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	<updated>2026-04-24T12:29:18Z</updated>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Enhancive_item&amp;diff=101831</id>
		<title>Enhancive item</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enhancive_item&amp;diff=101831"/>
		<updated>2018-01-02T05:39:45Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Charges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&amp;lt;div class=&amp;quot;alert alert-info&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Adventurer&#039;s Guild [[#Recharging_Enhancive_Items|recharging for silvers]] will take place from 12/23-1/1&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enhancive items&#039;&#039;&#039; are items which increase various [[stat]]istics or [[skill]]s of a character when the item is held or worn.  All enhancive items have charges and are not indefinite, but can be recharged through the [[Adventurer&#039;s Guild]] and only need this service about once every six months.  Enhancive items can even grant knowledge of a spell, but these are very rare and generally only found in auctions or special raffles. An item can also be made enhancive via the [[Premium point]]s system.&lt;br /&gt;
&lt;br /&gt;
Mana, stamina, and spirit enhancing potions/trinkets, as well as potions/trinkets for boosting some statistics, may be made by pure professions via [[Alchemy]] (see list below).&lt;br /&gt;
&lt;br /&gt;
Enhancive weapons and armor can be [[Enchant Item (925)|enchanted]] with the use of an ayveneh [[pre-tempering potion]] made by a [[wizard]] skilled in [[Alchemy]].  The type and bonus of the enhancive item will determine the difficulty of the enchant.&lt;br /&gt;
&lt;br /&gt;
== Benefits &amp;amp; Levels ==&lt;br /&gt;
&lt;br /&gt;
Enhancive item benefits can be seen through the [[SKILLS (verb)|SKILLS]] or [[INFO (verb)|INFO]] commands.  There are 4 levels of enhancive items.&lt;br /&gt;
*Level 1 - Gives a statistic bonus or increases max mana, health, or stamina&lt;br /&gt;
*Level 2 - Increases a skill&#039;s bonus&lt;br /&gt;
*Level 3 - Increases stat recovery for [[mana]], [[spirit]], [[stamina]], or [[Hitpoint|health]]&lt;br /&gt;
*Level 4 - Increases a character&#039;s ranks in a given skill&lt;br /&gt;
&lt;br /&gt;
== Stacking ==&lt;br /&gt;
&lt;br /&gt;
Though there are items that will increase base [[stat]] and [[stat]] bonus, or [[skill]] ranks and [[skill]] bonus, the items will stack and obey the base/bonus [[stat]] and the [[skill]] rank/bonus relationship. That is, if a base [[stat]] increases by +2, the [[stat]] bonus will increase by +1 (whether by [[statistic_growth_rate|stat growth]], enhancive items, or [[combat maneuvers]] such as [[surge of strength]]).&lt;br /&gt;
&lt;br /&gt;
The behavior is identical for [[skill]] ranks and bonus, though the relationship between the two is non-linear. That is, the first 10 ranks of a [[skill]] each provide a [[skill]] bonus of 5, the following 10 provide 4 each, and so on (a character with 10, 20, 30, 40, or 50 ranks in a particular [[skill]] will have a [[skill]] bonus of 50, 90, 120, 140, or 150, respectively). All following ranks increase the [[skill]] bonus by 1. Consider the following character examples:&lt;br /&gt;
* 0 ranks in [[climbing]]; 2 enhancives: +2 to [[climbing]] ranks, +10 to [[climbing]] bonus - Results in bonus/ranks of 20/4 in [[climbing]]&lt;br /&gt;
* 0 ranks in [[swimming]]; 1 enhancive: +4 to [[swimming]] bonus - Results in bonus/ranks of 4/0 in [[swimming]]&lt;br /&gt;
* 25 ranks in [[MOC|multi-opponent combat]]; 1 enhancive: +15 to [[MOC|multi-opponent combat]] bonus - Results in bonus/ranks of 120/30 in [[MOC|multi-opponent combat]]&lt;br /&gt;
* [[Aura]] base (bonus) of 90 (15); 1 enhancive: +1 to [[aura]] bonus - Results in an [[aura]] base (bonus) of 92 (16)&lt;br /&gt;
* [[Strength]] base (bonus) of 100 (10); 2 enhancives; +5 to base [[strength]], +3 to [[strength]] bonus - Results in a [[Strength]] base (bonus) of 111 (15)&lt;br /&gt;
&lt;br /&gt;
This non-linearity of the benefits granted by [[skill]] rank enhancives is the reason that rank enhancives are more expensive to charge, though with sufficiently high training (40 ranks) in a particular skill, the [[skill]] rank and bonus enhancive items provide identical benefits.&lt;br /&gt;
&lt;br /&gt;
== Enhancive Limits ==&lt;br /&gt;
Enhancive items can not be used to increase quantities indefinitely, there are hard limits to the bonuses which can be provided by the enhancive system:&lt;br /&gt;
*Base [[Stat]]: +40&lt;br /&gt;
*[[Stat]] Bonus : +20&lt;br /&gt;
*[[Skill]] Rank: +50&lt;br /&gt;
*[[Skill]] Bonus: +50&lt;br /&gt;
*Max [[Health]]/[[Mana]]/[[Stamina]]: +50&lt;br /&gt;
*Max [[Spirit]]: +3&lt;br /&gt;
*[[hit_point|Health]]/[[mana_point_regeneration|Mana]]/[[Stamina]] Regen: +50&lt;br /&gt;
*Max [[Spirit]]/[[spirit regeneration|Spirit Regen]]: +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that these limits do not stack.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Skill]] bonus and rank items will stack until a combined enhancement of +50 is reached. Similarly, base/bonus [[stat]] enhancers will stack until there is a total of +40 to the base statistic. Items which enhance maximum [[health]], [[stamina]], [[mana]], and [[spirit]] also stack with the relevant [[skills]] and [[stats]] towards their enhanced limit. For example, a character with an enhanced [[constitution]] score will have increased [[stamina]] and [[health]] and this contributes towards their limit of +50 to each. The case is similar for [[harness power]] and [[aura]] for [[mana]] and [[spirit]], respectively (note that a character&#039;s [[stats]] at level 0 contribute towards their [[mana]] total rather than their current [[stats]]). This is of special interest to those seeking to enhance their max [[spirit]], as it may affect low-spirit penalty thresholds.&lt;br /&gt;
&lt;br /&gt;
In addition, abilities which show an enhanced [[stat]], such as the [[combat maneuver]] [[surge of strength]] count towards this limit (a character with a base [[strength]] enhanced by +40 will see no benefit when using the [[surge of strength]] combat maneuver).&lt;br /&gt;
&lt;br /&gt;
== Charges ==&lt;br /&gt;
Charges are randomly drained from enhancive items when worn (jewelry/containers/armor) or wielded (weapons/shields).  Items which are &#039;crumbly&#039; will disintegrate when the last charge is used from the item.  Persistent items will simply stop providing the enhancive bonus until recharged.  See the Enhancive Item Saved Post below for information from the GMs about how this process works.&lt;br /&gt;
&lt;br /&gt;
Bards can determine approximately how many charges are left in a device via [[loresinging]].  There are ten known levels that can be detected.  There may be a &#039;single charge&#039; level, but those levels from &#039;quite a few&#039; to &#039;almost innumerable&#039; are commonly believed to be complete and in order.  The levels are:&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|-bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
!Description||Charges&lt;br /&gt;
|-&lt;br /&gt;
!a couple of charges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!very few charges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!a few charges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!several charges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!a fair amount of charges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!quite a few charges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!a lot of charges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!more charges than a giantman/dwarf could count&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
!a huge number of charges&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
!almost innumerable charges&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
For the categories beyond &#039;a couple&#039;, the specifics of how many charges there are are not released.  It is commonly believed that &#039;a lot&#039; of charges is 20 charges.  And it is also commonly believed that requesting a device be recharged adds 10 charges to your device.  Some values have been determined via knowing for sure how many charges are in an item (e.g. from a pay event sign), and loresinging to the item prior to use.&lt;br /&gt;
&lt;br /&gt;
== Recharging Enhancive Items ==&lt;br /&gt;
Enhancive items can be recharged at the [[Adventurer&#039;s Guild]] through the Rewards system.  The rules governing the cost of recharging items with various enhancement capabilities are very complex.  However, the Treasure Master will provide the cost before recharging any item, and the service must be confirmed before [[bounty point]]s are spent.  The Treasure Master will only quote a price for items missing at least one charge, and the quoted price may not recharge an item fully, only refill a set amount of charges.&lt;br /&gt;
&lt;br /&gt;
There is also a tradition to recharge enhancives for silvers at some point around the New Year (could be before or after).  As a general rule, the cost of recharging an item in silvers is approximately 17x the cost in bounty points.  So an item costing 3,600 bounty points to recharge will cost 60,000 silver to recharge.  Notes are accepted by the Treasure Masters.&lt;br /&gt;
&lt;br /&gt;
Enhancives may also be charged with &#039;&#039;&#039;Enhancive Potions&#039;&#039;&#039; from the [[SimuCoin store]].  There are four types of potions: short-term (30 minutes) and long-term (30 days) versions for both normal enhancives and ones that grant [[spell knowledge item|spell knowledge]].  When a potion is poured on an enhancive item, the item will be powered by the potion for the specified amount of time. This means uncharged items will be reactivated, and charged items will not lose charges, until the potion timer expires. Crumbly enhancives still won&#039;t crumble until they lose their last charge, which can only happen after the potion timer expires (due to no charges being lost until then).&lt;br /&gt;
&lt;br /&gt;
Items that have been charged in this manner can be{{boldmono| [[ANALYZE]]d }}to see when they will expire.&lt;br /&gt;
&lt;br /&gt;
==Enhancive Pauses==&lt;br /&gt;
Players finding their characters to be using many enhancive items and not wanting to remove/wear them on a regular basis may buy &#039;&#039;&#039;enhancive pause passes&#039;&#039;&#039; from the [[SimuCoin store]].  This will give the character access to the [[INVENTORY (verb)#INVENTORY HELP(verb)|INVENTORY ENHANCIVE]] verb.  It comes in a 60-use version and 30-day unlimited use version.  Individual uses might also be found in the [[treasure system]] but cannot be transferred between characters.  Enhancive pauses are also granted through [[enhancive boost]]s earned via [[Login Rewards]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;60-use version&lt;br /&gt;
*Comes in the form of a flexing arm token &lt;br /&gt;
*Costs 50 SimuCoins&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l my tok&lt;br /&gt;
This delightfully colorful token is very eye-catching.&lt;br /&gt;
&lt;br /&gt;
[This is an Enhancive Pause Pass.  By redeeming this, you will be able to pause the beneficial effects of your enhancive items and prevent charge loss for 60 uses.  To redeem this, please enter REDEEM token.]&lt;br /&gt;
&amp;gt;redeem tok&lt;br /&gt;
[You have activated an Enhancive Pause Pass!  You will be able to pause the beneficial effects of your enhancive items and prevent charge loss 60 times.]&lt;br /&gt;
&lt;br /&gt;
&amp;gt;inven enhanc off&lt;br /&gt;
You are no longer accepting the benefits of your enhancive inventory items.  They will not lose enhancive charges until reactivated via the INVENTORY ENHANCIVE ON command.&lt;br /&gt;
&lt;br /&gt;
You have 59 enhancive pauses remaining.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enhancive Alchemy Recipes==&lt;br /&gt;
Each recipe has two or three strengths (minor, lesser, greater).  See individual recipe pages for which respective profession(s) can make each recipe and at what rank, as well as level restrictions for using each item.&lt;br /&gt;
*[[Aura crystal]]&lt;br /&gt;
*[[Constitution crystal]]&lt;br /&gt;
*[[Health-well potion]]&lt;br /&gt;
*[[Intuition crystal]]&lt;br /&gt;
*[[Logic potion]]&lt;br /&gt;
*[[Mana regeneration potion]]&lt;br /&gt;
*[[Mana-well potion]]&lt;br /&gt;
*[[Spirit regeneration crystal]]&lt;br /&gt;
*[[Spirit-well potion]]&lt;br /&gt;
*[[Stamina regeneration crystal]]&lt;br /&gt;
*[[Strength crystal]]&lt;br /&gt;
*[[Wisdom potion]]&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Enhancive item level requirements]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Enhancive swapping]]&lt;br /&gt;
*[[Fusion]]&lt;br /&gt;
*[[Stylized golden griffin pin]]&lt;br /&gt;
*[[Long-term_Benefits#Enhancive_Items|Premium enhancives]]&lt;br /&gt;
*[[Spell Knowledge (saved post)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enhancives| ]]&lt;br /&gt;
[[Category:Item Mechanics]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Flares&amp;diff=91118</id>
		<title>Category:Flares</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Flares&amp;diff=91118"/>
		<updated>2017-04-28T07:06:49Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Rare Flares */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Flares&#039;&#039;&#039; are a common attribute that [[armor]], [[shield]]s, and [[weapon]]s throughout [[Elanthia]] possess. They can cause between 1 to 60 damage, averaging about 20 damage per flare. It is estimated that common flares occur at a rate of 1 in 4 for weapons and 1 in 7 for [[runestaff]]s.&lt;br /&gt;
&lt;br /&gt;
==Types of Flares==&lt;br /&gt;
Flares are often categorized into three groups: common, uncommon, and rare flares. Rare flares are typically only offered through special [[merchant]] services, rather than through the [[treasure system]]. Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]].&lt;br /&gt;
&lt;br /&gt;
===Common Flares===&lt;br /&gt;
:*[[Acid critical table|Acid flares]] - The most widely effective of the common flares.&lt;br /&gt;
