=2| +25&lt;br /&gt;
 | rowspan=2| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | 6&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 6 to 9 days&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | 7&lt;br /&gt;
 | 11 to 17 days&lt;br /&gt;
 | [[Mirtokh potion|Mirtokh]]&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt;&lt;br /&gt;
 | +30&lt;br /&gt;
 | 35,000 &amp;lt;section end=temper potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=temper potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | 8&lt;br /&gt;
 | 9 days&lt;br /&gt;
 | [[Bromin potion|Bromin]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | 9&lt;br /&gt;
 | 9 to 12 days&lt;br /&gt;
 | [[Aleteh potion|Aleteh]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | 10&lt;br /&gt;
 | 11 to 13 days&lt;br /&gt;
 | [[Grenshol potion|Grenshol]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | Gold&lt;br /&gt;
 |&lt;br /&gt;
 | colspan=6| Not Further Enchantable&lt;br /&gt;
|}&amp;lt;section end=temper potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=notes /&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; &#039;&#039;Base prices shown. Enchanting potions are generally sold in units of 4 doses, so the price per cycle is 1/4 of the price shown here. See [[Trading]] for more information on variations in price. Some enchant potions can also be produced via [[Alchemy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt; &#039;&#039;Mirtokh potion has a modifier that makes the enchant more difficult.&#039;&#039;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Higher level potions may always be used for lower level enchanting projects; however this is generally not cost effective, and is usually done only when the wizard has a stockpile of high level potions.&amp;lt;section end=notes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
  1d100: 67 + Modifiers: 326 == 393&lt;br /&gt;
&lt;br /&gt;
The faint glow fades from some black and tan full leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips.  Small runic symbols flare to life at various points along the surface of the leather, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface.  When the last of the liquid has vanished, the symbols dissipate and the leather appears faded.  You scrutinize the tan full leather, notice nothing amiss, and conclude that the tempering seems to have been successful.  You estimate that the tan full leather should be ready to enchant in about 13 to 14 days.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enchanting potions| ]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=259959</id>
		<title>Enchant (925)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=259959"/>
		<updated>2026-07-02T23:48:41Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* Using Essence to Enchant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant&lt;br /&gt;
 | number = 925&lt;br /&gt;
 | mnemonic = ENCHANT&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Permanent Enchantment&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = [[Enchanting potions]]&lt;br /&gt;
 | availability = Channel at held item&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}} &lt;br /&gt;
:&#039;&#039;{{Redirect|Enchant}}&#039;&#039;&lt;br /&gt;
:&#039;&#039;This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
The &#039;&#039;&#039;Enchant&#039;&#039;&#039; spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent +1 bonus to the item&#039;s [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. &lt;br /&gt;
&lt;br /&gt;
==Essence==&lt;br /&gt;
Enchanting now requires the gathering of essence by a wizard and expending it to increase the enchantment of an item. You can {{boldmono|[[SENSE (verb)|SENSE]]}} how much essence you have accumulated and how strong of an enchantment you can complete.  &lt;br /&gt;
&lt;br /&gt;
For every point of experience a wizard earns, they will obtain an equal point of essence. Free to play accounts cannot collect essence.&lt;br /&gt;
&lt;br /&gt;
You can now also see your resources via the {{boldmono|[[RESOURCE (verb)|RESOURCE]]}} verb which shows how much essence you&#039;ve fully absorbed toward your 50,000 weekly cap and how close you are to the 200,000 maximum cap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Health: 100/100     Mana: 200/200     Stamina: 50/50     Spirit: 10/10&lt;br /&gt;
Essence: 50,000/50,000 (Weekly)     200,000/200,000 (Total)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cost to Enchant===&lt;br /&gt;
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is TRUNC(100 * 3.125) essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 7500 essence plus 7500 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 7500 essence; from +49 to +50 costs 195,000 essence; from +0 to +1 costs zero essence. &lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Essence Cost to Enchant per Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +0 to +1||0&lt;br /&gt;
|-&lt;br /&gt;
| +1 to +2||312&lt;br /&gt;
|-&lt;br /&gt;
| +2 to +3||625&lt;br /&gt;
|-&lt;br /&gt;
| +3 to +4||937&lt;br /&gt;
|-&lt;br /&gt;
| +4 to +5||1250&lt;br /&gt;
|-&lt;br /&gt;
| +5 to +6||1562&lt;br /&gt;
|-&lt;br /&gt;
| +6 to +7||1875&lt;br /&gt;
|-&lt;br /&gt;
| +7 to +8||2187&lt;br /&gt;
|-&lt;br /&gt;
| +8 to +9||2500&lt;br /&gt;
|-&lt;br /&gt;
| +9 to +10||2812&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +10 to +11||3125&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +12||3437&lt;br /&gt;
|-&lt;br /&gt;
| +12 to +13||3750&lt;br /&gt;
|-&lt;br /&gt;
| +13 to +14||4062&lt;br /&gt;
|-&lt;br /&gt;
| +14 to +15||4375&lt;br /&gt;
|-&lt;br /&gt;
| +15 to +16||4687&lt;br /&gt;
|-&lt;br /&gt;
| +16 to +17||5000&lt;br /&gt;
|-&lt;br /&gt;
| +17 to +18||5312&lt;br /&gt;
|-&lt;br /&gt;
| +18 to +19||5625&lt;br /&gt;
|-&lt;br /&gt;
| +19 to +20||5937&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +20 to +21||6250&lt;br /&gt;
|-&lt;br /&gt;
| +21 to +22||6562&lt;br /&gt;
|-&lt;br /&gt;
| +22 to +23||6875&lt;br /&gt;
|-&lt;br /&gt;
| +23 to +24||7187&lt;br /&gt;
|-&lt;br /&gt;
| +24 to +25||7500&lt;br /&gt;
|-&lt;br /&gt;
| +25 to +26||15000&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +27||22500&lt;br /&gt;
|-&lt;br /&gt;
| +27 to +28||30000&lt;br /&gt;
|-&lt;br /&gt;
| +28 to +29||37500&lt;br /&gt;
|-&lt;br /&gt;
| +29 to +30||45000&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +30 to +31||52500&lt;br /&gt;
|-&lt;br /&gt;
| +31 to +32||60000&lt;br /&gt;
|-&lt;br /&gt;
| +32 to +33||67500&lt;br /&gt;
|-&lt;br /&gt;
| +33 to +34||75000&lt;br /&gt;
|-&lt;br /&gt;
| +34 to +35||82500&lt;br /&gt;
|-&lt;br /&gt;
| +35 to +36||90000&lt;br /&gt;
|-&lt;br /&gt;
| +36 to +37||97500&lt;br /&gt;
|-&lt;br /&gt;
| +37 to +38||105000&lt;br /&gt;
|-&lt;br /&gt;
| +38 to +39||112500&lt;br /&gt;
|-&lt;br /&gt;
| +39 to +40||120000&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +40 to +41||127500&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +42||135000&lt;br /&gt;
|-&lt;br /&gt;
| +42 to +43||142500&lt;br /&gt;
|-&lt;br /&gt;
| +43 to +44||150000&lt;br /&gt;
|-&lt;br /&gt;
| +44 to +45||157500&lt;br /&gt;
|-&lt;br /&gt;
| +45 to +46||165000&lt;br /&gt;
|-&lt;br /&gt;
| +46 to +47||172500&lt;br /&gt;
|-&lt;br /&gt;
| +47 to +48||180000&lt;br /&gt;
|-&lt;br /&gt;
| +48 to +49||187500&lt;br /&gt;
|-&lt;br /&gt;
| +49 to +50||195000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Essence &amp;amp; Weekly Cost for Full Enchant Tier&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 3124 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 1x to 2x || 10937|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 2x to 3x || 18750|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 3x to 4x || 26562|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 4x to 5x || 34375|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 5x to 6x || 150000|| 3&lt;br /&gt;
|-&lt;br /&gt;
| 6x to 7x || 337500|| 6.75&lt;br /&gt;
|-&lt;br /&gt;
| 7x to 8x || 525000|| 10.5&lt;br /&gt;
|-&lt;br /&gt;
| 8x to 9x || 712500|| 14.25&lt;br /&gt;
|-&lt;br /&gt;
| 9x to 10x || 900000|| 18&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 3124 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 2x || 14062|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 3x || 32812|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 4x || 59375|| 1.1875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 5x || 93750|| 1.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 6x || 243750 || 4.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 7x || 581250|| 11.625&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 8x || 1106250|| 22.125&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 9x || 1818750 || 36.375&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 10x || 2718750|| 54.375&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Using Essence to Enchant===&lt;br /&gt;
Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item.  This is done via the various color ayan&#039;eth potions now available at the various wizard guild shops.  The color of each potion corresponds to the ROYGBIV colors associated with the [[AI crystal]], where green equates up to +20 and so on.&lt;br /&gt;
&lt;br /&gt;
Unlock potions must be used in order, starting with green.  Green ayan&#039;eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20.  So, if enchanting a steel weapon, the green ayan&#039;eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour.  After that, a single pour of the blue ayan&#039;eth potion will unlock its maximum enchant further to +25.&lt;br /&gt;
&lt;br /&gt;
The current maximum enchant unlock can be checked by a wizard via 405:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body...&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20.&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A wizard can cast also use 405 to determine the precise current enchant.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Color intensity&lt;br /&gt;
 !Enchant value&lt;br /&gt;
 |-&lt;br /&gt;
 | faint&lt;br /&gt;
 | color value -4&lt;br /&gt;
 |-&lt;br /&gt;
 | muted&lt;br /&gt;
 | color value -3&lt;br /&gt;
 |-&lt;br /&gt;
 | hazy&lt;br /&gt;
 | color value -2&lt;br /&gt;
 |-&lt;br /&gt;
 | soft&lt;br /&gt;
 | color value -1&lt;br /&gt;
 |-&lt;br /&gt;
 | vibrant&lt;br /&gt;
 | full color value&lt;br /&gt;
|}&lt;br /&gt;
Thus, an item that registers as yellow with the AI crystal (+11 to +15) would have a faint yellow aura if +11, a hazy yellow aura if +13, and a vibrant yellow aura if a full +15.  Once it reaches +16, the item then has a faint green aura.&lt;br /&gt;
&lt;br /&gt;
There is no tempering time associated with maximum enchant potential unlocks.  As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it.  The maximum unlock is permanent and never fades.  The item can be used in combat at any point during new style enchanting process.  The item cannot be &amp;quot;locked&amp;quot; as with old style enchants, and it cannot be destroyed in a catastrophic failure.  The item is not associated with any individual wizard&#039;s project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.&lt;br /&gt;
&lt;br /&gt;
Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using {{boldmono|[[CHANNEL (verb)|CHANNEL]]}} on the item.  Each enchant channel increases the item&#039;s enchant by +1.  Each channel enchant also reduces the wizard&#039;s available essence by that individual step amount, referenced in the above essence charts.  If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.&lt;br /&gt;
&lt;br /&gt;
==Difficulty Detection==&lt;br /&gt;
A wizard&#039;s chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item.  This can be done without first unlocking the item for enchantment.&lt;br /&gt;
&lt;br /&gt;
:{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable|1=font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||97% (will only fail on a &#039;&#039;&#039;[[#Fumble|fumble]]&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| you should be able to enchant it easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side to successfully complete the enchantment||75+%&lt;br /&gt;
|-&lt;br /&gt;
| you are more likely than not to succeed on your cast, but you will need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| that this enchantment will be nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle to complete this enchantment||-100+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment is completely beyond your abilities||less than -100%&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable|1=font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly good attempt!||100+ ([[Open roll]])&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||2+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||1&lt;br /&gt;
|-&lt;br /&gt;
| Something doesn&#039;t seem right... ||Fumble&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Penalty Modifier Formula ===&lt;br /&gt;
&lt;br /&gt;
*Your current skill will be evaluated against the base difficulty provided by a Bard Loresong &#039;&#039;&#039;plus&#039;&#039;&#039; the difficulty penalty modifier.&lt;br /&gt;
*Each +1 of enchant has a difficulty penalty modifier based upon the current enchant and the desired enchant.&lt;br /&gt;
&lt;br /&gt;
*When attempting to increase the enchant of an item from +X to +Y, the +Y number of the item will used to determine the difficulty penalty modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
*The formula for the difficulty penalty modifier uses +X to +Y.&lt;br /&gt;
*((+Y - 2)^2)/9 (truncate)&lt;br /&gt;
&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
*Current Enchant: +25&lt;br /&gt;
**((25-2)^2)/9 = 58&lt;br /&gt;
&lt;br /&gt;
*Desired Enchant: +26&lt;br /&gt;
**((26-2)^2)/9 = 64&lt;br /&gt;
&lt;br /&gt;
*Difference in values = 6&lt;br /&gt;
**(6 would be the difficulty penalty modifier added to the base difficulty provided by Bard Loresong.)&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! +Y Enchant Value|| Difficulty Penalty Modifier (Estimates - exact values below)&lt;br /&gt;
|- &lt;br /&gt;
| 20-22 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 23-27 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 28-33 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 34-36 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 37-42 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 43-45 || 9&lt;br /&gt;
|-&lt;br /&gt;
| 46-49 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Enchant Target||Total Difficulty||Incremental Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|3||0||0&lt;br /&gt;
|-&lt;br /&gt;
|4||0||0&lt;br /&gt;
|-&lt;br /&gt;
|5||1||1&lt;br /&gt;
|-&lt;br /&gt;
|6||1||0&lt;br /&gt;
|-&lt;br /&gt;
|7||2||1&lt;br /&gt;
|-&lt;br /&gt;
|8||4||2&lt;br /&gt;
|-&lt;br /&gt;
|9||5||1&lt;br /&gt;
|-&lt;br /&gt;
|10||7||2&lt;br /&gt;
|-&lt;br /&gt;
|11||9||2&lt;br /&gt;
|-&lt;br /&gt;
|12||11||2&lt;br /&gt;
|-&lt;br /&gt;
|13||13||2&lt;br /&gt;
|-&lt;br /&gt;
|14||16||3&lt;br /&gt;
|-&lt;br /&gt;
|15||18||2&lt;br /&gt;
|-&lt;br /&gt;
|16||21||3&lt;br /&gt;
|-&lt;br /&gt;
|17||25||4&lt;br /&gt;
|-&lt;br /&gt;
|18||28||3&lt;br /&gt;
|-&lt;br /&gt;
|19||32||4&lt;br /&gt;
|-&lt;br /&gt;
|20||36||4&lt;br /&gt;
|-&lt;br /&gt;
|21||40||4&lt;br /&gt;
|-&lt;br /&gt;
|22||44||4&lt;br /&gt;
|-&lt;br /&gt;
|23||49||5&lt;br /&gt;
|-&lt;br /&gt;
|24||53||4&lt;br /&gt;
|-&lt;br /&gt;
|25||58||5&lt;br /&gt;
|-&lt;br /&gt;
|26||64||6&lt;br /&gt;
|-&lt;br /&gt;
|27||69||5&lt;br /&gt;
|-&lt;br /&gt;
|28||75||6&lt;br /&gt;
|-&lt;br /&gt;
|29||81||6&lt;br /&gt;
|-&lt;br /&gt;
|30||87||6&lt;br /&gt;
|-&lt;br /&gt;
|31||93||6&lt;br /&gt;
|-&lt;br /&gt;
|32||100||7&lt;br /&gt;
|-&lt;br /&gt;
|33||106||6&lt;br /&gt;
|-&lt;br /&gt;
|34||113||7&lt;br /&gt;
|-&lt;br /&gt;
|35||121||8&lt;br /&gt;
|-&lt;br /&gt;
|36||128||7&lt;br /&gt;
|-&lt;br /&gt;
|37||136||8&lt;br /&gt;
|-&lt;br /&gt;
|38||144||8&lt;br /&gt;
|-&lt;br /&gt;
|39||152||8&lt;br /&gt;
|-&lt;br /&gt;
|40||160||8&lt;br /&gt;
|-&lt;br /&gt;
|41||169||9&lt;br /&gt;
|-&lt;br /&gt;
|42||177||8&lt;br /&gt;
|-&lt;br /&gt;
|43||186||9&lt;br /&gt;
|-&lt;br /&gt;
|44||196||10&lt;br /&gt;
|-&lt;br /&gt;
|45||205||9&lt;br /&gt;
|-&lt;br /&gt;
|46||215||10&lt;br /&gt;
|-&lt;br /&gt;
|47||225||10&lt;br /&gt;
|-&lt;br /&gt;
|48||235||10&lt;br /&gt;
|-&lt;br /&gt;
|49||245||10&lt;br /&gt;
|-&lt;br /&gt;
|50||256||11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following tables lists all known factors (positive or negative), in no particular order.  &#039;&#039;&#039;At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 |Positive Factors&lt;br /&gt;
 |Bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Wizard Base]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +2 per rank, up to 1x (level + 1)&amp;lt;br&amp;gt;+1 per rank, above 1x&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Level]] of enchanter&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per level&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magic Item Use]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;|+1 per 10 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Arcane Symbols]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per 10 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]]&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per stat bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per 2 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Workshop]]&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +25 Public&amp;lt;br&amp;gt;+50 MHO/CHE/Guild&amp;lt;br&amp;gt;+75 Private&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +25&lt;br /&gt;
|}&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 |Negative Factors&lt;br /&gt;
 |-&lt;br /&gt;
 |Existing enchant bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Ensorcell (735)|Ensorcell]] tier&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Material]] of the item&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Resistance]]s (Penalty = sum of all resist/2)&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Bane weapon|Creature bane]]&lt;br /&gt;
 |-&lt;br /&gt;
 |Holy&lt;br /&gt;
 |-&lt;br /&gt;
 |[[WPS|Weighting, Padding, and/or Sighting]] (Penalty = CER*CER)&lt;br /&gt;
 |-&lt;br /&gt;
 |Health or Spirit Loss, Injuries&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Flares]], [[TD bonus]], AS/DS bonus (Flare Penalty = Nearly all -100) , (TD Penalty = TD*TD)&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Enhancive item]], [[Fusion]], Scripted item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gear Difficulty Modifiers===&lt;br /&gt;
{{Material_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Script_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Other_Gear_Difficulty_Modifier}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Weighting/Padding Difficulty====&lt;br /&gt;
Difficulty is the square of CER, truncated, i.e. trunc(CER²).  Whatever the percent to reach the next CER level is also used.  Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty.  Mixed types are the sum of each type&#039;s square - i.e.  [crit trunc(CER²)] + [dmg trunc(CER²)]&lt;br /&gt;
&lt;br /&gt;
====Permanent Resist Penalty Difficulty====&lt;br /&gt;
&lt;br /&gt;
[Total Resist % / 2]&lt;br /&gt;
&lt;br /&gt;
==Failures==&lt;br /&gt;
It is not possible to destroy an item during the enchanting process.  Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.&lt;br /&gt;
&lt;br /&gt;
==Pre-enchanting Potions==&lt;br /&gt;
Pre-enchanting potions are used by wizards in the enchanting process to unlock the item for enchantment or reduce difficulty. &#039;&#039;&#039;Under the updated enchanting system, enchanting projects do not require tempering potions or tempering times.&#039;&#039;&#039; The process is as follows:&lt;br /&gt;
&lt;br /&gt;
# A wizard first pours an unlock potion (aya&#039;neth) on the item to unlock it for enchant. Undiluted aya&#039;neth potions unlock a full +5 with one pour. Diluted aya&#039;neth potions only unlock +1 for each pour. See the chart below to see which potion is needed to unlock the item to be enchanted.&lt;br /&gt;
# Next, if the project is fusion, holy, or enhancive gear, it will also require a glowing urven&#039;eth potion before a cast can be successful. You&#039;ll know urven&#039;eth is required if the item shows a power that must be overcome on the test cast.  &lt;br /&gt;
# Items with some flares also have &#039;&#039;&#039;OPTIONAL&#039;&#039;&#039; ilvan&#039;eth flare potions that can reduce the enchant difficulty for the item by 100. &#039;&#039;&#039;It is no longer REQUIRED to use pre-enchant potions to enchant flaring items; it&#039;s an optional tool to remove 100 difficulty from the item.&#039;&#039;&#039;&lt;br /&gt;
# All of these potions are poured prior to [[channel]]ing the Enchant spell.&lt;br /&gt;
&lt;br /&gt;
For urven&#039;eth &amp;amp; ilvan&#039;eth Potions, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlock potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=unlock potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=unlock potions2 /&amp;gt;&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;New Style Enchanting Unlock Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=unlock potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Unlock Potion&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | 0 to +4&lt;br /&gt;
 | 0x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +5 to +9&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +10 to +14&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +15 to +19&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +20 to +24&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted blue ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 25,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +25 to +29&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted indigo ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 50,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +30 to +34&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted violet ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 75,000&amp;lt;section end=unlock potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=unlock potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +35 to +39&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a diluted copper ayan&#039;eth potion**&lt;br /&gt;
 | 20,000 Bloodscrip***&lt;br /&gt;
 |-&lt;br /&gt;
 | +40 to +44&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a diluted silver ayan&#039;eth potion**&lt;br /&gt;
 | 25,000 Bloodscrip***&lt;br /&gt;
 |-&lt;br /&gt;
 | +45 to +49&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Golden&lt;br /&gt;
 | +46 to 50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a diluted golden ayan&#039;eth potion**&lt;br /&gt;
 | 30,000 Bloodscrip***&lt;br /&gt;
 |}&amp;lt;section end=unlock potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlocknotes /&amp;gt;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Dilute potions only provide +1 enchant level unlock, so if the item is unlocked to +35 one pour would raise the unlock level to +36.These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&amp;lt;section end=unlocknotes /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=pre-temper potions /&amp;gt;&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|+&#039;&#039;&#039;Pre-tempering Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Item Property&lt;br /&gt;
!Potion &lt;br /&gt;
!Project&amp;lt;br&amp;gt;Difficulty&amp;lt;br&amp;gt;Offset&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Enhancive]]&lt;br /&gt;
|rowspan=2|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&lt;br /&gt;
|rowspan=2|Required&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Holy armament]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=7|[[flare|Flaring]]&lt;br /&gt;
|[[impact critical table|Earth]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&lt;br /&gt;
|rowspan=7| -100&amp;lt;br&amp;gt;(Optional)&lt;br /&gt;
|-&lt;br /&gt;
|[[fire critical table|Fire]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold critical table|Ice]]&lt;br /&gt;
|[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[vacuum critical table|Vacuum]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[acid critical table|Acid]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[lightning critical table|Lightning]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[steam critical table|Steam]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|} &amp;lt;section end=pre-temper potions /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other types of flares do not have a corresponding pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
[[Permabless]]ed items can similarly be further enchanted, with a difficulty modifier, through the use of the [[urven&#039;eth potion]].&lt;br /&gt;
&lt;br /&gt;
Special Note: Unlike ayveneh and eoveneh potions, urven&#039;eth potions are not restricted to 35 and lower enchants.&lt;br /&gt;
&lt;br /&gt;
{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
==Enchant Unlocking==&lt;br /&gt;
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is permanently unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item.&lt;br /&gt;
&lt;br /&gt;
==Rewards for Enchanting==&lt;br /&gt;
Successful enchantments earn the wizard experience, and while the enchantment process does not directly reward the enchanter in [[silver]], many items are enchanted with the intent of sale.  By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.&lt;br /&gt;
&lt;br /&gt;
==Negative Bonus Items==&lt;br /&gt;
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.&lt;br /&gt;
&lt;br /&gt;
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan&#039;eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.&lt;br /&gt;
&lt;br /&gt;
== Functional Item Scripts ==&lt;br /&gt;
:&#039;&#039;Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted.  Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;These are player-created lists and are not complete.  [[:Category: Functional Scripts|See here]] for more functional scripts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CAN be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Animalistic Spirit Armor]]&lt;br /&gt;
*[[Animalistic Spirit Shield]]&lt;br /&gt;
*[[Animalistic Spirit Weapon]]&lt;br /&gt;
*[[Blink_weapon|Blink Weapons]]&lt;br /&gt;
*[[Briar_flare|Briar Flaring Weapons]]&lt;br /&gt;
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]&lt;br /&gt;
*[[Ethereal weapon]]&lt;br /&gt;
*[[Forest armor]]&lt;br /&gt;
*[[Fusion]]&lt;br /&gt;
*[[Greater elemental flare]]s (appropriate pre-temper potion required)&lt;br /&gt;
*[[Ironwright|Ironwright Weapons]]&lt;br /&gt;
*[[Ithziri_armor|Ithziri Armor]]&lt;br /&gt;
*[[Black ora weapon|Pure/Greater black ora weapons]] - must be uncursed&lt;br /&gt;
*[[Shock_Weapon|Shock Weapons]]&lt;br /&gt;
*[[Sprite_Weapon|Sprite Weapons]]&lt;br /&gt;
*[[Stalwart Resilience]] (bubble flares)&lt;br /&gt;
*[[Twisted armor]]&lt;br /&gt;
*[[Twisted shield]]&lt;br /&gt;
*[[Twisted weapon]]&lt;br /&gt;
*[[Vial flare]]s&lt;br /&gt;
*[[Voln armor]]&lt;br /&gt;
*[[Iasha_white_ora_weapon|Iasha Weapons]]&lt;br /&gt;
*[[Realm_flare|Realm flares]]&lt;br /&gt;
*Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Need to re-verify these since Spring Spectacular 2019 release&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CANNOT be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Gem-eating runestaff]]&lt;br /&gt;
*[[Gem-eating weapon]]&lt;br /&gt;
*[[Nebular Weapon]]s&lt;br /&gt;
*[[ShadowDeath weapons]]&lt;br /&gt;
*[[Snake flare]]s&lt;br /&gt;
*[[Solar Weapon]]s&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Other Items Marked for No Enchanting==&lt;br /&gt;
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to &amp;quot;not take any magic&amp;quot;[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible sortable&amp;quot; width=75%&lt;br /&gt;
!Specific Items Marked for No Enchanting ||Origin&lt;br /&gt;
|-&lt;br /&gt;
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the fel-hafted waraxes||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the rolaren longsword (ruby, sapphire, and one other)||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the pryothag hide brigandine||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the white ora warmaces||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.&lt;br /&gt;
&lt;br /&gt;
==Potion Tables==&lt;br /&gt;
{{main|Enchanting potions}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{#section:Enchanting potions|unlock potions1}}&lt;br /&gt;
{{#section:Enchanting potions|unlock potions2}}&lt;br /&gt;
{{#section:Enchanting potions|unlock potions3}}&lt;br /&gt;
{{#section:Enchanting potions|pre-temper potions}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[/Old version history|Spell history]]&lt;br /&gt;
*[[Magical workshop/saved posts|Magical workshop saved posts]]&lt;br /&gt;
*[[/Old version archived information|Old Enchant Item (925)]]&lt;br /&gt;
*[[User:ZHEPHEN|Zhephen&#039;s Enchant (925) Research Notes]]&lt;br /&gt;
{{top}}&lt;br /&gt;
{{wizard}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Profession services]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259958</id>
		<title>Enchanting potion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259958"/>
		<updated>2026-07-02T23:46:34Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Much of this page feeds into the Enchant Item page.  Please be aware of the LST tags, and also about repeating information that is already on the spell page.  The purpose of this separate page is to have a potion reference page, not repeat everything about the Enchant Item spell --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enchanting potions&#039;&#039;&#039; are used by [[wizard]]s in the [[enchant]]ing process. A wizard first pours an [[#Unlock Potions|unlock potion]] on the item to unlock it for enchant. Next, if the project is fusion, sanctified, or enhancive gear, it will also require glowing urven&#039;eth potion before a cast can be successful. Items with some flares also have optional Ilvan&#039;eth flare potions that can reduce the enchant difficulty for the item.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
You simply pour the item on the object and the potion will take effect.&lt;br /&gt;
&lt;br /&gt;
== Potion Order ==&lt;br /&gt;
&amp;lt;section begin=order /&amp;gt;When enchanting items with multiple special properties requiring multiple pre-temper potions, the potions must be applied in the following order:&lt;br /&gt;
# Ayan&#039;eth Potion - Color depends on enchant - up to +35, 1 pour unlocks +5, after +35, 1 pour unlocks +1&lt;br /&gt;
# Urven&#039;eth Potion (fusion/holy/enhancive) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
# Ilven&#039;eth Potion - Fiery, Icy, Cloudy, Earthy (flaring) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
&lt;br /&gt;
==Unlock Potions==&lt;br /&gt;
&#039;&#039;&#039;A WIZARD MUST FIRST POUR AN UNLOCK POTION ON THE ITEM BEFORE THEY CAN CAST&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;section begin=unlock potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=unlock potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=unlock potions2 /&amp;gt;&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;New Style Enchanting Unlock Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=unlock potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Unlock Potion&lt;br /&gt;
 !width=110|Potion&amp;lt;br&amp;gt;Cost&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | 0 to +4&lt;br /&gt;
 | 0x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +5 to +9&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +10 to +14&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +15 to +19&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +20 to +24&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted blue ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 25,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +25 to +29&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted indigo ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 50,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +30 to +34&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted violet ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 75,000&amp;lt;section end=unlock potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=unlock potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +35 to +39&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute copper ayan&#039;eth potion**&lt;br /&gt;
 | 20k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +40 to +44&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute silver ayan&#039;eth potion**&lt;br /&gt;
 | 25k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +45 to +49&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Golden&lt;br /&gt;
 | +46 to 50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute golden ayan&#039;eth potion**&lt;br /&gt;
 | 30k [[Bloodscrip]]***&lt;br /&gt;
 |}&amp;lt;section end=unlock potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlocknotes /&amp;gt;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;+35 Dilute potions are sold during [[Duskruin]] in the shop [[BVShop:Spellbound|Spellbound]] twice per year.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These prices are per potion at [[Duskruin]] and contain 5 pours. &amp;lt;section end=unlocknotes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +5 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +10 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +15 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +20 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your blue ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +25 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your indigo ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +30 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your violet ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +35 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Below is a prior version of Enchant Item and the enchanting process. All items were converted to the current system and this is only for archived purposes.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Pre-tempering Potions==&lt;br /&gt;
&amp;lt;section begin=intro /&amp;gt;&#039;&#039;&#039;Pre-tempering potions&#039;&#039;&#039; are special potions for enchanting items with special properties.  Urven&#039;eth Potion &#039;&#039;&#039;MUST&#039;&#039;&#039; be poured on [[enhancive]] (including socketed fusion) or [[Holy armament]] gear before any enchant cast.  A test cast will tell you there is a power that must be overcome before you can cast; if you get that message, you MUST use glowing urven&#039;eth potion. The other type of pre-enchant potion is Ilvan&#039;eth potion for elemental [[flare|flaring]] items. Ilvan&#039;eth potions remove the -100 enchant penalty from a flaring item for one cast. For both types of potion, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=pre-temper potions /&amp;gt;&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|+&#039;&#039;&#039;Pre-tempering Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Item Property&lt;br /&gt;
!Potion &lt;br /&gt;
!Project&amp;lt;br&amp;gt;Difficulty&amp;lt;br&amp;gt;Offset&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Enhancive]]&lt;br /&gt;
|rowspan=2|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&lt;br /&gt;
|rowspan=2|Required&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Holy armament]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=7|[[flare|Flaring]]&lt;br /&gt;
|[[impact critical table|Earth]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&lt;br /&gt;
|rowspan=7| -100&amp;lt;br&amp;gt;(Optional)&lt;br /&gt;
|-&lt;br /&gt;
|[[fire critical table|Fire]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold critical table|Ice]]&lt;br /&gt;
|[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[vacuum critical table|Vacuum]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[acid critical table|Acid]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[lightning critical table|Lightning]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[steam critical table|Steam]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|} &amp;lt;section end=pre-temper potions /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other types of flares do not have a corresponding pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
The messaging for a pre-temper potion follows a standard form, with each type of pre-temper having a different glow description: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, you murmur a few words of power while gesturing over the leather.  The liquid quickly seeps into the tan full leather and leaves nothing behind but a faint glow.  You examine the leather closely and, though the faint glow appears to be fading rapidly, are satisfied that it is ready to take a standard tempering potion.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 4 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the chain.&lt;br /&gt;
&lt;br /&gt;
The liquid absorbs into the green imflass chain too quickly as you fumble to begin your chant and gestures, and the chain is dry in a moment&#039;s notice leaving no noticable change.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After 5 minutes the pre-temper effect will fade and must be re-poured. This messaging also takes a standard form with the same glow description as the pre-temper message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The faint glow fades from the green imflass chain.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tempering Potions==&lt;br /&gt;
To convert an existing bromin, aleteh, or grenshol potion, {{boldmono|ASK}} the apprentice NPC in a Wizard Guild&#039;s enchanting chamber about {{boldmono|EXCHANGE}}.  The apprentice will convert a bromin potion into a copper ayan&#039;eth potion, an aleteth potion into a silver ayan&#039;eth potion, or a grenshol potion into a gold ayan&#039;eth potion, all with the identical number of pours.&lt;br /&gt;
&lt;br /&gt;
All information below is for historical purposes only: &lt;br /&gt;
&amp;lt;section begin=temper potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=temper potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;Base Enchanting Temper Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=temper potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=65|Pour/&amp;lt;br&amp;gt;Channel&amp;lt;br&amp;gt;Cycles&lt;br /&gt;
 !width=90|Average Time Per Cycle*&lt;br /&gt;
 !width=80|Tempering Potion&lt;br /&gt;