:*[[Acuity flares]] 1x-4x - Runestaff-only flares that give temporary bonuses of 5 [[AS]]/3 [[CS]] per X (up to 10X) upon triggering.&lt;br /&gt;
:*[[Cold critical table|Cold flares]] - Also known as &amp;quot;water&amp;quot; or &amp;quot;ice&amp;quot; flares, these flares are effective on fire-type creatures.&lt;br /&gt;
:*[[Fire critical table|Fire flares]] - Effective on cold-type or water-type creatures, as well as [[troll]]s and most [[undead]]. Most forms of trolls take double damage.&lt;br /&gt;
:*[[Lightning critical table|Lightning flares]] - Effective on most creatures, but when used in water-filled rooms, may conduct back to the user.&lt;br /&gt;
:*[[Mana flare]]s +1-+2 - Runestaff-only flares that return a specific amount of [[mana]] (from 1-5) depending on how potent the flares are. Mana-flaring runestaves will flare regardless of the type of spell cast (i.e., defensive spells may beget flares).&lt;br /&gt;
:*[[Vacuum critical table|Vacuum flares]] - Also known as &amp;quot;void&amp;quot; or &amp;quot;air&amp;quot; flares, these flares are found on [[coraesine]] weapons.&lt;br /&gt;
:*[[Impact critical table|Vibration flares]] - Also known as &amp;quot;earth&amp;quot; flares, these flares are effective on earth-type creatures, such as [[pyrothag family creatures|pyrothag]]s.&lt;br /&gt;
&lt;br /&gt;
===Uncommon Flares===&lt;br /&gt;
:*Acuity flares 5x-6x&lt;br /&gt;
:*[[Disintegration critical table|Disintegration flares]] - Similar to the [[Sorcerer]] spell [[Disintegrate (705)]].&lt;br /&gt;
:*[[Disruption critical table|Disruption flares]] - Can be found in [[black ora]] weapons.&lt;br /&gt;
:*Holy Water flares - Available only through [[Bless Item (304)]], these flares behave as acid on undead and (harmless but visible) water on living creatures.&lt;br /&gt;
:*Mana flares +3-+4 &lt;br /&gt;
:*[[Plasma critical table|Plasma flares]] - Effective on undead. Also, [[Sanctify (1625)]] bestows plasma flares on non-flaring non-[[weighting|weighted]] weapons.&lt;br /&gt;
:*[[Steam critical table|Steam flares]] - Not heavily sought after due to an overall inferior critical table. Effective on undead.&lt;br /&gt;
&lt;br /&gt;
===Rare Flares===&lt;br /&gt;
:*Acuity flares 7x-10x&lt;br /&gt;
:*[[Blink weapon]] - Allows the wielder to infuse a spell they are capable of learning into the weapon. Flares cast the spell for no mana.  &lt;br /&gt;
:*[[Bubble flares]] - Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. Padding levels range from heavy to phenomenal.&lt;br /&gt;
:*[[Chronomage flares]]&lt;br /&gt;
:*[[Grapple critical table|Grapple flares]] - Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals.&lt;br /&gt;
:*[[Greater elemental flare]]&lt;br /&gt;
:*[[Ironwright&#039;s holy flares]] - Ironwright&#039;s script gives holy flares when an item is blessed (no matter the profession) as well as a selection of two or three other flares (for example, acid/impact/web). The other flares are activated by casting a related spell at the weapon after it has been blessed (e.g. Hurl Boulder for impact). The flares last until the bless wears off. This flare occupies the script slot, not the flare slot.&lt;br /&gt;
:*[[Knockout_flare|Knockout]] flares - Can only be added to crushing weapons, like maces, mauls, and runestaves. Flare does crush damage, and the damage is always applied to the head no matter where your weapon hit the target (exception: if the head is sufficiently wounded the crush damage from the flare may be applied to the chest). Besides the crush damage applied to the targets head, the flare can also impart a status effect on the target, such as the rooted condition or the prone condition.&lt;br /&gt;
:*Mana flares +5&lt;br /&gt;
:*Mechanical flares - These flares do [[Slash critical table|slashing]], [[Puncture critical table|piercing]], and [[Crush critical table|crushing]] damage, depending on if they are blades, spikes, or rods, respectively.&lt;br /&gt;
:*[[Poisoned|Poison flares]] - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit. Also, there are serpent flares that can have special effects when poisoning the target.&lt;br /&gt;
:*[[Polearm rebalancing flares]] - Also known a &amp;quot;poleaxe flares.&amp;quot; They inflict a critical from the crush table as damage when they flare, and have the potential for a second &amp;quot;flare&amp;quot; which trips the target.  If you have 50 ranks of MOC and the flare activates, you have a 33% chance of also doing the second &amp;quot;flare&amp;quot;.  If you have 100 ranks of MOC and the flare activates, you have a 66% chance of also doing the second &amp;quot;flare&amp;quot;.  It is possible to [[bless]] weapons with this flare (that would be blessable without it).&lt;br /&gt;
:*[[Realm flare]]s - Special merchant flares that change based on where the wielder is hunting.&lt;br /&gt;
:*Rotating flares - Special merchant flares that give the wielder a choice of whatever flares are built into the weapon. &lt;br /&gt;
:*[[Rotflares]]&lt;br /&gt;
:*[[ShadowDeath_weapons|Shadowdeath flares]] - These flares do only blood-loss type damage, no wounds. Only found on &amp;quot;black alloy&amp;quot; weapons.&lt;br /&gt;
:*[[Unbalance_critical_table|Unbalance flares]] - Have a very high likelihood of knocking down a target.&lt;br /&gt;
:*[[Convocation_of_Coraesine_Field#Mana_Vial_flares|Vial flares]] - Produces a vial that returns a small amount of mana, [[health]], or [[spirit]] (depending on the type) when triggered.&lt;br /&gt;
&lt;br /&gt;
===Feras Weapons===&lt;br /&gt;
{{main|Feras}}&lt;br /&gt;
Often found on various creatures throughout Elanthia, feras weapons are often deadly weapons that almost always flare when striking. The flares are lightning based and generally start at very high damage and degrade after each use. A feras weapon has several levels of flares and the user can tell what level the weapon is on when the weapon is used.&lt;br /&gt;
&lt;br /&gt;
==Methods of Obtaining Flares==&lt;br /&gt;
Flares can be added to weapons that do not previously have flares by a variety of methods.  There are some methods that do not require a merchant, such as the paladin spell Sanctify (1625), the cleric spell Bless Item (304) (when cast by a cleric with 40 or more ranks in the [[Cleric Base]]), or the minor elemental spell [[Elemental Blade (411)]]. Each of these spells have restrictions on which weapons they can be cast on and still add the flares. To add flares to a weapon that is magical or non-blessable, one would require the services of a special merchant. A merchant might add standard flares (which would be heat, cold, vibration, lightning, or acid flares). Very rarely will they add other, non-standard flares.&lt;br /&gt;
&lt;br /&gt;
[[Premium subscription|Premium subscribers]] can add one standard flare from awarded [[Premium point]]s at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) [[longsword]] would be 300 + (300 * 5 ) = 1800 premium points.&lt;br /&gt;
&lt;br /&gt;
==Armor Flares==&lt;br /&gt;
Flares can be added to armor, often referred to as reactive flares. Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker.  However, certain [[combat maneuver]]s will implement these flares in an offensive manner, such as [[sweep]], [[bearhug]], and [[Shield Bash|shield bash]].  Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etc.). It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used.  Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses [[Sweep]], the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare.&lt;br /&gt;
&lt;br /&gt;
Reactive flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Armor and Weapon Moods (saved post)]]&lt;br /&gt;
*[[Snake flare]]&lt;br /&gt;
*[[Runestaff (saved posts)]]&lt;br /&gt;
* [http://forum.gsplayers.com/showthread.php?t=57362 Briar flares info on Players&#039; Corner]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon Enhancements]] [[Category:Armor Enhancements]] [[category:Merchant Services]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Flares&amp;diff=91117</id>
		<title>Category:Flares</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Flares&amp;diff=91117"/>
		<updated>2017-04-28T07:00:13Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Rare Flares */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Flares&#039;&#039;&#039; are a common attribute that [[armor]], [[shield]]s, and [[weapon]]s throughout [[Elanthia]] possess. They can cause between 1 to 60 damage, averaging about 20 damage per flare. It is estimated that common flares occur at a rate of 1 in 4 for weapons and 1 in 7 for [[runestaff]]s.&lt;br /&gt;
&lt;br /&gt;
==Types of Flares==&lt;br /&gt;
Flares are often categorized into three groups: common, uncommon, and rare flares. Rare flares are typically only offered through special [[merchant]] services, rather than through the [[treasure system]]. Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]].&lt;br /&gt;
&lt;br /&gt;
===Common Flares===&lt;br /&gt;
:*[[Acid critical table|Acid flares]] - The most widely effective of the common flares.&lt;br /&gt;
:*[[Acuity flares]] 1x-4x - Runestaff-only flares that give temporary bonuses of 5 [[AS]]/3 [[CS]] per X (up to 10X) upon triggering.&lt;br /&gt;
:*[[Cold critical table|Cold flares]] - Also known as &amp;quot;water&amp;quot; or &amp;quot;ice&amp;quot; flares, these flares are effective on fire-type creatures.&lt;br /&gt;
:*[[Fire critical table|Fire flares]] - Effective on cold-type or water-type creatures, as well as [[troll]]s and most [[undead]]. Most forms of trolls take double damage.&lt;br /&gt;
:*[[Lightning critical table|Lightning flares]] - Effective on most creatures, but when used in water-filled rooms, may conduct back to the user.&lt;br /&gt;
:*[[Mana flare]]s +1-+2 - Runestaff-only flares that return a specific amount of [[mana]] (from 1-5) depending on how potent the flares are. Mana-flaring runestaves will flare regardless of the type of spell cast (i.e., defensive spells may beget flares).&lt;br /&gt;
:*[[Vacuum critical table|Vacuum flares]] - Also known as &amp;quot;void&amp;quot; or &amp;quot;air&amp;quot; flares, these flares are found on [[coraesine]] weapons.&lt;br /&gt;
:*[[Impact critical table|Vibration flares]] - Also known as &amp;quot;earth&amp;quot; flares, these flares are effective on earth-type creatures, such as [[pyrothag family creatures|pyrothag]]s.&lt;br /&gt;
&lt;br /&gt;
===Uncommon Flares===&lt;br /&gt;
:*Acuity flares 5x-6x&lt;br /&gt;
:*[[Disintegration critical table|Disintegration flares]] - Similar to the [[Sorcerer]] spell [[Disintegrate (705)]].&lt;br /&gt;
:*[[Disruption critical table|Disruption flares]] - Can be found in [[black ora]] weapons.&lt;br /&gt;
:*Holy Water flares - Available only through [[Bless Item (304)]], these flares behave as acid on undead and (harmless but visible) water on living creatures.&lt;br /&gt;
:*Mana flares +3-+4 &lt;br /&gt;
:*[[Plasma critical table|Plasma flares]] - Effective on undead. Also, [[Sanctify (1625)]] bestows plasma flares on non-flaring non-[[weighting|weighted]] weapons.&lt;br /&gt;
:*[[Steam critical table|Steam flares]] - Not heavily sought after due to an overall inferior critical table. Effective on undead.&lt;br /&gt;
&lt;br /&gt;
===Rare Flares===&lt;br /&gt;
:*Acuity flares 7x-10x&lt;br /&gt;
:*[[Blink weapon]] - Allows the wielder to infuse a spell they are capable of learning into the weapon. Flares cast the spell for no mana.  &lt;br /&gt;
:*[[Bubble flares]] - Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. Padding levels range from heavy to phenomenal.&lt;br /&gt;
:*[[Chronomage flares]]&lt;br /&gt;
:*[[Grapple critical table|Grapple flares]] - Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals.&lt;br /&gt;
:*[[Greater elemental flare]]&lt;br /&gt;
:*[[Ironwright&#039;s holy flares]] - Ironwright&#039;s script gives holy flares when an item is blessed (no matter the profession) as well as a selection of two or three other flares (for example, acid/impact/web). The other flares are activated by casting a related spell at the weapon after it has been blessed (e.g. Hurl Boulder for impact). The flares last until the bless wears off. This flare occupies the script slot, not the flare slot.&lt;br /&gt;
:*[[Knockout_flare|Knockout]] flares - Can only be added to crushing weapons. Triggers with a very high likelihood but only against the head, and only against creatures one can learn from, and not too far above level.&lt;br /&gt;
:*Mana flares +5&lt;br /&gt;
:*Mechanical flares - These flares do [[Slash critical table|slashing]], [[Puncture critical table|piercing]], and [[Crush critical table|crushing]] damage, depending on if they are blades, spikes, or rods, respectively.&lt;br /&gt;
:*[[Poisoned|Poison flares]] - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit. Also, there are serpent flares that can have special effects when poisoning the target.&lt;br /&gt;
:*[[Polearm rebalancing flares]] - Also known a &amp;quot;poleaxe flares.&amp;quot; They inflict a critical from the crush table as damage when they flare, and have the potential for a second &amp;quot;flare&amp;quot; which trips the target.  If you have 50 ranks of MOC and the flare activates, you have a 33% chance of also doing the second &amp;quot;flare&amp;quot;.  If you have 100 ranks of MOC and the flare activates, you have a 66% chance of also doing the second &amp;quot;flare&amp;quot;.  It is possible to [[bless]] weapons with this flare (that would be blessable without it).&lt;br /&gt;
:*[[Realm flare]]s - Special merchant flares that change based on where the wielder is hunting.&lt;br /&gt;
:*Rotating flares - Special merchant flares that give the wielder a choice of whatever flares are built into the weapon. &lt;br /&gt;
:*[[Rotflares]]&lt;br /&gt;
:*[[ShadowDeath_weapons|Shadowdeath flares]] - These flares do only blood-loss type damage, no wounds. Only found on &amp;quot;black alloy&amp;quot; weapons.&lt;br /&gt;
:*[[Unbalance_critical_table|Unbalance flares]] - Have a very high likelihood of knocking down a target.&lt;br /&gt;
:*[[Convocation_of_Coraesine_Field#Mana_Vial_flares|Vial flares]] - Produces a vial that returns a small amount of mana, [[health]], or [[spirit]] (depending on the type) when triggered.&lt;br /&gt;
&lt;br /&gt;
===Feras Weapons===&lt;br /&gt;
{{main|Feras}}&lt;br /&gt;
Often found on various creatures throughout Elanthia, feras weapons are often deadly weapons that almost always flare when striking. The flares are lightning based and generally start at very high damage and degrade after each use. A feras weapon has several levels of flares and the user can tell what level the weapon is on when the weapon is used.&lt;br /&gt;
&lt;br /&gt;
==Methods of Obtaining Flares==&lt;br /&gt;
Flares can be added to weapons that do not previously have flares by a variety of methods.  There are some methods that do not require a merchant, such as the paladin spell Sanctify (1625), the cleric spell Bless Item (304) (when cast by a cleric with 40 or more ranks in the [[Cleric Base]]), or the minor elemental spell [[Elemental Blade (411)]]. Each of these spells have restrictions on which weapons they can be cast on and still add the flares. To add flares to a weapon that is magical or non-blessable, one would require the services of a special merchant. A merchant might add standard flares (which would be heat, cold, vibration, lightning, or acid flares). Very rarely will they add other, non-standard flares.&lt;br /&gt;
&lt;br /&gt;
[[Premium subscription|Premium subscribers]] can add one standard flare from awarded [[Premium point]]s at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) [[longsword]] would be 300 + (300 * 5 ) = 1800 premium points.&lt;br /&gt;
&lt;br /&gt;
==Armor Flares==&lt;br /&gt;
Flares can be added to armor, often referred to as reactive flares. Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker.  However, certain [[combat maneuver]]s will implement these flares in an offensive manner, such as [[sweep]], [[bearhug]], and [[Shield Bash|shield bash]].  Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etc.). It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used.  Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses [[Sweep]], the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare.&lt;br /&gt;
&lt;br /&gt;
Reactive flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Armor and Weapon Moods (saved post)]]&lt;br /&gt;
*[[Snake flare]]&lt;br /&gt;
*[[Runestaff (saved posts)]]&lt;br /&gt;
* [http://forum.gsplayers.com/showthread.php?t=57362 Briar flares info on Players&#039; Corner]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon Enhancements]] [[Category:Armor Enhancements]] [[category:Merchant Services]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Flares&amp;diff=91116</id>
		<title>Category:Flares</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Flares&amp;diff=91116"/>
		<updated>2017-04-28T06:58:48Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Rare Flares */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Flares&#039;&#039;&#039; are a common attribute that [[armor]], [[shield]]s, and [[weapon]]s throughout [[Elanthia]] possess. They can cause between 1 to 60 damage, averaging about 20 damage per flare. It is estimated that common flares occur at a rate of 1 in 4 for weapons and 1 in 7 for [[runestaff]]s.&lt;br /&gt;
&lt;br /&gt;
==Types of Flares==&lt;br /&gt;
Flares are often categorized into three groups: common, uncommon, and rare flares. Rare flares are typically only offered through special [[merchant]] services, rather than through the [[treasure system]]. Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]].&lt;br /&gt;
&lt;br /&gt;
===Common Flares===&lt;br /&gt;
:*[[Acid critical table|Acid flares]] - The most widely effective of the common flares.&lt;br /&gt;
:*[[Acuity flares]] 1x-4x - Runestaff-only flares that give temporary bonuses of 5 [[AS]]/3 [[CS]] per X (up to 10X) upon triggering.&lt;br /&gt;
:*[[Cold critical table|Cold flares]] - Also known as &amp;quot;water&amp;quot; or &amp;quot;ice&amp;quot; flares, these flares are effective on fire-type creatures.&lt;br /&gt;
:*[[Fire critical table|Fire flares]] - Effective on cold-type or water-type creatures, as well as [[troll]]s and most [[undead]]. Most forms of trolls take double damage.&lt;br /&gt;
:*[[Lightning critical table|Lightning flares]] - Effective on most creatures, but when used in water-filled rooms, may conduct back to the user.&lt;br /&gt;
:*[[Mana flare]]s +1-+2 - Runestaff-only flares that return a specific amount of [[mana]] (from 1-5) depending on how potent the flares are. Mana-flaring runestaves will flare regardless of the type of spell cast (i.e., defensive spells may beget flares).&lt;br /&gt;
:*[[Vacuum critical table|Vacuum flares]] - Also known as &amp;quot;void&amp;quot; or &amp;quot;air&amp;quot; flares, these flares are found on [[coraesine]] weapons.&lt;br /&gt;
:*[[Impact critical table|Vibration flares]] - Also known as &amp;quot;earth&amp;quot; flares, these flares are effective on earth-type creatures, such as [[pyrothag family creatures|pyrothag]]s.&lt;br /&gt;
&lt;br /&gt;
===Uncommon Flares===&lt;br /&gt;
:*Acuity flares 5x-6x&lt;br /&gt;
:*[[Disintegration critical table|Disintegration flares]] - Similar to the [[Sorcerer]] spell [[Disintegrate (705)]].&lt;br /&gt;
:*[[Disruption critical table|Disruption flares]] - Can be found in [[black ora]] weapons.&lt;br /&gt;
:*Holy Water flares - Available only through [[Bless Item (304)]], these flares behave as acid on undead and (harmless but visible) water on living creatures.&lt;br /&gt;
:*Mana flares +3-+4 &lt;br /&gt;
:*[[Plasma critical table|Plasma flares]] - Effective on undead. Also, [[Sanctify (1625)]] bestows plasma flares on non-flaring non-[[weighting|weighted]] weapons.&lt;br /&gt;
:*[[Steam critical table|Steam flares]] - Not heavily sought after due to an overall inferior critical table. Effective on undead.&lt;br /&gt;
&lt;br /&gt;
===Rare Flares===&lt;br /&gt;
:*Acuity flares 7x-10x&lt;br /&gt;
:*[[Blink weapon]] - Allows the wielder to infuse a spell they are capable of learning into the weapon. Flares cast the spell for no mana.  &lt;br /&gt;
:*[[Bubble flares]] - Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. Padding levels range from heavy to phenomenal.&lt;br /&gt;
:*[[Chronomage flares]]&lt;br /&gt;
:*[[Grapple critical table|Grapple flares]] - Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals.&lt;br /&gt;
:*[[Greater elemental flare]]&lt;br /&gt;
:*[[Ironwright&#039;s holy flares]] - Ironwright&#039;s script gives holy flares when an item is blessed (no matter the profession) as well as a selection of two or three other flares (for example, acid/impact/web). The other flares are activated by casting a related spell at the weapon after it has been blessed (e.g. Hurl Boulder for impact). The flares last until the bless wears off. This flare occupies the script slot, not the flare slot.&lt;br /&gt;
:*[[Knockout_flare|Knockout]] flares - Can only be added to crushing weapons. Triggers with a very high likelihood but only against the head, and only against creatures one can learn from, and not too far above level.&lt;br /&gt;
:*Mana flares +5&lt;br /&gt;
:*Mechanical flares - These flares do [[Slash critical table|slashing]], [[Puncture critical table|piercing]], and [[Crush critical table|crushing]] damage, depending on if they are blades, spikes, or rods, respectively.&lt;br /&gt;
:*[[Poisoned|Poison flares]] - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit. Also, there are serpent flares that can have special effects when poisoning the target.&lt;br /&gt;
:*[[Polearm rebalancing flares]] - Also known a &amp;quot;poleaxe flares.&amp;quot; They inflict a critical from the crush table always, and have the potential for a second &amp;quot;flare&amp;quot; which trips the target.  If you have 50 ranks of MOC and the flare activates, you have a 33% chance of also doing the second &amp;quot;flare&amp;quot;.  If you have 100 ranks of MOC and the flare activates, you have a 66% chance of also doing the second &amp;quot;flare&amp;quot;.  It is possible to [[bless]] weapons with this flare (that would be blessable without it).&lt;br /&gt;
:*[[Realm flare]]s - Special merchant flares that change based on where the wielder is hunting.&lt;br /&gt;
:*Rotating flares - Special merchant flares that give the wielder a choice of whatever flares are built into the weapon. &lt;br /&gt;
:*[[Rotflares]]&lt;br /&gt;
:*[[ShadowDeath_weapons|Shadowdeath flares]] - These flares do only blood-loss type damage, no wounds. Only found on &amp;quot;black alloy&amp;quot; weapons.&lt;br /&gt;
:*[[Unbalance_critical_table|Unbalance flares]] - Have a very high likelihood of knocking down a target.&lt;br /&gt;
:*[[Convocation_of_Coraesine_Field#Mana_Vial_flares|Vial flares]] - Produces a vial that returns a small amount of mana, [[health]], or [[spirit]] (depending on the type) when triggered.&lt;br /&gt;
&lt;br /&gt;
===Feras Weapons===&lt;br /&gt;
{{main|Feras}}&lt;br /&gt;
Often found on various creatures throughout Elanthia, feras weapons are often deadly weapons that almost always flare when striking. The flares are lightning based and generally start at very high damage and degrade after each use. A feras weapon has several levels of flares and the user can tell what level the weapon is on when the weapon is used.&lt;br /&gt;
&lt;br /&gt;
==Methods of Obtaining Flares==&lt;br /&gt;
Flares can be added to weapons that do not previously have flares by a variety of methods.  There are some methods that do not require a merchant, such as the paladin spell Sanctify (1625), the cleric spell Bless Item (304) (when cast by a cleric with 40 or more ranks in the [[Cleric Base]]), or the minor elemental spell [[Elemental Blade (411)]]. Each of these spells have restrictions on which weapons they can be cast on and still add the flares. To add flares to a weapon that is magical or non-blessable, one would require the services of a special merchant. A merchant might add standard flares (which would be heat, cold, vibration, lightning, or acid flares). Very rarely will they add other, non-standard flares.&lt;br /&gt;
&lt;br /&gt;
[[Premium subscription|Premium subscribers]] can add one standard flare from awarded [[Premium point]]s at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) [[longsword]] would be 300 + (300 * 5 ) = 1800 premium points.&lt;br /&gt;
&lt;br /&gt;
==Armor Flares==&lt;br /&gt;
Flares can be added to armor, often referred to as reactive flares. Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker.  However, certain [[combat maneuver]]s will implement these flares in an offensive manner, such as [[sweep]], [[bearhug]], and [[Shield Bash|shield bash]].  Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etc.). It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used.  Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses [[Sweep]], the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare.&lt;br /&gt;
&lt;br /&gt;
Reactive flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Armor and Weapon Moods (saved post)]]&lt;br /&gt;
*[[Snake flare]]&lt;br /&gt;
*[[Runestaff (saved posts)]]&lt;br /&gt;
* [http://forum.gsplayers.com/showthread.php?t=57362 Briar flares info on Players&#039; Corner]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon Enhancements]] [[Category:Armor Enhancements]] [[category:Merchant Services]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spell_Collection_Guide_(scroll_infusion)&amp;diff=84522</id>
		<title>Spell Collection Guide (scroll infusion)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spell_Collection_Guide_(scroll_infusion)&amp;diff=84522"/>
		<updated>2016-11-06T13:39:50Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Intermediate Spell Collection: Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After having determined exactly which spells can be found upon common scrolls, I have compiled this list of useful spells, as well as their durations and abilities. This information is intended to act as a guide in locating spells for potential scroll infusion projects depending upon your level of skill and interest. For specific information as to the actual working of the spell, [[Scroll Infusion (714)]], see Mekthros&#039;s published works.&lt;br /&gt;
 &lt;br /&gt;
The spells below have been sorted into three main groups; [[Spell Collection Guide (scroll_infusion)#Scroll Infusion Collection Guide: Novice|Novice Collection]], [[Spell Collection Guide (scroll_infusion)#Scroll Infusion Collection Guide: Intermediate|Intermediate Collection]], and [[Spell Collection Guide (scroll_infusion)#Scroll Infusion Collection Guide: Advanced|Advanced Collection]]. The Novice Collection consists of spells that are somewhat easy to find, charge, and utilize for an extended duration with a relatively low amount of Arcane Symbol Ranks. The second group, Intermediate Collection, are spells that are more difficult to find and charge, and/or have a duration which requires many ranks of Arcane Symbols to use efficiently. Finally, the Advanced Collection contains an assortment of spells very difficult to find and infuse, and are likely to only be useful in select situations. &lt;br /&gt;
 &lt;br /&gt;
At the guide&#039;s end, one will find a complete list of spells, levels 1 - 19, that cannot be found upon normally occurring scrolls. This amount of gathered data is useful to the avid Scroll Infusor as it will help them avoid searching for scrolls that do not normally exist.&lt;br /&gt;
 &lt;br /&gt;
One should note that spells from the [[Minor Elemental]], [[Sorcerer]], and [[Minor Spiritual]] circles are not listed within this guide, as its purpose is to aid the infusing sorcerer in locating scrolls most useful in serving their needs. Neither the Minor Elemental nor the Minor Spiritual circles suffer from any spell exemptions on commonly found scrolls from levels 1 - 19.&lt;br /&gt;
&lt;br /&gt;
- Evarin&#039;s player &lt;br /&gt;
&lt;br /&gt;