 !width=65|Potion Pour Bonus&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | +0 to +25&lt;br /&gt;
 | 0x-5x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | +5 to +30&lt;br /&gt;
 | 1x-6x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | &lt;br /&gt;
 | [[Sisfu potion|Sisfu]]&lt;br /&gt;
 |&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt; 0&lt;br /&gt;
 | None&lt;br /&gt;
 | &amp;lt;includeonly&amp;gt;[[#Negative Bonus Items|&amp;lt;/includeonly&amp;gt;Special&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | 1&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 |- &amp;lt;section begin=base /&amp;gt;&lt;br /&gt;
 | 0&lt;br /&gt;
 | 0x&lt;br /&gt;
 | None&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | 1&lt;br /&gt;
 | 1 day&lt;br /&gt;
 | rowspan=2| [[Rohnuru potion|Rohnuru]]&lt;br /&gt;
 | rowspan=2| 0&lt;br /&gt;
 | rowspan=2| 3500&lt;br /&gt;
 |-&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | 2&lt;br /&gt;
 | 2 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +6 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | 3&lt;br /&gt;
 | 3 days&lt;br /&gt;
 | rowspan=2| [[Duqnuru potion|Duqnuru]]&lt;br /&gt;
 | rowspan=2| +15&lt;br /&gt;
 | rowspan=2| 5500&lt;br /&gt;
 |-&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | 4&lt;br /&gt;
 | 4 to 5 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | 5&lt;br /&gt;
 | 5 to 7 days&lt;br /&gt;
 | rowspan=2| [[Dirtokh potion|Dirtokh]]&lt;br /&gt;
 | rowspan=2| +25&lt;br /&gt;
 | rowspan=2| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | 6&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 6 to 9 days&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | 7&lt;br /&gt;
 | 11 to 17 days&lt;br /&gt;
 | [[Mirtokh potion|Mirtokh]]&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt;&lt;br /&gt;
 | +30&lt;br /&gt;
 | 35,000 &amp;lt;section end=temper potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=temper potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | 8&lt;br /&gt;
 | 9 days&lt;br /&gt;
 | [[Bromin potion|Bromin]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | 9&lt;br /&gt;
 | 9 to 12 days&lt;br /&gt;
 | [[Aleteh potion|Aleteh]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | 10&lt;br /&gt;
 | 11 to 13 days&lt;br /&gt;
 | [[Grenshol potion|Grenshol]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | Gold&lt;br /&gt;
 |&lt;br /&gt;
 | colspan=6| Not Further Enchantable&lt;br /&gt;
|}&amp;lt;section end=temper potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=notes /&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; &#039;&#039;Base prices shown. Enchanting potions are generally sold in units of 4 doses, so the price per cycle is 1/4 of the price shown here. See [[Trading]] for more information on variations in price. Some enchant potions can also be produced via [[Alchemy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt; &#039;&#039;Mirtokh potion has a modifier that makes the enchant more difficult.&#039;&#039;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Higher level potions may always be used for lower level enchanting projects; however this is generally not cost effective, and is usually done only when the wizard has a stockpile of high level potions.&amp;lt;section end=notes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
  1d100: 67 + Modifiers: 326 == 393&lt;br /&gt;
&lt;br /&gt;
The faint glow fades from some black and tan full leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips.  Small runic symbols flare to life at various points along the surface of the leather, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface.  When the last of the liquid has vanished, the symbols dissipate and the leather appears faded.  You scrutinize the tan full leather, notice nothing amiss, and conclude that the tempering seems to have been successful.  You estimate that the tan full leather should be ready to enchant in about 13 to 14 days.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enchanting potions| ]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259957</id>
		<title>Enchanting potion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259957"/>
		<updated>2026-07-02T23:45:48Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Much of this page feeds into the Enchant Item page.  Please be aware of the LST tags, and also about repeating information that is already on the spell page.  The purpose of this separate page is to have a potion reference page, not repeat everything about the Enchant Item spell --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enchanting potions&#039;&#039;&#039; are used by [[wizard]]s in the [[enchant]]ing process. A wizard first pours an [[#Unlock Potions|unlock potion]] on the item to unlock it for enchant. Next, if the project is fusion, sanctified, or enhancive gear, it will also require glowing urven&#039;eth potion before a cast can be successful. Items with some flares also have optional Ilvan&#039;eth flare potions that can reduce the enchant difficulty for the item.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
You simply pour the item on the object and the potion will take effect.&lt;br /&gt;
&lt;br /&gt;
== Potion Order ==&lt;br /&gt;
&amp;lt;section begin=order /&amp;gt;When enchanting items with multiple special properties requiring multiple pre-temper potions, the potions must be applied in the following order:&lt;br /&gt;
# Ayan&#039;eth Potion - Color depends on enchant - up to +35, 1 pour unlocks +5, after +35, 1 pour unlocks +1&lt;br /&gt;
# Urven&#039;eth Potion (fusion/holy/enhancive) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
# Ilven&#039;eth Potion - Fiery, Icy, Cloudy, Earthy (flaring) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
&lt;br /&gt;
==Unlock Potions==&lt;br /&gt;
&#039;&#039;&#039;A WIZARD MUST FIRST POUR AN UNLOCK POTION ON THE ITEM BEFORE THEY CAN CAST&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;section begin=unlock potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=unlock potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=unlock potions2 /&amp;gt;&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;New Style Enchanting Unlock Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=unlock potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Unlock Potion&lt;br /&gt;
 !width=110|Potion&amp;lt;br&amp;gt;Cost&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | 0 to +4&lt;br /&gt;
 | 0x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +5 to +9&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +10 to +14&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +15 to +19&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +20 to +24&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted blue ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 25,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +25 to +29&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted indigo ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 50,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +30 to +34&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted violet ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 75,000&amp;lt;section end=unlock potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=unlock potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +35 to +39&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute copper ayan&#039;eth potion**&lt;br /&gt;
 | 20k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +40 to +44&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute silver ayan&#039;eth potion**&lt;br /&gt;
 | 25k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +45 to +49&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Golden&lt;br /&gt;
 | +46 to 50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute golden ayan&#039;eth potion**&lt;br /&gt;
 | 30k [[Bloodscrip]]***&lt;br /&gt;
 |}&amp;lt;section end=unlock potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlocknotes /&amp;gt;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;+35 Dilute potions are sold during [[Duskruin]] in the shop [[BVShop:Spellbound|Spellbound]] twice per year.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These prices are per potion at [[Duskruin]] and contain 5 pours. &amp;lt;section end=unlocknotes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +5 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +10 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +15 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +20 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your blue ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +25 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your indigo ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +30 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your violet ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +35 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Below is a prior version of Enchant Item and the enchanting process. All items were converted to the current system and this is only for archived purposes.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Pre-tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;PRE-TEMPERING POTIONS ARE NOW CALLED POTIONS - TEMPERING ONLY APPLIED TO ENCHANTING, AND IS NO LONGER APPLICABLE WITH THE MOST RECENT ENCHANTING UPDATES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=intro /&amp;gt;&#039;&#039;&#039;Pre-tempering potions&#039;&#039;&#039; are special potions for enchanting items with special properties.  Urven&#039;eth Potion &#039;&#039;&#039;MUST&#039;&#039;&#039; be poured on [[enhancive]] (including socketed fusion) or [[Holy armament]] gear before any enchant cast.  A test cast will tell you there is a power that must be overcome before you can cast; if you get that message, you MUST use glowing urven&#039;eth potion. The other type of pre-enchant potion is Ilvan&#039;eth potion for elemental [[flare|flaring]] items. Ilvan&#039;eth potions remove the -100 enchant penalty from a flaring item for one cast. For both types of potion, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=pre-temper potions /&amp;gt;&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|+&#039;&#039;&#039;Pre-tempering Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Item Property&lt;br /&gt;
!Potion &lt;br /&gt;
!Project&amp;lt;br&amp;gt;Difficulty&amp;lt;br&amp;gt;Offset&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Enhancive]]&lt;br /&gt;
|rowspan=2|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&lt;br /&gt;
|rowspan=2|Required&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Holy armament]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=7|[[flare|Flaring]]&lt;br /&gt;
|[[impact critical table|Earth]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&lt;br /&gt;
|rowspan=7| -100&amp;lt;br&amp;gt;(Optional)&lt;br /&gt;
|-&lt;br /&gt;
|[[fire critical table|Fire]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold critical table|Ice]]&lt;br /&gt;
|[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[vacuum critical table|Vacuum]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[acid critical table|Acid]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[lightning critical table|Lightning]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[steam critical table|Steam]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|} &amp;lt;section end=pre-temper potions /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other types of flares do not have a corresponding pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
The messaging for a pre-temper potion follows a standard form, with each type of pre-temper having a different glow description: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, you murmur a few words of power while gesturing over the leather.  The liquid quickly seeps into the tan full leather and leaves nothing behind but a faint glow.  You examine the leather closely and, though the faint glow appears to be fading rapidly, are satisfied that it is ready to take a standard tempering potion.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 4 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the chain.&lt;br /&gt;
&lt;br /&gt;
The liquid absorbs into the green imflass chain too quickly as you fumble to begin your chant and gestures, and the chain is dry in a moment&#039;s notice leaving no noticable change.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After 5 minutes the pre-temper effect will fade and must be re-poured. This messaging also takes a standard form with the same glow description as the pre-temper message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The faint glow fades from the green imflass chain.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;TEMPERING POTIONS ARE NO LONGER REQUIRED FOR ANY ENCHANTING PROJECTS! ENCHANTING PROJECTS NO LONGER REQUIRE TEMPERING TIMES!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To convert an existing bromin, aleteh, or grenshol potion, {{boldmono|ASK}} the apprentice NPC in a Wizard Guild&#039;s enchanting chamber about {{boldmono|EXCHANGE}}.  The apprentice will convert a bromin potion into a copper ayan&#039;eth potion, an aleteth potion into a silver ayan&#039;eth potion, or a grenshol potion into a gold ayan&#039;eth potion, all with the identical number of pours.&lt;br /&gt;
&lt;br /&gt;
All information below is for historical purposes only: &lt;br /&gt;
&amp;lt;section begin=temper potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=temper potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;Base Enchanting Temper Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=temper potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=65|Pour/&amp;lt;br&amp;gt;Channel&amp;lt;br&amp;gt;Cycles&lt;br /&gt;
 !width=90|Average Time Per Cycle*&lt;br /&gt;
 !width=80|Tempering Potion&lt;br /&gt;
 !width=65|Potion Pour Bonus&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | +0 to +25&lt;br /&gt;
 | 0x-5x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | +5 to +30&lt;br /&gt;
 | 1x-6x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | &lt;br /&gt;
 | [[Sisfu potion|Sisfu]]&lt;br /&gt;
 |&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt; 0&lt;br /&gt;
 | None&lt;br /&gt;
 | &amp;lt;includeonly&amp;gt;[[#Negative Bonus Items|&amp;lt;/includeonly&amp;gt;Special&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | 1&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 |- &amp;lt;section begin=base /&amp;gt;&lt;br /&gt;
 | 0&lt;br /&gt;
 | 0x&lt;br /&gt;
 | None&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | 1&lt;br /&gt;
 | 1 day&lt;br /&gt;
 | rowspan=2| [[Rohnuru potion|Rohnuru]]&lt;br /&gt;
 | rowspan=2| 0&lt;br /&gt;
 | rowspan=2| 3500&lt;br /&gt;
 |-&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | 2&lt;br /&gt;
 | 2 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +6 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | 3&lt;br /&gt;
 | 3 days&lt;br /&gt;
 | rowspan=2| [[Duqnuru potion|Duqnuru]]&lt;br /&gt;
 | rowspan=2| +15&lt;br /&gt;
 | rowspan=2| 5500&lt;br /&gt;
 |-&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | 4&lt;br /&gt;
 | 4 to 5 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | 5&lt;br /&gt;
 | 5 to 7 days&lt;br /&gt;
 | rowspan=2| [[Dirtokh potion|Dirtokh]]&lt;br /&gt;
 | rowspan=2| +25&lt;br /&gt;
 | rowspan=2| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | 6&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 6 to 9 days&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | 7&lt;br /&gt;
 | 11 to 17 days&lt;br /&gt;
 | [[Mirtokh potion|Mirtokh]]&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt;&lt;br /&gt;
 | +30&lt;br /&gt;
 | 35,000 &amp;lt;section end=temper potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=temper potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | 8&lt;br /&gt;
 | 9 days&lt;br /&gt;
 | [[Bromin potion|Bromin]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | 9&lt;br /&gt;
 | 9 to 12 days&lt;br /&gt;
 | [[Aleteh potion|Aleteh]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | 10&lt;br /&gt;
 | 11 to 13 days&lt;br /&gt;
 | [[Grenshol potion|Grenshol]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | Gold&lt;br /&gt;
 |&lt;br /&gt;
 | colspan=6| Not Further Enchantable&lt;br /&gt;
|}&amp;lt;section end=temper potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=notes /&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; &#039;&#039;Base prices shown. Enchanting potions are generally sold in units of 4 doses, so the price per cycle is 1/4 of the price shown here. See [[Trading]] for more information on variations in price. Some enchant potions can also be produced via [[Alchemy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt; &#039;&#039;Mirtokh potion has a modifier that makes the enchant more difficult.&#039;&#039;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Higher level potions may always be used for lower level enchanting projects; however this is generally not cost effective, and is usually done only when the wizard has a stockpile of high level potions.&amp;lt;section end=notes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
  1d100: 67 + Modifiers: 326 == 393&lt;br /&gt;
&lt;br /&gt;
The faint glow fades from some black and tan full leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips.  Small runic symbols flare to life at various points along the surface of the leather, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface.  When the last of the liquid has vanished, the symbols dissipate and the leather appears faded.  You scrutinize the tan full leather, notice nothing amiss, and conclude that the tempering seems to have been successful.  You estimate that the tan full leather should be ready to enchant in about 13 to 14 days.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enchanting potions| ]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259956</id>
		<title>Enchanting potion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259956"/>
		<updated>2026-07-02T23:43:27Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Much of this page feeds into the Enchant Item page.  Please be aware of the LST tags, and also about repeating information that is already on the spell page.  The purpose of this separate page is to have a potion reference page, not repeat everything about the Enchant Item spell --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enchanting potions&#039;&#039;&#039; are used by [[wizard]]s in the [[enchant]]ing process. A wizard first pours an [[#Unlock Potions|unlock potion]] on the item to unlock it for enchant. Next, if the project is fusion, sanctified, or enhancive gear, it will also require glowing urven&#039;eth potion before a cast can be successful. Items with some flares also have optional Ilvan&#039;eth flare potions that can reduce the enchant difficulty for the item.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
You simply pour the item on the object and the potion will take effect.&lt;br /&gt;
&lt;br /&gt;
== Potion Order ==&lt;br /&gt;
&amp;lt;section begin=order /&amp;gt;When enchanting items with multiple special properties requiring multiple pre-temper potions, the potions must be applied in the following order:&lt;br /&gt;
# Ayan&#039;eth Potion - Color depends on enchant - up to +35, 1 pour unlocks +5, after +35, 1 pour unlocks +1&lt;br /&gt;
# Urven&#039;eth Potion (fusion/holy/enhancive) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
# Ilven&#039;eth Potion - Fiery, Icy, Cloudy, Earthy (flaring) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
&lt;br /&gt;
==Unlock Potions==&lt;br /&gt;
&#039;&#039;&#039;A WIZARD MUST FIRST POUR AN UNLOCK POTION ON THE ITEM BEFORE THEY CAN CAST&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;section begin=unlock potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=unlock potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=unlock potions2 /&amp;gt;&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;New Style Enchanting Unlock Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=unlock potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Unlock Potion&lt;br /&gt;
 !width=110|Potion&amp;lt;br&amp;gt;Cost&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | 0 to +4&lt;br /&gt;
 | 0x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +5 to +9&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +10 to +14&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +15 to +19&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +20 to +24&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted blue ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 25,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +25 to +29&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted indigo ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 50,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +30 to +34&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted violet ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 75,000&amp;lt;section end=unlock potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=unlock potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +35 to +39&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute copper ayan&#039;eth potion**&lt;br /&gt;
 | 20k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +40 to +44&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute silver ayan&#039;eth potion**&lt;br /&gt;
 | 25k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +45 to +49&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Golden&lt;br /&gt;
 | +46 to 50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute golden ayan&#039;eth potion**&lt;br /&gt;
 | 30k [[Bloodscrip]]***&lt;br /&gt;
 |}&amp;lt;section end=unlock potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlocknotes /&amp;gt;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;+35 Dilute potions are sold during [[Duskruin]] in the shop [[BVShop:Spellbound|Spellbound]] twice per year.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These prices are per potion at [[Duskruin]] and contain 5 pours. &amp;lt;section end=unlocknotes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +5 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +10 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +15 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +20 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your blue ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +25 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your indigo ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +30 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your violet ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +35 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;PRE-TEMPERING POTIONS ARE NOW CALLED POTIONS - TEMPERING ONLY APPLIED TO ENCHANTING, AND IS NO LONGER APPLICABLE WITH THE MOST RECENT ENCHANTING UPDATES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=intro /&amp;gt;&#039;&#039;&#039;Pre-tempering potions&#039;&#039;&#039; are special potions for enchanting items with special properties.  Urven&#039;eth Potion &#039;&#039;&#039;MUST&#039;&#039;&#039; be poured on [[enhancive]] (including socketed fusion) or [[Holy armament]] gear before any enchant cast.  A test cast will tell you there is a power that must be overcome before you can cast; if you get that message, you MUST use glowing urven&#039;eth potion. The other type of pre-enchant potion is Ilvan&#039;eth potion for elemental [[flare|flaring]] items. Ilvan&#039;eth potions remove the -100 enchant penalty from a flaring item for one cast. For both types of potion, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=pre-temper potions /&amp;gt;&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|+&#039;&#039;&#039;Pre-tempering Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Item Property&lt;br /&gt;
!Potion &lt;br /&gt;
!Project&amp;lt;br&amp;gt;Difficulty&amp;lt;br&amp;gt;Offset&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Enhancive]]&lt;br /&gt;
|rowspan=2|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&lt;br /&gt;
|rowspan=2|Required&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Holy armament]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=7|[[flare|Flaring]]&lt;br /&gt;
|[[impact critical table|Earth]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&lt;br /&gt;
|rowspan=7| -100&amp;lt;br&amp;gt;(Optional)&lt;br /&gt;
|-&lt;br /&gt;
|[[fire critical table|Fire]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold critical table|Ice]]&lt;br /&gt;
|[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[vacuum critical table|Vacuum]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[acid critical table|Acid]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[lightning critical table|Lightning]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[steam critical table|Steam]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|} &amp;lt;section end=pre-temper potions /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other types of flares do not have a corresponding pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
The messaging for a pre-temper potion follows a standard form, with each type of pre-temper having a different glow description: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, you murmur a few words of power while gesturing over the leather.  The liquid quickly seeps into the tan full leather and leaves nothing behind but a faint glow.  You examine the leather closely and, though the faint glow appears to be fading rapidly, are satisfied that it is ready to take a standard tempering potion.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 4 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the chain.&lt;br /&gt;
&lt;br /&gt;
The liquid absorbs into the green imflass chain too quickly as you fumble to begin your chant and gestures, and the chain is dry in a moment&#039;s notice leaving no noticable change.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After 5 minutes the pre-temper effect will fade and must be re-poured. This messaging also takes a standard form with the same glow description as the pre-temper message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The faint glow fades from the green imflass chain.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;TEMPERING POTIONS ARE NO LONGER REQUIRED FOR ANY ENCHANTING PROJECTS! ENCHANTING PROJECTS NO LONGER REQUIRE TEMPERING TIMES!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To convert an existing bromin, aleteh, or grenshol potion, {{boldmono|ASK}} the apprentice NPC in a Wizard Guild&#039;s enchanting chamber about {{boldmono|EXCHANGE}}.  The apprentice will convert a bromin potion into a copper ayan&#039;eth potion, an aleteth potion into a silver ayan&#039;eth potion, or a grenshol potion into a gold ayan&#039;eth potion, all with the identical number of pours.&lt;br /&gt;
&lt;br /&gt;
All information below is for historical purposes only: &lt;br /&gt;
&amp;lt;section begin=temper potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=temper potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;Base Enchanting Temper Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=temper potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=65|Pour/&amp;lt;br&amp;gt;Channel&amp;lt;br&amp;gt;Cycles&lt;br /&gt;
 !width=90|Average Time Per Cycle*&lt;br /&gt;
 !width=80|Tempering Potion&lt;br /&gt;
 !width=65|Potion Pour Bonus&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | +0 to +25&lt;br /&gt;
 | 0x-5x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | +5 to +30&lt;br /&gt;
 | 1x-6x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | &lt;br /&gt;
 | [[Sisfu potion|Sisfu]]&lt;br /&gt;
 |&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt; 0&lt;br /&gt;
 | None&lt;br /&gt;
 | &amp;lt;includeonly&amp;gt;[[#Negative Bonus Items|&amp;lt;/includeonly&amp;gt;Special&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | 1&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 |- &amp;lt;section begin=base /&amp;gt;&lt;br /&gt;
 | 0&lt;br /&gt;
 | 0x&lt;br /&gt;
 | None&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | 1&lt;br /&gt;
 | 1 day&lt;br /&gt;
 | rowspan=2| [[Rohnuru potion|Rohnuru]]&lt;br /&gt;
 | rowspan=2| 0&lt;br /&gt;
 | rowspan=2| 3500&lt;br /&gt;
 |-&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | 2&lt;br /&gt;
 | 2 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +6 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | 3&lt;br /&gt;
 | 3 days&lt;br /&gt;
 | rowspan=2| [[Duqnuru potion|Duqnuru]]&lt;br /&gt;
 | rowspan=2| +15&lt;br /&gt;
 | rowspan=2| 5500&lt;br /&gt;
 |-&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | 4&lt;br /&gt;
 | 4 to 5 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | 5&lt;br /&gt;
 | 5 to 7 days&lt;br /&gt;
 | rowspan=2| [[Dirtokh potion|Dirtokh]]&lt;br /&gt;
 | rowspan=2| +25&lt;br /&gt;
 | rowspan=2| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | 6&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 6 to 9 days&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | 7&lt;br /&gt;
 | 11 to 17 days&lt;br /&gt;
 | [[Mirtokh potion|Mirtokh]]&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt;&lt;br /&gt;
 | +30&lt;br /&gt;
 | 35,000 &amp;lt;section end=temper potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=temper potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | 8&lt;br /&gt;
 | 9 days&lt;br /&gt;
 | [[Bromin potion|Bromin]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | 9&lt;br /&gt;
 | 9 to 12 days&lt;br /&gt;
 | [[Aleteh potion|Aleteh]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | 10&lt;br /&gt;
 | 11 to 13 days&lt;br /&gt;
 | [[Grenshol potion|Grenshol]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | Gold&lt;br /&gt;
 |&lt;br /&gt;
 | colspan=6| Not Further Enchantable&lt;br /&gt;
|}&amp;lt;section end=temper potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=notes /&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; &#039;&#039;Base prices shown. Enchanting potions are generally sold in units of 4 doses, so the price per cycle is 1/4 of the price shown here. See [[Trading]] for more information on variations in price. Some enchant potions can also be produced via [[Alchemy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt; &#039;&#039;Mirtokh potion has a modifier that makes the enchant more difficult.&#039;&#039;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Higher level potions may always be used for lower level enchanting projects; however this is generally not cost effective, and is usually done only when the wizard has a stockpile of high level potions.&amp;lt;section end=notes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
  1d100: 67 + Modifiers: 326 == 393&lt;br /&gt;
&lt;br /&gt;
The faint glow fades from some black and tan full leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips.  Small runic symbols flare to life at various points along the surface of the leather, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface.  When the last of the liquid has vanished, the symbols dissipate and the leather appears faded.  You scrutinize the tan full leather, notice nothing amiss, and conclude that the tempering seems to have been successful.  You estimate that the tan full leather should be ready to enchant in about 13 to 14 days.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enchanting potions| ]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259955</id>
		<title>Enchanting potion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259955"/>
		<updated>2026-07-02T23:42:42Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Much of this page feeds into the Enchant Item page.  Please be aware of the LST tags, and also about repeating information that is already on the spell page.  The purpose of this separate page is to have a potion reference page, not repeat everything about the Enchant Item spell --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enchanting potions&#039;&#039;&#039; are used by [[wizard]]s in the [[enchant]]ing process. A wizard first pours an [[#Unlock Potions|unlock potion]] on the item to unlock it for enchant. Next, if the project is fusion, sanctified, or enhancive gear, it will also require glowing urven&#039;eth potion before a cast can be successful. Items with some flares also have optional Ilvan&#039;eth flare potions that can reduce the enchant difficulty for the item.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
You simply pour the item on the object and the potion will take effect.&lt;br /&gt;
&lt;br /&gt;
== Potion Order ==&lt;br /&gt;
&amp;lt;section begin=order /&amp;gt;When enchanting items with multiple special properties requiring multiple pre-temper potions, the potions must be applied in the following order:&lt;br /&gt;
# Ayan&#039;eth Potion - Color depends on enchant - up to +35, 1 pour unlocks +5, after +35, 1 pour unlocks +1&lt;br /&gt;
# Urven&#039;eth Potion (fusion/holy/enhancive) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
# Ilven&#039;eth Potion - Fiery, Icy, Cloudy, Earthy (flaring) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
&amp;lt;includeonly&amp;gt; (step 2 [[#Enchanting Process for Plain Items|above]])&amp;lt;/includeonly&amp;gt;&amp;lt;section end=order /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unlock Potions==&lt;br /&gt;
&#039;&#039;&#039;A WIZARD MUST FIRST POUR AN UNLOCK POTION ON THE ITEM BEFORE THEY CAN CAST&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;section begin=unlock potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=unlock potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=unlock potions2 /&amp;gt;&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;New Style Enchanting Unlock Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=unlock potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Unlock Potion&lt;br /&gt;
 !width=110|Potion&amp;lt;br&amp;gt;Cost&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | 0 to +4&lt;br /&gt;
 | 0x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +5 to +9&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +10 to +14&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +15 to +19&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +20 to +24&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted blue ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 25,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +25 to +29&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted indigo ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 50,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +30 to +34&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted violet ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 75,000&amp;lt;section end=unlock potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=unlock potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +35 to +39&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute copper ayan&#039;eth potion**&lt;br /&gt;
 | 20k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +40 to +44&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute silver ayan&#039;eth potion**&lt;br /&gt;
 | 25k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +45 to +49&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Golden&lt;br /&gt;
 | +46 to 50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute golden ayan&#039;eth potion**&lt;br /&gt;
 | 30k [[Bloodscrip]]***&lt;br /&gt;
 |}&amp;lt;section end=unlock potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlocknotes /&amp;gt;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;+35 Dilute potions are sold during [[Duskruin]] in the shop [[BVShop:Spellbound|Spellbound]] twice per year.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These prices are per potion at [[Duskruin]] and contain 5 pours. &amp;lt;section end=unlocknotes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +5 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +10 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +15 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +20 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your blue ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +25 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your indigo ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +30 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your violet ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +35 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;PRE-TEMPERING POTIONS ARE NOW CALLED POTIONS - TEMPERING ONLY APPLIED TO ENCHANTING, AND IS NO LONGER APPLICABLE WITH THE MOST RECENT ENCHANTING UPDATES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=intro /&amp;gt;&#039;&#039;&#039;Pre-tempering potions&#039;&#039;&#039; are special potions for enchanting items with special properties.  Urven&#039;eth Potion &#039;&#039;&#039;MUST&#039;&#039;&#039; be poured on [[enhancive]] (including socketed fusion) or [[Holy armament]] gear before any enchant cast.  A test cast will tell you there is a power that must be overcome before you can cast; if you get that message, you MUST use glowing urven&#039;eth potion. The other type of pre-enchant potion is Ilvan&#039;eth potion for elemental [[flare|flaring]] items. Ilvan&#039;eth potions remove the -100 enchant penalty from a flaring item for one cast. For both types of potion, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=pre-temper potions /&amp;gt;&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|+&#039;&#039;&#039;Pre-tempering Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Item Property&lt;br /&gt;
!Potion &lt;br /&gt;
!Project&amp;lt;br&amp;gt;Difficulty&amp;lt;br&amp;gt;Offset&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Enhancive]]&lt;br /&gt;
|rowspan=2|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&lt;br /&gt;
|rowspan=2|Required&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Holy armament]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=7|[[flare|Flaring]]&lt;br /&gt;
|[[impact critical table|Earth]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&lt;br /&gt;
|rowspan=7| -100&amp;lt;br&amp;gt;(Optional)&lt;br /&gt;
|-&lt;br /&gt;
|[[fire critical table|Fire]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold critical table|Ice]]&lt;br /&gt;
|[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[vacuum critical table|Vacuum]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[acid critical table|Acid]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[lightning critical table|Lightning]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[steam critical table|Steam]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|} &amp;lt;section end=pre-temper potions /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other types of flares do not have a corresponding pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
The messaging for a pre-temper potion follows a standard form, with each type of pre-temper having a different glow description: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, you murmur a few words of power while gesturing over the leather.  The liquid quickly seeps into the tan full leather and leaves nothing behind but a faint glow.  You examine the leather closely and, though the faint glow appears to be fading rapidly, are satisfied that it is ready to take a standard tempering potion.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 4 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the chain.&lt;br /&gt;
&lt;br /&gt;
The liquid absorbs into the green imflass chain too quickly as you fumble to begin your chant and gestures, and the chain is dry in a moment&#039;s notice leaving no noticable change.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After 5 minutes the pre-temper effect will fade and must be re-poured. This messaging also takes a standard form with the same glow description as the pre-temper message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The faint glow fades from the green imflass chain.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;TEMPERING POTIONS ARE NO LONGER REQUIRED FOR ANY ENCHANTING PROJECTS! ENCHANTING PROJECTS NO LONGER REQUIRE TEMPERING TIMES!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To convert an existing bromin, aleteh, or grenshol potion, {{boldmono|ASK}} the apprentice NPC in a Wizard Guild&#039;s enchanting chamber about {{boldmono|EXCHANGE}}.  The apprentice will convert a bromin potion into a copper ayan&#039;eth potion, an aleteth potion into a silver ayan&#039;eth potion, or a grenshol potion into a gold ayan&#039;eth potion, all with the identical number of pours.&lt;br /&gt;
&lt;br /&gt;
All information below is for historical purposes only: &lt;br /&gt;
&amp;lt;section begin=temper potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=temper potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;Base Enchanting Temper Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=temper potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=65|Pour/&amp;lt;br&amp;gt;Channel&amp;lt;br&amp;gt;Cycles&lt;br /&gt;
 !width=90|Average Time Per Cycle*&lt;br /&gt;
 !width=80|Tempering Potion&lt;br /&gt;
 !width=65|Potion Pour Bonus&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | +0 to +25&lt;br /&gt;
 | 0x-5x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | +5 to +30&lt;br /&gt;
 | 1x-6x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | &lt;br /&gt;
 | [[Sisfu potion|Sisfu]]&lt;br /&gt;
 |&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt; 0&lt;br /&gt;
 | None&lt;br /&gt;
 | &amp;lt;includeonly&amp;gt;[[#Negative Bonus Items|&amp;lt;/includeonly&amp;gt;Special&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | 1&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 |- &amp;lt;section begin=base /&amp;gt;&lt;br /&gt;
 | 0&lt;br /&gt;
 | 0x&lt;br /&gt;
 | None&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | 1&lt;br /&gt;
 | 1 day&lt;br /&gt;
 | rowspan=2| [[Rohnuru potion|Rohnuru]]&lt;br /&gt;
 | rowspan=2| 0&lt;br /&gt;
 | rowspan=2| 3500&lt;br /&gt;
 |-&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | 2&lt;br /&gt;
 | 2 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +6 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | 3&lt;br /&gt;
 | 3 days&lt;br /&gt;
 | rowspan=2| [[Duqnuru potion|Duqnuru]]&lt;br /&gt;
 | rowspan=2| +15&lt;br /&gt;
 | rowspan=2| 5500&lt;br /&gt;
 |-&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | 4&lt;br /&gt;
 | 4 to 5 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | 5&lt;br /&gt;
 | 5 to 7 days&lt;br /&gt;
 | rowspan=2| [[Dirtokh potion|Dirtokh]]&lt;br /&gt;
 | rowspan=2| +25&lt;br /&gt;
 | rowspan=2| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | 6&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 6 to 9 days&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | 7&lt;br /&gt;
 | 11 to 17 days&lt;br /&gt;
 | [[Mirtokh potion|Mirtokh]]&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt;&lt;br /&gt;
 | +30&lt;br /&gt;
 | 35,000 &amp;lt;section end=temper potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=temper potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | 8&lt;br /&gt;
 | 9 days&lt;br /&gt;
 | [[Bromin potion|Bromin]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | 9&lt;br /&gt;
 | 9 to 12 days&lt;br /&gt;
 | [[Aleteh potion|Aleteh]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | 10&lt;br /&gt;
 | 11 to 13 days&lt;br /&gt;
 | [[Grenshol potion|Grenshol]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | Gold&lt;br /&gt;
 |&lt;br /&gt;
 | colspan=6| Not Further Enchantable&lt;br /&gt;
|}&amp;lt;section end=temper potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=notes /&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; &#039;&#039;Base prices shown. Enchanting potions are generally sold in units of 4 doses, so the price per cycle is 1/4 of the price shown here. See [[Trading]] for more information on variations in price. Some enchant potions can also be produced via [[Alchemy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt; &#039;&#039;Mirtokh potion has a modifier that makes the enchant more difficult.&#039;&#039;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Higher level potions may always be used for lower level enchanting projects; however this is generally not cost effective, and is usually done only when the wizard has a stockpile of high level potions.&amp;lt;section end=notes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
  1d100: 67 + Modifiers: 326 == 393&lt;br /&gt;
&lt;br /&gt;
The faint glow fades from some black and tan full leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips.  Small runic symbols flare to life at various points along the surface of the leather, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface.  When the last of the liquid has vanished, the symbols dissipate and the leather appears faded.  You scrutinize the tan full leather, notice nothing amiss, and conclude that the tempering seems to have been successful.  You estimate that the tan full leather should be ready to enchant in about 13 to 14 days.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enchanting potions| ]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259954</id>
		<title>Enchanting potion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259954"/>
		<updated>2026-07-02T23:39:54Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Much of this page feeds into the Enchant Item page.  Please be aware of the LST tags, and also about repeating information that is already on the spell page.  The purpose of this separate page is to have a potion reference page, not repeat everything about the Enchant Item spell --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enchanting potions&#039;&#039;&#039; are used by [[wizard]]s in the [[enchant]]ing process. A wizard first pours an [[#Unlock Potions|unlock potion]] on the item to unlock it for enchant. Next, if the project is fusion, sanctified, or enhancive gear, it will also require glowing urven&#039;eth potion before a cast can be successful. Items with some flares also have optional Ilvan&#039;eth flare potions that can reduce the enchant difficulty for the item.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
You simply pour the item on the object and the potion will take effect.&lt;br /&gt;
&lt;br /&gt;
== Potion Order ==&lt;br /&gt;
&amp;lt;section begin=order /&amp;gt;When enchanting items with multiple special properties requiring multiple pre-temper potions, the potions must be applied in the following order:&lt;br /&gt;
&lt;br /&gt;
# Ayan&#039;eth Potion - Color depends on enchant - up to +35, 1 pour unlocks +5, after +35, 1 pour unlocks +1&lt;br /&gt;
# Urven&#039;eth Potion (fusion/holy/enhancive) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
# Ilven&#039;eth Potion - Fiery, Icy, Cloudy, Earthy (flaring) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
&amp;lt;includeonly&amp;gt; (step 2 [[#Enchanting Process for Plain Items|above]])&amp;lt;/includeonly&amp;gt;&amp;lt;section end=order /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unlock Potions==&lt;br /&gt;
&#039;&#039;&#039;A WIZARD MUST FIRST POUR AN UNLOCK POTION ON THE ITEM BEFORE THEY CAN CAST&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;section begin=unlock potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=unlock potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=unlock potions2 /&amp;gt;&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;New Style Enchanting Unlock Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=unlock potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Unlock Potion&lt;br /&gt;
 !width=110|Potion&amp;lt;br&amp;gt;Cost&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | 0 to +4&lt;br /&gt;
 | 0x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +5 to +9&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +10 to +14&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +15 to +19&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +20 to +24&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted blue ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 25,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +25 to +29&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted indigo ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 50,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +30 to +34&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted violet ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 75,000&amp;lt;section end=unlock potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=unlock potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +35 to +39&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute copper ayan&#039;eth potion**&lt;br /&gt;
 | 20k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +40 to +44&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute silver ayan&#039;eth potion**&lt;br /&gt;
 | 25k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +45 to +49&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Golden&lt;br /&gt;
 | +46 to 50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute golden ayan&#039;eth potion**&lt;br /&gt;
 | 30k [[Bloodscrip]]***&lt;br /&gt;
 |}&amp;lt;section end=unlock potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlocknotes /&amp;gt;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Beyond +35 Dilute potions are sold during [[Duskruin]] in the shop [[BVShop:Spellbound|Spellbound]] twice per year.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These prices are per potion at [[Duskruin]] and contain 5 pours. &amp;lt;section end=unlocknotes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +5 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +10 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +15 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +20 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your blue ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +25 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your indigo ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +30 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your violet ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +35 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;PRE-TEMPERING POTIONS ARE NOW CALLED POTIONS - TEMPERING ONLY APPLIED TO ENCHANTING, AND IS NO LONGER APPLICABLE WITH THE MOST RECENT ENCHANTING UPDATES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=intro /&amp;gt;&#039;&#039;&#039;Pre-tempering potions&#039;&#039;&#039; are special potions for enchanting items with special properties.  Urven&#039;eth Potion &#039;&#039;&#039;MUST&#039;&#039;&#039; be poured on [[enhancive]] (including socketed fusion) or [[Holy armament]] gear before any enchant cast.  A test cast will tell you there is a power that must be overcome before you can cast; if you get that message, you MUST use glowing urven&#039;eth potion. The other type of pre-enchant potion is Ilvan&#039;eth potion for elemental [[flare|flaring]] items. Ilvan&#039;eth potions remove the -100 enchant penalty from a flaring item for one cast. For both types of potion, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=pre-temper potions /&amp;gt;&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|+&#039;&#039;&#039;Pre-tempering Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Item Property&lt;br /&gt;
!Potion &lt;br /&gt;
!Project&amp;lt;br&amp;gt;Difficulty&amp;lt;br&amp;gt;Offset&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Enhancive]]&lt;br /&gt;
|rowspan=2|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&lt;br /&gt;
|rowspan=2|Required&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Holy armament]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=7|[[flare|Flaring]]&lt;br /&gt;
|[[impact critical table|Earth]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&lt;br /&gt;
|rowspan=7| -100&amp;lt;br&amp;gt;(Optional)&lt;br /&gt;
|-&lt;br /&gt;
|[[fire critical table|Fire]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold critical table|Ice]]&lt;br /&gt;
|[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[vacuum critical table|Vacuum]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[acid critical table|Acid]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[lightning critical table|Lightning]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[steam critical table|Steam]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|} &amp;lt;section end=pre-temper potions /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other types of flares do not have a corresponding pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
The messaging for a pre-temper potion follows a standard form, with each type of pre-temper having a different glow description: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, you murmur a few words of power while gesturing over the leather.  The liquid quickly seeps into the tan full leather and leaves nothing behind but a faint glow.  You examine the leather closely and, though the faint glow appears to be fading rapidly, are satisfied that it is ready to take a standard tempering potion.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 4 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the chain.&lt;br /&gt;
&lt;br /&gt;
The liquid absorbs into the green imflass chain too quickly as you fumble to begin your chant and gestures, and the chain is dry in a moment&#039;s notice leaving no noticable change.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After 5 minutes the pre-temper effect will fade and must be re-poured. This messaging also takes a standard form with the same glow description as the pre-temper message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The faint glow fades from the green imflass chain.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;TEMPERING POTIONS ARE NO LONGER REQUIRED FOR ANY ENCHANTING PROJECTS! ENCHANTING PROJECTS NO LONGER REQUIRE TEMPERING TIMES!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To convert an existing bromin, aleteh, or grenshol potion, {{boldmono|ASK}} the apprentice NPC in a Wizard Guild&#039;s enchanting chamber about {{boldmono|EXCHANGE}}.  The apprentice will convert a bromin potion into a copper ayan&#039;eth potion, an aleteth potion into a silver ayan&#039;eth potion, or a grenshol potion into a gold ayan&#039;eth potion, all with the identical number of pours.&lt;br /&gt;
&lt;br /&gt;
All information below is for historical purposes only: &lt;br /&gt;
&amp;lt;section begin=temper potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=temper potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;Base Enchanting Temper Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=temper potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=65|Pour/&amp;lt;br&amp;gt;Channel&amp;lt;br&amp;gt;Cycles&lt;br /&gt;
 !width=90|Average Time Per Cycle*&lt;br /&gt;
 !width=80|Tempering Potion&lt;br /&gt;
 !width=65|Potion Pour Bonus&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | +0 to +25&lt;br /&gt;
 | 0x-5x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | +5 to +30&lt;br /&gt;
 | 1x-6x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | &lt;br /&gt;
 | [[Sisfu potion|Sisfu]]&lt;br /&gt;
 |&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt; 0&lt;br /&gt;
 | None&lt;br /&gt;
 | &amp;lt;includeonly&amp;gt;[[#Negative Bonus Items|&amp;lt;/includeonly&amp;gt;Special&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | 1&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 |- &amp;lt;section begin=base /&amp;gt;&lt;br /&gt;
 | 0&lt;br /&gt;
 | 0x&lt;br /&gt;
 | None&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | 1&lt;br /&gt;
 | 1 day&lt;br /&gt;
 | rowspan=2| [[Rohnuru potion|Rohnuru]]&lt;br /&gt;
 | rowspan=2| 0&lt;br /&gt;
 | rowspan=2| 3500&lt;br /&gt;
 |-&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | 2&lt;br /&gt;
 | 2 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +6 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | 3&lt;br /&gt;
 | 3 days&lt;br /&gt;
 | rowspan=2| [[Duqnuru potion|Duqnuru]]&lt;br /&gt;
 | rowspan=2| +15&lt;br /&gt;
 | rowspan=2| 5500&lt;br /&gt;
 |-&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | 4&lt;br /&gt;
 | 4 to 5 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | 5&lt;br /&gt;
 | 5 to 7 days&lt;br /&gt;
 | rowspan=2| [[Dirtokh potion|Dirtokh]]&lt;br /&gt;
 | rowspan=2| +25&lt;br /&gt;
 | rowspan=2| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | 6&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 6 to 9 days&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | 7&lt;br /&gt;
 | 11 to 17 days&lt;br /&gt;
 | [[Mirtokh potion|Mirtokh]]&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt;&lt;br /&gt;
 | +30&lt;br /&gt;
 | 35,000 &amp;lt;section end=temper potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=temper potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | 8&lt;br /&gt;
 | 9 days&lt;br /&gt;
 | [[Bromin potion|Bromin]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | 9&lt;br /&gt;
 | 9 to 12 days&lt;br /&gt;
 | [[Aleteh potion|Aleteh]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | 10&lt;br /&gt;
 | 11 to 13 days&lt;br /&gt;
 | [[Grenshol potion|Grenshol]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | Gold&lt;br /&gt;
 |&lt;br /&gt;
 | colspan=6| Not Further Enchantable&lt;br /&gt;
|}&amp;lt;section end=temper potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=notes /&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; &#039;&#039;Base prices shown. Enchanting potions are generally sold in units of 4 doses, so the price per cycle is 1/4 of the price shown here. See [[Trading]] for more information on variations in price. Some enchant potions can also be produced via [[Alchemy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt; &#039;&#039;Mirtokh potion has a modifier that makes the enchant more difficult.&#039;&#039;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Higher level potions may always be used for lower level enchanting projects; however this is generally not cost effective, and is usually done only when the wizard has a stockpile of high level potions.&amp;lt;section end=notes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
  1d100: 67 + Modifiers: 326 == 393&lt;br /&gt;
&lt;br /&gt;
The faint glow fades from some black and tan full leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips.  Small runic symbols flare to life at various points along the surface of the leather, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface.  When the last of the liquid has vanished, the symbols dissipate and the leather appears faded.  You scrutinize the tan full leather, notice nothing amiss, and conclude that the tempering seems to have been successful.  You estimate that the tan full leather should be ready to enchant in about 13 to 14 days.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enchanting potions| ]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259953</id>
		<title>Enchanting potion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259953"/>
		<updated>2026-07-02T23:39:16Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Much of this page feeds into the Enchant Item page.  Please be aware of the LST tags, and also about repeating information that is already on the spell page.  The purpose of this separate page is to have a potion reference page, not repeat everything about the Enchant Item spell --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enchanting potions&#039;&#039;&#039; are used by [[wizard]]s in the [[enchant]]ing process. A wizard first pours an [[#Unlock Potions|unlock potion]] on the item to unlock it for enchant. Next, if the project is fusion, sanctified, or enhancive gear, it will also require glowing urven&#039;eth potion before a cast can be successful. Items with some flares also have optional Ilvan&#039;eth flare potions that can reduce the enchant difficulty for the item.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
Enchant Potions no longer require a roll - you simply pour the item on the object and the potion will take effect.&lt;br /&gt;
&lt;br /&gt;
== Potion Order ==&lt;br /&gt;
&amp;lt;section begin=order /&amp;gt;When enchanting items with multiple special properties requiring multiple pre-temper potions, the potions must be applied in the following order:&lt;br /&gt;
&lt;br /&gt;
# Ayan&#039;eth Potion - Color depends on enchant - up to +35, 1 pour unlocks +5, after +35, 1 pour unlocks +1&lt;br /&gt;
# Urven&#039;eth Potion (fusion/holy/enhancive) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
# Ilven&#039;eth Potion - Fiery, Icy, Cloudy, Earthy (flaring) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
&amp;lt;includeonly&amp;gt; (step 2 [[#Enchanting Process for Plain Items|above]])&amp;lt;/includeonly&amp;gt;&amp;lt;section end=order /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unlock Potions==&lt;br /&gt;
&#039;&#039;&#039;A WIZARD MUST FIRST POUR AN UNLOCK POTION ON THE ITEM BEFORE THEY CAN CAST&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;section begin=unlock potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=unlock potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=unlock potions2 /&amp;gt;&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;New Style Enchanting Unlock Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=unlock potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Unlock Potion&lt;br /&gt;
 !width=110|Potion&amp;lt;br&amp;gt;Cost&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | 0 to +4&lt;br /&gt;
 | 0x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +5 to +9&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +10 to +14&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +15 to +19&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +20 to +24&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted blue ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 25,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +25 to +29&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted indigo ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 50,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +30 to +34&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted violet ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 75,000&amp;lt;section end=unlock potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=unlock potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +35 to +39&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute copper ayan&#039;eth potion**&lt;br /&gt;
 | 20k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +40 to +44&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute silver ayan&#039;eth potion**&lt;br /&gt;
 | 25k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +45 to +49&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Golden&lt;br /&gt;
 | +46 to 50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute golden ayan&#039;eth potion**&lt;br /&gt;
 | 30k [[Bloodscrip]]***&lt;br /&gt;
 |}&amp;lt;section end=unlock potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlocknotes /&amp;gt;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Beyond +35 Dilute potions are sold during [[Duskruin]] in the shop [[BVShop:Spellbound|Spellbound]] twice per year.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These prices are per potion at [[Duskruin]] and contain 5 pours. &amp;lt;section end=unlocknotes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +5 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +10 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +15 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +20 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your blue ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +25 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your indigo ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +30 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your violet ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +35 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;PRE-TEMPERING POTIONS ARE NOW CALLED POTIONS - TEMPERING ONLY APPLIED TO ENCHANTING, AND IS NO LONGER APPLICABLE WITH THE MOST RECENT ENCHANTING UPDATES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=intro /&amp;gt;&#039;&#039;&#039;Pre-tempering potions&#039;&#039;&#039; are special potions for enchanting items with special properties.  Urven&#039;eth Potion &#039;&#039;&#039;MUST&#039;&#039;&#039; be poured on [[enhancive]] (including socketed fusion) or [[Holy armament]] gear before any enchant cast.  A test cast will tell you there is a power that must be overcome before you can cast; if you get that message, you MUST use glowing urven&#039;eth potion. The other type of pre-enchant potion is Ilvan&#039;eth potion for elemental [[flare|flaring]] items. Ilvan&#039;eth potions remove the -100 enchant penalty from a flaring item for one cast. For both types of potion, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=pre-temper potions /&amp;gt;&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|+&#039;&#039;&#039;Pre-tempering Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Item Property&lt;br /&gt;
!Potion &lt;br /&gt;
!Project&amp;lt;br&amp;gt;Difficulty&amp;lt;br&amp;gt;Offset&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Enhancive]]&lt;br /&gt;
|rowspan=2|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&lt;br /&gt;
|rowspan=2|Required&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Holy armament]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=7|[[flare|Flaring]]&lt;br /&gt;
|[[impact critical table|Earth]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&lt;br /&gt;
|rowspan=7| -100&amp;lt;br&amp;gt;(Optional)&lt;br /&gt;
|-&lt;br /&gt;
|[[fire critical table|Fire]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold critical table|Ice]]&lt;br /&gt;
|[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[vacuum critical table|Vacuum]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[acid critical table|Acid]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[lightning critical table|Lightning]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[steam critical table|Steam]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|} &amp;lt;section end=pre-temper potions /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other types of flares do not have a corresponding pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
The messaging for a pre-temper potion follows a standard form, with each type of pre-temper having a different glow description: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, you murmur a few words of power while gesturing over the leather.  The liquid quickly seeps into the tan full leather and leaves nothing behind but a faint glow.  You examine the leather closely and, though the faint glow appears to be fading rapidly, are satisfied that it is ready to take a standard tempering potion.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 4 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the chain.&lt;br /&gt;
&lt;br /&gt;
The liquid absorbs into the green imflass chain too quickly as you fumble to begin your chant and gestures, and the chain is dry in a moment&#039;s notice leaving no noticable change.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After 5 minutes the pre-temper effect will fade and must be re-poured. This messaging also takes a standard form with the same glow description as the pre-temper message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The faint glow fades from the green imflass chain.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;TEMPERING POTIONS ARE NO LONGER REQUIRED FOR ANY ENCHANTING PROJECTS! ENCHANTING PROJECTS NO LONGER REQUIRE TEMPERING TIMES!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To convert an existing bromin, aleteh, or grenshol potion, {{boldmono|ASK}} the apprentice NPC in a Wizard Guild&#039;s enchanting chamber about {{boldmono|EXCHANGE}}.  The apprentice will convert a bromin potion into a copper ayan&#039;eth potion, an aleteth potion into a silver ayan&#039;eth potion, or a grenshol potion into a gold ayan&#039;eth potion, all with the identical number of pours.&lt;br /&gt;
&lt;br /&gt;
All information below is for historical purposes only: &lt;br /&gt;
&amp;lt;section begin=temper potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=temper potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;Base Enchanting Temper Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=temper potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=65|Pour/&amp;lt;br&amp;gt;Channel&amp;lt;br&amp;gt;Cycles&lt;br /&gt;
 !width=90|Average Time Per Cycle*&lt;br /&gt;
 !width=80|Tempering Potion&lt;br /&gt;
 !width=65|Potion Pour Bonus&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | +0 to +25&lt;br /&gt;
 | 0x-5x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | +5 to +30&lt;br /&gt;
 | 1x-6x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | &lt;br /&gt;
 | [[Sisfu potion|Sisfu]]&lt;br /&gt;
 |&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt; 0&lt;br /&gt;
 | None&lt;br /&gt;
 | &amp;lt;includeonly&amp;gt;[[#Negative Bonus Items|&amp;lt;/includeonly&amp;gt;Special&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | 1&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 |- &amp;lt;section begin=base /&amp;gt;&lt;br /&gt;
 | 0&lt;br /&gt;
 | 0x&lt;br /&gt;
 | None&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | 1&lt;br /&gt;
 | 1 day&lt;br /&gt;
 | rowspan=2| [[Rohnuru potion|Rohnuru]]&lt;br /&gt;
 | rowspan=2| 0&lt;br /&gt;
 | rowspan=2| 3500&lt;br /&gt;
 |-&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | 2&lt;br /&gt;
 | 2 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +6 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | 3&lt;br /&gt;
 | 3 days&lt;br /&gt;
 | rowspan=2| [[Duqnuru potion|Duqnuru]]&lt;br /&gt;
 | rowspan=2| +15&lt;br /&gt;
 | rowspan=2| 5500&lt;br /&gt;
 |-&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | 4&lt;br /&gt;
 | 4 to 5 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | 5&lt;br /&gt;
 | 5 to 7 days&lt;br /&gt;
 | rowspan=2| [[Dirtokh potion|Dirtokh]]&lt;br /&gt;
 | rowspan=2| +25&lt;br /&gt;
 | rowspan=2| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | 6&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 6 to 9 days&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | 7&lt;br /&gt;
 | 11 to 17 days&lt;br /&gt;
 | [[Mirtokh potion|Mirtokh]]&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt;&lt;br /&gt;
 | +30&lt;br /&gt;
 | 35,000 &amp;lt;section end=temper potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=temper potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | 8&lt;br /&gt;
 | 9 days&lt;br /&gt;
 | [[Bromin potion|Bromin]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | 9&lt;br /&gt;
 | 9 to 12 days&lt;br /&gt;
 | [[Aleteh potion|Aleteh]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | 10&lt;br /&gt;
 | 11 to 13 days&lt;br /&gt;
 | [[Grenshol potion|Grenshol]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | Gold&lt;br /&gt;
 |&lt;br /&gt;
 | colspan=6| Not Further Enchantable&lt;br /&gt;
|}&amp;lt;section end=temper potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=notes /&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; &#039;&#039;Base prices shown. Enchanting potions are generally sold in units of 4 doses, so the price per cycle is 1/4 of the price shown here. See [[Trading]] for more information on variations in price. Some enchant potions can also be produced via [[Alchemy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt; &#039;&#039;Mirtokh potion has a modifier that makes the enchant more difficult.&#039;&#039;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Higher level potions may always be used for lower level enchanting projects; however this is generally not cost effective, and is usually done only when the wizard has a stockpile of high level potions.&amp;lt;section end=notes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
  1d100: 67 + Modifiers: 326 == 393&lt;br /&gt;
&lt;br /&gt;
The faint glow fades from some black and tan full leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips.  Small runic symbols flare to life at various points along the surface of the leather, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface.  When the last of the liquid has vanished, the symbols dissipate and the leather appears faded.  You scrutinize the tan full leather, notice nothing amiss, and conclude that the tempering seems to have been successful.  You estimate that the tan full leather should be ready to enchant in about 13 to 14 days.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enchanting potions| ]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259952</id>
		<title>Enchanting potion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259952"/>
		<updated>2026-07-02T23:37:45Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Much of this page feeds into the Enchant Item page.  Please be aware of the LST tags, and also about repeating information that is already on the spell page.  The purpose of this separate page is to have a potion reference page, not repeat everything about the Enchant Item spell --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enchanting potions&#039;&#039;&#039; are used by [[wizard]]s in the [[enchant]]ing process.  Enchanting projects no longer require  [[#Tempering Potions|tempering potions]] or tempering times.  In the current system, A wizard first pours an [[#Unlock Potions|unlock potion]] on the item to unlock it for enchant. Next, if the project is fusion, sanctified, or enhancive gear, it will also require glowing urven&#039;eth potion before a cast can be successful. Items with some flares also have optional Ilvan&#039;eth flare potions that can reduce the enchant difficulty for the item.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
Enchant Potions no longer require a roll - you simply pour the item on the object and the potion will take effect.&lt;br /&gt;
&lt;br /&gt;
== Potion Order ==&lt;br /&gt;
&amp;lt;section begin=order /&amp;gt;When enchanting items with multiple special properties requiring multiple pre-temper potions, the potions must be applied in the following order:&lt;br /&gt;
&lt;br /&gt;
# Ayan&#039;eth Potion - Color depends on enchant - up to +35, 1 pour unlocks +5, after +35, 1 pour unlocks +1&lt;br /&gt;
# Urven&#039;eth Potion (fusion/holy/enhancive) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
# Ilven&#039;eth Potion - Fiery, Icy, Cloudy, Earthy (flaring) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
&amp;lt;includeonly&amp;gt; (step 2 [[#Enchanting Process for Plain Items|above]])&amp;lt;/includeonly&amp;gt;&amp;lt;section end=order /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unlock Potions==&lt;br /&gt;
&#039;&#039;&#039;A WIZARD MUST FIRST POUR AN UNLOCK POTION ON THE ITEM BEFORE THEY CAN CAST&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;section begin=unlock potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=unlock potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=unlock potions2 /&amp;gt;&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;New Style Enchanting Unlock Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=unlock potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Unlock Potion&lt;br /&gt;
 !width=110|Potion&amp;lt;br&amp;gt;Cost&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | 0 to +4&lt;br /&gt;
 | 0x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +5 to +9&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +10 to +14&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +15 to +19&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +20 to +24&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted blue ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 25,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +25 to +29&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted indigo ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 50,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +30 to +34&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted violet ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 75,000&amp;lt;section end=unlock potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=unlock potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +35 to +39&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute copper ayan&#039;eth potion**&lt;br /&gt;
 | 20k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +40 to +44&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute silver ayan&#039;eth potion**&lt;br /&gt;
 | 25k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +45 to +49&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Golden&lt;br /&gt;
 | +46 to 50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute golden ayan&#039;eth potion**&lt;br /&gt;
 | 30k [[Bloodscrip]]***&lt;br /&gt;