Arcane Symbols ([[INVOKE (verb)|INVOKE]]) duration formula:&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Base duration + ([[Arcane Symbols]] ranks * (half normal duration for spell ranks known))&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scroll Infusion Collection Guide: Novice ==&lt;br /&gt;
&lt;br /&gt;
=== Novice Spell Collection: Defense ===&lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect || width = 75px | Availability || width = 75px | Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Shield (202)]] || Stackable (self) || 1200 Seconds +60 || +10 DS || Common || 8.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Prayer of Protection (303)]] || Stackable (self) || 1200 Seconds +60 || +10 DS || Common || 14.8&lt;br /&gt;
|-&lt;br /&gt;
| [[Thurfel&#039;s Ward (503)]] || Stackable || 1200 Seconds +60 || +20 DS || Common || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Deflection (507)]] || Stackable (self) || 1200 Seconds +60 || +20 DS || Common || 14.3&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Bias (508)]] || Stackable (self) || 1200 Seconds +60 || +20 Elemental TD || Common || 15.4&lt;br /&gt;
|-&lt;br /&gt;
| [[Strength (509)]] || Stackable || 1200 Seconds +60 || +15 STR || Rare || 24.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Natural Colors (601)]] || Stackable (self) || 1200 Seconds +60 || +10 DS || Common || 4.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Resist Elements (602)]] || Stackable || 1200 Seconds +60 || +15 Bolt DS, Added Element Def || Common || 9.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Mass Colors (611)]] || Stackable || 1200 Seconds +60 || +10 DS, Group ||Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Prismatic Guard (905)]] || Stackable || 1200 Seconds +60 || +5 DS, +20 Ranged DS || Common || 14.2&lt;br /&gt;
|-&lt;br /&gt;
| [[Mass Blur (911)]] || Stackable || 1200 Seconds +60 || +20 [[Dodge]] Ranks, Group || Rare || 22.8&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreskin (1204)]] || Stackable || 1200 Seconds +60 || +10 DS || Rare || 22.8&lt;br /&gt;
|-&lt;br /&gt;
| [[Mantle of Faith (1601)]] || Stackable || 1200 Seconds +60 || +5 DS, +5 Spirit TD || Common || 8.5&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;Gains: +80 Melee DS, +20 Elemental TD, +5 Spiritual TD&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Novice Spell Collection: Utility ===&lt;br /&gt;
 &lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect || width = 75px | Availability || width = 75px | Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Unpresence]] (204) || Not Stackable || 1200 Seconds +60 || Renders Target Untrackable || Common || &lt;br /&gt;
|-&lt;br /&gt;
| [[Light]] (205) || Not Stackable || 1200 Seconds +60 || -30 DS, + Perception, + Locksmithing, - Hiding || Common || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| [[Darkness]] (206) || Refreshable || 60 Seconds per Level || +30 DS, + Hiding, - Perception || Common || 12.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Skinning]] (604) || Stackable || 60 Seconds Flat  || Aids In Skinning || Common || 8.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Foraging]] (603) || Stackable || 15 Seconds per Level || Aids In Foraging || Common || 7.4&lt;br /&gt;
|-&lt;br /&gt;
| [[Haste]] (506) || Immediate || 60 Seconds Flat  || Reduced RT || Common || 12.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Heal]] (1101) || Immediate || Immediate || Heals 10-50 HP || Common || &lt;br /&gt;
|-&lt;br /&gt;
| [[Bless Item]] (304) || Immediate || 3 Swings per Level || Bless Blade || Common || 12.6&lt;br /&gt;
|-&lt;br /&gt;
| [[Preservation]] (305) || Not Stackable || 600 Seconds Flat || Preserves The Dead || Common || 3.4&lt;br /&gt;
|-&lt;br /&gt;
| [[Purification Song]] (1004) || Immediate || Immediate || Increases Gem Worth +10% || Common || 6.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scroll Infusion Collection Guide: Intermediate ==&lt;br /&gt;
 &lt;br /&gt;
=== Intermediate Spell Collection: Defense ===&lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect || width = 75px | Availability || width = 75px | Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Melgorehn&#039;s Aura]] (913) || Stackable (self) || 1200 Seconds +60 || +10 DS, +20 Elemental TD || Very Rare || 34.3&lt;br /&gt;
|-&lt;br /&gt;
| [[Self Control]] (613) || Stackable (self) || 1200 Seconds +60 || +20 Melee DS, +20 Spiritual TD, + Aiming || Extremely Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Mobility]] (618) || Stackable || 1200 seconds +60 || +20 Dodge, Maneuver Defense || Extremely Rare || 40.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Vigor]] (1616) || Stackable (self) || 1200 Seconds +60 || +4 CON, +HPs || Very Rare ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Benediction]] (307) || Stackable (self) || 1200 Seconds +60 || +5 AS, +5 DS || Common || 17.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Warding Sphere]] (310) || Stackable (self) || 1200 Seconds +60 || +10 DS, +10 Spirtual TD || Rare || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Prayer]] (313) || Stackable (self) || 1200 Seconds +60 || +10 DS, +10 Spiritual TD, Maneuver Defense || Rare || 38.2&lt;br /&gt;
|-&lt;br /&gt;
| [[Spell Shield]] (219) || Stackable (self) || 1200 Seconds +60 || +30 Ranged DS, +30 Spiritual TD || Very rare || 57.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Strength of Will]] (1119) || Stackable (self) || 1200 Seconds +60 || +12 DS, +12 Spiritual TD || Rare || 103.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Arcane Decoy]] (1701) || Refreshable (self) || 900 Seconds +10 || Removed First When Dispelled || Common ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Guard]] (1712) || Refreshable (self) || 1200 Seconds +30 || +25 Melee/Ranged/Bolt DS || Uncommon ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lesser Shroud]] (120) || Refreshable (self) || 1200 Seconds +60 || +15 Melee/Ranged/Bolt DS, +20 Spiritual TD || Uncommon ||&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;Gains: +92 Melee DS, +20 Elemental TD, +82 Spiritual TD&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Intermediate Spell Collection: Utility ===&lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect || width = 75px | Availability || width = 75px | Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Floating Disk]] (511) || Immediate || Indefinite || Summons Floating Disk || Common || 18.8&lt;br /&gt;
|-&lt;br /&gt;
| [[Purify Air]] (207) || Stackable (self, refresh on others) || 1200 Seconds +60  || Aids In Underwater Travel and Implosion Defense || Common || 14.3&lt;br /&gt;
|-&lt;br /&gt;
| [[Untrammel]] (209) || Immediate || Immediate || Frees Target From Web || Common || 5.2&lt;br /&gt;
|-&lt;br /&gt;
| [[Silence]] (210) || Refreshable || 30 Seconds + Warding Failure || Shuts People Up || Common || &lt;br /&gt;
|-&lt;br /&gt;
| [[Minor Sanctuary]] (213) || Refreshable || 60 Seconds || Sanctuary || Common || 21.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Camouflage]] (608) || Immediate || Immediate || Auto-hides Caster || Uncommon ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun Burst]] (609) || Immediate || Immediate || Unhides Everyone &amp;amp; Detect Invis People W/O Skill Checks || Rare ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Breeze]] (612) || Immediate, Not Stackable/Refreshable || 3 Seconds per Level || Rids Area of Clouds/Spore Traps || Common || 23.9&lt;br /&gt;
|-&lt;br /&gt;
| [[Well of Life]] (308) || Immediate || Immediate || Transfers Spirit, Cast Before Resurrecting || Rare || 37.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Relieve Burden]] (314) || Stackable || 1200 Seconds +60 || No Enc. For 10k Silver +2000 * Seed 5 Bless Lore || Rare ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Adrenal Surge]] (1107) || Immediate || Immediate || Makes The Prone Stand, Removes Web/Bind, Heals Stamina Overuse Penalty || Common || 8.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Duplicate]] (918) || Immediate || Immediate || Duplicates Some Magical Items || Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Mystic Focus]] (1711) || Not Stackable || 300 Seconds Flat || CS Boost (30 - Level) +10 Min || Rare ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Intermediate Spell Collection: Bolt AS ===&lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect || width = 75px | Availability || width = 75px | Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Benediction]] (307) || Stackable (self) || 1200 Seconds +60 || +5 AS, +5 DS || Common || 17.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Light]] (205) || Immediate || 1200 Seconds +60 || +30 AS, -30 DS || Common || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| [[Bravery]] (211) || Stackable (self) || 1200 Seconds +60  || +15 AS, Sheer Fear Def || Rare || 37.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Heroism]] (215) || Stackable (self) || 1200 Seconds +60  || +25 AS, HP + MP Boosts || Extremely Rare || 114.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Focus]] (513) || Stackable (self) || 1200 seconds +60 || +20 Bolt AS, -40 Melee AS || Rare || &lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;Gains: +65 Bolt AS + (+30 AS From Light)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Intermediate Spell Collection: Offensive ===&lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect || width = 75px | Availability || width = 75px | Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Flaming Aura]] (1706) || Intermittent || 240 Seconds Flat || Repeated Group Friendly [[aoe|AoE]] Attack || Uncommon ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mystic Impedance]] (1708) || Immediate || 180 Seconds Flat || Blocks Target from Casting Select Spells || Uncommon ||&lt;br /&gt;
|-&lt;br /&gt;
|| [[Death Cloud]] (1713) || Gradual || 140 Seconds Flat || Maneuver Based Damage Over Time Attack || Uncommon ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scroll Infusion Collection Guide: Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Spell Collection: Defense ===&lt;br /&gt;
 &lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect || width = 75px | Availability || width = 75px | Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul Ward]] (319) || Stackable || 1200 Seconds +60 || Negate first attack from creature if creature fails cleric based warding roll (most helpful for sorcerers, empaths, and perhaps wizards) || Extremely Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Wizard&#039;s Shield]] (919) || Refreshable || 60 Seconds || +50 DS || Very Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Faith Shield]] (1619) || Refreshable || 30 Seconds + (1 Second Per 2 Spells Above 19) Max 70 Seconds || +50 Spiritual TD || Very Rare || 34.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Arcane Barrier]] (1720) || Refreshable || 1800 Seconds || Negates Select Spells Cast at Wearer || Very Rare ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Spell Collection: Utility ===&lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect || width = 75px | Availability || width = 75px | Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Mana Leech]] (516) || Immediate || Immediate ||  Leeches MP || Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Invisibility]] (916) || Stackable || 1200 Seconds +30  || Invisibility || Rare || 28.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Mass Calm]] (619) || Immediate || Refreshable || Warding Based Mass Calm || Very Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Herb Production]] (1118) || Immediate || Immediate || Grows Random Herbs || Very Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Cry for Help]] (1116) || Immediate || Immediate || Reverse locate || Very Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Remove Curse]] (315) || Immediate || Immediate || Removes Curse, Removes Scarabs From Others || Rare ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Strike]] (117) || Not Stackable || +2 Mins/1 attack || +75 AS, Saves Caster Mana || Rare ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Zealot]] (1617) || Refreshable || 120 Seconds +10 || +30 Group Melee AS, -30 DS || Very Rare ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Living Spell]] (208) || Immediate || Immediate || Steals Target&#039;s Prepared Spell || Common ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Spell Collection: Offense ===&lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect || width = 75px | Availability || width = 75px | Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Mass Interference]] (217) || Immediate || (MjS spell ranks/5 + 10 + (warding failure*3)) ; capped at 120 seconds || Mass warding-based disabler || Rare || 41.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Cone of Elements]] (518) || Immediate || Immediate || High DF Mass Bolt Attack || Very Rare || 32.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Tangle Weed]] (610) || Immediate || Variable || Disable/Attack Based Attack || Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Call Wind]] (912) || Immediate || Up to 12 Seconds || Knocks Prone, Forces Stance || Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Boil Earth]] (917) || Immediate || Immediate || Maneuver Based Attack || Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Call Swarm]] (615) || Immediate || Variable || Maneuver Based Disabler || Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Firestorm]] (1715) || Gradual || Variable || Maneuver Based Attack || Rare ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scroll Collection Guide: Exemption Lists ==&lt;br /&gt;
 &lt;br /&gt;
As mentioned earlier in this guide, the list of spells to follow are not normally found on commonly occurring scrolls generated by Gemstone&#039;s treasure system. It is possible to find many of the spells listed on a scroll, though these items either predate the several changes to the scroll generator mechanics, or are exemplary magical artifacts of unique origin.&lt;br /&gt;
 &lt;br /&gt;
=== Spell Exemption List: Defensive ===&lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Divine Shield]] (1609) || Refreshable || 1200 Seconds +60 || +10% Chance to Block&lt;br /&gt;