 |}&amp;lt;section end=unlock potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlocknotes /&amp;gt;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Beyond +35 Dilute potions are sold during [[Duskruin]] in the shop [[BVShop:Spellbound|Spellbound]] twice per year.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These prices are per potion at [[Duskruin]] and contain 5 pours. &amp;lt;section end=unlocknotes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +5 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +10 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +15 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +20 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your blue ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +25 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your indigo ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +30 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your violet ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +35 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;PRE-TEMPERING POTIONS ARE NOW CALLED POTIONS - TEMPERING ONLY APPLIED TO ENCHANTING, AND IS NO LONGER APPLICABLE WITH THE MOST RECENT ENCHANTING UPDATES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=intro /&amp;gt;&#039;&#039;&#039;Pre-tempering potions&#039;&#039;&#039; are special potions for enchanting items with special properties.  Urven&#039;eth Potion &#039;&#039;&#039;MUST&#039;&#039;&#039; be poured on [[enhancive]] (including socketed fusion) or [[Holy armament]] gear before any enchant cast.  A test cast will tell you there is a power that must be overcome before you can cast; if you get that message, you MUST use glowing urven&#039;eth potion. The other type of pre-enchant potion is Ilvan&#039;eth potion for elemental [[flare|flaring]] items. Ilvan&#039;eth potions remove the -100 enchant penalty from a flaring item for one cast. For both types of potion, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=pre-temper potions /&amp;gt;&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|+&#039;&#039;&#039;Pre-tempering Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Item Property&lt;br /&gt;
!Potion &lt;br /&gt;
!Project&amp;lt;br&amp;gt;Difficulty&amp;lt;br&amp;gt;Offset&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Enhancive]]&lt;br /&gt;
|rowspan=2|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&lt;br /&gt;
|rowspan=2|Required&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Holy armament]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=7|[[flare|Flaring]]&lt;br /&gt;
|[[impact critical table|Earth]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&lt;br /&gt;
|rowspan=7| -100&amp;lt;br&amp;gt;(Optional)&lt;br /&gt;
|-&lt;br /&gt;
|[[fire critical table|Fire]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold critical table|Ice]]&lt;br /&gt;
|[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[vacuum critical table|Vacuum]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[acid critical table|Acid]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[lightning critical table|Lightning]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[steam critical table|Steam]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|} &amp;lt;section end=pre-temper potions /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other types of flares do not have a corresponding pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
The messaging for a pre-temper potion follows a standard form, with each type of pre-temper having a different glow description: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, you murmur a few words of power while gesturing over the leather.  The liquid quickly seeps into the tan full leather and leaves nothing behind but a faint glow.  You examine the leather closely and, though the faint glow appears to be fading rapidly, are satisfied that it is ready to take a standard tempering potion.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 4 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the chain.&lt;br /&gt;
&lt;br /&gt;
The liquid absorbs into the green imflass chain too quickly as you fumble to begin your chant and gestures, and the chain is dry in a moment&#039;s notice leaving no noticable change.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After 5 minutes the pre-temper effect will fade and must be re-poured. This messaging also takes a standard form with the same glow description as the pre-temper message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The faint glow fades from the green imflass chain.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;TEMPERING POTIONS ARE NO LONGER REQUIRED FOR ANY ENCHANTING PROJECTS! ENCHANTING PROJECTS NO LONGER REQUIRE TEMPERING TIMES!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To convert an existing bromin, aleteh, or grenshol potion, {{boldmono|ASK}} the apprentice NPC in a Wizard Guild&#039;s enchanting chamber about {{boldmono|EXCHANGE}}.  The apprentice will convert a bromin potion into a copper ayan&#039;eth potion, an aleteth potion into a silver ayan&#039;eth potion, or a grenshol potion into a gold ayan&#039;eth potion, all with the identical number of pours.&lt;br /&gt;
&lt;br /&gt;
All information below is for historical purposes only: &lt;br /&gt;
&amp;lt;section begin=temper potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=temper potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;Base Enchanting Temper Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=temper potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=65|Pour/&amp;lt;br&amp;gt;Channel&amp;lt;br&amp;gt;Cycles&lt;br /&gt;
 !width=90|Average Time Per Cycle*&lt;br /&gt;
 !width=80|Tempering Potion&lt;br /&gt;
 !width=65|Potion Pour Bonus&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | +0 to +25&lt;br /&gt;
 | 0x-5x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | +5 to +30&lt;br /&gt;
 | 1x-6x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | &lt;br /&gt;
 | [[Sisfu potion|Sisfu]]&lt;br /&gt;
 |&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt; 0&lt;br /&gt;
 | None&lt;br /&gt;
 | &amp;lt;includeonly&amp;gt;[[#Negative Bonus Items|&amp;lt;/includeonly&amp;gt;Special&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | 1&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 |- &amp;lt;section begin=base /&amp;gt;&lt;br /&gt;
 | 0&lt;br /&gt;
 | 0x&lt;br /&gt;
 | None&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | 1&lt;br /&gt;
 | 1 day&lt;br /&gt;
 | rowspan=2| [[Rohnuru potion|Rohnuru]]&lt;br /&gt;
 | rowspan=2| 0&lt;br /&gt;
 | rowspan=2| 3500&lt;br /&gt;
 |-&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | 2&lt;br /&gt;
 | 2 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +6 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | 3&lt;br /&gt;
 | 3 days&lt;br /&gt;
 | rowspan=2| [[Duqnuru potion|Duqnuru]]&lt;br /&gt;
 | rowspan=2| +15&lt;br /&gt;
 | rowspan=2| 5500&lt;br /&gt;
 |-&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | 4&lt;br /&gt;
 | 4 to 5 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | 5&lt;br /&gt;
 | 5 to 7 days&lt;br /&gt;
 | rowspan=2| [[Dirtokh potion|Dirtokh]]&lt;br /&gt;
 | rowspan=2| +25&lt;br /&gt;
 | rowspan=2| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | 6&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 6 to 9 days&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | 7&lt;br /&gt;
 | 11 to 17 days&lt;br /&gt;
 | [[Mirtokh potion|Mirtokh]]&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt;&lt;br /&gt;
 | +30&lt;br /&gt;
 | 35,000 &amp;lt;section end=temper potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=temper potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | 8&lt;br /&gt;
 | 9 days&lt;br /&gt;
 | [[Bromin potion|Bromin]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | 9&lt;br /&gt;
 | 9 to 12 days&lt;br /&gt;
 | [[Aleteh potion|Aleteh]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | 10&lt;br /&gt;
 | 11 to 13 days&lt;br /&gt;
 | [[Grenshol potion|Grenshol]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | Gold&lt;br /&gt;
 |&lt;br /&gt;
 | colspan=6| Not Further Enchantable&lt;br /&gt;
|}&amp;lt;section end=temper potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=notes /&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; &#039;&#039;Base prices shown. Enchanting potions are generally sold in units of 4 doses, so the price per cycle is 1/4 of the price shown here. See [[Trading]] for more information on variations in price. Some enchant potions can also be produced via [[Alchemy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt; &#039;&#039;Mirtokh potion has a modifier that makes the enchant more difficult.&#039;&#039;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Higher level potions may always be used for lower level enchanting projects; however this is generally not cost effective, and is usually done only when the wizard has a stockpile of high level potions.&amp;lt;section end=notes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
  1d100: 67 + Modifiers: 326 == 393&lt;br /&gt;
&lt;br /&gt;
The faint glow fades from some black and tan full leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips.  Small runic symbols flare to life at various points along the surface of the leather, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface.  When the last of the liquid has vanished, the symbols dissipate and the leather appears faded.  You scrutinize the tan full leather, notice nothing amiss, and conclude that the tempering seems to have been successful.  You estimate that the tan full leather should be ready to enchant in about 13 to 14 days.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enchanting potions| ]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259951</id>
		<title>Enchanting potion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259951"/>
		<updated>2026-07-02T23:35:52Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* Unlock Potions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Much of this page feeds into the Enchant Item page.  Please be aware of the LST tags, and also about repeating information that is already on the spell page.  The purpose of this separate page is to have a potion reference page, not repeat everything about the Enchant Item spell --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enchanting potions&#039;&#039;&#039; are used by [[wizard]]s in the [[enchant]]ing process.  Enchanting projects no longer require  [[#Tempering Potions|tempering potions]] or tempering times.  In the current system, A wizard first pours an [[#Unlock Potions|unlock potion]] on the item to unlock it for enchant. Next, if the project is fusion, sanctified, or enhancive gear, it will also require glowing urven&#039;eth potion before a cast can be successful. Items with some flares also have optional Ilvan&#039;eth flare potions that can reduce the enchant difficulty for the item.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
Enchant Potions no longer require a roll - you simply pour the item on the object and the potion will take effect.&lt;br /&gt;
&lt;br /&gt;
== Potion Order ==&lt;br /&gt;
&amp;lt;section begin=order /&amp;gt;When enchanting items with multiple special properties requiring multiple pre-temper potions, the potions must be applied in the following order:&lt;br /&gt;
&lt;br /&gt;
# Ayan&#039;eth Potion - Color depends on enchant - up to +35, 1 pour unlocks +5, after +35, 1 pour unlocks +1&lt;br /&gt;
# Urven&#039;eth Potion (fusion/holy/enhancive) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
# Ilven&#039;eth Potion - Fiery, Icy, Cloudy, Earthy (flaring) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
&amp;lt;includeonly&amp;gt; (step 2 [[#Enchanting Process for Plain Items|above]])&amp;lt;/includeonly&amp;gt;&amp;lt;section end=order /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;TEMPERING POTIONS ARE NO LONGER REQUIRED FOR ANY ENCHANTING PROJECTS! ENCHANTING PROJECTS NO LONGER REQUIRE TEMPERING TIMES!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To convert an existing bromin, aleteh, or grenshol potion, {{boldmono|ASK}} the apprentice NPC in a Wizard Guild&#039;s enchanting chamber about {{boldmono|EXCHANGE}}.  The apprentice will convert a bromin potion into a copper ayan&#039;eth potion, an aleteth potion into a silver ayan&#039;eth potion, or a grenshol potion into a gold ayan&#039;eth potion, all with the identical number of pours.&lt;br /&gt;
&lt;br /&gt;
All information below is for historical purposes only: &lt;br /&gt;
&amp;lt;section begin=temper potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=temper potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;Base Enchanting Temper Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=temper potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=65|Pour/&amp;lt;br&amp;gt;Channel&amp;lt;br&amp;gt;Cycles&lt;br /&gt;
 !width=90|Average Time Per Cycle*&lt;br /&gt;
 !width=80|Tempering Potion&lt;br /&gt;
 !width=65|Potion Pour Bonus&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | +0 to +25&lt;br /&gt;
 | 0x-5x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | +5 to +30&lt;br /&gt;
 | 1x-6x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | &lt;br /&gt;
 | [[Sisfu potion|Sisfu]]&lt;br /&gt;
 |&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt; 0&lt;br /&gt;
 | None&lt;br /&gt;
 | &amp;lt;includeonly&amp;gt;[[#Negative Bonus Items|&amp;lt;/includeonly&amp;gt;Special&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | 1&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 |- &amp;lt;section begin=base /&amp;gt;&lt;br /&gt;
 | 0&lt;br /&gt;
 | 0x&lt;br /&gt;
 | None&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | 1&lt;br /&gt;
 | 1 day&lt;br /&gt;
 | rowspan=2| [[Rohnuru potion|Rohnuru]]&lt;br /&gt;
 | rowspan=2| 0&lt;br /&gt;
 | rowspan=2| 3500&lt;br /&gt;
 |-&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | 2&lt;br /&gt;
 | 2 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +6 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | 3&lt;br /&gt;
 | 3 days&lt;br /&gt;
 | rowspan=2| [[Duqnuru potion|Duqnuru]]&lt;br /&gt;
 | rowspan=2| +15&lt;br /&gt;
 | rowspan=2| 5500&lt;br /&gt;
 |-&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | 4&lt;br /&gt;
 | 4 to 5 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | 5&lt;br /&gt;
 | 5 to 7 days&lt;br /&gt;
 | rowspan=2| [[Dirtokh potion|Dirtokh]]&lt;br /&gt;
 | rowspan=2| +25&lt;br /&gt;
 | rowspan=2| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | 6&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 6 to 9 days&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | 7&lt;br /&gt;
 | 11 to 17 days&lt;br /&gt;
 | [[Mirtokh potion|Mirtokh]]&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt;&lt;br /&gt;
 | +30&lt;br /&gt;
 | 35,000 &amp;lt;section end=temper potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=temper potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | 8&lt;br /&gt;
 | 9 days&lt;br /&gt;
 | [[Bromin potion|Bromin]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | 9&lt;br /&gt;
 | 9 to 12 days&lt;br /&gt;
 | [[Aleteh potion|Aleteh]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | 10&lt;br /&gt;
 | 11 to 13 days&lt;br /&gt;
 | [[Grenshol potion|Grenshol]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | Gold&lt;br /&gt;
 |&lt;br /&gt;
 | colspan=6| Not Further Enchantable&lt;br /&gt;
|}&amp;lt;section end=temper potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=notes /&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; &#039;&#039;Base prices shown. Enchanting potions are generally sold in units of 4 doses, so the price per cycle is 1/4 of the price shown here. See [[Trading]] for more information on variations in price. Some enchant potions can also be produced via [[Alchemy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt; &#039;&#039;Mirtokh potion has a modifier that makes the enchant more difficult.&#039;&#039;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Higher level potions may always be used for lower level enchanting projects; however this is generally not cost effective, and is usually done only when the wizard has a stockpile of high level potions.&amp;lt;section end=notes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
  1d100: 67 + Modifiers: 326 == 393&lt;br /&gt;
&lt;br /&gt;
The faint glow fades from some black and tan full leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips.  Small runic symbols flare to life at various points along the surface of the leather, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface.  When the last of the liquid has vanished, the symbols dissipate and the leather appears faded.  You scrutinize the tan full leather, notice nothing amiss, and conclude that the tempering seems to have been successful.  You estimate that the tan full leather should be ready to enchant in about 13 to 14 days.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unlock Potions==&lt;br /&gt;
&#039;&#039;&#039;IN THE CURRENT SYSTEM, A WIZARD MUST FIRST POUR AN UNLOCK POTION ON THE ITEM BEFORE THEY CAN CAST&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;section begin=unlock potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=unlock potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=unlock potions2 /&amp;gt;&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;New Style Enchanting Unlock Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=unlock potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Unlock Potion&lt;br /&gt;
 !width=110|Potion&amp;lt;br&amp;gt;Cost&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | 0 to +4&lt;br /&gt;
 | 0x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +5 to +9&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +10 to +14&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +15 to +19&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +20 to +24&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted blue ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 25,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +25 to +29&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted indigo ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 50,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +30 to +34&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted violet ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 75,000&amp;lt;section end=unlock potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=unlock potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +35 to +39&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute copper ayan&#039;eth potion**&lt;br /&gt;
 | 20k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +40 to +44&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute silver ayan&#039;eth potion**&lt;br /&gt;
 | 25k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +45 to +49&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Golden&lt;br /&gt;
 | +46 to 50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute golden ayan&#039;eth potion**&lt;br /&gt;
 | 30k [[Bloodscrip]]***&lt;br /&gt;
 |}&amp;lt;section end=unlock potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlocknotes /&amp;gt;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Beyond +35 Dilute potions are sold during [[Duskruin]] in the shop [[BVShop:Spellbound|Spellbound]] twice per year.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These prices are per potion at [[Duskruin]] and contain 5 pours. &amp;lt;section end=unlocknotes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +5 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +10 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +15 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +20 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your blue ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +25 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your indigo ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +30 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your violet ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +35 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;PRE-TEMPERING POTIONS ARE NOW CALLED POTIONS - TEMPERING ONLY APPLIED TO ENCHANTING, AND IS NO LONGER APPLICABLE WITH THE MOST RECENT ENCHANTING UPDATES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=intro /&amp;gt;&#039;&#039;&#039;Pre-tempering potions&#039;&#039;&#039; are special potions for enchanting items with special properties.  Urven&#039;eth Potion &#039;&#039;&#039;MUST&#039;&#039;&#039; be poured on [[enhancive]] (including socketed fusion) or [[Holy armament]] gear before any enchant cast.  A test cast will tell you there is a power that must be overcome before you can cast; if you get that message, you MUST use glowing urven&#039;eth potion. The other type of pre-enchant potion is Ilvan&#039;eth potion for elemental [[flare|flaring]] items. Ilvan&#039;eth potions remove the -100 enchant penalty from a flaring item for one cast. For both types of potion, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=pre-temper potions /&amp;gt;&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|+&#039;&#039;&#039;Pre-tempering Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Item Property&lt;br /&gt;
!Potion &lt;br /&gt;
!Project&amp;lt;br&amp;gt;Difficulty&amp;lt;br&amp;gt;Offset&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Enhancive]]&lt;br /&gt;
|rowspan=2|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&lt;br /&gt;
|rowspan=2|Required&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Holy armament]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=7|[[flare|Flaring]]&lt;br /&gt;
|[[impact critical table|Earth]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&lt;br /&gt;
|rowspan=7| -100&amp;lt;br&amp;gt;(Optional)&lt;br /&gt;
|-&lt;br /&gt;
|[[fire critical table|Fire]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold critical table|Ice]]&lt;br /&gt;
|[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[vacuum critical table|Vacuum]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[acid critical table|Acid]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[lightning critical table|Lightning]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[steam critical table|Steam]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|} &amp;lt;section end=pre-temper potions /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other types of flares do not have a corresponding pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
The messaging for a pre-temper potion follows a standard form, with each type of pre-temper having a different glow description: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, you murmur a few words of power while gesturing over the leather.  The liquid quickly seeps into the tan full leather and leaves nothing behind but a faint glow.  You examine the leather closely and, though the faint glow appears to be fading rapidly, are satisfied that it is ready to take a standard tempering potion.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 4 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the chain.&lt;br /&gt;
&lt;br /&gt;
The liquid absorbs into the green imflass chain too quickly as you fumble to begin your chant and gestures, and the chain is dry in a moment&#039;s notice leaving no noticable change.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After 5 minutes the pre-temper effect will fade and must be re-poured. This messaging also takes a standard form with the same glow description as the pre-temper message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The faint glow fades from the green imflass chain.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enchanting potions| ]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259950</id>
		<title>Enchanting potion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259950"/>
		<updated>2026-07-02T23:34:06Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* Unlock Potions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Much of this page feeds into the Enchant Item page.  Please be aware of the LST tags, and also about repeating information that is already on the spell page.  The purpose of this separate page is to have a potion reference page, not repeat everything about the Enchant Item spell --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enchanting potions&#039;&#039;&#039; are used by [[wizard]]s in the [[enchant]]ing process.  Enchanting projects no longer require  [[#Tempering Potions|tempering potions]] or tempering times.  In the current system, A wizard first pours an [[#Unlock Potions|unlock potion]] on the item to unlock it for enchant. Next, if the project is fusion, sanctified, or enhancive gear, it will also require glowing urven&#039;eth potion before a cast can be successful. Items with some flares also have optional Ilvan&#039;eth flare potions that can reduce the enchant difficulty for the item.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
Enchant Potions no longer require a roll - you simply pour the item on the object and the potion will take effect.&lt;br /&gt;
&lt;br /&gt;
== Potion Order ==&lt;br /&gt;
&amp;lt;section begin=order /&amp;gt;When enchanting items with multiple special properties requiring multiple pre-temper potions, the potions must be applied in the following order:&lt;br /&gt;
&lt;br /&gt;
# Ayan&#039;eth Potion - Color depends on enchant - up to +35, 1 pour unlocks +5, after +35, 1 pour unlocks +1&lt;br /&gt;
# Urven&#039;eth Potion (fusion/holy/enhancive) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
# Ilven&#039;eth Potion - Fiery, Icy, Cloudy, Earthy (flaring) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
&amp;lt;includeonly&amp;gt; (step 2 [[#Enchanting Process for Plain Items|above]])&amp;lt;/includeonly&amp;gt;&amp;lt;section end=order /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;TEMPERING POTIONS ARE NO LONGER REQUIRED FOR ANY ENCHANTING PROJECTS! ENCHANTING PROJECTS NO LONGER REQUIRE TEMPERING TIMES!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To convert an existing bromin, aleteh, or grenshol potion, {{boldmono|ASK}} the apprentice NPC in a Wizard Guild&#039;s enchanting chamber about {{boldmono|EXCHANGE}}.  The apprentice will convert a bromin potion into a copper ayan&#039;eth potion, an aleteth potion into a silver ayan&#039;eth potion, or a grenshol potion into a gold ayan&#039;eth potion, all with the identical number of pours.&lt;br /&gt;
&lt;br /&gt;
All information below is for historical purposes only: &lt;br /&gt;
&amp;lt;section begin=temper potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=temper potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;Base Enchanting Temper Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=temper potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=65|Pour/&amp;lt;br&amp;gt;Channel&amp;lt;br&amp;gt;Cycles&lt;br /&gt;
 !width=90|Average Time Per Cycle*&lt;br /&gt;
 !width=80|Tempering Potion&lt;br /&gt;
 !width=65|Potion Pour Bonus&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | +0 to +25&lt;br /&gt;
 | 0x-5x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | +5 to +30&lt;br /&gt;
 | 1x-6x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | &lt;br /&gt;
 | [[Sisfu potion|Sisfu]]&lt;br /&gt;
 |&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt; 0&lt;br /&gt;
 | None&lt;br /&gt;
 | &amp;lt;includeonly&amp;gt;[[#Negative Bonus Items|&amp;lt;/includeonly&amp;gt;Special&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | 1&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 |- &amp;lt;section begin=base /&amp;gt;&lt;br /&gt;
 | 0&lt;br /&gt;
 | 0x&lt;br /&gt;
 | None&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | 1&lt;br /&gt;
 | 1 day&lt;br /&gt;
 | rowspan=2| [[Rohnuru potion|Rohnuru]]&lt;br /&gt;
 | rowspan=2| 0&lt;br /&gt;
 | rowspan=2| 3500&lt;br /&gt;
 |-&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | 2&lt;br /&gt;
 | 2 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +6 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | 3&lt;br /&gt;
 | 3 days&lt;br /&gt;
 | rowspan=2| [[Duqnuru potion|Duqnuru]]&lt;br /&gt;
 | rowspan=2| +15&lt;br /&gt;
 | rowspan=2| 5500&lt;br /&gt;
 |-&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | 4&lt;br /&gt;
 | 4 to 5 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | 5&lt;br /&gt;
 | 5 to 7 days&lt;br /&gt;
 | rowspan=2| [[Dirtokh potion|Dirtokh]]&lt;br /&gt;
 | rowspan=2| +25&lt;br /&gt;
 | rowspan=2| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | 6&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 6 to 9 days&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | 7&lt;br /&gt;
 | 11 to 17 days&lt;br /&gt;
 | [[Mirtokh potion|Mirtokh]]&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt;&lt;br /&gt;
 | +30&lt;br /&gt;
 | 35,000 &amp;lt;section end=temper potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=temper potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | 8&lt;br /&gt;
 | 9 days&lt;br /&gt;
 | [[Bromin potion|Bromin]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | 9&lt;br /&gt;
 | 9 to 12 days&lt;br /&gt;
 | [[Aleteh potion|Aleteh]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | 10&lt;br /&gt;
 | 11 to 13 days&lt;br /&gt;
 | [[Grenshol potion|Grenshol]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | Gold&lt;br /&gt;
 |&lt;br /&gt;
 | colspan=6| Not Further Enchantable&lt;br /&gt;
|}&amp;lt;section end=temper potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=notes /&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; &#039;&#039;Base prices shown. Enchanting potions are generally sold in units of 4 doses, so the price per cycle is 1/4 of the price shown here. See [[Trading]] for more information on variations in price. Some enchant potions can also be produced via [[Alchemy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt; &#039;&#039;Mirtokh potion has a modifier that makes the enchant more difficult.&#039;&#039;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Higher level potions may always be used for lower level enchanting projects; however this is generally not cost effective, and is usually done only when the wizard has a stockpile of high level potions.&amp;lt;section end=notes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
  1d100: 67 + Modifiers: 326 == 393&lt;br /&gt;
&lt;br /&gt;
The faint glow fades from some black and tan full leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips.  Small runic symbols flare to life at various points along the surface of the leather, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface.  When the last of the liquid has vanished, the symbols dissipate and the leather appears faded.  You scrutinize the tan full leather, notice nothing amiss, and conclude that the tempering seems to have been successful.  You estimate that the tan full leather should be ready to enchant in about 13 to 14 days.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unlock Potions==&lt;br /&gt;
&#039;&#039;&#039;IN THE CURRENT SYSTEM, A WIZARD MUST FIRST POUR AN UNLOCK POTION ON THE ITEM BEFORE THEY CAN CAST&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;section begin=unlock potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=unlock potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=unlock potions2 /&amp;gt;&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;New Style Enchanting Unlock Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=unlock potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Unlock Potion&lt;br /&gt;
 !width=110|Potion&amp;lt;br&amp;gt;Cost&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | 0 to +4&lt;br /&gt;
 | 0x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +5 to +9&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +10 to +14&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +15 to +19&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +20 to +24&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted blue ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 25,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +25 to +29&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted indigo ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 50,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +30 to +34&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted violet ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 75,000&amp;lt;section end=unlock potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=unlock potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +35 to +39&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute copper ayan&#039;eth potion**&lt;br /&gt;
 | 20k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +40 to +44&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute silver ayan&#039;eth potion**&lt;br /&gt;
 | 25k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +45 to +49&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Golden&lt;br /&gt;
 | +46 to 50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute golden ayan&#039;eth potion**&lt;br /&gt;
 | 30k [[Bloodscrip]]***&lt;br /&gt;
 |}&amp;lt;section end=unlock potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlocknotes /&amp;gt;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Dilute potions only provide +1 enchant level unlock per pour, but each potion comes with 5 initially. They are typically sold during [[Duskruin]] in the shop [[BVShop:Spellbound|Spellbound]]. twice per year for about a month.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These prices are per potion at [[Duskruin]] and contain 5 pours. &amp;lt;section end=unlocknotes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +5 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +10 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +15 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +20 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your blue ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +25 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your indigo ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +30 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your violet ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +35 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;PRE-TEMPERING POTIONS ARE NOW CALLED POTIONS - TEMPERING ONLY APPLIED TO ENCHANTING, AND IS NO LONGER APPLICABLE WITH THE MOST RECENT ENCHANTING UPDATES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=intro /&amp;gt;&#039;&#039;&#039;Pre-tempering potions&#039;&#039;&#039; are special potions for enchanting items with special properties.  Urven&#039;eth Potion &#039;&#039;&#039;MUST&#039;&#039;&#039; be poured on [[enhancive]] (including socketed fusion) or [[Holy armament]] gear before any enchant cast.  A test cast will tell you there is a power that must be overcome before you can cast; if you get that message, you MUST use glowing urven&#039;eth potion. The other type of pre-enchant potion is Ilvan&#039;eth potion for elemental [[flare|flaring]] items. Ilvan&#039;eth potions remove the -100 enchant penalty from a flaring item for one cast. For both types of potion, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=pre-temper potions /&amp;gt;&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|+&#039;&#039;&#039;Pre-tempering Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Item Property&lt;br /&gt;
!Potion &lt;br /&gt;
!Project&amp;lt;br&amp;gt;Difficulty&amp;lt;br&amp;gt;Offset&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Enhancive]]&lt;br /&gt;
|rowspan=2|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&lt;br /&gt;
|rowspan=2|Required&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Holy armament]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=7|[[flare|Flaring]]&lt;br /&gt;
|[[impact critical table|Earth]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&lt;br /&gt;
|rowspan=7| -100&amp;lt;br&amp;gt;(Optional)&lt;br /&gt;
|-&lt;br /&gt;
|[[fire critical table|Fire]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold critical table|Ice]]&lt;br /&gt;
|[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[vacuum critical table|Vacuum]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[acid critical table|Acid]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[lightning critical table|Lightning]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[steam critical table|Steam]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|} &amp;lt;section end=pre-temper potions /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other types of flares do not have a corresponding pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
The messaging for a pre-temper potion follows a standard form, with each type of pre-temper having a different glow description: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, you murmur a few words of power while gesturing over the leather.  The liquid quickly seeps into the tan full leather and leaves nothing behind but a faint glow.  You examine the leather closely and, though the faint glow appears to be fading rapidly, are satisfied that it is ready to take a standard tempering potion.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 4 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the chain.&lt;br /&gt;
&lt;br /&gt;
The liquid absorbs into the green imflass chain too quickly as you fumble to begin your chant and gestures, and the chain is dry in a moment&#039;s notice leaving no noticable change.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After 5 minutes the pre-temper effect will fade and must be re-poured. This messaging also takes a standard form with the same glow description as the pre-temper message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The faint glow fades from the green imflass chain.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enchanting potions| ]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259949</id>
		<title>Enchanting potion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=259949"/>
		<updated>2026-07-02T23:30:45Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* Unlock Potions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Much of this page feeds into the Enchant Item page.  Please be aware of the LST tags, and also about repeating information that is already on the spell page.  The purpose of this separate page is to have a potion reference page, not repeat everything about the Enchant Item spell --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enchanting potions&#039;&#039;&#039; are used by [[wizard]]s in the [[enchant]]ing process.  Enchanting projects no longer require  [[#Tempering Potions|tempering potions]] or tempering times.  In the current system, A wizard first pours an [[#Unlock Potions|unlock potion]] on the item to unlock it for enchant. Next, if the project is fusion, sanctified, or enhancive gear, it will also require glowing urven&#039;eth potion before a cast can be successful. Items with some flares also have optional Ilvan&#039;eth flare potions that can reduce the enchant difficulty for the item.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