|-&lt;br /&gt;
| [[Higher Vision]] (1610) || Stackable || 1200 Seconds +60 || +10 DS&lt;br /&gt;
|-&lt;br /&gt;
| [[Patron&#039;s Blessing]] (1611) || Stackable || 1200 Seconds +60 || +10 CML ranks&lt;br /&gt;
|-&lt;br /&gt;
| [[Guard the Meek]] (1613) || Refreshable || 1200 Seconds +60 || +15 to Party Melee DS&lt;br /&gt;
|-&lt;br /&gt;
| [[Empathic Focus]] (1109) || Stackable || 1200 Seconds +60 || +15 AS, +15 Spiritual TD, +25 DS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spell Exemption List: Utility ===&lt;br /&gt;
 &lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Rapid Fire]] (515) || Immediate || 60 Seconds  || 0 Second Cast time, Auto-reprepared&lt;br /&gt;
|-&lt;br /&gt;
| [[Charge Item]] (517) || Immediate || Immediate || Recharges Select Magic Items&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Servant]] (218) || Not stackable || 1200 Seconds +60 || Carries Items, Aids Caster&#039;s Corpse&lt;br /&gt;
|-&lt;br /&gt;
| [[Raise Dead]] (318) || Immediate || Immediate || Raises The Dead&lt;br /&gt;
|-&lt;br /&gt;
| [[Scroll Infusion]] (714) || Immediate || Immediate || Adds Charges to Scrolls&lt;br /&gt;
|-&lt;br /&gt;
| [[Whispering Willow]] (605) || Stackable || 1200 Seconds +60 || Allows Distance whispering&lt;br /&gt;
|-&lt;br /&gt;
| [[Imbue]] (614) || Immediate || Immediate || Turns Foragable Items into Magical Items&lt;br /&gt;
|-&lt;br /&gt;
| [[Champion&#039;s Might]] (1612) || Stackable || 1200 Seconds +60  || +15 Spiritual CS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spell Exemption List: Offensive ===&lt;br /&gt;
 &lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Spike Thorn]] (616) || Immediate || Immediate || Maneuver Based Attack&lt;br /&gt;
|-&lt;br /&gt;
| [[Dauntless]] (1606) || Stackable (self) || 1200 Seconds +60 || +10 all forms of AS plus fear resistance and maneuver defense &lt;br /&gt;
|-&lt;br /&gt;
| [[Empathic Link]] (1117) || Immediate || 20 Seconds + (Warding Failure * 2) || Links Targets to Hit With 1 Spell&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039; - Evarin and his Mis&#039;ri&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&amp;quot;We are not men disguised as mere dogs. We are wolves disguised as men. Only in the tales that humans tell do the hunters kill the wolves in the end.&amp;quot;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spell_Collection_Guide_(scroll_infusion)&amp;diff=84521</id>
		<title>Spell Collection Guide (scroll infusion)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spell_Collection_Guide_(scroll_infusion)&amp;diff=84521"/>
		<updated>2016-11-06T13:37:02Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Scroll Infusion Collection Guide: Novice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After having determined exactly which spells can be found upon common scrolls, I have compiled this list of useful spells, as well as their durations and abilities. This information is intended to act as a guide in locating spells for potential scroll infusion projects depending upon your level of skill and interest. For specific information as to the actual working of the spell, [[Scroll Infusion (714)]], see Mekthros&#039;s published works.&lt;br /&gt;
 &lt;br /&gt;
The spells below have been sorted into three main groups; [[Spell Collection Guide (scroll_infusion)#Scroll Infusion Collection Guide: Novice|Novice Collection]], [[Spell Collection Guide (scroll_infusion)#Scroll Infusion Collection Guide: Intermediate|Intermediate Collection]], and [[Spell Collection Guide (scroll_infusion)#Scroll Infusion Collection Guide: Advanced|Advanced Collection]]. The Novice Collection consists of spells that are somewhat easy to find, charge, and utilize for an extended duration with a relatively low amount of Arcane Symbol Ranks. The second group, Intermediate Collection, are spells that are more difficult to find and charge, and/or have a duration which requires many ranks of Arcane Symbols to use efficiently. Finally, the Advanced Collection contains an assortment of spells very difficult to find and infuse, and are likely to only be useful in select situations. &lt;br /&gt;
 &lt;br /&gt;
At the guide&#039;s end, one will find a complete list of spells, levels 1 - 19, that cannot be found upon normally occurring scrolls. This amount of gathered data is useful to the avid Scroll Infusor as it will help them avoid searching for scrolls that do not normally exist.&lt;br /&gt;
 &lt;br /&gt;
One should note that spells from the [[Minor Elemental]], [[Sorcerer]], and [[Minor Spiritual]] circles are not listed within this guide, as its purpose is to aid the infusing sorcerer in locating scrolls most useful in serving their needs. Neither the Minor Elemental nor the Minor Spiritual circles suffer from any spell exemptions on commonly found scrolls from levels 1 - 19.&lt;br /&gt;
&lt;br /&gt;
- Evarin&#039;s player &lt;br /&gt;
&lt;br /&gt;
Arcane Symbols ([[INVOKE (verb)|INVOKE]]) duration formula:&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Base duration + ([[Arcane Symbols]] ranks * (half normal duration for spell ranks known))&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scroll Infusion Collection Guide: Novice ==&lt;br /&gt;
&lt;br /&gt;
=== Novice Spell Collection: Defense ===&lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect || width = 75px | Availability || width = 75px | Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Shield (202)]] || Stackable (self) || 1200 Seconds +60 || +10 DS || Common || 8.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Prayer of Protection (303)]] || Stackable (self) || 1200 Seconds +60 || +10 DS || Common || 14.8&lt;br /&gt;
|-&lt;br /&gt;
| [[Thurfel&#039;s Ward (503)]] || Stackable || 1200 Seconds +60 || +20 DS || Common || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Deflection (507)]] || Stackable (self) || 1200 Seconds +60 || +20 DS || Common || 14.3&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Bias (508)]] || Stackable (self) || 1200 Seconds +60 || +20 Elemental TD || Common || 15.4&lt;br /&gt;
|-&lt;br /&gt;
| [[Strength (509)]] || Stackable || 1200 Seconds +60 || +15 STR || Rare || 24.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Natural Colors (601)]] || Stackable (self) || 1200 Seconds +60 || +10 DS || Common || 4.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Resist Elements (602)]] || Stackable || 1200 Seconds +60 || +15 Bolt DS, Added Element Def || Common || 9.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Mass Colors (611)]] || Stackable || 1200 Seconds +60 || +10 DS, Group ||Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Prismatic Guard (905)]] || Stackable || 1200 Seconds +60 || +5 DS, +20 Ranged DS || Common || 14.2&lt;br /&gt;
|-&lt;br /&gt;
| [[Mass Blur (911)]] || Stackable || 1200 Seconds +60 || +20 [[Dodge]] Ranks, Group || Rare || 22.8&lt;br /&gt;
|-&lt;br /&gt;
| [[Foreskin (1204)]] || Stackable || 1200 Seconds +60 || +10 DS || Rare || 22.8&lt;br /&gt;
|-&lt;br /&gt;
| [[Mantle of Faith (1601)]] || Stackable || 1200 Seconds +60 || +5 DS, +5 Spirit TD || Common || 8.5&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;Gains: +80 Melee DS, +20 Elemental TD, +5 Spiritual TD&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Novice Spell Collection: Utility ===&lt;br /&gt;
 &lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect || width = 75px | Availability || width = 75px | Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Unpresence]] (204) || Not Stackable || 1200 Seconds +60 || Renders Target Untrackable || Common || &lt;br /&gt;
|-&lt;br /&gt;
| [[Light]] (205) || Not Stackable || 1200 Seconds +60 || -30 DS, + Perception, + Locksmithing, - Hiding || Common || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| [[Darkness]] (206) || Refreshable || 60 Seconds per Level || +30 DS, + Hiding, - Perception || Common || 12.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Skinning]] (604) || Stackable || 60 Seconds Flat  || Aids In Skinning || Common || 8.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Foraging]] (603) || Stackable || 15 Seconds per Level || Aids In Foraging || Common || 7.4&lt;br /&gt;
|-&lt;br /&gt;
| [[Haste]] (506) || Immediate || 60 Seconds Flat  || Reduced RT || Common || 12.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Heal]] (1101) || Immediate || Immediate || Heals 10-50 HP || Common || &lt;br /&gt;
|-&lt;br /&gt;
| [[Bless Item]] (304) || Immediate || 3 Swings per Level || Bless Blade || Common || 12.6&lt;br /&gt;
|-&lt;br /&gt;
| [[Preservation]] (305) || Not Stackable || 600 Seconds Flat || Preserves The Dead || Common || 3.4&lt;br /&gt;
|-&lt;br /&gt;
| [[Purification Song]] (1004) || Immediate || Immediate || Increases Gem Worth +10% || Common || 6.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scroll Infusion Collection Guide: Intermediate ==&lt;br /&gt;
 &lt;br /&gt;
=== Intermediate Spell Collection: Defense ===&lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect || width = 75px | Availability || width = 75px | Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Melgorehn&#039;s Aura]] (913) || Stackable (self) || 1200 Seconds +60 || +10 DS, +20 Elemental TD || Very Rare || 34.3&lt;br /&gt;
|-&lt;br /&gt;
| [[Self Control]] (613) || Stackable (self) || 1200 Seconds +60 || +20 Melee DS, +20 Spiritual TD, + Aiming || Extremely Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Mobility]] (618) || Stackable || 1200 seconds +60 || +20 Dodge, Maneuver Defense || Extremely Rare || 40.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Vigor]] (1616) || Stackable (self) || 1200 Seconds +60 || +4 CON, +HPs || Very Rare ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Benediction]] (307) || Stackable (self) || 1200 Seconds +60 || +5 AS, +5 DS || Common || 17.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Warding Sphere]] (310) || Stackable (self) || 1200 Seconds +60 || +10 DS, +10 Spirtual TD || Rare || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Prayer]] (313) || Stackable (self) || 1200 Seconds +60 || +10 DS, +10 Spiritual TD, Maneuver Defense || Rare || 38.2&lt;br /&gt;
|-&lt;br /&gt;
| [[Spell Shield]] (219) || Stackable (self) || 1200 Seconds +60 || +30 Ranged DS, +30 Spiritual TD || Very rare || 57.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Strength of Will]] (1119) || Stackable (self) || 1200 Seconds +60 || +12 DS, +12 Spiritual TD || Rare || 103.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Arcane Decoy]] (1701) || Refreshable (self) || 900 Seconds +10 || Removed First When Dispelled || Common ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Guard]] (1712) || Refreshable (self) || 1200 Seconds +30 || +25 Melee/Ranged/Bolt DS || Uncommon ||&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;Gains: +92 Melee DS, +20 Elemental TD, +82 Spiritual TD&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Intermediate Spell Collection: Utility ===&lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect || width = 75px | Availability || width = 75px | Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Floating Disk]] (511) || Immediate || Indefinite || Summons Floating Disk || Common || 18.8&lt;br /&gt;
|-&lt;br /&gt;
| [[Purify Air]] (207) || Stackable (self, refresh on others) || 1200 Seconds +60  || Aids In Underwater Travel and Implosion Defense || Common || 14.3&lt;br /&gt;
|-&lt;br /&gt;
| [[Untrammel]] (209) || Immediate || Immediate || Frees Target From Web || Common || 5.2&lt;br /&gt;
|-&lt;br /&gt;
| [[Silence]] (210) || Refreshable || 30 Seconds + Warding Failure || Shuts People Up || Common || &lt;br /&gt;
|-&lt;br /&gt;
| [[Minor Sanctuary]] (213) || Refreshable || 60 Seconds || Sanctuary || Common || 21.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Camouflage]] (608) || Immediate || Immediate || Auto-hides Caster || Uncommon ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun Burst]] (609) || Immediate || Immediate || Unhides Everyone &amp;amp; Detect Invis People W/O Skill Checks || Rare ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Breeze]] (612) || Immediate, Not Stackable/Refreshable || 3 Seconds per Level || Rids Area of Clouds/Spore Traps || Common || 23.9&lt;br /&gt;
|-&lt;br /&gt;
| [[Well of Life]] (308) || Immediate || Immediate || Transfers Spirit, Cast Before Resurrecting || Rare || 37.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Relieve Burden]] (314) || Stackable || 1200 Seconds +60 || No Enc. For 10k Silver +2000 * Seed 5 Bless Lore || Rare ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Adrenal Surge]] (1107) || Immediate || Immediate || Makes The Prone Stand, Removes Web/Bind, Heals Stamina Overuse Penalty || Common || 8.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Duplicate]] (918) || Immediate || Immediate || Duplicates Some Magical Items || Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Mystic Focus]] (1711) || Not Stackable || 300 Seconds Flat || CS Boost (30 - Level) +10 Min || Rare ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Intermediate Spell Collection: Bolt AS ===&lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect || width = 75px | Availability || width = 75px | Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Benediction]] (307) || Stackable (self) || 1200 Seconds +60 || +5 AS, +5 DS || Common || 17.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Light]] (205) || Immediate || 1200 Seconds +60 || +30 AS, -30 DS || Common || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| [[Bravery]] (211) || Stackable (self) || 1200 Seconds +60  || +15 AS, Sheer Fear Def || Rare || 37.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Heroism]] (215) || Stackable (self) || 1200 Seconds +60  || +25 AS, HP + MP Boosts || Extremely Rare || 114.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Focus]] (513) || Stackable (self) || 1200 seconds +60 || +20 Bolt AS, -40 Melee AS || Rare || &lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;Gains: +65 Bolt AS + (+30 AS From Light)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Intermediate Spell Collection: Offensive ===&lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect || width = 75px | Availability || width = 75px | Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Flaming Aura]] (1706) || Intermittent || 240 Seconds Flat || Repeated Group Friendly [[aoe|AoE]] Attack || Uncommon ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mystic Impedance]] (1708) || Immediate || 180 Seconds Flat || Blocks Target from Casting Select Spells || Uncommon ||&lt;br /&gt;