Enchant Potions no longer require a roll - you simply pour the item on the object and the potion will take effect.&lt;br /&gt;
&lt;br /&gt;
== Potion Order ==&lt;br /&gt;
&amp;lt;section begin=order /&amp;gt;When enchanting items with multiple special properties requiring multiple pre-temper potions, the potions must be applied in the following order:&lt;br /&gt;
&lt;br /&gt;
# Ayan&#039;eth Potion - Color depends on enchant - up to +35, 1 pour unlocks +5, after +35, 1 pour unlocks +1&lt;br /&gt;
# Urven&#039;eth Potion (fusion/holy/enhancive) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
# Ilven&#039;eth Potion - Fiery, Icy, Cloudy, Earthy (flaring) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
&amp;lt;includeonly&amp;gt; (step 2 [[#Enchanting Process for Plain Items|above]])&amp;lt;/includeonly&amp;gt;&amp;lt;section end=order /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;TEMPERING POTIONS ARE NO LONGER REQUIRED FOR ANY ENCHANTING PROJECTS! ENCHANTING PROJECTS NO LONGER REQUIRE TEMPERING TIMES!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To convert an existing bromin, aleteh, or grenshol potion, {{boldmono|ASK}} the apprentice NPC in a Wizard Guild&#039;s enchanting chamber about {{boldmono|EXCHANGE}}.  The apprentice will convert a bromin potion into a copper ayan&#039;eth potion, an aleteth potion into a silver ayan&#039;eth potion, or a grenshol potion into a gold ayan&#039;eth potion, all with the identical number of pours.&lt;br /&gt;
&lt;br /&gt;
All information below is for historical purposes only: &lt;br /&gt;
&amp;lt;section begin=temper potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=temper potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;Base Enchanting Temper Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=temper potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=65|Pour/&amp;lt;br&amp;gt;Channel&amp;lt;br&amp;gt;Cycles&lt;br /&gt;
 !width=90|Average Time Per Cycle*&lt;br /&gt;
 !width=80|Tempering Potion&lt;br /&gt;
 !width=65|Potion Pour Bonus&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | +0 to +25&lt;br /&gt;
 | 0x-5x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | +5 to +30&lt;br /&gt;
 | 1x-6x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | &lt;br /&gt;
 | [[Sisfu potion|Sisfu]]&lt;br /&gt;
 |&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt; 0&lt;br /&gt;
 | None&lt;br /&gt;
 | &amp;lt;includeonly&amp;gt;[[#Negative Bonus Items|&amp;lt;/includeonly&amp;gt;Special&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | 1&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 |- &amp;lt;section begin=base /&amp;gt;&lt;br /&gt;
 | 0&lt;br /&gt;
 | 0x&lt;br /&gt;
 | None&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | 1&lt;br /&gt;
 | 1 day&lt;br /&gt;
 | rowspan=2| [[Rohnuru potion|Rohnuru]]&lt;br /&gt;
 | rowspan=2| 0&lt;br /&gt;
 | rowspan=2| 3500&lt;br /&gt;
 |-&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | 2&lt;br /&gt;
 | 2 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +6 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | 3&lt;br /&gt;
 | 3 days&lt;br /&gt;
 | rowspan=2| [[Duqnuru potion|Duqnuru]]&lt;br /&gt;
 | rowspan=2| +15&lt;br /&gt;
 | rowspan=2| 5500&lt;br /&gt;
 |-&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | 4&lt;br /&gt;
 | 4 to 5 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | 5&lt;br /&gt;
 | 5 to 7 days&lt;br /&gt;
 | rowspan=2| [[Dirtokh potion|Dirtokh]]&lt;br /&gt;
 | rowspan=2| +25&lt;br /&gt;
 | rowspan=2| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | 6&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 6 to 9 days&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | 7&lt;br /&gt;
 | 11 to 17 days&lt;br /&gt;
 | [[Mirtokh potion|Mirtokh]]&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt;&lt;br /&gt;
 | +30&lt;br /&gt;
 | 35,000 &amp;lt;section end=temper potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=temper potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | 8&lt;br /&gt;
 | 9 days&lt;br /&gt;
 | [[Bromin potion|Bromin]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | 9&lt;br /&gt;
 | 9 to 12 days&lt;br /&gt;
 | [[Aleteh potion|Aleteh]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | 10&lt;br /&gt;
 | 11 to 13 days&lt;br /&gt;
 | [[Grenshol potion|Grenshol]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | Gold&lt;br /&gt;
 |&lt;br /&gt;
 | colspan=6| Not Further Enchantable&lt;br /&gt;
|}&amp;lt;section end=temper potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=notes /&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; &#039;&#039;Base prices shown. Enchanting potions are generally sold in units of 4 doses, so the price per cycle is 1/4 of the price shown here. See [[Trading]] for more information on variations in price. Some enchant potions can also be produced via [[Alchemy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt; &#039;&#039;Mirtokh potion has a modifier that makes the enchant more difficult.&#039;&#039;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Higher level potions may always be used for lower level enchanting projects; however this is generally not cost effective, and is usually done only when the wizard has a stockpile of high level potions.&amp;lt;section end=notes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
  1d100: 67 + Modifiers: 326 == 393&lt;br /&gt;
&lt;br /&gt;
The faint glow fades from some black and tan full leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips.  Small runic symbols flare to life at various points along the surface of the leather, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface.  When the last of the liquid has vanished, the symbols dissipate and the leather appears faded.  You scrutinize the tan full leather, notice nothing amiss, and conclude that the tempering seems to have been successful.  You estimate that the tan full leather should be ready to enchant in about 13 to 14 days.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unlock Potions==&lt;br /&gt;
&#039;&#039;&#039;IN THE CURRENT SYSTEM, A WIZARD MUST FIRST POUR AN UNLOCK POTION ON THE ITEM BEFORE THEY CAN CAST&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;section begin=unlock potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=unlock potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=unlock potions2 /&amp;gt;&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;New Style Enchanting Unlock Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=unlock potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Unlock Potion&lt;br /&gt;
 !width=110|Potion&amp;lt;br&amp;gt;Cost&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | 0 to +4&lt;br /&gt;
 | 0x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +5 to +9&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +10 to +14&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +15 to +19&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +20 to +24&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted blue ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 25,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +25 to +29&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted indigo ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 50,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +30 to +34&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted violet ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 75,000&amp;lt;section end=unlock potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=unlock potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +35 to +39&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute copper ayan&#039;eth potion**&lt;br /&gt;
 | 20k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +40 to +44&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute silver ayan&#039;eth potion**&lt;br /&gt;
 | 25k [[Bloodscrip]]***&lt;br /&gt;
 |-&lt;br /&gt;
 | +45 to +49&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Golden&lt;br /&gt;
 | +46 to 50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute golden ayan&#039;eth potion**&lt;br /&gt;
 | 30k [[Bloodscrip]]***&lt;br /&gt;
 |}&amp;lt;section end=unlock potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlocknotes /&amp;gt;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Dilute potions only provide +1 enchant level unlock, so if the item is unlocked to +35 one pour would raise the unlock level to +36. These potions are not publicly available on a regular basis, and have been distributed only by special event merchants, typically during [[Duskruin]] in the shop [[BVShop:Spellbound|Spellbound]].&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These prices are per potion at [[Duskruin]] and contain 5 pours. &amp;lt;section end=unlocknotes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +5 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +10 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +15 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +20 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your blue ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +25 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your indigo ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +30 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your violet ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +35 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;PRE-TEMPERING POTIONS ARE NOW CALLED POTIONS - TEMPERING ONLY APPLIED TO ENCHANTING, AND IS NO LONGER APPLICABLE WITH THE MOST RECENT ENCHANTING UPDATES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=intro /&amp;gt;&#039;&#039;&#039;Pre-tempering potions&#039;&#039;&#039; are special potions for enchanting items with special properties.  Urven&#039;eth Potion &#039;&#039;&#039;MUST&#039;&#039;&#039; be poured on [[enhancive]] (including socketed fusion) or [[Holy armament]] gear before any enchant cast.  A test cast will tell you there is a power that must be overcome before you can cast; if you get that message, you MUST use glowing urven&#039;eth potion. The other type of pre-enchant potion is Ilvan&#039;eth potion for elemental [[flare|flaring]] items. Ilvan&#039;eth potions remove the -100 enchant penalty from a flaring item for one cast. For both types of potion, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=pre-temper potions /&amp;gt;&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|+&#039;&#039;&#039;Pre-tempering Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Item Property&lt;br /&gt;
!Potion &lt;br /&gt;
!Project&amp;lt;br&amp;gt;Difficulty&amp;lt;br&amp;gt;Offset&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Enhancive]]&lt;br /&gt;
|rowspan=2|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&lt;br /&gt;
|rowspan=2|Required&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Holy armament]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=7|[[flare|Flaring]]&lt;br /&gt;
|[[impact critical table|Earth]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&lt;br /&gt;
|rowspan=7| -100&amp;lt;br&amp;gt;(Optional)&lt;br /&gt;
|-&lt;br /&gt;
|[[fire critical table|Fire]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold critical table|Ice]]&lt;br /&gt;
|[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[vacuum critical table|Vacuum]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[acid critical table|Acid]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[lightning critical table|Lightning]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[steam critical table|Steam]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&lt;br /&gt;
|} &amp;lt;section end=pre-temper potions /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other types of flares do not have a corresponding pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
The messaging for a pre-temper potion follows a standard form, with each type of pre-temper having a different glow description: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, you murmur a few words of power while gesturing over the leather.  The liquid quickly seeps into the tan full leather and leaves nothing behind but a faint glow.  You examine the leather closely and, though the faint glow appears to be fading rapidly, are satisfied that it is ready to take a standard tempering potion.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 4 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the chain.&lt;br /&gt;
&lt;br /&gt;
The liquid absorbs into the green imflass chain too quickly as you fumble to begin your chant and gestures, and the chain is dry in a moment&#039;s notice leaving no noticable change.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After 5 minutes the pre-temper effect will fade and must be re-poured. This messaging also takes a standard form with the same glow description as the pre-temper message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The faint glow fades from the green imflass chain.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enchanting potions| ]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User_talk:HAWGG&amp;diff=259845</id>
		<title>User talk:HAWGG</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User_talk:HAWGG&amp;diff=259845"/>
		<updated>2026-06-30T17:45:25Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Image at Risk for Deletion==&lt;br /&gt;
Hello, HAWGG.  You recently uploaded an image to the wiki, [[:File:Tebon Hawggweiler.jpg]], that is missing some information required by [[Gswiki:Policy]].  Your image is missing the following information:&lt;br /&gt;
* Who created the image?&lt;br /&gt;
* If that person is not you, was permission granted by the artist to upload it?&lt;br /&gt;
* If AI imaging software was used to generate it, what is the name of that software?&lt;br /&gt;
* If AI imaging software was used to generate it, &amp;lt;nowiki&amp;gt;[[Category:AI artwork]]&amp;lt;/nowiki&amp;gt; must be in the image description for inclusion in Category:AI artwork.&lt;br /&gt;
Please see [[Gswiki:Policy#Copyrights]] for more information about the image policy and its requirement to note image creators, what AI imaging software was used (if any), and if permission was granted by the creator to upload the image to the wiki.  This information needs to be on all images uploaded to the Gswiki as well as on all articles using them.  In addition, all images using AI software in their creation are required to be included in [[:Category:AI artwork]].  All articles using a moderator-flagged image will also need to have their captions updated to include this required information.&lt;br /&gt;
&lt;br /&gt;
If you need examples on how to do this, [[Gswiki:Style guide/Images]] has copy/paste code examples for different image types.  If you need instructions on how to do each step, [[Help:Images]] goes into detail on how to edit image files and how to display them with captions on articles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If that information is not added within 7 days, any moderator-flagged images will deleted from the wiki.&#039;&#039;&#039;  Please do not remove the &amp;lt;nowiki&amp;gt;{{moddelete}}&amp;lt;/nowiki&amp;gt; template from any flagged image file.  Another moderator or I will remove that template after your updates have been reviewed to ensure that they meet [[Gswiki:Policy]] requirements.  If you have any questions about this process or need more information about the updated policy for images, please reach out to the wiki team on the Gemstone [https://discord.com/channels/226045346399256576/1061330227843833926 Discord forum&#039;s wiki thread]. Thank you for understanding. [[User:HOST-GSKEBECHET|HOST-GSKEBECHET]] ([[User talk:HOST-GSKEBECHET|talk]]) 08:04, 30 June 2026 (CDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ll mention it to him also. It&#039;s from Copilot / AI  [[User:FIREPHOENIX|FIREPHOENIX]] ([[User talk:FIREPHOENIX|talk]]) 12:44, 30 June 2026 (CDT)&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User_talk:HAWGG&amp;diff=259844</id>
		<title>User talk:HAWGG</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User_talk:HAWGG&amp;diff=259844"/>
		<updated>2026-06-30T17:44:27Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: Response/Contacting/Advising Tebon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Image at Risk for Deletion==&lt;br /&gt;
Hello, HAWGG.  You recently uploaded an image to the wiki, [[:File:Tebon Hawggweiler.jpg]], that is missing some information required by [[Gswiki:Policy]].  Your image is missing the following information:&lt;br /&gt;
* Who created the image?&lt;br /&gt;
* If that person is not you, was permission granted by the artist to upload it?&lt;br /&gt;
* If AI imaging software was used to generate it, what is the name of that software?&lt;br /&gt;
* If AI imaging software was used to generate it, &amp;lt;nowiki&amp;gt;[[Category:AI artwork]]&amp;lt;/nowiki&amp;gt; must be in the image description for inclusion in Category:AI artwork.&lt;br /&gt;
Please see [[Gswiki:Policy#Copyrights]] for more information about the image policy and its requirement to note image creators, what AI imaging software was used (if any), and if permission was granted by the creator to upload the image to the wiki.  This information needs to be on all images uploaded to the Gswiki as well as on all articles using them.  In addition, all images using AI software in their creation are required to be included in [[:Category:AI artwork]].  All articles using a moderator-flagged image will also need to have their captions updated to include this required information.&lt;br /&gt;
&lt;br /&gt;
If you need examples on how to do this, [[Gswiki:Style guide/Images]] has copy/paste code examples for different image types.  If you need instructions on how to do each step, [[Help:Images]] goes into detail on how to edit image files and how to display them with captions on articles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If that information is not added within 7 days, any moderator-flagged images will deleted from the wiki.&#039;&#039;&#039;  Please do not remove the &amp;lt;nowiki&amp;gt;{{moddelete}}&amp;lt;/nowiki&amp;gt; template from any flagged image file.  Another moderator or I will remove that template after your updates have been reviewed to ensure that they meet [[Gswiki:Policy]] requirements.  If you have any questions about this process or need more information about the updated policy for images, please reach out to the wiki team on the Gemstone [https://discord.com/channels/226045346399256576/1061330227843833926 Discord forum&#039;s wiki thread]. Thank you for understanding. [[User:HOST-GSKEBECHET|HOST-GSKEBECHET]] ([[User talk:HOST-GSKEBECHET|talk]]) 08:04, 30 June 2026 (CDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ll mention it to him also. [[User:FIREPHOENIX|FIREPHOENIX]] ([[User talk:FIREPHOENIX|talk]]) 12:44, 30 June 2026 (CDT)&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=258857</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=258857"/>
		<updated>2026-06-14T23:57:49Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: Time and lore.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
Talon Isle was a location used by [[Volgust]] in 5109 to raise Solhaven from the depths during events from [[Solhaven Cataclysm]].&lt;br /&gt;
&lt;br /&gt;
It was rediscovered as [[Hoorne]] was negotiating trade routes, which stirred the ire of Merfolk and denizens of Talon&#039;s Isle when they attacked Solhaven and Kraken Fall&#039;s after leaving odd statues in both locations and the Frostmein docks near Icemule with a mysterious note and other details.&lt;br /&gt;
&lt;br /&gt;
Once the attacks were expelled from both regions and the paper was reviewed adventurers from each region made their way via ship to the Talon Isle docks discovering the region for the world in general.&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
[[Open Sea Adventures]]&lt;br /&gt;
&lt;br /&gt;
It has been reported (Courtesy of Wolfloner) that it takes the approximate times from the following ports to reach the port located on Talon Isle.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
* Kraken&#039;s Fall      -&amp;gt; 4 minutes or 13 rooms&lt;br /&gt;
* Teras Isle         -&amp;gt; 7 minutes or 20 rooms&lt;br /&gt;
* Solhaven           -&amp;gt; 6 minutes or 18 rooms&lt;br /&gt;
* River&#039;s Rest       -&amp;gt; 9 minutes or 26 rooms&lt;br /&gt;
* Wehnimer&#039;s Landing -&amp;gt; 15 minutes&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Dockmaster]]&lt;br /&gt;
&lt;br /&gt;
You can use the Shipbroker located in Vornavis and Kraken Falls by INQUIRE similar to the Sleigh system in Sylvaerend near Ta&#039;Illistim and the Stable in the Abbey near Icemule Trace for Hinterwilds. Surde&#039;s Pier in Marshtown (4744009), Lich #1270 and on the Kraken Fall&#039;s, Second Pier (7118250), Lich #29032 for 20,000 silver.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Marshtown, Surde&#039;s Pier]&lt;br /&gt;
The pier is long and wide, but is utilized primarily by small rowboats and skiffs used for shallow-water fishing.  The dock is packed with anglers who are busy trying to catch dinner or fish to sell at market.  Splatters and stains on the dock show that the fish caught here are often cleaned here.&lt;br /&gt;
Obvious paths: north&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Kraken&#039;s Fall, Second Pier]&lt;br /&gt;
Stretching like long fingers towards the ocean, the docking structure has five distinct piers that provide ample room for portage.  A large sign provides directions to the various berths, the instructions painted in several colors upon a black background, while a constantly burning lantern rests above.  Three tie pilings border the western edge of the platform, while two more are arranged upon the east.  You also see a sturdy oak catwalk.&lt;br /&gt;
Obvious paths: east, south, west&lt;br /&gt;
&lt;br /&gt;
(You can INQUIRE with a shipbroker here for a list of travel destinations.)&lt;br /&gt;
&lt;br /&gt;
You inquire with the shipbroker about chartering a vessel.  The shipbroker says, &amp;quot;I can currently connect you to the following destinations:&lt;br /&gt;
&lt;br /&gt;
  1) Talon Isle&lt;br /&gt;
&lt;br /&gt;
If you would like to ORDER a trip to any of these destinations, please do so by its number now.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Leaving Sailor&#039;s Grief===&lt;br /&gt;
OSA ship via the dock&lt;br /&gt;
&lt;br /&gt;
Docks NPC ship (If you arrived via OSA, this option is not available to you.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Talon Isle, Docks - 35767] (u7150118)&lt;br /&gt;
Silvered by time and the cruel caress of the elements, the expanse of dock is littered with pale sand and strewn with drying leaves from the vines tangling its pilings.  Bright flowers in the colors of a spectacular sunset unfurl along the lengths of the vines.  A few frayed black ropes hang from one of the pilings, swaying like raven locks in the ocean breeze.&lt;br /&gt;
Obvious paths: south&lt;br /&gt;
&lt;br /&gt;
(You can INQUIRE with a shipbroker here for a list of travel destinations.)&lt;br /&gt;
!&amp;gt;inquire&lt;br /&gt;
You inquire with the shipbroker about chartering a vessel.  The shipbroker says, &amp;quot;I can currently connect you to the following destinations:&lt;br /&gt;
&lt;br /&gt;
  1) Vornavis&lt;br /&gt;
  2) Kraken&#039;s Fall&lt;br /&gt;
&lt;br /&gt;
If you would like to ORDER a trip to any of these destinations, please do so by its number now.&amp;quot;&lt;br /&gt;
!&amp;gt; 1) Vornavis&lt;br /&gt;
You inquire with a shipbroker about chartering a vessel to Vornavis.  The shipbroker says,  &amp;quot;That will be 20,000 silvers.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Obelisk at 35647 on Talon Isle. It goes innert and recharges every roughly 12 hours. It is also an in-game Easter egg for the history of Talon Isle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Talon Isle, Obelisk - 35647] (u7150103)&lt;br /&gt;
A silver-shot black stone obelisk lies on its side, the etchings on its face gnawed down to faint depressions by the corrosive bite of saltwater.  Vines and moss alike seem to give the fallen monolith a wide berth, though nearly every other stone surface is choked by one or blanketed by the other.  Peeking through a curtain of overgrowth, a sheer cliff face of rock behind the monument is as dark as old blood save where it is threaded with veins of startlingly blue lapis lazuli.  &lt;br /&gt;
Obvious paths: southeast, northwest&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Active&lt;br /&gt;
&lt;br /&gt;
Inactive&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
!&amp;gt;touch obelisk&lt;br /&gt;
You lay a hand against a silver-shot black stone obelisk, but it remains implacable and inert. &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.  There is also a ship called &amp;quot;The Contempt&amp;quot; that serves the role of &amp;quot;town&amp;quot; by providing similar amenities.&lt;br /&gt;
&lt;br /&gt;
In regard to hunting and loot pressure, Sailor&#039;s Grief is considered its own realm.&lt;br /&gt;
&lt;br /&gt;
===The Contempt===&lt;br /&gt;
&lt;br /&gt;
====Adventurer&#039;s Guild====&lt;br /&gt;
First Mate Seldit handles Adventurer&#039;s Guild tasks.  He wanders.&lt;br /&gt;
&lt;br /&gt;
====Bank====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Hold - 35592] (u7150616)&lt;br /&gt;
Dim lamplight from a scratched iron lantern casts wavering shadows across the hold, reflected in rippling puddles scattered across the deck.  Within a loose semicircle of crates and barrels, an unvarnished oak table holds brass scales, a chisel, and neat piles of coin.  Damp burlap sacks slump along the hull.  Most exhale a sweet-must aroma of spoiled grain, but a few clink tantalizingly with every pitch of the ship.  You also see a skeletal black-robed moneychanger.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
(You can CHECK BALANCE, DEPOSIT, WITHDRAW silvers and notes here.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gemshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Trader&#039;s Cabin - 35602] (u7150622)&lt;br /&gt;
A narrow cabin lined with oaken shelves is secured by a carved black oak hatch.  Glass jars atop the shelving hold powdered indigo, starfruit seeds, and a few drying specimens of coral.  Tanned leather pouches and crates stamped with foreign seals occupy a polished walnut counter over a bunk that, while narrow, has sheets of jewel-toned silk.  Lanterns of hammered bronze cast warm light over a thick rug softening the floorboards, weighted in place by a footlocker made from polished teak.  You also see a plump purple-robed trader.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pawnshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Quartermaster&#039;s - 35585] (u7150621)&lt;br /&gt;
An ebony door studded with golden rivets opens onto a precisely ordered chamber.  Brass-bound ledgers are stacked atop a mahogany table, joined by polished scales and stacks of silver coins.  Canvas sacks and labeled crates line the far bulkhead beneath racks that hold well-secured inkpots and parchments.  The compartment smells strongly of parchment and sharp preservatives.  You also see a luminous spectral quartermaster.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tables====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Mess Hall - 35587] (u7150617)&lt;br /&gt;
Opposite an uneven arch, strands of faded bunting in teal and saffron hang where the beams of the overhead meet a half-wall of grated steel separating the galley from the wider mess.  Beyond the grating, the galley is lit by lanterns of patinated brass, its ovens the source of the aroma of spiced bread and salt-cured meat infusing the air.  Several tables stand within the mess, each flanked by benches studded with copper nails.  You also see an ecstatic luck spirit that is flying around.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
Ebb Tide Table&lt;br /&gt;
Seaspray Table&lt;br /&gt;
Leviathan&#039;s Table&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Supernode====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Crow&#039;s Nest - 35603] (u7150608)&lt;br /&gt;
Atop the main mast, a circular wooden crow&#039;s nest sways in the ocean breeze, its timbers held together by the feeble efforts of rusting nails and splintered planks.  Frayed lines dangle from the masthead, their fibers stiff and tacky from decades of disuse.  They sway in the wind like ragged pennants, but are overshadowed by the ship&#039;s flag, which is embroidered with a scarlet siren on faded black cloth.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement if you fail the swim check.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
*Corroded doubloons (Sailor&#039;s Grief equivalent of Gigas Fragments) will be used for the purchase of a stamina potion that will ONLY work while swimming in the Spicers&#039; Sea.&lt;br /&gt;
*Water walking is intended for calmer waters and not a wrathful ocean.  Water walking provides no benefit in the Spicers&#039; Sea.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
Encumbrance does not currently impact any SMR results or stamina costs while swimming in Spicer&#039;s Sea.  Tested while holding 68,146,739 coins.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[fulminating stormborn primordial]] (109)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
* a [[hapless charmed corsair]] (105)&lt;br /&gt;
* a [[gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[fulminating stormborn primordial]] (109)&lt;br /&gt;
* a [[grey-plumed steelwing harpy]] (111)&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
* a [[brackish bilge mass]] (104)&lt;br /&gt;
* a [[milky-eyed drowned mariner]] (106)u&lt;br /&gt;
* a [[garish revenant buccaneer]] (108)u&lt;br /&gt;
* a [[tenebrific wraith shark]] (110)u&lt;br /&gt;
* a [[blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[pallid fog-cloaked kelpie]] (112)u&lt;br /&gt;
* an [[amaranthine kraken tentacle]] (113)&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
* a [[scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[blubbery humpbacked merrow]] (111)&lt;br /&gt;
* an [[algae-draped merrow oracle]] (115)&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;br /&gt;
&lt;br /&gt;
==Weather Effects==&lt;br /&gt;
Similar to Hinterwilds cold potentially.&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;&lt;br /&gt;
Lightning crackles across the sky, illuminating the gravid bellies of sinister black clouds driven on foul winds.  The air is thick with strangling humidity that makes every breath a labor.  Thunder rolls through the night, a furious and erratic drumbeat heralding nothing good.  The screeching winds awaken an insistent, sorrowful moan from the surrounding rocks, a forlorn lament that makes the sticky air feel even heavier and more burdensome.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;&lt;br /&gt;
Bolts of forking green-white lightning rain down from the heavens in a devastating chain of blinding thunderstrokes!&lt;br /&gt;
[SMR result: 37 (Open d100: 14)]&lt;br /&gt;
A bolt of lightning strikes just inches away from Murp!&lt;br /&gt;
[SMR result: -4 (Open d100: 11)]&lt;br /&gt;
A bolt of lightning strikes just inches away from Missoni!&lt;br /&gt;
You hear the soft tinkle of rolling dice, followed by a faint lucky feeling.&lt;br /&gt;
[SMR result: 48 (Open d100: 37, Penalty: 1)]&lt;br /&gt;
A bolt of lightning strikes just inches away from you!&lt;br /&gt;
[SMR result: 16 (Open d100: 37)]&lt;br /&gt;
A bolt of lightning strikes just inches away from Perigourd!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Hunting Grounds]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=258539</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=258539"/>
		<updated>2026-06-09T01:19:13Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: OSA requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
Talon Isle was a location used by [[Volgust]] in 5109 to raise Solhaven from the depths during events from [[Solhaven Cataclysm]].&lt;br /&gt;
&lt;br /&gt;
It was rediscovered as [[Hoorne]] was negotiating trade routes, which stirred the ire of Merfolk and denizens of Talon&#039;s Isle when they attacked Solhaven and Kraken Fall&#039;s after leaving odd statues in both locations and the Frostmein docks near Icemule with a mysterious note and other details.&lt;br /&gt;
&lt;br /&gt;
Once the attacks were expelled from both regions and the paper was reviewed adventurers from each region made their way via ship to the Talon Isle docks discovering the region for the world in general.&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
[[Open Sea Adventures]]&lt;br /&gt;
&lt;br /&gt;
It has been reported (Courtesy of Wolfloner) that it takes the approximate times from the following ports to reach the port located on Talon Isle.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
* Kraken&#039;s Fall      -&amp;gt; 4 minutes or 13 rooms&lt;br /&gt;
* Teras Isle         -&amp;gt; 7 minutes or 20 rooms&lt;br /&gt;
* Solhaven           -&amp;gt; 6 minutes or 18 rooms&lt;br /&gt;
* River&#039;s Rest       -&amp;gt; 9 minutes or 26 rooms&lt;br /&gt;
* Wehnimer&#039;s Landing -&amp;gt; 15 minutes&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Dockmaster]]&lt;br /&gt;
&lt;br /&gt;
You can use the Shipbroker located in Vornavis and Kraken Falls by INQUIRE similar to the Sleigh system in Sylvaerend near Ta&#039;Illistim and the Stable in the Abbey near Icemule Trace for Hinterwilds. Surde&#039;s Pier in Marshtown (4744009), Lich #1270 and on the Kraken Fall&#039;s, Second Pier (7118250), Lich #29032 for 20,000 silver.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Marshtown, Surde&#039;s Pier]&lt;br /&gt;
The pier is long and wide, but is utilized primarily by small rowboats and skiffs used for shallow-water fishing.  The dock is packed with anglers who are busy trying to catch dinner or fish to sell at market.  Splatters and stains on the dock show that the fish caught here are often cleaned here.&lt;br /&gt;
Obvious paths: north&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Kraken&#039;s Fall, Second Pier]&lt;br /&gt;
Stretching like long fingers towards the ocean, the docking structure has five distinct piers that provide ample room for portage.  A large sign provides directions to the various berths, the instructions painted in several colors upon a black background, while a constantly burning lantern rests above.  Three tie pilings border the western edge of the platform, while two more are arranged upon the east.  You also see a sturdy oak catwalk.&lt;br /&gt;
Obvious paths: east, south, west&lt;br /&gt;
&lt;br /&gt;
(You can INQUIRE with a shipbroker here for a list of travel destinations.)&lt;br /&gt;
&lt;br /&gt;
You inquire with the shipbroker about chartering a vessel.  The shipbroker says, &amp;quot;I can currently connect you to the following destinations:&lt;br /&gt;
&lt;br /&gt;
  1) Talon Isle&lt;br /&gt;
&lt;br /&gt;
If you would like to ORDER a trip to any of these destinations, please do so by its number now.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Leaving Sailor&#039;s Grief===&lt;br /&gt;
OSA ship via the dock&lt;br /&gt;
&lt;br /&gt;
Docks NPC ship (If you arrived via OSA, this option is not available to you.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Talon Isle, Docks - 35767] (u7150118)&lt;br /&gt;
Silvered by time and the cruel caress of the elements, the expanse of dock is littered with pale sand and strewn with drying leaves from the vines tangling its pilings.  Bright flowers in the colors of a spectacular sunset unfurl along the lengths of the vines.  A few frayed black ropes hang from one of the pilings, swaying like raven locks in the ocean breeze.&lt;br /&gt;
Obvious paths: south&lt;br /&gt;
&lt;br /&gt;
(You can INQUIRE with a shipbroker here for a list of travel destinations.)&lt;br /&gt;
!&amp;gt;inquire&lt;br /&gt;
You inquire with the shipbroker about chartering a vessel.  The shipbroker says, &amp;quot;I can currently connect you to the following destinations:&lt;br /&gt;
&lt;br /&gt;
  1) Vornavis&lt;br /&gt;
  2) Kraken&#039;s Fall&lt;br /&gt;
&lt;br /&gt;
If you would like to ORDER a trip to any of these destinations, please do so by its number now.&amp;quot;&lt;br /&gt;
!&amp;gt; 1) Vornavis&lt;br /&gt;
You inquire with a shipbroker about chartering a vessel to Vornavis.  The shipbroker says,  &amp;quot;That will be 20,000 silvers.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Obelisk at 35647 on Talon Isle. It goes innert and recharges with conditions so it can be off/inactive.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Talon Isle, Obelisk - 35647] (u7150103)&lt;br /&gt;
A silver-shot black stone obelisk lies on its side, the etchings on its face gnawed down to faint depressions by the corrosive bite of saltwater.  Vines and moss alike seem to give the fallen monolith a wide berth, though nearly every other stone surface is choked by one or blanketed by the other.  Peeking through a curtain of overgrowth, a sheer cliff face of rock behind the monument is as dark as old blood save where it is threaded with veins of startlingly blue lapis lazuli.  &lt;br /&gt;
Obvious paths: southeast, northwest&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Active&lt;br /&gt;
&lt;br /&gt;
Inactive&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
!&amp;gt;touch obelisk&lt;br /&gt;
You lay a hand against a silver-shot black stone obelisk, but it remains implacable and inert. &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.  There is also a ship called &amp;quot;The Contempt&amp;quot; that serves the role of &amp;quot;town&amp;quot; by providing similar amenities.&lt;br /&gt;
&lt;br /&gt;
In regard to hunting and loot pressure, Sailor&#039;s Grief is considered its own realm.&lt;br /&gt;
&lt;br /&gt;
===The Contempt===&lt;br /&gt;
&lt;br /&gt;
====Adventurer&#039;s Guild====&lt;br /&gt;
First Mate Seldit handles Adventurer&#039;s Guild tasks.  He wanders.&lt;br /&gt;
&lt;br /&gt;
====Bank====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Hold - 35592] (u7150616)&lt;br /&gt;
Dim lamplight from a scratched iron lantern casts wavering shadows across the hold, reflected in rippling puddles scattered across the deck.  Within a loose semicircle of crates and barrels, an unvarnished oak table holds brass scales, a chisel, and neat piles of coin.  Damp burlap sacks slump along the hull.  Most exhale a sweet-must aroma of spoiled grain, but a few clink tantalizingly with every pitch of the ship.  You also see a skeletal black-robed moneychanger.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