|-&lt;br /&gt;
|| [[Death Cloud]] (1713) || Gradual || 140 Seconds Flat || Maneuver Based Damage Over Time Attack || Uncommon ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scroll Infusion Collection Guide: Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Spell Collection: Defense ===&lt;br /&gt;
 &lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect || width = 75px | Availability || width = 75px | Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul Ward]] (319) || Stackable || 1200 Seconds +60 || Negate first attack from creature if creature fails cleric based warding roll (most helpful for sorcerers, empaths, and perhaps wizards) || Extremely Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Wizard&#039;s Shield]] (919) || Refreshable || 60 Seconds || +50 DS || Very Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Faith Shield]] (1619) || Refreshable || 30 Seconds + (1 Second Per 2 Spells Above 19) Max 70 Seconds || +50 Spiritual TD || Very Rare || 34.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Arcane Barrier]] (1720) || Refreshable || 1800 Seconds || Negates Select Spells Cast at Wearer || Very Rare ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Spell Collection: Utility ===&lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect || width = 75px | Availability || width = 75px | Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Mana Leech]] (516) || Immediate || Immediate ||  Leeches MP || Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Invisibility]] (916) || Stackable || 1200 Seconds +30  || Invisibility || Rare || 28.0&lt;br /&gt;
|-&lt;br /&gt;
| [[Mass Calm]] (619) || Immediate || Refreshable || Warding Based Mass Calm || Very Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Herb Production]] (1118) || Immediate || Immediate || Grows Random Herbs || Very Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Cry for Help]] (1116) || Immediate || Immediate || Reverse locate || Very Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Remove Curse]] (315) || Immediate || Immediate || Removes Curse, Removes Scarabs From Others || Rare ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Strike]] (117) || Not Stackable || +2 Mins/1 attack || +75 AS, Saves Caster Mana || Rare ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Zealot]] (1617) || Refreshable || 120 Seconds +10 || +30 Group Melee AS, -30 DS || Very Rare ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Living Spell]] (208) || Immediate || Immediate || Steals Target&#039;s Prepared Spell || Common ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Spell Collection: Offense ===&lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect || width = 75px | Availability || width = 75px | Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Mass Interference]] (217) || Immediate || (MjS spell ranks/5 + 10 + (warding failure*3)) ; capped at 120 seconds || Mass warding-based disabler || Rare || 41.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Cone of Elements]] (518) || Immediate || Immediate || High DF Mass Bolt Attack || Very Rare || 32.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Tangle Weed]] (610) || Immediate || Variable || Disable/Attack Based Attack || Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Call Wind]] (912) || Immediate || Up to 12 Seconds || Knocks Prone, Forces Stance || Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Boil Earth]] (917) || Immediate || Immediate || Maneuver Based Attack || Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Call Swarm]] (615) || Immediate || Variable || Maneuver Based Disabler || Rare || &lt;br /&gt;
|-&lt;br /&gt;
| [[Firestorm]] (1715) || Gradual || Variable || Maneuver Based Attack || Rare ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scroll Collection Guide: Exemption Lists ==&lt;br /&gt;
 &lt;br /&gt;
As mentioned earlier in this guide, the list of spells to follow are not normally found on commonly occurring scrolls generated by Gemstone&#039;s treasure system. It is possible to find many of the spells listed on a scroll, though these items either predate the several changes to the scroll generator mechanics, or are exemplary magical artifacts of unique origin.&lt;br /&gt;
 &lt;br /&gt;
=== Spell Exemption List: Defensive ===&lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Divine Shield]] (1609) || Refreshable || 1200 Seconds +60 || +10% Chance to Block&lt;br /&gt;
|-&lt;br /&gt;
| [[Higher Vision]] (1610) || Stackable || 1200 Seconds +60 || +10 DS&lt;br /&gt;
|-&lt;br /&gt;
| [[Patron&#039;s Blessing]] (1611) || Stackable || 1200 Seconds +60 || +10 CML ranks&lt;br /&gt;
|-&lt;br /&gt;
| [[Guard the Meek]] (1613) || Refreshable || 1200 Seconds +60 || +15 to Party Melee DS&lt;br /&gt;
|-&lt;br /&gt;
| [[Empathic Focus]] (1109) || Stackable || 1200 Seconds +60 || +15 AS, +15 Spiritual TD, +25 DS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spell Exemption List: Utility ===&lt;br /&gt;
 &lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Rapid Fire]] (515) || Immediate || 60 Seconds  || 0 Second Cast time, Auto-reprepared&lt;br /&gt;
|-&lt;br /&gt;
| [[Charge Item]] (517) || Immediate || Immediate || Recharges Select Magic Items&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Servant]] (218) || Not stackable || 1200 Seconds +60 || Carries Items, Aids Caster&#039;s Corpse&lt;br /&gt;
|-&lt;br /&gt;
| [[Raise Dead]] (318) || Immediate || Immediate || Raises The Dead&lt;br /&gt;
|-&lt;br /&gt;
| [[Scroll Infusion]] (714) || Immediate || Immediate || Adds Charges to Scrolls&lt;br /&gt;
|-&lt;br /&gt;
| [[Whispering Willow]] (605) || Stackable || 1200 Seconds +60 || Allows Distance whispering&lt;br /&gt;
|-&lt;br /&gt;
| [[Imbue]] (614) || Immediate || Immediate || Turns Foragable Items into Magical Items&lt;br /&gt;
|-&lt;br /&gt;
| [[Champion&#039;s Might]] (1612) || Stackable || 1200 Seconds +60  || +15 Spiritual CS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spell Exemption List: Offensive ===&lt;br /&gt;
 &lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! Width = 175px | Spell || width = 100px | Duration Status || width = 125px | Duration &lt;br /&gt;
! width = 300px | Spell Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Spike Thorn]] (616) || Immediate || Immediate || Maneuver Based Attack&lt;br /&gt;
|-&lt;br /&gt;
| [[Dauntless]] (1606) || Stackable (self) || 1200 Seconds +60 || +10 all forms of AS plus fear resistance and maneuver defense &lt;br /&gt;
|-&lt;br /&gt;
| [[Empathic Link]] (1117) || Immediate || 20 Seconds + (Warding Failure * 2) || Links Targets to Hit With 1 Spell&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039; - Evarin and his Mis&#039;ri&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&amp;quot;We are not men disguised as mere dogs. We are wolves disguised as men. Only in the tales that humans tell do the hunters kill the wolves in the end.&amp;quot;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=84520</id>
		<title>Magic Item Use</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=84520"/>
		<updated>2016-11-06T13:25:28Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Stat Modifier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Magic Item Use&#039;&#039;&#039; (MIU) is the skill associated with the use of [[magic item|magical items]]. Training this skill will increase the character&#039;s ability to activate items as well as the duration of activated magic. Additionally, training in MIU lends success with tasks related to the use of magical items, abilities, and [[spell]]s (including the [[runestaff]]). MIU is one of the cheapest [[skill]]s available for members of [[pure]] professions.&lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/4&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/2&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/2&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/7&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/6&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/8&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/2&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/8&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Activating Magic Items ==&lt;br /&gt;
&lt;br /&gt;
The following [[verb]]s can be used to activate a magic item. Each item responds to a particular action by releasing the magic within. In general, common sense can be used to determine the appropriate action (food items are eaten, liquids drank, worn items tapped or rubbed, wands &amp;amp; rods waved or raised). Otherwise, consult a [[bard|loresinger]] or utilize trial and error methods. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=#cccccc &lt;br /&gt;
!Activator Verb&lt;br /&gt;
!Skill Required&lt;br /&gt;
!Activator Skill Modifier&lt;br /&gt;
!Activator Duration Modifier&lt;br /&gt;
|-&lt;br /&gt;
![[TAP (verb)|Tap]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+ 25&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
![[RUB (verb)|Rub]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[WAVE (verb)|Wave]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[RAISE (verb)|Raise]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;- 40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|133%&lt;br /&gt;
|-&lt;br /&gt;
![[EAT (verb)|Eat]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|-&lt;br /&gt;
![[DRINK (verb)|Drink]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Only wave can be used to target others (WAVE AT {target}). All other verbs initiate their effect immediately upon activation.&lt;br /&gt;
* [[Scroll]]s utilize the [[Arcane Symbols]] skill. The [[INVOKE (verb)]] is used to access their magic.&lt;br /&gt;
* Certain items do not require a skill check, regardless of the activator verb (e.g. [[small statue]]s &amp;amp; [[heavy quartz orb]]s).&lt;br /&gt;
&lt;br /&gt;
== Calculating Success ==&lt;br /&gt;
&lt;br /&gt;
Executing the appropriate verb to activate a magic item will make an attempt at activation. The character&#039;s [[stat]]s, [[skill]]s and other relevant variables (as seen in the formula below) are factored together. This total is displayed as the &amp;quot;modifiers&amp;quot; value. A [[d100]] roll is then added, and if the total is greater than 100, the activation is successful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Modifiers = (MIU Skill bonus) + ([[Magic Item Use#Activating Magic Items|Activator Skill Modifier]]) + ([[Magic Item Use#Stat Modifier|Stat Modifier]])&amp;lt;/tt&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;&amp;lt;tt&amp;gt;+ ([[Magic Item Use#Magical Knowledge Bonus|Magical Knowledge Bonus]]) + ([[INT|INTUITION]] bonus) + ([[LOG|LOGIC]] bonus)&lt;br /&gt;
::::&#039;&#039;&#039;- (Spell Level * 5) - ([[Magic Item Use#Armor Penalty|Armor Penalty]]) - ([[Magic Item Use#Encumbrance Penalty|Encumbrance Penalty]])&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The inherent [[spell hindrance |magical hindrance of armor]] can also potentially cause activations to fail.&lt;br /&gt;
* One must possess at least as many ranks of MIU as the level of the spell to be activated in order to succeed.&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
&#039;Morbo&#039; is a [[wizard]] with 50 ranks of MIU (150 skill bonus). Using [[Magic Item Creation (420)]], he has placed the [[Elemental Wave (410)]] spell into an amulet and selected rub as the activator. Morbo is not encumbered, and has removed his armor for the time being. He has an [[Aura]] bonus of +20, a [[Logic]] bonus of +10 and an [[Intuition]] bonus of +10. He then makes an attempt at activating his amulet.&lt;br /&gt;
&lt;br /&gt;
:(150) + (0) + (40) + (60) + (10) + (10) - (50) = 220&lt;br /&gt;
&lt;br /&gt;
Morbo was easily able to activate his amulet successfully, regardless of the d100 roll. Then, a friend hands him a rod with [[Lesser Shroud (120)]] which he attempts to activate. His [[Wisdom]] bonus is 10, and raise is used to activate it.&lt;br /&gt;
&lt;br /&gt;
:(150) + (-40) + (20) + (0) + (10) + (10) - (100) = 50&lt;br /&gt;
&lt;br /&gt;
Morbo would have needed a d100 roll of 51 or greater to activate a rod with the spell Lesser Shroud successfully. Unfortunately, the rod actually contained the spell [[Disintegrate (705)]], causing his head to melt rather abruptly.&lt;br /&gt;
&lt;br /&gt;
=== Stat Modifier ===&lt;br /&gt;
&lt;br /&gt;
Stat modifiers are determined by the associated [[spell circle]] activated and the activation verb. For this table, use [[stat]] &#039;&#039;bonus&#039;&#039; and not the value of the stat itself (round down).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Circle&amp;lt;br&amp;gt;Number&lt;br /&gt;
!Spell Circle&lt;br /&gt;
!Wave&lt;br /&gt;
!Rub&lt;br /&gt;
!Tap&lt;br /&gt;
!Raise&lt;br /&gt;
|-&lt;br /&gt;
|100s&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|-&lt;br /&gt;
|200s&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|300s&lt;br /&gt;
|[[Cleric Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|400s&lt;br /&gt;
|[[Minor Elemental]]&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|-&lt;br /&gt;
|500s&lt;br /&gt;
|[[Major Elemental]]&lt;br /&gt;
|AURA &amp;amp;divide; 2&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|600s&lt;br /&gt;
|[[Ranger Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|700s&lt;br /&gt;
|[[Sorcerer Base]]&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 4&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|900s&lt;br /&gt;
|[[Wizard Base]]&lt;br /&gt;
|AURA &amp;amp;divide; 4&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|1000s&lt;br /&gt;
|[[Bard Base]]&lt;br /&gt;
|AURA &amp;amp;dagger;&lt;br /&gt;
|AURA &amp;amp;dagger;&lt;br /&gt;
|AURA &amp;amp;dagger;&lt;br /&gt;
|AURA &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1100s&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1200s&lt;br /&gt;
|[[Minor Mental]]&lt;br /&gt;
|LOGIC&lt;br /&gt;
|LOGIC&lt;br /&gt;
|LOGIC&lt;br /&gt;
|LOGIC&lt;br /&gt;
|-&lt;br /&gt;
|1600s&lt;br /&gt;
|[[Paladin Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|1700s&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|(AUR + WIS +LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS +LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; Not yet confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Magical Knowledge Bonus ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the spell to be activated lies within a character&#039;s sphere of magical knowledge can enhance the possibility of success.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|Character has direct knowledge of the spell to be activated,&amp;lt;br&amp;gt;regardless of whether or not they can cast it yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+60&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[spell circle|circle]] of the spell to be activated,&amp;lt;br&amp;gt;but has not trained that rank yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[sphere]] of the spell to be activated,&amp;lt;br&amp;gt;but cannot directly train from the same circle&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character has no influence in the spell&#039;s sphere&lt;br /&gt;
|align=right|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Warrior]]s and [[rogue]]s are not magical enough to claim influence in any sphere; they receive bonuses for both minor circles and none for all others.&lt;br /&gt;
* Hybridists ([[bard]]s, [[empath]]s, and [[sorcerer]]s) are considered aligned with multiple spheres, and receive bonuses accordingly.&lt;br /&gt;
* When activating magic from a hybrid circle, it is considered &amp;quot;within a known sphere&amp;quot; by characters fluent in either sphere. For example, sorcerer magic is partially elemental, therefore a wizard would receive the full +20 bonus for their affiliation with the elemental sphere.&lt;br /&gt;
&lt;br /&gt;
=== Armor Penalty ===&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn [[armor]] may penalize a character&#039;s attempt to activate certain magical items. This penalty is based on the armor&#039;s [[Roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is 20 points per second of untrained RT adder. The formula for calculating the amount of [[Armor Use|armor use]] skill required to fully negate the penalty is (RT adder * 20) - 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Armor penalties do not apply when using the tap or rub activators.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance Penalty ===&lt;br /&gt;
&lt;br /&gt;
Encumbrance will reduce the activation modifiers when using WAVE AND RAISE by 1 pt. for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will see a reduction to their activation modifiers of 20. (24 / 120 = .20 or 20%). There are NO encumbrance penalties when activating an item with the RUB and TAP verbs.&lt;br /&gt;
&lt;br /&gt;
Encumbrance penalty calculation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Penalty = 100 * (encumbered weight / character&#039;s body weight)&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Calculating Duration ==&lt;br /&gt;
&lt;br /&gt;
To calculate the duration of a spell&#039;s magical effect when initiated from a magical item, use the following formula.  The overall duration is modified depending upon the activating verb. The more challenging activation verbs offer longer duration modifiers.  Activating spells from magical items provides half of the normal duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=300px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Duration = (Base Duration &amp;amp;divide; 2) + [(MIU Ranks) &amp;amp;times; [[Magic Item Use#Activating Magic Items|Activator Duration Modifier]] &amp;amp;times; (Per Spell Rank Duration &amp;amp;divide; 2)] &#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
Morbo has 50 ranks of MIU and activates an item with the [[Spirit Shield]] spell. The base duration of Spirit Shield is 1200 sec, and an additional duration of 60 sec for each [[Major Spiritual]] spell rank known.&lt;br /&gt;
&lt;br /&gt;
* Tap:&lt;br /&gt;
:600 + (50 &amp;amp;times; 0.5 &amp;amp;times; 30) = 1350 sec&lt;br /&gt;
&lt;br /&gt;
* Rub &amp;amp; Wave:&lt;br /&gt;
:600 + (50 &amp;amp;times; 1 &amp;amp;times; 30) = 2100 sec&lt;br /&gt;
&lt;br /&gt;
* Raise:&lt;br /&gt;
:600 + (50 &amp;amp;times; [4/3] &amp;amp;times; 30) = 2300 sec&lt;br /&gt;
&lt;br /&gt;
* [[Eat]] &amp;amp; Drink:&lt;br /&gt;
:600 sec only&lt;br /&gt;
&lt;br /&gt;
== Lore Effects ==&lt;br /&gt;
A character may train in [[Elemental Lore|elemental]], [[Mental Lore|mental]], or [[Spiritual Lore|spiritual]] lores to gain additional benefits from spells activated by Magic Item Use. The bonuses applied by lore training are identical to those provided if cast through [[Spell Research|spell research]] training or [[List of Enhancive Spell Knowledge Items|spell knowledge]] [[enhancive]] items. However, major spell circles ([[Major Elemental|major elemental]] and [[Major Spiritual|spiritual]]) require &#039;&#039;&#039;double&#039;&#039;&#039; the lore ranks to unlock the same bonuses and professional circles ([[Cleric Base|cleric]], [[Bard Base|bard]], [[Empath Base|empath]], [[Paladin Base|paladin]], [[Ranger Base|ranger]], [[Sorcerer Base|sorcerer]], and [[Wizard Base|wizard base]]) require &#039;&#039;&#039;triple&#039;&#039;&#039; the training. Minor circles ([[Minor Elemental|minor elemental]], [[Minor Mental|mental]], and [[Minor Spiritual|spiritual]]) do not require additional training in this way.&lt;br /&gt;
&lt;br /&gt;
== Mana Control Effects ==&lt;br /&gt;
&lt;br /&gt;
A character may also train in [[Elemental Mana Control|Elemental]], [[Spiritual Mana Control|Spiritual]], or [[Mental Mana Control|Mental]] Mana Controls to gain applicable additional benefits from spells activated by Magic Item Use.  Mana control training is counted fully when the spell cast through the item is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item.  When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell activated.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Charge Item (517)]]&lt;br /&gt;
* [[:Category:Common Magical Items|Common Magical Items]]&lt;br /&gt;
* [[Magic item]]&lt;br /&gt;
* [[Magic Item Creation (420)]]&lt;br /&gt;
* [http://www.play.net/gs4/info/skills.asp#MagicItem Magic Item Use Skill], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Arcane_Symbols&amp;diff=84519</id>
		<title>Arcane Symbols</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Arcane_Symbols&amp;diff=84519"/>
		<updated>2016-11-06T13:24:51Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Stat Modifier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Arcane Symbols&#039;&#039;&#039; is the [[skill]] which determines a [[character|character&#039;s]] proficiency with [[scroll]]s. Increased training will increase one&#039;s success when activating and deciphering scrolls, as well as adding to the duration of magic initiated from scrolls. In addition, certain [[trap]]s (such as [[scarab]] and [[Trap#Glyph|glyph]] traps) are easier to spot and/or [[Disarming Traps|disarm]]. Also used as a secondary success factor when casting [[Ensorcell]] (735). &lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/4&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/2&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/2&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/6&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/5&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/7&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/2&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/7&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/1&lt;br /&gt;
|}}&lt;br /&gt;
== Reading Scrolls ==&lt;br /&gt;
&lt;br /&gt;
To view which [[spell]]s appear on the scroll, [[READ (verb)|read]] it. If the spell level is 20 or less, it requires a skill of (spell level * 5) to read. If the spell level is 21 - 40, it requires a skill of (100 + ((spell level - 20) * 3). If the spell level is greater than 40, it a skill of (160 + (spell level - 40)). Spells which have reached zero [[charges]] will no longer appear when the scroll is being read. In order to obtain a more precise reading of which spells exist on a scroll and how many charges of each remain (including spells with zero charges), a [[sorcerer]] can use the [[Odeir&#039;cos (rune)|odeir&#039;cos]] [[rune]] upon it.&lt;br /&gt;
&lt;br /&gt;
==Scroll Activation==&lt;br /&gt;
&lt;br /&gt;
With the scroll held in either hand simply INVOKE {spell#}. If successful the spell will be available to be cast. There is no longer a requirement to have one empty hand when invoking a spell from a scroll. However, if the off-hand is holding an item a 100 point penalty will be added to the activation modifiers. Once activated you will have approximately 20 to 30 seconds to cast the spell.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;invoke 101&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 58 + Modifiers: 266 == 324&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You raise the crumbling scroll and gesture to invoke the Spirit Warding I spell.&lt;br /&gt;
Sparks begin to fly between the crumbling scroll and your fingers.  With a sudden burst of enthusiasm, the sparks jump into your hand and a charged feeling surrounds you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;cast&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br&amp;gt;&lt;br /&gt;
A light blue glow surrounds you.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Calculating Activation Success ==&lt;br /&gt;
&lt;br /&gt;
The character&#039;s [[stat]]s, [[skill]]s and other relevant variables (as seen in the formula below) are factored together. This total is displayed as the &amp;quot;modifiers&amp;quot; value. A [[d100]] roll is then added, and if the total is greater than 100, the activation is successful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=40%}}&amp;gt;&#039;&#039;&#039;Modifiers&#039;&#039;&#039; = (Arcane Symbols Skill bonus) + ([[Arcane Symbols#Stat Modifier|Stat Modifier]])&lt;br /&gt;
:::+ ([[Arcane Symbols#Magical Knowledge Bonus|Magical Knowledge Bonus]]) + (INTUITION bonus) + (LOGIC bonus) &lt;br /&gt;
:::- ([[Arcane Symbols#Armor Penalty|Armor Penalty]]) - ([[Arcane Symbols#Encumbrance Penalty|Encumbrance Penalty]]) - (Spell Level &amp;amp;times; 5)&lt;br /&gt;
:::- 100 (if both hands full)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The inherent [[spell hindrance |magical hindrance of armor]] can also potentially cause activations to fail.&lt;br /&gt;
* One must be able to see the spell on the scroll by reading it in order to be able to invoke it.&lt;br /&gt;
&lt;br /&gt;
=== Stat Modifier ===&lt;br /&gt;
&lt;br /&gt;
Stat modifiers are determined by which [[spell circle]] the spell to be activated is in. For this table, use [[stat]] &#039;&#039;bonus&#039;&#039; and not the value of the stat itself (round down).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Circle&amp;lt;br&amp;gt;Number&lt;br /&gt;
!Spell Circle&lt;br /&gt;
!Modifier&amp;lt;br&amp;gt;Calculation&lt;br /&gt;
|-&lt;br /&gt;
|100s&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|200s&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|300s&lt;br /&gt;
|[[Cleric Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|400s&lt;br /&gt;
|[[Minor Elemental]]&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|500s&lt;br /&gt;
|[[Major Elemental]]&lt;br /&gt;
|AURA &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|600s&lt;br /&gt;
|[[Ranger Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|700s&lt;br /&gt;
|[[Sorcerer Base]]&lt;br /&gt;
|(WISDOM+AURA) &amp;amp;divide; 4&lt;br /&gt;
|-&lt;br /&gt;
|900s&lt;br /&gt;
|[[Wizard Base]]&lt;br /&gt;
|AURA &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|1000s&lt;br /&gt;
|[[Bard Base]]&lt;br /&gt;
|AURA &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1100s&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|1200s&lt;br /&gt;
|[[Minor Mental]]&lt;br /&gt;
|LOGIC &lt;br /&gt;
|-&lt;br /&gt;
|1600s&lt;br /&gt;
|[[Paladin Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|1700s&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|(AURA+WISDOM+LOGIC) &amp;amp;divide; 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; Not yet confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Magical Knowledge Bonus ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the spell to be activated lies within a character&#039;s sphere of magical knowledge can enhance the possibility of success.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|Character has direct knowledge of the spell to be activated,&amp;lt;br&amp;gt;regardless of whether or not they can cast it yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+60&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[spell circle|circle]] of the spell to be activated,&amp;lt;br&amp;gt;but has not trained that rank yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[sphere]] of the spell to be activated,&amp;lt;br&amp;gt;but cannot directly train from the same circle&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character has no influence in the spell&#039;s sphere&lt;br /&gt;
|align=right|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Warrior]]s and [[rogue]]s are not magical enough to claim influence in any sphere; they receive bonuses for both minor circles and none for all others.&lt;br /&gt;
* Hybridists ([[bard]]s, [[empath]]s, and [[sorcerer]]s) are considered aligned with multiple spheres, and receive bonuses accordingly.&lt;br /&gt;