(You can CHECK BALANCE, DEPOSIT, WITHDRAW silvers and notes here.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gemshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Trader&#039;s Cabin - 35602] (u7150622)&lt;br /&gt;
A narrow cabin lined with oaken shelves is secured by a carved black oak hatch.  Glass jars atop the shelving hold powdered indigo, starfruit seeds, and a few drying specimens of coral.  Tanned leather pouches and crates stamped with foreign seals occupy a polished walnut counter over a bunk that, while narrow, has sheets of jewel-toned silk.  Lanterns of hammered bronze cast warm light over a thick rug softening the floorboards, weighted in place by a footlocker made from polished teak.  You also see a plump purple-robed trader.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pawnshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Quartermaster&#039;s - 35585] (u7150621)&lt;br /&gt;
An ebony door studded with golden rivets opens onto a precisely ordered chamber.  Brass-bound ledgers are stacked atop a mahogany table, joined by polished scales and stacks of silver coins.  Canvas sacks and labeled crates line the far bulkhead beneath racks that hold well-secured inkpots and parchments.  The compartment smells strongly of parchment and sharp preservatives.  You also see a luminous spectral quartermaster.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tables====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Mess Hall - 35587] (u7150617)&lt;br /&gt;
Opposite an uneven arch, strands of faded bunting in teal and saffron hang where the beams of the overhead meet a half-wall of grated steel separating the galley from the wider mess.  Beyond the grating, the galley is lit by lanterns of patinated brass, its ovens the source of the aroma of spiced bread and salt-cured meat infusing the air.  Several tables stand within the mess, each flanked by benches studded with copper nails.  You also see an ecstatic luck spirit that is flying around.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
Ebb Tide Table&lt;br /&gt;
Seaspray Table&lt;br /&gt;
Leviathan&#039;s Table&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Supernode====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Crow&#039;s Nest - 35603] (u7150608)&lt;br /&gt;
Atop the main mast, a circular wooden crow&#039;s nest sways in the ocean breeze, its timbers held together by the feeble efforts of rusting nails and splintered planks.  Frayed lines dangle from the masthead, their fibers stiff and tacky from decades of disuse.  They sway in the wind like ragged pennants, but are overshadowed by the ship&#039;s flag, which is embroidered with a scarlet siren on faded black cloth.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement if you fail the swim check.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
*Corroded doubloons (Sailor&#039;s Grief equivalent of Gigas Fragments) will be used for the purchase of a stamina potion that will ONLY work while swimming in the Spicers&#039; Sea.&lt;br /&gt;
*Water walking is intended for calmer waters and not a wrathful ocean.  Water walking provides no benefit in the Spicers&#039; Sea.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
Encumbrance does not currently impact any SMR results or stamina costs while swimming in Spicer&#039;s Sea.  Tested while holding 68,146,739 coins.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[fulminating stormborn primordial]] (109)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
* a [[hapless charmed corsair]] (105)&lt;br /&gt;
* a [[gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[fulminating stormborn primordial]] (109)&lt;br /&gt;
* a [[grey-plumed steelwing harpy]] (111)&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
* a [[brackish bilge mass]] (104)&lt;br /&gt;
* a [[milky-eyed drowned mariner]] (106)u&lt;br /&gt;
* a [[garish revenant buccaneer]] (108)u&lt;br /&gt;
* a [[tenebrific wraith shark]] (110)u&lt;br /&gt;
* a [[blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[pallid fog-cloaked kelpie]] (112)u&lt;br /&gt;
* an [[amaranthine kraken tentacle]] (113)&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
* a [[scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[blubbery humpbacked merrow]] (111)&lt;br /&gt;
* an [[algae-draped merrow oracle]] (115)&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;br /&gt;
&lt;br /&gt;
==Weather Effects==&lt;br /&gt;
Similar to Hinterwilds cold potentially.&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;&lt;br /&gt;
Lightning crackles across the sky, illuminating the gravid bellies of sinister black clouds driven on foul winds.  The air is thick with strangling humidity that makes every breath a labor.  Thunder rolls through the night, a furious and erratic drumbeat heralding nothing good.  The screeching winds awaken an insistent, sorrowful moan from the surrounding rocks, a forlorn lament that makes the sticky air feel even heavier and more burdensome.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;&lt;br /&gt;
Bolts of forking green-white lightning rain down from the heavens in a devastating chain of blinding thunderstrokes!&lt;br /&gt;
[SMR result: 37 (Open d100: 14)]&lt;br /&gt;
A bolt of lightning strikes just inches away from Murp!&lt;br /&gt;
[SMR result: -4 (Open d100: 11)]&lt;br /&gt;
A bolt of lightning strikes just inches away from Missoni!&lt;br /&gt;
You hear the soft tinkle of rolling dice, followed by a faint lucky feeling.&lt;br /&gt;
[SMR result: 48 (Open d100: 37, Penalty: 1)]&lt;br /&gt;
A bolt of lightning strikes just inches away from you!&lt;br /&gt;
[SMR result: 16 (Open d100: 37)]&lt;br /&gt;
A bolt of lightning strikes just inches away from Perigourd!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Hunting Grounds]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=258490</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=258490"/>
		<updated>2026-06-06T16:59:04Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: Subcategory format fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
Talon Isle was a location used by [[Volgust]] in 5109 to raise Solhaven from the depths during events from [[Solhaven Cataclysm]].&lt;br /&gt;
&lt;br /&gt;
It was rediscovered as [[Hoorne]] was negotiating trade routes, which stirred the ire of Merfolk and denizens of Talon&#039;s Isle when they attacked Solhaven and Kraken Fall&#039;s after leaving odd statues in both locations and the Frostmein docks near Icemule with a mysterious note and other details.&lt;br /&gt;
&lt;br /&gt;
Once the attacks were expelled from both regions and the paper was reviewed adventurers from each region made their way via ship to the Talon Isle docks discovering the region for the world in general.&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
[[Open Sea Adventures]]&lt;br /&gt;
&lt;br /&gt;
It has been reported (Courtesy of Wolfloner) that it takes the approximate times from the following ports to reach the port located on Talon Isle.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
* Kraken&#039;s Fall      -&amp;gt; 4 minutes or 13 rooms&lt;br /&gt;
* Teras Isle         -&amp;gt; 7 minutes or 20 rooms&lt;br /&gt;
* Solhaven           -&amp;gt; 6 minutes or 18 rooms&lt;br /&gt;
* River&#039;s Rest       -&amp;gt; 9 minutes or 26 rooms&lt;br /&gt;
* Wehnimer&#039;s Landing -&amp;gt; 15 minutes&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Dockmaster]]&lt;br /&gt;
&lt;br /&gt;
You can use the Shipbroker located in Vornavis and Kraken Falls by INQUIRE similar to the Sleigh system in Sylvaerend near Ta&#039;Illistim and the Stable in the Abbey near Icemule Trace for Hinterwilds. Surde&#039;s Pier in Marshtown (4744009), Lich #1270 and on the Kraken Fall&#039;s, Second Pier (7118250), Lich #29032 for 20,000 silver.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Marshtown, Surde&#039;s Pier]&lt;br /&gt;
The pier is long and wide, but is utilized primarily by small rowboats and skiffs used for shallow-water fishing.  The dock is packed with anglers who are busy trying to catch dinner or fish to sell at market.  Splatters and stains on the dock show that the fish caught here are often cleaned here.&lt;br /&gt;
Obvious paths: north&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Kraken&#039;s Fall, Second Pier]&lt;br /&gt;
Stretching like long fingers towards the ocean, the docking structure has five distinct piers that provide ample room for portage.  A large sign provides directions to the various berths, the instructions painted in several colors upon a black background, while a constantly burning lantern rests above.  Three tie pilings border the western edge of the platform, while two more are arranged upon the east.  You also see a sturdy oak catwalk.&lt;br /&gt;
Obvious paths: east, south, west&lt;br /&gt;
&lt;br /&gt;
(You can INQUIRE with a shipbroker here for a list of travel destinations.)&lt;br /&gt;
&lt;br /&gt;
You inquire with the shipbroker about chartering a vessel.  The shipbroker says, &amp;quot;I can currently connect you to the following destinations:&lt;br /&gt;
&lt;br /&gt;
  1) Talon Isle&lt;br /&gt;
&lt;br /&gt;
If you would like to ORDER a trip to any of these destinations, please do so by its number now.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Leaving Sailor&#039;s Grief===&lt;br /&gt;
OSA ship via the dock&lt;br /&gt;
&lt;br /&gt;
Docks NPC ship&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Talon Isle, Docks - 35767] (u7150118)&lt;br /&gt;
Silvered by time and the cruel caress of the elements, the expanse of dock is littered with pale sand and strewn with drying leaves from the vines tangling its pilings.  Bright flowers in the colors of a spectacular sunset unfurl along the lengths of the vines.  A few frayed black ropes hang from one of the pilings, swaying like raven locks in the ocean breeze.&lt;br /&gt;
Obvious paths: south&lt;br /&gt;
&lt;br /&gt;
(You can INQUIRE with a shipbroker here for a list of travel destinations.)&lt;br /&gt;
!&amp;gt;inquire&lt;br /&gt;
You inquire with the shipbroker about chartering a vessel.  The shipbroker says, &amp;quot;I can currently connect you to the following destinations:&lt;br /&gt;
&lt;br /&gt;
  1) Vornavis&lt;br /&gt;
  2) Kraken&#039;s Fall&lt;br /&gt;
&lt;br /&gt;
If you would like to ORDER a trip to any of these destinations, please do so by its number now.&amp;quot;&lt;br /&gt;
!&amp;gt; 1) Vornavis&lt;br /&gt;
You inquire with a shipbroker about chartering a vessel to Vornavis.  The shipbroker says,  &amp;quot;That will be 20,000 silvers.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Obelisk at 35647 on Talon Isle. It goes innert and recharges with conditions so it can be off/inactive.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Talon Isle, Obelisk - 35647] (u7150103)&lt;br /&gt;
A silver-shot black stone obelisk lies on its side, the etchings on its face gnawed down to faint depressions by the corrosive bite of saltwater.  Vines and moss alike seem to give the fallen monolith a wide berth, though nearly every other stone surface is choked by one or blanketed by the other.  Peeking through a curtain of overgrowth, a sheer cliff face of rock behind the monument is as dark as old blood save where it is threaded with veins of startlingly blue lapis lazuli.  &lt;br /&gt;
Obvious paths: southeast, northwest&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Active&lt;br /&gt;
&lt;br /&gt;
Inactive&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
!&amp;gt;touch obelisk&lt;br /&gt;
You lay a hand against a silver-shot black stone obelisk, but it remains implacable and inert. &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.  There is also a ship called &amp;quot;The Contempt&amp;quot; that serves the role of &amp;quot;town&amp;quot; by providing similar amenities.&lt;br /&gt;
&lt;br /&gt;
In regard to hunting and loot pressure, Sailor&#039;s Grief is considered its own realm.&lt;br /&gt;
&lt;br /&gt;
===The Contempt===&lt;br /&gt;
&lt;br /&gt;
====Adventurer&#039;s Guild====&lt;br /&gt;
First Mate Seldit handles Adventurer&#039;s Guild tasks.  He wanders.&lt;br /&gt;
&lt;br /&gt;
====Bank====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Hold - 35592] (u7150616)&lt;br /&gt;
Dim lamplight from a scratched iron lantern casts wavering shadows across the hold, reflected in rippling puddles scattered across the deck.  Within a loose semicircle of crates and barrels, an unvarnished oak table holds brass scales, a chisel, and neat piles of coin.  Damp burlap sacks slump along the hull.  Most exhale a sweet-must aroma of spoiled grain, but a few clink tantalizingly with every pitch of the ship.  You also see a skeletal black-robed moneychanger.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
(You can CHECK BALANCE, DEPOSIT, WITHDRAW silvers and notes here.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gemshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Trader&#039;s Cabin - 35602] (u7150622)&lt;br /&gt;
A narrow cabin lined with oaken shelves is secured by a carved black oak hatch.  Glass jars atop the shelving hold powdered indigo, starfruit seeds, and a few drying specimens of coral.  Tanned leather pouches and crates stamped with foreign seals occupy a polished walnut counter over a bunk that, while narrow, has sheets of jewel-toned silk.  Lanterns of hammered bronze cast warm light over a thick rug softening the floorboards, weighted in place by a footlocker made from polished teak.  You also see a plump purple-robed trader.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pawnshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Quartermaster&#039;s - 35585] (u7150621)&lt;br /&gt;
An ebony door studded with golden rivets opens onto a precisely ordered chamber.  Brass-bound ledgers are stacked atop a mahogany table, joined by polished scales and stacks of silver coins.  Canvas sacks and labeled crates line the far bulkhead beneath racks that hold well-secured inkpots and parchments.  The compartment smells strongly of parchment and sharp preservatives.  You also see a luminous spectral quartermaster.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tables====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Mess Hall - 35587] (u7150617)&lt;br /&gt;
Opposite an uneven arch, strands of faded bunting in teal and saffron hang where the beams of the overhead meet a half-wall of grated steel separating the galley from the wider mess.  Beyond the grating, the galley is lit by lanterns of patinated brass, its ovens the source of the aroma of spiced bread and salt-cured meat infusing the air.  Several tables stand within the mess, each flanked by benches studded with copper nails.  You also see an ecstatic luck spirit that is flying around.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
Ebb Tide Table&lt;br /&gt;
Seaspray Table&lt;br /&gt;
Leviathan&#039;s Table&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Supernode====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Crow&#039;s Nest - 35603] (u7150608)&lt;br /&gt;
Atop the main mast, a circular wooden crow&#039;s nest sways in the ocean breeze, its timbers held together by the feeble efforts of rusting nails and splintered planks.  Frayed lines dangle from the masthead, their fibers stiff and tacky from decades of disuse.  They sway in the wind like ragged pennants, but are overshadowed by the ship&#039;s flag, which is embroidered with a scarlet siren on faded black cloth.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement if you fail the swim check.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
*Corroded doubloons (Sailor&#039;s Grief equivalent of Gigas Fragments) will be used for the purchase of a stamina potion that will ONLY work while swimming in the Spicers&#039; Sea.&lt;br /&gt;
*Water walking is intended for calmer waters and not a wrathful ocean.  Water walking provides no benefit in the Spicers&#039; Sea.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
Encumbrance does not currently impact any SMR results or stamina costs while swimming in Spicer&#039;s Sea.  Tested while holding 68,146,739 coins.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[fulminating stormborn primordial]] (109)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
* a [[hapless charmed corsair]] (105)&lt;br /&gt;
* a [[gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[fulminating stormborn primordial]] (109)&lt;br /&gt;
* a [[grey-plumed steelwing harpy]] (111)&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
* a [[brackish bilge mass]] (104)&lt;br /&gt;
* a [[milky-eyed drowned mariner]] (106)u&lt;br /&gt;
* a [[garish revenant buccaneer]] (108)u&lt;br /&gt;
* a [[tenebrific wraith shark]] (110)u&lt;br /&gt;
* a [[blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[pallid fog-cloaked kelpie]] (112)u&lt;br /&gt;
* an [[amaranthine kraken tentacle]] (113)&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
* a [[scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[blubbery humpbacked merrow]] (111)&lt;br /&gt;
* an [[algae-draped merrow oracle]] (115)&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;br /&gt;
&lt;br /&gt;
==Weather Effects==&lt;br /&gt;
Similar to Hinterwilds cold potentially.&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;&lt;br /&gt;
Lightning crackles across the sky, illuminating the gravid bellies of sinister black clouds driven on foul winds.  The air is thick with strangling humidity that makes every breath a labor.  Thunder rolls through the night, a furious and erratic drumbeat heralding nothing good.  The screeching winds awaken an insistent, sorrowful moan from the surrounding rocks, a forlorn lament that makes the sticky air feel even heavier and more burdensome.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;&lt;br /&gt;
Bolts of forking green-white lightning rain down from the heavens in a devastating chain of blinding thunderstrokes!&lt;br /&gt;
[SMR result: 37 (Open d100: 14)]&lt;br /&gt;
A bolt of lightning strikes just inches away from Murp!&lt;br /&gt;
[SMR result: -4 (Open d100: 11)]&lt;br /&gt;
A bolt of lightning strikes just inches away from Missoni!&lt;br /&gt;
You hear the soft tinkle of rolling dice, followed by a faint lucky feeling.&lt;br /&gt;
[SMR result: 48 (Open d100: 37, Penalty: 1)]&lt;br /&gt;
A bolt of lightning strikes just inches away from you!&lt;br /&gt;
[SMR result: 16 (Open d100: 37)]&lt;br /&gt;
A bolt of lightning strikes just inches away from Perigourd!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Hunting Grounds]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=258489</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=258489"/>
		<updated>2026-06-06T16:29:17Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* Transportation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
Talon Isle was a location used by [[Volgust]] in 5109 to raise Solhaven from the depths during events from [[Solhaven Cataclysm]].&lt;br /&gt;
&lt;br /&gt;
It was rediscovered as [[Hoorne]] was negotiating trade routes, which stirred the ire of Merfolk and denizens of Talon&#039;s Isle when they attacked Solhaven and Kraken Fall&#039;s after leaving odd statues in both locations and the Frostmein docks near Icemule with a mysterious note and other details.&lt;br /&gt;
&lt;br /&gt;
Once the attacks were expelled from both regions and the paper was reviewed adventurers from each region made their way via ship to the Talon Isle docks discovering the region for the world in general.&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
[[Open Sea Adventures]]&lt;br /&gt;
&lt;br /&gt;
It has been reported (Courtesy of Wolfloner) that it takes the approximate times from the following ports to reach the port located on Talon Isle.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
* Kraken&#039;s Fall      -&amp;gt; 4 minutes or 13 rooms&lt;br /&gt;
* Teras Isle         -&amp;gt; 7 minutes or 20 rooms&lt;br /&gt;
* Solhaven           -&amp;gt; 6 minutes or 18 rooms&lt;br /&gt;
* River&#039;s Rest       -&amp;gt; 9 minutes or 26 rooms&lt;br /&gt;
* Wehnimer&#039;s Landing -&amp;gt; 15 minutes&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Dockmaster]]&lt;br /&gt;
&lt;br /&gt;
You can use the Shipbroker located in Vornavis and Kraken Falls by INQUIRE similar to the Sleigh system in Sylvaerend near Ta&#039;Illistim and the Stable in the Abbey near Icemule Trace for Hinterwilds. Surde&#039;s Pier in Marshtown (4744009), Lich #1270 and on the Kraken Fall&#039;s, Second Pier (7118250), Lich #29032 for 20,000 silver.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Marshtown, Surde&#039;s Pier]&lt;br /&gt;
The pier is long and wide, but is utilized primarily by small rowboats and skiffs used for shallow-water fishing.  The dock is packed with anglers who are busy trying to catch dinner or fish to sell at market.  Splatters and stains on the dock show that the fish caught here are often cleaned here.&lt;br /&gt;
Obvious paths: north&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Kraken&#039;s Fall, Second Pier]&lt;br /&gt;
Stretching like long fingers towards the ocean, the docking structure has five distinct piers that provide ample room for portage.  A large sign provides directions to the various berths, the instructions painted in several colors upon a black background, while a constantly burning lantern rests above.  Three tie pilings border the western edge of the platform, while two more are arranged upon the east.  You also see a sturdy oak catwalk.&lt;br /&gt;
Obvious paths: east, south, west&lt;br /&gt;
&lt;br /&gt;
(You can INQUIRE with a shipbroker here for a list of travel destinations.)&lt;br /&gt;
&lt;br /&gt;
You inquire with the shipbroker about chartering a vessel.  The shipbroker says, &amp;quot;I can currently connect you to the following destinations:&lt;br /&gt;
&lt;br /&gt;
  1) Talon Isle&lt;br /&gt;
&lt;br /&gt;
If you would like to ORDER a trip to any of these destinations, please do so by its number now.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Leaving Sailor&#039;s Grief==&lt;br /&gt;
OSA ship via the dock&lt;br /&gt;
&lt;br /&gt;
Docks NPC ship&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Talon Isle, Docks - 35767] (u7150118)&lt;br /&gt;
Silvered by time and the cruel caress of the elements, the expanse of dock is littered with pale sand and strewn with drying leaves from the vines tangling its pilings.  Bright flowers in the colors of a spectacular sunset unfurl along the lengths of the vines.  A few frayed black ropes hang from one of the pilings, swaying like raven locks in the ocean breeze.&lt;br /&gt;
Obvious paths: south&lt;br /&gt;
&lt;br /&gt;
(You can INQUIRE with a shipbroker here for a list of travel destinations.)&lt;br /&gt;
!&amp;gt;inquire&lt;br /&gt;
You inquire with the shipbroker about chartering a vessel.  The shipbroker says, &amp;quot;I can currently connect you to the following destinations:&lt;br /&gt;
&lt;br /&gt;
  1) Vornavis&lt;br /&gt;
  2) Kraken&#039;s Fall&lt;br /&gt;
&lt;br /&gt;
If you would like to ORDER a trip to any of these destinations, please do so by its number now.&amp;quot;&lt;br /&gt;
!&amp;gt; 1) Vornavis&lt;br /&gt;
You inquire with a shipbroker about chartering a vessel to Vornavis.  The shipbroker says,  &amp;quot;That will be 20,000 silvers.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Obelisk at 35647 on Talon Isle. It goes innert and recharges with conditions so it can be off/inactive.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Talon Isle, Obelisk - 35647] (u7150103)&lt;br /&gt;
A silver-shot black stone obelisk lies on its side, the etchings on its face gnawed down to faint depressions by the corrosive bite of saltwater.  Vines and moss alike seem to give the fallen monolith a wide berth, though nearly every other stone surface is choked by one or blanketed by the other.  Peeking through a curtain of overgrowth, a sheer cliff face of rock behind the monument is as dark as old blood save where it is threaded with veins of startlingly blue lapis lazuli.  &lt;br /&gt;
Obvious paths: southeast, northwest&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Active&lt;br /&gt;
&lt;br /&gt;
Inactive&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
!&amp;gt;touch obelisk&lt;br /&gt;
You lay a hand against a silver-shot black stone obelisk, but it remains implacable and inert. &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.  There is also a ship called &amp;quot;The Contempt&amp;quot; that serves the role of &amp;quot;town&amp;quot; by providing similar amenities.&lt;br /&gt;
&lt;br /&gt;
In regard to hunting and loot pressure, Sailor&#039;s Grief is considered its own realm.&lt;br /&gt;
&lt;br /&gt;
===The Contempt===&lt;br /&gt;
&lt;br /&gt;
====Adventurer&#039;s Guild====&lt;br /&gt;
First Mate Seldit handles Adventurer&#039;s Guild tasks.  He wanders.&lt;br /&gt;
&lt;br /&gt;
====Bank====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Hold - 35592] (u7150616)&lt;br /&gt;
Dim lamplight from a scratched iron lantern casts wavering shadows across the hold, reflected in rippling puddles scattered across the deck.  Within a loose semicircle of crates and barrels, an unvarnished oak table holds brass scales, a chisel, and neat piles of coin.  Damp burlap sacks slump along the hull.  Most exhale a sweet-must aroma of spoiled grain, but a few clink tantalizingly with every pitch of the ship.  You also see a skeletal black-robed moneychanger.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
(You can CHECK BALANCE, DEPOSIT, WITHDRAW silvers and notes here.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gemshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Trader&#039;s Cabin - 35602] (u7150622)&lt;br /&gt;
A narrow cabin lined with oaken shelves is secured by a carved black oak hatch.  Glass jars atop the shelving hold powdered indigo, starfruit seeds, and a few drying specimens of coral.  Tanned leather pouches and crates stamped with foreign seals occupy a polished walnut counter over a bunk that, while narrow, has sheets of jewel-toned silk.  Lanterns of hammered bronze cast warm light over a thick rug softening the floorboards, weighted in place by a footlocker made from polished teak.  You also see a plump purple-robed trader.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pawnshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Quartermaster&#039;s - 35585] (u7150621)&lt;br /&gt;
An ebony door studded with golden rivets opens onto a precisely ordered chamber.  Brass-bound ledgers are stacked atop a mahogany table, joined by polished scales and stacks of silver coins.  Canvas sacks and labeled crates line the far bulkhead beneath racks that hold well-secured inkpots and parchments.  The compartment smells strongly of parchment and sharp preservatives.  You also see a luminous spectral quartermaster.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tables====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Mess Hall - 35587] (u7150617)&lt;br /&gt;
Opposite an uneven arch, strands of faded bunting in teal and saffron hang where the beams of the overhead meet a half-wall of grated steel separating the galley from the wider mess.  Beyond the grating, the galley is lit by lanterns of patinated brass, its ovens the source of the aroma of spiced bread and salt-cured meat infusing the air.  Several tables stand within the mess, each flanked by benches studded with copper nails.  You also see an ecstatic luck spirit that is flying around.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
Ebb Tide Table&lt;br /&gt;
Seaspray Table&lt;br /&gt;
Leviathan&#039;s Table&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Supernode====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Crow&#039;s Nest - 35603] (u7150608)&lt;br /&gt;
Atop the main mast, a circular wooden crow&#039;s nest sways in the ocean breeze, its timbers held together by the feeble efforts of rusting nails and splintered planks.  Frayed lines dangle from the masthead, their fibers stiff and tacky from decades of disuse.  They sway in the wind like ragged pennants, but are overshadowed by the ship&#039;s flag, which is embroidered with a scarlet siren on faded black cloth.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement if you fail the swim check.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
*Corroded doubloons (Sailor&#039;s Grief equivalent of Gigas Fragments) will be used for the purchase of a stamina potion that will ONLY work while swimming in the Spicers&#039; Sea.&lt;br /&gt;
*Water walking is intended for calmer waters and not a wrathful ocean.  Water walking provides no benefit in the Spicers&#039; Sea.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
Encumbrance does not currently impact any SMR results or stamina costs while swimming in Spicer&#039;s Sea.  Tested while holding 68,146,739 coins.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[fulminating stormborn primordial]] (109)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
* a [[hapless charmed corsair]] (105)&lt;br /&gt;
* a [[gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[fulminating stormborn primordial]] (109)&lt;br /&gt;
* a [[grey-plumed steelwing harpy]] (111)&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
* a [[brackish bilge mass]] (104)&lt;br /&gt;
* a [[milky-eyed drowned mariner]] (106)u&lt;br /&gt;
* a [[garish revenant buccaneer]] (108)u&lt;br /&gt;
* a [[tenebrific wraith shark]] (110)u&lt;br /&gt;
* a [[blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[pallid fog-cloaked kelpie]] (112)u&lt;br /&gt;
* an [[amaranthine kraken tentacle]] (113)&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
* a [[scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[blubbery humpbacked merrow]] (111)&lt;br /&gt;
* an [[algae-draped merrow oracle]] (115)&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;br /&gt;
&lt;br /&gt;
==Weather Effects==&lt;br /&gt;
Similar to Hinterwilds cold potentially.&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;&lt;br /&gt;
Lightning crackles across the sky, illuminating the gravid bellies of sinister black clouds driven on foul winds.  The air is thick with strangling humidity that makes every breath a labor.  Thunder rolls through the night, a furious and erratic drumbeat heralding nothing good.  The screeching winds awaken an insistent, sorrowful moan from the surrounding rocks, a forlorn lament that makes the sticky air feel even heavier and more burdensome.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;&lt;br /&gt;
Bolts of forking green-white lightning rain down from the heavens in a devastating chain of blinding thunderstrokes!&lt;br /&gt;
[SMR result: 37 (Open d100: 14)]&lt;br /&gt;
A bolt of lightning strikes just inches away from Murp!&lt;br /&gt;
[SMR result: -4 (Open d100: 11)]&lt;br /&gt;
A bolt of lightning strikes just inches away from Missoni!&lt;br /&gt;
You hear the soft tinkle of rolling dice, followed by a faint lucky feeling.&lt;br /&gt;
[SMR result: 48 (Open d100: 37, Penalty: 1)]&lt;br /&gt;
A bolt of lightning strikes just inches away from you!&lt;br /&gt;
[SMR result: 16 (Open d100: 37)]&lt;br /&gt;
A bolt of lightning strikes just inches away from Perigourd!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Hunting Grounds]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fulminating_stormborn_primordial&amp;diff=258488</id>
		<title>Fulminating stormborn primordial</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fulminating_stormborn_primordial&amp;diff=258488"/>
		<updated>2026-06-06T14:30:31Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: Melee DS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 109 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Elemental &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = 325&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Crackling Sparks&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = +476&lt;br /&gt;
| BT1 =  Cone of Elements (518)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = ???&lt;br /&gt;
| WD1 =  Elemental Strike (415)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = ???&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Major Elemental Wave (435)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Call Wind (912)&lt;br /&gt;
|&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =Lightning Lash  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| AB2 =Sundering Spark&lt;br /&gt;
| AB3 =Enervation Beam&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  1&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  900-921&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 518&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 523&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 470&lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = Elemental Deflection (507) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Mass Blur (911)&lt;br /&gt;
| DSP3 = Melgorehn&#039;s Aura (913)&lt;br /&gt;
| DSP4 = Mage Armor (520)&lt;br /&gt;
| SDA1 = Galvanic Vengeance &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The stormborn primordial takes the shape of a living tempest, its form a shifting torrent of roiling clouds and arcs of searing lightning.  Shrouded by the perpetual swirl of vertiginous mist, a roughly humanoid form hovers within the eye of the storm.  Seething fissures of electric blue energy streak across the nearly corporeal shape, which is mostly featureless save for malevolent eyes of white light blazing from the shadows of the primordial&#039;s face.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;General Advice&lt;br /&gt;
*&lt;br /&gt;
;Galvanic Vengeance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Electricity discharges down the length of the somnis spiked mace!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Light shock to left arm.  That stings!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Chance to receive lightning damage when striking the primordial with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;With an abrupt rumble of thunder, threads of buzzing enery streak in to form a fulminating stormborn primordial.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&lt;br /&gt;
Unstunnable&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Sparks shower from a fulminating stormborn primordial&#039;s form as it dwindles until little is left beyond glimmering filaments of electricity.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;With a last dazzling pop of electricity, a fulminating stormborn primordial dwindles into a puff of smoke that stinks of burning ozone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Major Shock&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
With a look of concentration on its ersatz features, a fulminating stormborn primordial releases a blazing blue-golden bolt of lightning toward you.&lt;br /&gt;
Your widowwood anklet pulses briefly, deflecting some of the electrical damage!&lt;br /&gt;
  AS: +632 vs DS: +483 with AvD: +33 + d100 roll: +51 = +233&lt;br /&gt;
   ... and hits for 37 points of damage!&lt;br /&gt;
   Heavy spark to right hand.  Bet that hurts.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Minor Shock&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A fulminating stormborn primordial swirls, illuminating the surroundings harshly as it sprays crackling sparks at you!&lt;br /&gt;
Your widowwood anklet pulses briefly, deflecting some of the electrical damage!&lt;br /&gt;
  AS: +632 vs DS: +502 with AvD: +18 + d100 roll: +27 = +175&lt;br /&gt;
   ... and hits for 1 point of damage!&lt;br /&gt;
   Tiny sparks around left eye.  You blink in surprise.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Lightning Lash&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Jagged tendrils of electricity unfurl from a fulminating stormborn primordial.  It spins violently, sending them whipping outward in a fizzling spiral!&lt;br /&gt;
[SMR result: 139 (Open d100: 77, Bonus: 21)]&lt;br /&gt;
One of the voltaic lashes twines around you in a flash, and pain wracks your body!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
Trails of fiery scarlet race across your rusalkoren platemail as the rage within surges anew!&lt;br /&gt;
   Light shock to left leg.  That stings!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Sundering Spark&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A sparking orb of electricity detaches itself from a fulminating stormborn primordial and roils toward you, engulfing you in a prickling storm of power!&lt;br /&gt;
[MDR result: 105 (Open d100: 31, Bonus: 17)]&lt;br /&gt;
The electricity arcs down your body, sundering your defenses!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
Trails of fiery scarlet race across your rusalkoren platemail as the rage within surges anew!&lt;br /&gt;
   Light shock to abdomen.  That stings!&lt;br /&gt;
You are struck by an acute sense of vulnerability.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the vulnerable debuff.&lt;br /&gt;
&lt;br /&gt;
;Enervation Beam&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A fulminating stormborn primordial grows scintillatingly bright, arcs of electricity coalescing into a beam of blazing plasma that erupts toward you!&lt;br /&gt;
  CS: +498 - TD: +377 + CvA: -8 + d100: +84 - -5 == +202&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The beam strikes you, setting your nerve endings alight with enervating agony!&lt;br /&gt;
   ... 33 points of damage!&lt;br /&gt;
   Powerful lash of plasma travels down neck to your heart!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 107&lt;br /&gt;
|levelm1 = 108&lt;br /&gt;
|level = 109&lt;br /&gt;
|levelp1 = 110&lt;br /&gt;
|levelp2 = 111&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Horned_basalt_grotesque&amp;diff=257733</id>
		<title>Horned basalt grotesque</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Horned_basalt_grotesque&amp;diff=257733"/>
		<updated>2026-05-09T14:59:17Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: Placeholders for messaging present in game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 105 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Golem&amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Moonsedge &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 750&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Closed fist&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 525 to 565&lt;br /&gt;
| PA2 = Stomp&lt;br /&gt;
| PAB = 526&lt;br /&gt;
| PA3 = Bite&lt;br /&gt;
| PAC = 530&lt;br /&gt;
| BT1 = Hurl Boulder (510)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 387-417&lt;br /&gt;
| WD1 = Stone Fist (514) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 452&lt;br /&gt;
| OS1 = Major Elemental Wave (435)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Call Wind (912)&lt;br /&gt;
| OS3 = Earthen Fury (917)&lt;br /&gt;
| MN1 = Haymaker&lt;br /&gt;
| MN2 = Bearhug&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 20N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 518 &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = 409 to 429&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 490 - 520&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 483 to 504&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 487 to 522&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 471&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Arcane Barrier (1720)&lt;br /&gt;
| DSP2 = Soul Ward (319)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Huge and hulking, the basalt grotesque is an imposing figure cut from black basalt.  Roughly humanoid in shape though not in particulars, the grotesque has a bestial visage.  The carved musculature of its back joins with two great wings that span wider than it is tall.  From its head sprouts a quintet of rounded horns.  Its eyes, a burning green, match the hue of a viridian soulstone embedded into the rock of its broad chest.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The basalt grotesque is large in size, about eight feet high in its current state, appears to be of exceptionally hardy constitution, is in a guarded stance, and is in relatively good shape.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
===Arrival===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A horned basalt grotesque pounds in, its stony footsteps shaking the ground.  With a malevolent glare, it spreads great stone wings and gives a single thunderous flap!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival 2===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A cadaverous tatterdemalion ghast bounds in, landing with surprising grace.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival 3===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A shape against the sky resolves into a huge winged figure of stone.  Soaring low, the basalt grotesque descends toward the ground in a predatory spiral and lands nearby.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival 4===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
A horned basalt grotesque soars in and lands, distributing its weight between two heavy stone legs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flee 1===&lt;br /&gt;
Limb injury&lt;br /&gt;
===Flee 2===&lt;br /&gt;
Hurt&lt;br /&gt;
===Flee 3===&lt;br /&gt;
Near death&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
===Defensive Spells===&lt;br /&gt;
Grotesques spawn with [[Arcane Barrier (1720)]] and [[Soul Ward (319)]].  Pure casters should employ dispels and/or avoid low-mana-cost attacks to effectively kill these enemies.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
===Undead Status===&lt;br /&gt;
Grotesques are powered by a soulstone containing an undead spirit, but are functionally not undead.  You do receive Voln favor for releasing the spirit trapped in the soulstone:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;The soulstone embedded in the grotesque&#039;s chest shatters, sending crystalline fragments flying!  You hear a sound like a child weeping as a white glow separates itself from the shards and rises into the heavens.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[Moonsedge Castle, Training Yard - 32520] (u4577120)&lt;br /&gt;
Stuffed opponents are driven onto stakes in the training yard.  Mildew spots the burlap figures, and the hay stuffing them has grown damp and fetid, lending them an ugly lumpiness.  A veranda extends out from the castle walls, lending cover to racks of weapons, armor, and shields, but from the deteriorating state of the arms, the effort to keep the elements at bay appears to have been in vain.  You also see a gaudy phantasmic conjurer, an infernal death knight and a horned basalt grotesque.&lt;br /&gt;
Obvious paths: south, west&lt;br /&gt;
&amp;gt;sym recog&lt;br /&gt;
&amp;gt;&lt;br /&gt;
A gaudy phantasmic conjurer is an undead creature.&lt;br /&gt;
An infernal death knight is an undead creature.&lt;br /&gt;
You recognize no fellow members of the Order of Voln.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that poisons and other effects that work on living targets do work on them, and Voln symbols and other effects that &#039;&#039;only&#039;&#039; work on undead do &#039;&#039;not&#039;&#039; work on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
;[[Closed fist]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Clenching a carved claw into an unyielding fist, a horned basalt grotesque takes a swing at you!&lt;br /&gt;
AS: +540 vs DS: +914 with AvD: +19 + d100 roll: +94 = -261&lt;br /&gt;
A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Stomp]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Raising a heavy stone foot, a horned basalt grotesque attempts to crush you with a vicious stomp!&lt;br /&gt;
  AS: +526 vs DS: +790 with AvD: +44 + d100 roll: +74 = -146&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Stone Fist (514)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Your black full leather glistens as a sudden rush of blood spills across its surface, creating a magical bulwark against a horned basalt grotesque&#039;s magic!&lt;br /&gt;
The ground beneath a horned basalt grotesque rumbles, then erupts in a shower of rubble that coalesces in to an enormous hand in mid-air.&lt;br /&gt;
CS: +452 - TD: +500 + CvA: -2 + d100: +4 - +40 == -86&lt;br /&gt;
Warded off!&lt;br /&gt;
The enormous hand attempts to grab you, but you manage to avoid it at the last moment. Soon the enormous hand goes still and collapses to a pile of rubble that quickly disintegrates to invisible dust.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Call Wind (912)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque spreads its wings, its cragged features grinding into an intense glare. It brings its wings together with thunderous force, producing a powerful gust of swirling wind!&lt;br /&gt;
A gust of wind tugs at your sleeves. Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.&lt;br /&gt;
The wind knocks you off your balance and you fall over.&lt;br /&gt;
Your arms are forced down to your sides!&lt;br /&gt;
Roundtime: 8 sec.&lt;br /&gt;
Roundtime changed to 4 seconds&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Major Elemental Wave (435)]] - The elemental damage type is random.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A wave of formless black ripples moves outward from a horned basalt grotesque.&lt;br /&gt;
You are buffeted by the formless black waves, and knocked to the ground.&lt;br /&gt;
You are pinned in place, unable to move.&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
Roundtime changed to 3 seconds.&lt;br /&gt;
... 15 points of damage!&lt;br /&gt;
Decompression causes muscles in arm to crack!&lt;br /&gt;
You are stunned for 1 round!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Earthen Fury (917)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque twists a stony claw toward you!&lt;br /&gt;
The ground beneath your feet suddenly frosts and rumbles violently!&lt;br /&gt;
The earth cracks beneath you, releasing a column of frigid air!&lt;br /&gt;
[SMR result: 74 (Open d100: 71, Bonus: 1)]&lt;br /&gt;
You dodge out of the way!&lt;br /&gt;
&lt;br /&gt;
A horned basalt grotesque twists a stony claw toward you!&lt;br /&gt;
The ground beneath your feet begins to boil violently!&lt;br /&gt;
Craggy debris explodes from the ground beneath you!&lt;br /&gt;
[SMR result: 66 (Open d100: 73)]&lt;br /&gt;
You dodge out of the way!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Hurl Boulder (510)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque twists a stony claw toward you!&lt;br /&gt;
Your black full leather glistens as a sudden rush of blood spills across its surface, creating a magical bulwark against a horned basalt grotesque&#039;s magic!&lt;br /&gt;
A horned basalt grotesque hurls a large boulder at you!&lt;br /&gt;
AS: +387 vs DS: +737 with AvD: +39 + d100 roll: +35 = -276&lt;br /&gt;
A clean miss&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Haymaker]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque clenches its right fist and brings its arm back for a roundhouse punch aimed at you!&lt;br /&gt;
[SMR result: 55 (Open d100: 74, Penalty: 19)]&lt;br /&gt;
You manage to dodge a horned basalt grotesque&#039;s blow!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Bearhug]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque charges towards you and attempts to grasp you in a ferocious bearhug!&lt;br /&gt;
[SMR result: 109 (Open d100: 76)]&lt;br /&gt;
Your size considerably hinders your defense!&lt;br /&gt;
 manages to catch you in a firm bearhug!&lt;br /&gt;
A horned basalt grotesque crushes you mercilessly!&lt;br /&gt;
   ... 33 points of damage!&lt;br /&gt;
Roundtime: 4 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 103&lt;br /&gt;
|levelm1 = 104&lt;br /&gt;
|level = 105&lt;br /&gt;
|levelp1 = 106&lt;br /&gt;
|levelp2 = 107&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Smouldering_skeletal_dreadsteed&amp;diff=257732</id>
		<title>Smouldering skeletal dreadsteed</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Smouldering_skeletal_dreadsteed&amp;diff=257732"/>
		<updated>2026-05-09T14:54:56Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: Injury messaging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 103 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Equine &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Quadruped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Moonsedge &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 500&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  Bite (attack)&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA =  520&lt;br /&gt;
| PA2 =  Charge (attack)&lt;br /&gt;
| PAB =  530&lt;br /&gt;
| PA3 =  Stomp (attack)&lt;br /&gt;
| PAC =  520&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  Flaming Aura (1706)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Feint&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 =  Headbutt&lt;br /&gt;
| AB1 =  Charge&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  [[Impact critical table|Impact crits]]&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 15N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 395&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 408 to 437&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 425 to 447&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 388&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = a flame-scarred dreadsteed skull&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Clad in fatigued barding, the skeletal dreadsteed is an ossified vestige of a powerful steed.  Bits of dried flesh cling to the bones, but its ribcage is an open ruin that holds a twisting, nebulous orb of phantasmal blue flame.  More cerulean fire sprouts from its skull, neck, and hinquarters as an unearthly mane and tail.  Its bony hooves are shod in old steel.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The skeletal dreadsteed is large in size and about five feet high in its current state.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==Combat Messaging==&lt;br /&gt;
;[[Bite (attack)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A smouldering skeletal dreadsteed opens its skeletal maw and tries to bite you!&lt;br /&gt;
  AS: +520 vs DS: +582 with AvD: +34 + d100 roll: +67 = +39&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Charge (attack)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A smouldering skeletal dreadsteed gallops into a deadly charge at you!&lt;br /&gt;
  AS: +530 vs DS: +595 with AvD: +31 + d100 roll: +45 = +11&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Stomp (attack)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A smouldering skeletal dreadsteed rears up onto its ossified hind legs and kicks at you with steel-shod hooves!&lt;br /&gt;
  AS: +520 vs DS: +615 with AvD: +44 + d100 roll: +65 = +14&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Feint]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;[SMR result: 159 (Open d100: 90, Bonus: 57)]&lt;br /&gt;
A smouldering skeletal dreadsteed feints to the right, you spot the ruse too late as you twist awkwardly to block the blow that never came!&lt;br /&gt;
Roundtime: 7 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Headbutt]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A smouldering skeletal dreadsteed charges towards you and attempts a headbutt!&lt;br /&gt;
[SMR result: 32 (Open d100: 12)]&lt;br /&gt;
You manage to dodge a smouldering skeletal dreadsteed&#039;s headbutt in the nick of time!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Charge Maneuver &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A smouldering skeletal dreadsteed scrapes at the ground with a steel-shod hoof, sending off a coruscation of sparks as it glares at you with eyes like burning sulphur.  It charges forward at a breakneck pace, leaving fiery hoofprints behind!&lt;br /&gt;
[SMR result: 129 (Open d100: 126)]&lt;br /&gt;
The dreadsteed barrels into you at full speed!&lt;br /&gt;
Your body resists the impacting damage and lessens the severity of the attack!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nasty blow to your neck!&lt;br /&gt;
   You are stunned for 3 rounds!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
Momentum carries the dreadsteed northward, dragging you painfully behind it!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Flaming Aura (1706)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The flaming aura surrounding a smouldering skeletal dreadsteed lashes out at you!&lt;br /&gt;
[SMR result: 188 (Open d100: 165, Bonus: 22)]&lt;br /&gt;
Your body resists the burning damage and lessens the severity of the attack!&lt;br /&gt;
   ... 2 points of damage!&lt;br /&gt;
   Minor burns to neck.  Feels uncomfortable.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Appearance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You see a fairly typical skeletal dreadsteed.&lt;br /&gt;
It appears to be in good shape.&lt;br /&gt;
It has some black steel chain barding (worn).&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Entering&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A smouldering skeletal dreadsteed canters in, azure sparks flying from its fiery mane.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A smouldering skeletal dreadsteed canters in, ridden by an infernal death knight.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
The clack of hooves and the flicker of azure firelight accompany the arrival of a smouldering skeletal dreadsteed as it canters in.  It raises its head to let out a shrill, unearthly whinny as a mane of flames blazes from the back of its bleached skull.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Leaving&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Injured&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A smouldering skeletal dreadsteed stumbles about, its bony legs wobbling and crossing as they struggle to support it.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You hear a sound like a child weeping as a white glow separates itself from the skeletal dreadsteed&#039;s body and rises into the heavens.&lt;br /&gt;
A smouldering skeletal dreadsteed&#039;s head tosses and it lets out a terrible death whinny that slices coldly through the air.  It sags, lifeless, the blue flames of its mane winking out one by one.&lt;br /&gt;
The licks of blue flame surrounding a smouldering skeletal dreadsteed flare up one last time before vanishing with a staticky crackle.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Cracks spread through a smouldering skeletal dreadsteed&#039;s bony form as fingers of rust race to consume its barding.  Within moments, naught remains but a commingling of dust, ruddy and pale.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 101&lt;br /&gt;
|levelm1 = 102&lt;br /&gt;
|level = 103&lt;br /&gt;
|levelp1 = 104&lt;br /&gt;
|levelp2 = 105&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Infernal_death_knight&amp;diff=255334</id>
		<title>Infernal death knight</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Infernal_death_knight&amp;diff=255334"/>
		<updated>2026-04-02T02:49:12Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: Cool dismount move&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Infernaldeathknight.png&lt;br /&gt;
| level = 104 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Moonsedge &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 500&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Spell Cleave &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 19 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 426&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 425&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Judging from her height, the death knight is a mummified remnant of a powerful warrior, though the flesh has mostly come free from her animated bones.  Now, her heavy armor is all that holds her skeletal form together.  Her neck ends in a jagged ruin, but over the shattered fragments of her spine hovers a bleached skull that is wreathed in azure flames.  Fires burn malevolently in the skull&#039;s empty sockets.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The death knight is medium in size and about seven feet high in her current state.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Headless, an infernal death knight marches in with martial precision.  An instant later, a yellowed skull soars through the air to hover above her bony neck.  Cerulean flames wreathe the skull and roar from its eye sockets, and the knight gives a satisfied nod.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival 2===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Her body pressed low to her mount, an infernal death knight charges into the area atop a smouldering skeletal dreadsteed.  Her flame-wreathed skull throws off sapphire cinders as she rides, drawing to a halt nearby with a savage tug of the reins.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dismount, dead steed===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
An infernal death knight leaps from the back of a smouldering skeletal dreadsteed as it topples, narrowly avoiding being pinned beneath its mount!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Death knights ride [[smouldering skeletal dreadsteed]] into combat.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A skull soars in, wreathed in cerulean flames.  Moments later, the death knight&#039;s body marches in after it, and the skull hovers into place over the neckpiece of the knight&#039;s armor.&lt;br /&gt;
&lt;br /&gt;
Judging from her height, the death knight is a mummified remnant of a powerful warrior, though the flesh has mostly come free from her animated bones.  Now, her heavy armor is all that holds her skeletal form together.  Her neck ends in a jagged ruin and her head is completely missing.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
They cast [[Spirit Strike]].&lt;br /&gt;
&lt;br /&gt;
They [[Mstrike]] in a series of four attacks with greatswords.&lt;br /&gt;
&lt;br /&gt;
[[Ability]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
An infernal death knight centers himself, the burning embers of his eyes dimming momentarily as he shakes free from his dazed state.&lt;br /&gt;
An infernal death knight reaches up with a skeletal hand and lifts his skull from where it hovers over the bony ruin of his neck.  The spectral flames wreathing it flare white hot as he hurls the skull away.  Without warning, it conflagrates violently, the hungry fire roaring outward in a great arc!&lt;br /&gt;
[SMR result: 76 (Open d100: 90, Penalty: 14)]&lt;br /&gt;
You manage to dodge the raging inferno, and it passes harmlessly by!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Immolation]]:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
An infernal death knight reaches up with a skeletal hand and lifts his skull from where it hovers over the bony ruin of his neck.  The spectral flames wreathing it flare white hot as he hurls the skull away.  Without warning, it conflagrates violently, the hungry fire roaring outward in a great arc!&lt;br /&gt;
[SMR result: 102 (Open d100: 54)]&lt;br /&gt;
Cerulean flames reach for you, their lapping tongues cruelly burning and searing your flesh!&lt;br /&gt;
   ... 4 points of damage!&lt;br /&gt;
   Minor burns to right arm.  That hurts a bit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Terror flare|Terror flare variant]] or [[Low steel|Low steel secondary effect]]&amp;lt;br&amp;gt;&lt;br /&gt;
It can be broken with [[Berserk]] and [[Kroderine Soul]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
With effortless ease born of martial training, an infernal death knight swings a massive black ora sword adorned with a trio of blue-black diamonds at you!&lt;br /&gt;
  AS: +615 vs DS: +421 with AvD: +29 + d100 roll: +33 = +256&lt;br /&gt;
   ... and hits for 21 points of damage!&lt;br /&gt;
   Stomach shot lands with a hollow *thump*.&lt;br /&gt;
The guiding force leaves an infernal death knight.&lt;br /&gt;
Within the shadow, you briefly glimpse images of such mind-shattering horror that you are reduced to a quivering wreck!&lt;br /&gt;
An unseen force entangles you, restricting your movement!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Unknown]]:&amp;lt;br&amp;gt;&lt;br /&gt;
Bard or Paladin chant&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt; &lt;br /&gt;
An infernal death knight centers herself, the burning embers of her eyes dimming momentarily as she shakes free from her dazed state.&lt;br /&gt;
An infernal death knight twists a skeletal hand, uttering a blasphemous chant.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
An infernal death knight centers herself, the burning embers of her eyes dimming momentarily as she shakes free from her dazed state.&lt;br /&gt;
An infernal death knight raises her raspy voice in hoarse battle chant, inspiring her allies!&lt;br /&gt;
An infernal death knight is inspired by the chant!&lt;br /&gt;
A cadaverous tatterdemalion ghast is inspired by the chant!&lt;br /&gt;
A horned basalt grotesque is inspired by the chant!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 102&lt;br /&gt;
|levelm1 = 103&lt;br /&gt;
|level = 104&lt;br /&gt;
|levelp1 = 105&lt;br /&gt;
|levelp2 = 106&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sanctify_(330)&amp;diff=255300</id>
		<title>Sanctify (330)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sanctify_(330)&amp;diff=255300"/>
		<updated>2026-03-29T05:44:32Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* Armament Enhancements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = SANCTIFY&lt;br /&gt;
 | duration = Special&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Combat Gear Enhancement&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | navigation = {{cleric base navigation}}&lt;br /&gt;
 | availability = all combat gear&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|10}} &amp;lt;!-- this is to get the table of contents above the opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- the above and below empty line is to get a space between the table of contents and opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After gaining the ability to cast &#039;&#039;&#039;Sanctify&#039;&#039;&#039;, a cleric will begin to acquire devotion as they gain [[experience]]. A skilled cleric can use this devotion to permanently enhance combat armaments for use against the [[undead]]. This enhancement provides both offensive and defensive benefits, and can even be further bestowed with Holy Fire flares. [[F2P subscription | F2P]] clerics cannot modify items with 330.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Prior to the [https://docs.google.com/document/d/1dHwFm8BQidYis6DwsLSR2Ue3CkzXjHOaFh_PObdJQJc/edit# Bless System Proposal v2.0], &amp;quot;sanctified&amp;quot; was used to describe [[Holy armament]] equipment.  330 does not bestow [[Holy armament]] to equipment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armament Enhancements ==&lt;br /&gt;
&lt;br /&gt;
Undead possess a natural 25% damage resistance to physical attacks, as well as a +25 bonus to defending against [[:Category:Player System Manager | PSM skills]]. Each tier of Sanctify on relevant offensive combat gear negates 20% of these defenses, removing them completely at the fifth tier (T5).&lt;br /&gt;
&lt;br /&gt;
Further, sanctified items gain the following benefits when combating the undead (and only the undead):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Melee and ranged weapons gain a bonus of 2 AS per tier. &lt;br /&gt;
* Runestaves gain a bonus of 2 bolt AS and 1.2 CS per tier.&lt;br /&gt;
* Each tier also has a 20% chance to [[anchor]] non-corporeal undead when defeated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Targets wielding a sanctified shield or torso armor gain a bonus, per tier, of 2 DS, 1.2 TD, and +1 effective level against [[sheer fear]].&lt;br /&gt;
* Targets wielding a sanctified runestaff gain a bonus, per tier, of 1 DS, 0.6 TD, and +0.5 effective level against sheer fear.&lt;br /&gt;
* Runestaff and shield bonuses stack with torso armor, but not with each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Fire Flares&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A cleric with at least 100 ranks of [[Spiritual Lore, Blessings]] can spend 200,000 devotion to attempt to bestow permanent Holy Fire flares to a T5 sanctified armament.&lt;br /&gt;
* Holy Fire flares, in addition to a standard heat critical, will deal a random 50 to 100 concussion damage against [[Undead]]. The concussion damage is capped at {{mono|(30 + (creature level / 5))%}} of the target’s total health.&lt;br /&gt;
** example: a level 40 target the concussion damage would be capped at {{mono|(30 + (40 / 5)) &amp;amp;#61; 38%}} of their max health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric-Only Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* An innate cleric bonus to these flares is that the concussion damage is instead 75 to 125.&lt;br /&gt;
* Clerics can {{boldmono|EVOKE 330}} at items to temporarily grant them Holy Fire flares and non-corporeal undead anchoring. This enhancement functions for clerics only, does not apply any of the other 330 benefits, and lasts for 4 hours. A higher level cleric can EVOKE items for a lower level cleric to grant them these temporary benefits, except that the Holy Fire flares will not have the Cleric-only bonus damage.&lt;br /&gt;
* At 90 and 180 ranks of [[Spiritual Lore, Religion]] clerics gain an extra charge of a Holy Fire flare that is guaranteed to trigger on their next attack.&lt;br /&gt;
&lt;br /&gt;
== Skill Formula ==&lt;br /&gt;
&lt;br /&gt;
* [[Level]]: +1 per level&lt;br /&gt;
* [[Cleric Base|Cleric Spell Ranks]]: +2 per rank up to level, +1 per rank above level (&amp;quot;up to level&amp;quot; is based on 1x spell training and thus a level 50 cleric with 100 ranks will have 52 ranks at +2 and 48 ranks at +1)&lt;br /&gt;
* [[Wisdom]]: +1 per stat bonus&lt;br /&gt;
* [[Influence]]: +1 per stat bonus&lt;br /&gt;
* [[Spiritual Mana Control]]: +1 per 2 ranks&lt;br /&gt;
* [[Magic Item Use]]: +1 per 10 ranks&lt;br /&gt;
* [[Arcane Symbols]]: +1 per 10 ranks&lt;br /&gt;
* Shrine Bonus: +20 for matching [[CONVERT (verb)|{{boldmono|CONVERT}}]] exactly, +10 for same {{boldmono|CONVERT}} pantheon (bonuses do not stack)&lt;br /&gt;
* Being wounded and not at maximum spirit will hinder sanctification attempts&lt;br /&gt;
&lt;br /&gt;
=== Shrine Bonus ===&lt;br /&gt;
&lt;br /&gt;
[[Holy places]] that show through [[SENSE (verb)|{{boldmono|SENSE}}]] a deity that you are converted to will give a +20 bonus. If you are not converted to that deity, but are in the same pantheon (Liabo, Lornon, and Neutral) it will give a +10 bonus.&lt;br /&gt;
&lt;br /&gt;
Holy places that show multiple deities will not give the +20 deity bonus, but instead the +10 pantheon bonus. An example of this would be if you were converted to Lorminstra, and in a location that senses as &amp;quot;Lorminstra, Imaera, Phoen, and Oleani.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An omnishrine, a location that senses as having the &amp;quot;harmonized presence of multiple deities&#039; influence,&amp;quot; will give the +20 deity bonus to all clerics, regardless of deity selection (including other, forsaken, and not yet converted).&lt;br /&gt;
&lt;br /&gt;
A location that senses as having the &amp;quot;influence of an indiscernible higher power&amp;quot; is an unknown, but specific deity in the Neutral pantheon. A forsaken cleric received a +10 bonus while a Lorminstra cleric received +0.&lt;br /&gt;
&lt;br /&gt;
=== Incomplete List of Omnishrines ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Icemule Trace]]&#039;&#039;&#039;&lt;br /&gt;
*Icemule Temple, Foyer - 2334, 4047001&lt;br /&gt;
*Icemule Temple, Chancel Nexus - 2336, 4047005&lt;br /&gt;
*Hall of the Holy Struggle - 2341, 4047024&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wehnimer&#039;s Landing]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[House Sovyn]], Paladin&#039;s Lounge - 14617, 210010&lt;br /&gt;
*[[House Sylvanfair]], Temple - 21339, 211016 (not publicly accessible)&lt;br /&gt;
*[[Rone Academy]], Cathedral - 24484, 217033&lt;br /&gt;
*[[Silvergate Inn]], Chapel - 30362, 109024&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Zul Logoth]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[DragonSpine Fane]], Altar Chamber - 26068, 679031 (all 3 obelisk Chambers are also omnishrines)&lt;br /&gt;
&lt;br /&gt;
== Devotion Costs and Gear Difficulty Modifiers ==&lt;br /&gt;
&lt;br /&gt;
=== Devotion Costs ===&lt;br /&gt;
&lt;br /&gt;
* Tier 1: 50k&lt;br /&gt;
* Tier 2: 75k&lt;br /&gt;
* Tier 3: 100k&lt;br /&gt;
* Tier 4: 125k&lt;br /&gt;
* Tier 5: 150k&lt;br /&gt;
* Holy Fire: 200k&lt;br /&gt;
* A failed Sanctify cast consumes 10% of the devotion necessary to perform that task.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Penalty Modifiers ===&lt;br /&gt;
&lt;br /&gt;
* Your current skill will be evaluated against the base difficulty provided by a Bard Loresong &#039;&#039;&#039;plus&#039;&#039;&#039; the difficulty penalty modifier.&lt;br /&gt;
* From tiers S1 to S5, Sanctify has a difficulty penalty modifier of -20, meaning a cleric would need 120 bonus above the item&#039;s difficulty for a maximum chance of success.&lt;br /&gt;
* S6 has a difficulty penalty modifier of -50, or 150 bonus above the item&#039;s difficulty, for a maximum chance of success.&lt;br /&gt;
&lt;br /&gt;
* (Example: an item that has a difficulty of -500 will actually be -520 when you cast 330 on it because of the difficulty penalty modifier).&lt;br /&gt;
&lt;br /&gt;
==== Material Gear Difficulty Modifiers ====&lt;br /&gt;
&lt;br /&gt;
* [[Eonake]], [[white ora]], [[faewood]], and [[white alloy]] all have a bonus of +50 to the success roll. This bonus is not shown in the gear difficulty score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-material_gear_difficulty_modifiers&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Material Gear Difficulty Modifiers Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-material_gear_difficulty_modifiers&amp;quot;&amp;gt;&lt;br /&gt;
{{Material_Gear_Difficulty_Modifier}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Script Gear Difficulty Modifiers ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-script_gear_difficulty_modifiers&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Script Gear Difficulty Modifiers Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-script_gear_difficulty_modifiers&amp;quot;&amp;gt;&lt;br /&gt;
{{Script_Gear_Difficulty_Modifier}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Other Gear Difficulty Modifiers ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-other_gear_difficulty_modifiers&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Other Gear Difficulty Modifiers Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-other_gear_difficulty_modifiers&amp;quot;&amp;gt;&lt;br /&gt;
{{Other_Gear_Difficulty_Modifier}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Special Properties ===&lt;br /&gt;
&lt;br /&gt;
Applying Sanctify to gear requires a potion if the item has [[Enhancive item | Enhancive]] or [[Ensorcell | Ensorcelled]] properties, which also factor into the item&#039;s difficulty rating:&lt;br /&gt;
&lt;br /&gt;
* Enhancive gear requires an [[urven&#039;eth potion]].&lt;br /&gt;
* Ensorcelled gear requires an [[inky black potion]].&lt;br /&gt;
&lt;br /&gt;
== Sanctification Process ==&lt;br /&gt;
&lt;br /&gt;
{{boldmono|CAST &amp;lt;object&amp;gt;}} will provide a descriptive estimate of sanctification difficulty as well as the number of times the object has been sanctified. A bard [[loresinging]] the object can tell you the exact difficulty.&lt;br /&gt;
&lt;br /&gt;
{{boldmono|CHANNEL &amp;lt;object&amp;gt;}} will perform the permanent application.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Make sure you have the necessary devotion stored up using the {{boldmono|RESOURCE}} verb.&lt;br /&gt;
* Step 2: Make sure you have the necessary bonuses to successfully perform the sanctification.&lt;br /&gt;
* Step 3: Apply any [[Sanctify_(330)#Special_Properties|potions]] required.&lt;br /&gt;
* Step 4: {{boldmono|CHANNEL &amp;lt;object&amp;gt;}} to profit.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
Sanctification assessment:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You gesture at some faded leather hiking boots with fur-lined cuffs.&lt;br /&gt;
You sense that the leather hiking boots has already been permanently sanctified 2 times and that you can only fail if you are horribly unlucky.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Successful sanctification:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You channel at a pair of crimson-stained vultite-edged handwraps.&lt;br /&gt;
Reaching within yourself, you summon up your devotion and call upon your connection to Marlu.  In response, a diffuse flat black glow wells from your hands, coalescing around the vultite-edged handwraps.&lt;br /&gt;
&lt;br /&gt;
You make a horribly poor attempt!&lt;br /&gt;
&lt;br /&gt;
Success!  The manifestation of hallowed energy sinks inward, permeating the leather and sanctifying the handwraps.  All that remains of the divine corona is a wavering dark grey afterimage.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the color of the glow, the color of the afterimage, and the name of the god will vary based on your chosen deity.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failed sanctification:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Failure!  The manifestation of hallowed energy wanes and dissipates, with only a brief silver afterimage left in its wake.  You feel some of your devotion slip away in the fruitless attempt.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ServiceMessaging}}&lt;br /&gt;
&lt;br /&gt;
== Suffusion ==&lt;br /&gt;
&lt;br /&gt;
A cleric can [[Suffusion | suffuse]] devotion at the rate of 1 point of energy per 2,000 devotion. Each point of suffused energy used in a sanctification attempt is equivalent to a +1 bonus. &amp;lt;!-- eventually the link will change to this: [[Verb:SUFFUSE | suffuse]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Post Name Titles ==&lt;br /&gt;
&lt;br /&gt;
After spending 50 full weeks of devotion (2.5 million) the cleric will gain access to the Sanctifier [[Title system | title]]. After bestowing 15 items with Holy Fire (3 million devotion) the cleric will gain access to the Holy Flame title. Devotion spent on bestowing Holy Fire counts for devotion spent towards the Sanctifier title. The [[SPELL (verb)|{{boldmono|SPELL}}]] command will show the lifetime amount of both devotion spent and armaments bestowed with Holy Fire.&lt;br /&gt;
&lt;br /&gt;
The titles are listed in the skill section of the title list ({{boldmono|TITLE LIST SKILL}}) and these titles also work with the {{boldmono|SET SHOWDEITYTITLE ON}} setting to create a title of: &amp;lt;character name&amp;gt; the &amp;lt;title&amp;gt; of &amp;lt;deity&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Talk:Sanctify (330) | The Discussion Page]]&lt;br /&gt;
* [https://docs.google.com/document/d/1dHwFm8BQidYis6DwsLSR2Ue3CkzXjHOaFh_PObdJQJc/edit# Bless System Proposal v2.0]&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/870437349388071012/930478683020488704 Update for concussion damage cap]&lt;br /&gt;
&lt;br /&gt;
[[Category:Profession services]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Treasure_system&amp;diff=254800</id>
		<title>Treasure system</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Treasure_system&amp;diff=254800"/>
		<updated>2026-03-17T03:56:02Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The treasure system is responsible for the various items left behind by creatures after [[LOOT]]ing them. The treasure system will enhance treasure drops for creatures which have not been hunted much recently, and will do the reverse if they&#039;re been hunted continuously. In addition, if a creatures is higher or lower in level compared to the group of characters hunting them, the value of their treasure drops will be enhanced or diminished, respectively. This governs the apparent wealth of creatures, rather than any particular creature being intrinsically &amp;quot;rich&amp;quot; or &amp;quot;poor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[F2P subscription]]s will find considerably less treasure than paying accounts.&lt;br /&gt;
&lt;br /&gt;
==What you can find==&lt;br /&gt;
There is a large diversity of items to be found.  Although there are a variety of more &#039;useless&#039; items like &#039;&#039;a rusty doorknob&#039;&#039;, chances are if you don&#039;t know what something less mundane is for, it might be worth something.  Some items are definitely worth selling to shops in your local town, while others may be more coveted by other players and worth holding on to for a better return.  Below is a basic list of the types of items which are commonly found:&lt;br /&gt;
*[[Wands]]&lt;br /&gt;
*[[Box (treasure)|Boxes]]&lt;br /&gt;
*[[Magic item]]s&lt;br /&gt;
*[[Gem]]s&lt;br /&gt;
*[[Coins]]&lt;br /&gt;
*[[Scroll]]s&lt;br /&gt;
*[[:Category:Alchemy_Ingredients|Alchemical reagents]]&lt;br /&gt;
*[[Collectible]]s&lt;br /&gt;
*[[Lock and Key]]&lt;br /&gt;
*[[Legendary Feeder]]&lt;br /&gt;
&lt;br /&gt;
==Where to sell your loot==&lt;br /&gt;
The local pawnshop will buy just about anything, but tends to offer a lower price than a competing store which may also purchase a given item.  Some choice finds to pawn are clothing and containers, especially the nicer looking ones like silk shirts and brocade cloaks; keep in mind items like bodices which are pin-worn with a couple small pockets will surely fetch a higher price from a fellow player.  The two other places to hock your goods are the gemshop and the consignment room at the local alchemist.  &lt;br /&gt;
&lt;br /&gt;
Nearly anything with gems or precious metals in it which isn&#039;t combat gear (weapons, armor, etc) or lockpicks will fetch about three times more coins at the gemshop than the pawnshop; this ranges from glittering brooches to fancy mithril dishware and mantelpieces like statues and figurines.  In fact, the offset between the prices is so large, one can actually buy these items from the pawnshop&amp;amp;mdash;which others have foolishly sold there&amp;amp;mdash;and turn a tidy profit on a slow morning selling them directly to the gemshop instead.  On the topic of precious metals, silver lockpicks get a reasonable price at the pawnshop and are usually worth picking up.  &lt;br /&gt;
&lt;br /&gt;
Most the other strange items you see may be alchemical reagents if they aren&#039;t standard magic items like wands and colored crystals.  The varieties of ayanad crystals can be found on most any kinds of monsters (depending on the crystal and the creature level range), yet other things will be found more specifically; [[pristine nymph&#039;s hair]] would be found only on [[sea nymph]]s, not [[mountain troll]]s, for instance.  The more common items range from colored essences and dusts to a variety of cores, and much more rare items.  These should rarely be left on the ground, and at the least sold to the consignment at the alchemist.  If it&#039;s an item only found on one or two creatures in the game, and you are planning to hunt that area for awhile, getting a jar from the alchemist to hoard them (jars only take up one slot in your locker) can give quite a good return for the investment of a little time selling the full jar to a fellow player later on.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Demystifying Unusual Loot]] (guide)&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Treasure%20System/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[category:Treasure System| ]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lock_and_Key&amp;diff=254799</id>
		<title>Lock and Key</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lock_and_Key&amp;diff=254799"/>
		<updated>2026-03-17T03:53:56Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Lock and Key system is a new treasure system mechanic that has multiple components and rewards to help facilitate trade and make treasure more fun. The system composes of various locks, keys, baubles, and rewards. You combine a lock and key to be rewarded with a bauble that has the reward inside. The system components are all trade-able. Lock and Key component drop rate is affected by [[Loot cap]] and there are limited amount released per week into the treasure system. &lt;br /&gt;
&lt;br /&gt;
The system currently is two-tiered system components:&lt;br /&gt;
* Common: vibrant (level 30+)&lt;br /&gt;
* Rare: radiant (level 60+)&lt;br /&gt;
&lt;br /&gt;
Current system has four color components allowing for 8 combinations of locks and keys you can find.&lt;br /&gt;
* Blood Red&lt;br /&gt;
* Forest Green&lt;br /&gt;
* Frosty White&lt;br /&gt;
* Royal Blue&lt;br /&gt;
&lt;br /&gt;
You can combine two of any color tier and type component to create a rainbow-hued component. Rainbow-hued locks and keys can be used on any color of similar tier lock and key. To do so, hold two similar components of the same tier and CHANT to combine them into the rainbow-hued variant.&lt;br /&gt;
&lt;br /&gt;
==Locks==&lt;br /&gt;
Locks are found via SEARCHing creatures, as well as via [[Mug]], and are not box-found items. These come pre-marked to not be sold. To open a lock, you&#039;ll need the matching tier color key or a rainbow-hued key of the same tier in order to open it.&lt;br /&gt;
&lt;br /&gt;
==Keys==&lt;br /&gt;
Keys are found via SEARCHing creatures, as well as via [[Mug]], and are not box-found items. These come pre-marked to not be sold. To use the key on a lock, you&#039;ll need a matching tier color lock or a rainbow-hued lock of the same tier in order to open it.&lt;br /&gt;
&lt;br /&gt;
==Baubles==&lt;br /&gt;
Baubles are the result of unlocking a lock with a key. Radiant baubles having a higher tier loot than vibrant baubles.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
Rewards vary, but the ultimate reward is a new rune system that allow you to enhance your [[Verb:RUNE|RUNE POWER]]. Each rune grants a +1 bonus to the ability that it&#039;s created for. Other rewards are possible to be found, but while not as powerful as runes, still are quite valuable.&lt;br /&gt;
&lt;br /&gt;
The system requires you to have a lock &amp;amp; key of the same color and tier. A rainbow-hued variant lock or key can be substituted in place of one or the other. You open the lock by holding both the lock and key in each hand and OPEN MY LOCK. This then grants you a bauble of the same tier. From here, you must BREAK the bauble to reveal your reward. The reward is generated at the time of breaking it open.&lt;br /&gt;
&lt;br /&gt;
All rewards are as follows:&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Item Name&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tier&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|glowing rune-incised stone||radiant||[[Verb:RUNE|rune power]], +1 bonus to Bolt Attack Strength&lt;br /&gt;
|-&lt;br /&gt;
|glowing torn page||radiant||+50% [[experience]] for 3 day(s)&lt;br /&gt;
|-&lt;br /&gt;
|shimmering indigo orb||radiant|| 3x [[Roleplaying award|RPA]]&lt;br /&gt;
|-&lt;br /&gt;
|silvery crimson vial||radiant||grants +75 [[Verb:BOOSTS|bounty boosts]]&lt;br /&gt;
|-&lt;br /&gt;
|silvery indigo vial||radiant||grants +50,000 experience worth of [[Suffusion|suffused energy]]&lt;br /&gt;
|-&lt;br /&gt;
|shimmering blue orb||vibrant|| 2x [[Roleplaying award|RPA]], single rub&lt;br /&gt;
|-&lt;br /&gt;
|tiny blue vial||vibrant||grants +1 [[Guild]] rank, exact guild skill changed by TAP&#039;ing the vial&lt;br /&gt;
|-&lt;br /&gt;
|tiny orange vial||vibrant||grants +5 [[deed]]s&lt;br /&gt;
|-&lt;br /&gt;
|tiny pink vial||vibrant||grants +12,500 profession&#039;s [[Verb:RESOURCE|resource]]&lt;br /&gt;
|-&lt;br /&gt;
|tiny red vial||vibrant||grants +15 [[Verb:BOOSTS|bounty boosts]]&lt;br /&gt;
|-&lt;br /&gt;
|torn page||vibrant||+50% [[experience]] for 1 day&lt;br /&gt;
|-&lt;br /&gt;
|vial of iridescent oil||vibrant||charge a [[Gilded locus]] for 15 days&lt;br /&gt;
|-&lt;br /&gt;
|COLOR radiant lock||vibrant||radiant lock component&lt;br /&gt;
|-&lt;br /&gt;
|COLOR radiant key||vibrant||radiant key component&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Announcement:New Rare Treasure! Baubles, Keys, and Locks!]]&lt;br /&gt;
&lt;br /&gt;
Category:Treasure System&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Musical_instrument&amp;diff=254753</id>
		<title>Musical instrument</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Musical_instrument&amp;diff=254753"/>
		<updated>2026-03-12T01:44:01Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright|limit=3}}&lt;br /&gt;
A &#039;&#039;&#039;musical instrument&#039;&#039;&#039; is a scripted prop that can be used with the {{boldmono|PLAY}} verb, providing ambient messaging depending on the song play style.  Playing a musical instrument is also tied to a skill, which can only be progressed by practicing.  Instruments are categorized based on their type.  Each instrument type has its own play skill as well as its own unique messaging when played.  While all characters clan learn to play each type of instruments, only [[bard]]s are capable of learning beyond 10 ranks of any instrument skill type.&lt;br /&gt;
&lt;br /&gt;
==Altering==&lt;br /&gt;
{{Main|Player&#039;s Guide to Musical Instrument Alterations}}&lt;br /&gt;
{{#section:Player&#039;s Guide to Musical Instrument Alterations|rules}}&lt;br /&gt;
See the full [[Player&#039;s Guide to Musical Instrument Alterations]] article for detailed alteration rules and points for each instrument type.&lt;br /&gt;
&lt;br /&gt;
==Music Styles==&lt;br /&gt;
All instruments can be played based on the available {{boldmono|PLAY}} style options.  Messaging varies between play styles, with more messaging options becoming available at higher instrument skill ranks.&lt;br /&gt;
&lt;br /&gt;
Valid styles of music are: Joyful, Mournful, Soft, Fast, Slow, Intense, Jaunty, Flamboyant, Aimless, Somber, Inspiring.&lt;br /&gt;
&lt;br /&gt;
==Instrument Types==&lt;br /&gt;
===Horns===&lt;br /&gt;
Elanthian horns cover two distinct classes of instruments: double-reeds (crumhorns and shawms) and aerophones (cornetts and lysards).  They are made of wood.  The wood of the horn may very authentically be covered with leathers, hides and skins. Rings, geometric patterns, tassels and streamers, simple inlays, paint, lacquer, filigree or carved work that suits the elongated, tube-like nature of the instrument.&lt;br /&gt;
&lt;br /&gt;
Horns include the cornett, crumhorn, enshai, lysard, and shawm.&lt;br /&gt;
&lt;br /&gt;
See all [[Instrument messaging horn-type|horn messaging options]].&lt;br /&gt;
&lt;br /&gt;
===Necked String Instruments===&lt;br /&gt;
Necked string instruments contain the same elements as a modern guitar.  All of the instruments in this family may be played with Picks, or Plectrums, in the opposite hand.&lt;br /&gt;
&lt;br /&gt;
Necked string instruments consist of a hollow box, or body, over which the strings are stretched.  The body consists of the wooden soundbox and soundboard.  Strings are attached to the briedge of the instrument below the soundhole.  They progress from the bridge, crossing the soundhole and rising over the neck, then arriving at the head or pegbox, where they are attached to tuning pegs.&lt;br /&gt;
&lt;br /&gt;
Necked string instruments include the ayr, biwa, cittern, lute, mandolin, shamisen, and theorbo.&lt;br /&gt;
&lt;br /&gt;
The ayr is of [[Tehir]] origin.  The biwa and shamisen were first released at [[Rumor Woods]] in 2019.  A biwa is a short-necked, fretted lute with an exaggerated teardrop body.  A shamisen is a three stringed instrument with a square soundbox that has rounded edges.  It is often played with the aid of plectrum.&lt;br /&gt;
&lt;br /&gt;
See all [[Instrument messaging necked stringed|necked string instrument messaging options]].&lt;br /&gt;
&lt;br /&gt;
===Percussion===&lt;br /&gt;
There are two types of percussion instruments: finger cymbals and tambourine.&lt;br /&gt;
&lt;br /&gt;
A tambourine consists of a wooden hoop or shell covered with a skin or hide.  Metal jingles are inset into the sides of the shell.&lt;br /&gt;
&lt;br /&gt;
Cymbals are small and metal, with a leather, cord or fabric loop attaching them.&lt;br /&gt;
&lt;br /&gt;
See all [[Instrument messaging percussion|percussion instrument messaging options]].&lt;br /&gt;
&lt;br /&gt;
===Pipes===&lt;br /&gt;
The bagpipe is played by blowing air into the blowstick or blowpipe where it fills a bag made from leather or hide.  It has a chanter placed at the front of the bagpipe, which is the pipe with finger holes that allow the musician to form notes.  The blowpipe is directly behind the chanter in the array of pipes.Behind the chanter are drones.  The chanter and drones have reeds at their ends.  The air forced through the blowpipe, into the bag, up the drones or chanter and through the reeds is what gives a bagpipe that buzzing sound.  All of these parts are referred to as the pipes and are attached to the bag with stocks made from wood.&lt;br /&gt;
&lt;br /&gt;
Pipes include bagpipes and the cornemeuse.&lt;br /&gt;
&lt;br /&gt;
See all [[Instrument messaging pipe|pipes instrument messaging options]].&lt;br /&gt;
&lt;br /&gt;
===Stringed Instruments===&lt;br /&gt;
All of the instruments in this family may be played picks and plectrums.  They do not have a [[#Necked Stringed Instrument|neck]], but may vary slightly in appearance depending on the noun.  They are always small enough to be able to be held in one hand.&lt;br /&gt;
&lt;br /&gt;
Stringed instruments include the dulcimer, harp, lyre, psaltery, and zither.&lt;br /&gt;
&lt;br /&gt;
See all [[Instrument messaging stringed|stringed instrument messaging options]].&lt;br /&gt;
&lt;br /&gt;
===Woodwinds===&lt;br /&gt;
Woodwind instruments are a small instrument type.&lt;br /&gt;
&lt;br /&gt;
Woodwind instruments include the fife, flute, ocarina, piccolo, and shinobue.&lt;br /&gt;
&lt;br /&gt;
The shinobue was first released at [[Rumor Woods]] in 2019.  Part of the flute family, it is traditionally fashioned of bamboo and has a high-pitched sound.&lt;br /&gt;
&lt;br /&gt;
See all [[Instrument messaging woodwind|woodwind instrument messaging options]].&lt;br /&gt;
&lt;br /&gt;
====Ocarina====&lt;br /&gt;
Considered a subclass of the woodwind instrument, the ocarina has its own unique messaging when played.  It is a type of vessel flute with fingerholes that uses the woodwind skill.  It was first introduced at [[Ebon Gate]] in 2024.&lt;br /&gt;
&lt;br /&gt;
See all [[Instrument messaging ocarina|ocarina messaging options]].&lt;br /&gt;
&lt;br /&gt;
==Master Quality Instrument==&lt;br /&gt;
&#039;&#039;&#039;Master quality instruments&#039;&#039;&#039; (or &#039;&#039;&#039;master instruments&#039;&#039;&#039;) provide additional messaging when played by a bard who is highly skilled in that instrument type.  They provide no benefit to non-bard characters.  Master quality instruments have been made available throughout the years as an auction tier prize at festivals and pay events.  Automated certificates to turn a standard instrument into a master instrument have been sold at [[BVShop:The Annex|The Annex]] at [[Duskruin]].&lt;br /&gt;
&lt;br /&gt;
Examples of master quality instruments include a [[jewel-adorned ebonwood enshai]] and a [[bone-inlaid hawthorn ayr]] (auctioned [[Ebon Gate]] 2006).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* A [[Player&#039;s Guide to Musical Instrument Alterations]]&lt;br /&gt;
* [[:Category:Instrument Messaging|Instrument messaging]]&lt;br /&gt;
* [[Instrument learning]] guide&lt;br /&gt;
* [[Verb:PLAY]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Recreation activities]]&lt;br /&gt;
[[Category:Instrument shops]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=254020</id>
		<title>Beginner&#039;s guide to playing a warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=254020"/>
		<updated>2026-02-24T23:08:18Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* Arm yourself */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=A Beginner&#039;s Guide to Playing a Warrior&lt;br /&gt;
|author=Various&lt;br /&gt;
|date=2015-02-06&lt;br /&gt;
|updated=2021-04-20&lt;br /&gt;
|topic=Warriors&lt;br /&gt;
}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
The Warrior profession is both popular and easy to jump into for a beginning player. A warrior fights with weapons and is armored, lightly at first and progressively to full plate. &lt;br /&gt;
&lt;br /&gt;
Most new players will start with a weapon and shield then pick their play style as you are introduced to the game. What makes a Warrior particularly attractive is that they have among the best all around fighting capabilities for diverse situations. They are easily proficient with multiple weapon types, sometimes two or three, and have opportunities to be diverse in their training paths. &lt;br /&gt;
&lt;br /&gt;
It is encouraged that you check out the [[New Players&#039; Guide]] and [[A beginner&#039;s guide to combat]] prior to proceeding with this profession guide. &lt;br /&gt;
&lt;br /&gt;
If you ever get lost or need help we implore you to find a [[Silverwood Manor]] location in your respective town and ring the bell. You should get assistance from a [[Mentor]].&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
Now that you understand what a warrior is and the basics of playing lets expand on some of those concepts of how you become one. You will need to choose your gender, race, and statistics to begin followed by assigning your training points and then you are brought into the world of [[Elanthia]]. We&#039;ll attempt to detail what is most common for starting players throughout this guide, but some unique builds do exist that you are free to attempt later.&lt;br /&gt;
&lt;br /&gt;
===Primary Statistics===&lt;br /&gt;
All stats have growth patterns in Gemstone IV that incrementally increase as you level to 100, the games level maximum. There is advancement beyond level 100 in that you continue to generate [[training points]] to expand your skill set and [[Ascension]].&lt;br /&gt;
&lt;br /&gt;
Warriors require a decent range of statistics. It is recommended you strive for balance, but Strength (attack), Dexterity (defense/speed), Agility (speed) and Constitution (toughness) are primary combat contributors.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to go entirely wrong, but being a successful warrior both early and late into your career are factors over time to consider. When setting stats or looking at level 0 stats in-game INFO START can be reviewed after creation. Careful not to set them all to 100, but 60-80s are not horrible decisions and can be fixed later with expensive [[Fixstat]] methods.&lt;br /&gt;
&lt;br /&gt;
===Race===&lt;br /&gt;
The most common warrior races are [[Giantmen]], [[Dwarves]], [[Human]], and [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Giantmen are the strongest race in Elanthia. Dwarves are both strong and sturdy. Humans are the most balanced and have few weaknesses. Elves are fast and agile.&lt;br /&gt;
&lt;br /&gt;
==Skill selection==&lt;br /&gt;
Based on certain statistics you generate [[training points]] of the physical and mental variety. As Warriors are relatively easy to play you should have enough to cover the basics as you learn without much concern so jump right in. I have detailed a few core skills and additional training recommendations below to get you started.&lt;br /&gt;
&lt;br /&gt;
===Core skills===&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|Necessary to firstly attain full [[Hitpoint]]s and defense [[Creature maneuver|maneuver]] attacks. It also contributes to damage [[redux]] for warriors in the mid-game. You should eventually train 3x in this skill as your career progresses for additional benefits.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/1 or 2/1&lt;br /&gt;
|[[Weapons]]&lt;br /&gt;
|One handed edge (OHE) and two-handed weapons (THW) are the most common. Polearms are particularly devastating. &lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Combat Maneuvers]]&lt;br /&gt;
|CM contributes to special combat moves, attack strength bonus, and defense of similar moves and is a warrior must.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Armor Use]]&lt;br /&gt;
|Training in armor is required to wear heavier armor properly and maneuver with less hindrance. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|33/11&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|These points form the core of your training as a warrior and should put you on the path to success.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Additional training===&lt;br /&gt;
The way to use the rest of the points will depend on the player.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Shield Use]]&lt;br /&gt;
|If you have chosen a one handed weapon you should couple it with a shield use training.&lt;br /&gt;
|-&lt;br /&gt;
|*1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Dodging]]&lt;br /&gt;
|1x with shield, 2x if you are using a two-handed weapon.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|Creature maneuver defense in offensive stance. Up to 30 ranks to start.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Multi-Opponent Combat]]&lt;br /&gt;
|MOC assists in dealing with defending against multiple opponents (FoF) and multi-strike capabilities for engaging. 30, 55, and 90 ranks are milestones.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|Helps tend wounds for survival and skin creatures in the wild.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Survival]]&lt;br /&gt;
|Helps in certain areas against weather conditions and skinning creatures.&lt;br /&gt;
|-&lt;br /&gt;
|*&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Ambush]]&lt;br /&gt;
|Allows you to aim your weapon at certain body parts. Later consideration&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is meant to give you some advice specifically early in the game. Feel free to modify things as you progress and re-assess the start/stop points that fit your play style. These are only some common options and opinions for training.&lt;br /&gt;
&lt;br /&gt;
A few plateau&#039;s that are held by later game are you need 30 ranks of [[climbing]] and [[swimming]] where some will advise 40 or even 50 ranks for end-game areas. [[Ambush]] to 24 or 30 ranks tends to be common as you approach level 50. MOC will vary depending on the milestone you are looking to reach. THW warriors train 2x in dodge, but shield warriors because of the dodge modifier are 1x or less depending on perceived value. Most end-game warriors are 3x per level in [[Physical Fitness]]. The concept of DF [[redux]] is a late game one and warriors don&#039;t tend to see results until level 42 or so. [[Armor Use]] can also be 3x trained, but 2.5 tends to be more common.&lt;br /&gt;
&lt;br /&gt;
Your style will evolve and as you gain understanding around these concepts and deep diving into these comments will make more sense so you can choose the best path for yourself. There is really few mistakes that are permanent so experiment as you will. This guide is intended to achieve about level 15, but it is good to open your understanding concepts early as you gain proficiency and expertise.&lt;br /&gt;
&lt;br /&gt;
==Town selection==&lt;br /&gt;
As you begin your journey you have three primary city options. [[Icemule Trace]], [[Ta&#039;Vaalor]], and [[Wehnimer&#039;s Landing]]. There are some expanded options for [[Premium]] subscribers that include [[Solhaven]].&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve arrived the wisp will show up to help you and introduce you to the concepts in the [[New Players&#039; Guide]] that we suggested you read first, but it&#039;s a great time to revisit that section now to refresh. You are probably having a better understanding at this point of what it all meant by now.&lt;br /&gt;
&lt;br /&gt;
After this familiarize yourself with the local Inn. In the case of [[Wehnimer&#039;s Landing]] it&#039;s the [[Raging Thrak]], but both [[Ta&#039;Vaalor]] and [[Icemule Trace]] have similar NPCs that expand on some additional basics and grant an XP award. Check the beginner&#039;s guide to those cities for additional help.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve visited the town, the Inn, and have wandered around you are likely about 2nd level and ready to take your next steps or get a job running messages at the Town/City Hall until you reach 3rd level. &lt;br /&gt;
&lt;br /&gt;
When you are ready to venture beyond the cities walls be sure to remember where the Town Square is so when you get wounded, require a cleric for blessing weaponry, or when you get killed you&#039;ll probably end up there. &lt;br /&gt;
&lt;br /&gt;
==Explore==&lt;br /&gt;
With the implementation of the [[Adventurer&#039;s Guild]] the staff there is always a good gauge of your level of skill as they give you missions within about 5 levels of your training. You also receive a badge that as you complete missions has a mechanical bonus you can customize through the Taskmaster. When you have reached level 3 or so this is probably the best place to start as it directs you around the area on various assignments. Warriors tend to build [[strength]], primary weapon bonus, and later [[combat maneuvers]] to the badge maximum. This is your introduction to [[Enhancive item | enhancive items]].&lt;br /&gt;
&lt;br /&gt;
Maps are going to be important because you probably won&#039;t have a good grasp of where to finish these tasks initially. Most commonly they can be found for each region in the respective [[List of hunting areas |Hunting Areas]]. You&#039;ll become more confident as you venture out more routinely with knowing your surroundings. Originally done by Zepath and followed by Tsoran map makers have a long tradition in [[Elanthia]]. Rozy is one of the current prolific map makers along with Allereli, Alosaka and numerous other contributors.&lt;br /&gt;
&lt;br /&gt;
Before venturing too far you should gain some favor with [[Lorminstra]] in the form of [[Deed | deeds]]. Ask local adventurers for advice on how to attain them if you need so. They can be arranged with coins or gems depending on the location usually at the temple. You will need these if you are struck dead in the wilds to minimize the additional hurt of recovering, if you do.&lt;br /&gt;
&lt;br /&gt;
Now you are ready for combat beyond the sprite. Before doing so make your final preparations by checking all your backpacks/containers, your gear (weapons, armor, shield), ensure you have [[Herb | herbs]] (ephlox moss, aloeas stem, pothinir grass, and acantha leaf or equivalents are must haves), then be sure you are not encumbered.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve finished your preparations you can go at it alone or find others who are on similar missions. [[Adventurer&#039;s Guild]] tasks can be shared with up to 5 players. You will probably make mistakes, but to understand and learn from them we&#039;ve included [[A beginner&#039;s guide to combat]] if you care to truly understand what you are doing in advance or after you&#039;ve made some mistakes.&lt;br /&gt;
&lt;br /&gt;
==Arm yourself==&lt;br /&gt;
&lt;br /&gt;
By now you know your way around your starting city and you&#039;ve probably engaged the local denizens that the [[Adventurer&#039;s Guild]] or locals have directed you to cull their numbers. &lt;br /&gt;
&lt;br /&gt;
You&#039;ve also probably raised enough funds to purchase a weapon and some armor the armory, the weaponsmith or maybe a wandering merchant, or other adventurers.&lt;br /&gt;
&lt;br /&gt;
Warriors tend to focus on full body armor types. The first you will likely wear is double leathers at 6 ranks of armor training. This is attainable as early as level 1 by training in armor use 3x at both level 0 and 1.&lt;br /&gt;
&lt;br /&gt;
Brigandine armor at rank 27 in armor use will be your next step as you build in training. Warriors do want to build to 130 armor use ranks for full plate in their career, but it tends to be around level 52 so for the purpose of a new player you will spend a large part of your career in either double leather or brigandine as you progress early on.&lt;br /&gt;
&lt;br /&gt;
Hauberk at rank 70 in armor is next followed by full plate armor at 130 armor use ranks. These do go a bit beyond this guide and you should have the proper understanding of your role as you approach them. You can reference [[Armor Use]] for breakpoints of each armor type using the [[Roundtime]] and [[Action Penalty]] category for the minimums. &lt;br /&gt;
&lt;br /&gt;
5th level is a good time to purchase your first magical weapon of the skill type you&#039;ve chosen. Most often it will be of a metal called [[Mithril]] or [[Ora]]. Occasionally you might choose elemental flaring weaponry such as [[drakar]], [[rhimar]], or others and sometimes you find such weaponry and armory adventuring in the wild or through other adventurers and merchanting.&lt;br /&gt;
&lt;br /&gt;
These all tend to +5 AS ([[attack strength]]) in the case of mithril or +10 AS for ora and later weapons similarly that increase your combat prowess to about +20 Attack strength/defense strength at [[Vultite]]. In the case of each type you need to be half the level of the enchant so for a +20 weapon you must be level 10. We tend to call them 1x, 2x, 3x, and 4x with 10x being the general game maximum. This is your standard weaponry and can serve you all the way through your career.&lt;br /&gt;
&lt;br /&gt;
Depending on weapon skill choices you can start to access [[Weapon Technique]] along with your Guild trainings. You will unlock these at 10, 25, 50 and 75 ranks for each respective weapon skill. &lt;br /&gt;
&lt;br /&gt;
Warriors of near level +/-5 should be able to engage against creature DS ([[defensive strength]]) modifiers for combat through our readily available AS ([[attack strength]]) or CMAN and [[Warrior Guild]] counters, such as feint, bull rush, shield bash, etc. Warriors are weak against CS ([[casting strength]]) through our low TD ([[target defense]]). &lt;br /&gt;
&lt;br /&gt;
Choose creatures accordingly that suit your understanding and capabilities. As you become confident, Warriors are among the most robust professions in Gemstone IV.&lt;br /&gt;
&lt;br /&gt;
==Additional Training &amp;amp; Combat Maneuvers==&lt;br /&gt;
As you begin to engage in the nuances of combat and have trained a handful of times you will have access to CMANs through your [[Combat Maneuvers]] training. In addition, [[Armor Use]], [[Shield Use]]and [[Combat Maneuvers]] allocate you points to assign to customization in combat. These are accessed through ARMOR, SHIELD and CMAN in game.&lt;br /&gt;
&lt;br /&gt;
Core CMANs for Warriors vary, but [[Specialization]] because of it&#039;s passive [[attack strength]] and [[Weapon Bonding]] are common as weapon choice allows. &lt;br /&gt;
&lt;br /&gt;
If you are a shield user you gain SHIELD options from shield use training and options. [[Shield Focus]] based on the type you have chosen and [[Shield Bash]] to begin are good considerations.&lt;br /&gt;
&lt;br /&gt;
ARMOR is the last of these martial character options and you gain them from armor use training every 20 ranks. This can be bestowed by better trained warriors up to rank 5 in your local town square normally so you aren&#039;t rushed into this. [[Armor support]] is currently the most popular, but mileage varies.&lt;br /&gt;
&lt;br /&gt;
FEAT will also show options such as [[Kroderine Soul]], [[Covert Arts]] and [[Guard]], [[Protect]] options as they become available.&lt;br /&gt;
&lt;br /&gt;
At this point your dedication to your craft should start to show. COMBAT is a good reference point for seeing if you will do well in combat situations or against [[creatures]] in their [[hunting areas]].&lt;br /&gt;
&lt;br /&gt;
==Societies==&lt;br /&gt;
There are currently 3 societies within Gemstone IV that bestow mechanical benefits on their members and are tier based. Around level 3 you are able to join one of your choice so we&#039;ve detailed them below. The [[New Players&#039; Guide]] references them all. For the sake of this guide we&#039;ve detailed joining one of them and their direct benefits to Warriors. &lt;br /&gt;
&lt;br /&gt;
[[Order of Voln]] - good auxillery skills including group fog escape, undead travel grounds, lifekeep while dead, increase of spiritual defenses, and combat helpful to defeating undead. The source of power for Voln is through accumulation of slain undead in the form of Favor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Guardians of Sunfist]] - neutral / sworn enemies of trolls, ogres, etc. that add heavy hitting and defensive capabilities and also providing access to warcamps to engage in sworn enemies that are pop up hunting grounds. The main source of power is stamina use for this society.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
[[Council of Light]] - evil soul powers that can stop bleeding, increase powers, and defensive capabilities at the cost of mana and spirit.&lt;br /&gt;
&lt;br /&gt;
==Warrior Guild==&lt;br /&gt;
You&#039;ve survived to level 15. It&#039;s time to join the guild!&lt;br /&gt;
&lt;br /&gt;
Be sure to review that you didn&#039;t train in redundant skills through CMANs.&lt;br /&gt;
&lt;br /&gt;
The guild offers training in [[Berserk]], [[Warcries]], [[Warrior Tricks]], [[Disarm]], and [[Tackle]] to rank 63. Rank 5 CMANs are equivalent to 50 ranks in any guild profession so there is an advantage to Warrior Guild training if you are willing to invest.&lt;br /&gt;
&lt;br /&gt;
==Closing out the basics==&lt;br /&gt;
Now that you understand the general perimeters of being a warrior, fought your first creatures, died, adapted your tactics, equipped yourself, and started down a path in a society it&#039;s probably time to find a mentor and expand on your basic knowledge.&lt;br /&gt;
&lt;br /&gt;
Good luck!&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Warrior]] (main article)&lt;br /&gt;
*[[A beginner&#039;s guide to combat]] (An exceptional and concise tour of combat in GSIV.)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Warrior Guild]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warriors.asp Warrior profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warrior_guild.asp Warrior guild on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warrior]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fash%27lo%27nae%27s_Tutelage&amp;diff=254019</id>
		<title>Fash&#039;lo&#039;nae&#039;s Tutelage</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fash%27lo%27nae%27s_Tutelage&amp;diff=254019"/>
		<updated>2026-02-24T22:47:31Z</updated>

		<summary type="html">&lt;p&gt;FIREPHOENIX: /* End/Tears */&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;&amp;lt;!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.--&amp;gt;&lt;br /&gt;
Introduced at the February 20206 run of [[:Category:Duskruin|Duskruin]], &amp;quot;Fash&#039;lo&#039;nae&#039;s Tutelage&amp;quot; is a [[SimuCoin]] item that is available at Major Events.  It provides a 5x multiplier for up to 100,000 bonus experience per week, activating once the [[Gift of Lumnis]] cycle ends.  It costs 3,500 SimuCoins and lasts for 90 days.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze the bronze disc and sense that the creator has provided the following information:&lt;br /&gt;
The arcane symbols on the disc shift and dance before your eyes.&lt;br /&gt;
&lt;br /&gt;
When claimed using REDEEM, this item grants Fash&#039;lo&#039;nae&#039;s Tutelage for 90 days.  When your Gift of Lumnis ends, Fash&#039;lo&#039;nae&#039;s Tutelage will activate, granting 5x experience absorption until you have gained 100,000 bonus experience in this fashion.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the disc may be further lightened.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Style&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 40%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 40%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;3&amp;quot;|REDEEM&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|(First use)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Additional Information==&lt;br /&gt;
Once Redeemed, when you type EXP, you will see:&lt;br /&gt;
&lt;br /&gt;
Activating&lt;br /&gt;
: You feel a heightened understanding of events around you.  Knowledge that is not your own teases at the edges of your mind, luring your thoughts down forbidden alleyways and into dark shadows where unknown secrets await.&lt;br /&gt;
&lt;br /&gt;
Expiring&lt;br /&gt;
: The feeling of heightened understanding departs, leaving behind a cold hunger for forbidden knowledge that is slow to fade.&lt;br /&gt;
=== FAQ ===&lt;br /&gt;
Taken from the pinned FAQs in the discord forum.&lt;br /&gt;
# It will reset with the start of our Lumnis Cycle.  If you do not utilize it in full before the end of your cycle, the excess will be lost.&lt;br /&gt;
&lt;br /&gt;
=== Credits ===&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [https://www.play.net/gs4/news.asp?id=2385&amp;amp;back=home Play.net Post]&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.  OPTIONAL: If an item is feature altering or crafting, as well, please enter &amp;quot;Feature altering&amp;quot; or &amp;quot;crafting&amp;quot; below this line for &amp;quot;type2=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemclass=Misc. &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creature (Pets/Mounts), or Miscellaneous.  If more than one classification, additional lines can be added with &amp;quot;itemclass2=&amp;quot; &amp;amp; &amp;quot;itemclass3=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemtype=Disc &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified by setting &amp;quot;itemtype2&amp;quot; - &amp;quot;itemtype8&amp;quot;. --&amp;gt;&lt;br /&gt;
|alter= &amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --&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 by setting &amp;quot;feature2=&amp;quot; - &amp;quot;feature8=&amp;quot;. --&amp;gt;&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 with &amp;quot;custom2=&amp;quot; - &amp;quot;custom5=&amp;quot;. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;.--&amp;gt;&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter &amp;quot;Quest&amp;quot; ONLY.  Otherwise, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue=Duskruin &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|releaseyear=2026 &amp;lt;!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, leave blank.  --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &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= &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;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt;&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;
|corrscript= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants).  Additional slots can be added with &amp;quot;corrscript2=&amp;quot; - &amp;quot;corrscript5&amp;quot;= --&amp;gt;&lt;br /&gt;
|attune=Permanent &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= &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;
|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 with &amp;quot;spell2=&amp;quot; - &amp;quot;spell4=&amp;quot;. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&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=&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=REDEEM &amp;lt;!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with &amp;quot;verb2=&amp;quot; - &amp;quot;verb28=&amp;quot;.  Verbs should be listed in alphabetical order, not by tier.--&amp;gt;&lt;br /&gt;
|verb2=&lt;br /&gt;
|verb3=&lt;br /&gt;
|verb4=&lt;br /&gt;
|verb5=&lt;br /&gt;
|verb6=&lt;br /&gt;
|verb7=&lt;br /&gt;
|verb8=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Expiring==&lt;br /&gt;
: The feeling of heightened understanding departs, leaving behind a cold hunger for forbidden knowledge that is slow to fade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCoins]]&lt;/div&gt;</summary>
		<author><name>FIREPHOENIX</name></author>
	</entry>
</feed>