* When activating magic from a hybrid circle, it is considered &amp;quot;within a known sphere&amp;quot; by characters fluent in either sphere. For example, sorcerer magic is partially elemental, therefore a wizard would receive the full +20 bonus for their affiliation with the elemental sphere.&lt;br /&gt;
&lt;br /&gt;
=== Armor Penalty ===&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn [[armor]] may penalize a character&#039;s attempt to invoke a spell. This penalty is based on the armor&#039;s [[Roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained, or is wearing robes or light leather. The penalty for [[AsG]] 6 (full leather) and higher is 20 points per second of untrained RT adder. The formula for calculating the amount of [[Armor Use|armor use]] skill required to fully negate the penalty is (RT adder * 20) - 10.&lt;br /&gt;
&lt;br /&gt;
For example, brigandine armor ([[AsG]] 12) has a roundtime adder of 6 seconds. To fully negate the armor penalty requires ((6 * 20) - 10) = 110 armor use skill (27 ranks). A character wearing brigandine with no armor use skill would have an activation penalty of 120 (20 points per second).&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance Penalty ===&lt;br /&gt;
&lt;br /&gt;
[[Encumbrance]] will reduce the activation modifiers by 1 for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will have a penalty of -20 since 24 lbs. is 20% of the character&#039;s body weight.&lt;br /&gt;
&lt;br /&gt;
Encumbrance penalty calculations:&lt;br /&gt;
&lt;br /&gt;
:100 * (encumbered weight / character&#039;s body weight)&lt;br /&gt;
&lt;br /&gt;
== Calculating Duration ==&lt;br /&gt;
&lt;br /&gt;
Calculating the duration of magic invoked from a scroll is similar to [[Magic Item Use#Calculating Duration|activating magical items]], but there are no different activators to take into account.  Activating spells from scrolls provides half of the normal duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Duration = (Base Duration &amp;amp;divide; 2) + [(Arcane Symbols Ranks) &amp;amp;times; (Per Spell Rank Duration &amp;amp;divide; 2)]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore Effects ==&lt;br /&gt;
A character may train in [[Elemental Lore|elemental]], [[Mental Lore|mental]], or [[Spiritual Lore|spiritual]] lores to gain additional benefits from spells activated by arcane symbols. The bonuses applied by lore training are identical to those provided if cast through [[Spell Research|spell research]] training or [[List of Enhancive Spell Knowledge Items|spell knowledge]] [[enhancive]] items. However, major spell circles ([[Major Elemental|major elemental]] and [[Major Spiritual|spiritual]]) require &#039;&#039;&#039;double&#039;&#039;&#039; the lore ranks to unlock the same bonuses and professional circles ([[Cleric Base|cleric]], [[Bard Base|bard]], [[Empath Base|empath]], [[Paladin Base|paladin]], [[Ranger Base|ranger]], [[Sorcerer Base|sorcerer]], and [[Wizard Base|wizard base]]) require &#039;&#039;&#039;triple&#039;&#039;&#039; the training ([[Raise Dead (318)]] is an exception and does not require additional training). Minor circles ([[Minor Elemental|minor elemental]], [[Minor Mental|mental]], and [[Minor Spiritual|spiritual]]) do not require additional training in this way.&lt;br /&gt;
&lt;br /&gt;
== Mana Control Effects ==&lt;br /&gt;
&lt;br /&gt;
A character may also train in [[Elemental Mana Control|Elemental]], [[Spiritual Mana Control|Spiritual]], or [[Mental Mana Control|Mental]] Mana Controls to gain applicable additional benefits from spells prepared (and later cast) by invoking scrolls.  Mana control training is counted fully when the spell cast through scroll is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item.  When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell invoked.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[INVOKE (verb)]]&lt;br /&gt;
* [[Scroll]]&lt;br /&gt;
* [[Scroll Infusion (714)]]&lt;br /&gt;
* [[Scroll (saved post)]]&lt;br /&gt;
* [http://www.play.net/gs4/info/skills.asp#scrollskill Official Arcane Symbols Skill]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Arcane_Symbols&amp;diff=84518</id>
		<title>Arcane Symbols</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Arcane_Symbols&amp;diff=84518"/>
		<updated>2016-11-06T13:23:26Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Stat Modifier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Arcane Symbols&#039;&#039;&#039; is the [[skill]] which determines a [[character|character&#039;s]] proficiency with [[scroll]]s. Increased training will increase one&#039;s success when activating and deciphering scrolls, as well as adding to the duration of magic initiated from scrolls. In addition, certain [[trap]]s (such as [[scarab]] and [[Trap#Glyph|glyph]] traps) are easier to spot and/or [[Disarming Traps|disarm]]. Also used as a secondary success factor when casting [[Ensorcell]] (735). &lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/4&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/2&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/2&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/6&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/5&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/7&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/2&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/7&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/1&lt;br /&gt;
|}}&lt;br /&gt;
== Reading Scrolls ==&lt;br /&gt;
&lt;br /&gt;
To view which [[spell]]s appear on the scroll, [[READ (verb)|read]] it. If the spell level is 20 or less, it requires a skill of (spell level * 5) to read. If the spell level is 21 - 40, it requires a skill of (100 + ((spell level - 20) * 3). If the spell level is greater than 40, it a skill of (160 + (spell level - 40)). Spells which have reached zero [[charges]] will no longer appear when the scroll is being read. In order to obtain a more precise reading of which spells exist on a scroll and how many charges of each remain (including spells with zero charges), a [[sorcerer]] can use the [[Odeir&#039;cos (rune)|odeir&#039;cos]] [[rune]] upon it.&lt;br /&gt;
&lt;br /&gt;
==Scroll Activation==&lt;br /&gt;
&lt;br /&gt;
With the scroll held in either hand simply INVOKE {spell#}. If successful the spell will be available to be cast. There is no longer a requirement to have one empty hand when invoking a spell from a scroll. However, if the off-hand is holding an item a 100 point penalty will be added to the activation modifiers. Once activated you will have approximately 20 to 30 seconds to cast the spell.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;invoke 101&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 58 + Modifiers: 266 == 324&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You raise the crumbling scroll and gesture to invoke the Spirit Warding I spell.&lt;br /&gt;
Sparks begin to fly between the crumbling scroll and your fingers.  With a sudden burst of enthusiasm, the sparks jump into your hand and a charged feeling surrounds you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;cast&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br&amp;gt;&lt;br /&gt;
A light blue glow surrounds you.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Calculating Activation Success ==&lt;br /&gt;
&lt;br /&gt;
The character&#039;s [[stat]]s, [[skill]]s and other relevant variables (as seen in the formula below) are factored together. This total is displayed as the &amp;quot;modifiers&amp;quot; value. A [[d100]] roll is then added, and if the total is greater than 100, the activation is successful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=40%}}&amp;gt;&#039;&#039;&#039;Modifiers&#039;&#039;&#039; = (Arcane Symbols Skill bonus) + ([[Arcane Symbols#Stat Modifier|Stat Modifier]])&lt;br /&gt;
:::+ ([[Arcane Symbols#Magical Knowledge Bonus|Magical Knowledge Bonus]]) + (INTUITION bonus) + (LOGIC bonus) &lt;br /&gt;
:::- ([[Arcane Symbols#Armor Penalty|Armor Penalty]]) - ([[Arcane Symbols#Encumbrance Penalty|Encumbrance Penalty]]) - (Spell Level &amp;amp;times; 5)&lt;br /&gt;
:::- 100 (if both hands full)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The inherent [[spell hindrance |magical hindrance of armor]] can also potentially cause activations to fail.&lt;br /&gt;
* One must be able to see the spell on the scroll by reading it in order to be able to invoke it.&lt;br /&gt;
&lt;br /&gt;
=== Stat Modifier ===&lt;br /&gt;
&lt;br /&gt;
Stat modifiers are determined by which [[spell circle]] the spell to be activated is in. For this table, use [[stat]] &#039;&#039;bonus&#039;&#039; and not the value of the stat itself (round down).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Circle&amp;lt;br&amp;gt;Number&lt;br /&gt;
!Spell Circle&lt;br /&gt;
!Modifier&amp;lt;br&amp;gt;Calculation&lt;br /&gt;
|-&lt;br /&gt;
|100s&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|200s&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|300s&lt;br /&gt;
|[[Cleric Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|400s&lt;br /&gt;
|[[Minor Elemental]]&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|500s&lt;br /&gt;
|[[Major Elemental]]&lt;br /&gt;
|AURA &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|600s&lt;br /&gt;
|[[Ranger Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|700s&lt;br /&gt;
|[[Sorcerer Base]]&lt;br /&gt;
|(WISDOM+AURA) &amp;amp;divide; 4&lt;br /&gt;
|-&lt;br /&gt;
|900s&lt;br /&gt;
|[[Wizard Base]]&lt;br /&gt;
|AURA &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|1000s&lt;br /&gt;
|[[Bard Base]]&lt;br /&gt;
|LOGIC+INTUITION &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1100s&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|1200s&lt;br /&gt;
|[[Minor Mental]]&lt;br /&gt;
|LOGIC &lt;br /&gt;
|-&lt;br /&gt;
|1600s&lt;br /&gt;
|[[Paladin Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|1700s&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|(AURA+WISDOM+LOGIC) &amp;amp;divide; 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; Not yet confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Magical Knowledge Bonus ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the spell to be activated lies within a character&#039;s sphere of magical knowledge can enhance the possibility of success.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|Character has direct knowledge of the spell to be activated,&amp;lt;br&amp;gt;regardless of whether or not they can cast it yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+60&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[spell circle|circle]] of the spell to be activated,&amp;lt;br&amp;gt;but has not trained that rank yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[sphere]] of the spell to be activated,&amp;lt;br&amp;gt;but cannot directly train from the same circle&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character has no influence in the spell&#039;s sphere&lt;br /&gt;
|align=right|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Warrior]]s and [[rogue]]s are not magical enough to claim influence in any sphere; they receive bonuses for both minor circles and none for all others.&lt;br /&gt;
* Hybridists ([[bard]]s, [[empath]]s, and [[sorcerer]]s) are considered aligned with multiple spheres, and receive bonuses accordingly.&lt;br /&gt;
* When activating magic from a hybrid circle, it is considered &amp;quot;within a known sphere&amp;quot; by characters fluent in either sphere. For example, sorcerer magic is partially elemental, therefore a wizard would receive the full +20 bonus for their affiliation with the elemental sphere.&lt;br /&gt;
&lt;br /&gt;
=== Armor Penalty ===&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn [[armor]] may penalize a character&#039;s attempt to invoke a spell. This penalty is based on the armor&#039;s [[Roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained, or is wearing robes or light leather. The penalty for [[AsG]] 6 (full leather) and higher is 20 points per second of untrained RT adder. The formula for calculating the amount of [[Armor Use|armor use]] skill required to fully negate the penalty is (RT adder * 20) - 10.&lt;br /&gt;
&lt;br /&gt;
For example, brigandine armor ([[AsG]] 12) has a roundtime adder of 6 seconds. To fully negate the armor penalty requires ((6 * 20) - 10) = 110 armor use skill (27 ranks). A character wearing brigandine with no armor use skill would have an activation penalty of 120 (20 points per second).&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance Penalty ===&lt;br /&gt;
&lt;br /&gt;
[[Encumbrance]] will reduce the activation modifiers by 1 for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will have a penalty of -20 since 24 lbs. is 20% of the character&#039;s body weight.&lt;br /&gt;
&lt;br /&gt;
Encumbrance penalty calculations:&lt;br /&gt;
&lt;br /&gt;
:100 * (encumbered weight / character&#039;s body weight)&lt;br /&gt;
&lt;br /&gt;
== Calculating Duration ==&lt;br /&gt;
&lt;br /&gt;
Calculating the duration of magic invoked from a scroll is similar to [[Magic Item Use#Calculating Duration|activating magical items]], but there are no different activators to take into account.  Activating spells from scrolls provides half of the normal duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Duration = (Base Duration &amp;amp;divide; 2) + [(Arcane Symbols Ranks) &amp;amp;times; (Per Spell Rank Duration &amp;amp;divide; 2)]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore Effects ==&lt;br /&gt;
A character may train in [[Elemental Lore|elemental]], [[Mental Lore|mental]], or [[Spiritual Lore|spiritual]] lores to gain additional benefits from spells activated by arcane symbols. The bonuses applied by lore training are identical to those provided if cast through [[Spell Research|spell research]] training or [[List of Enhancive Spell Knowledge Items|spell knowledge]] [[enhancive]] items. However, major spell circles ([[Major Elemental|major elemental]] and [[Major Spiritual|spiritual]]) require &#039;&#039;&#039;double&#039;&#039;&#039; the lore ranks to unlock the same bonuses and professional circles ([[Cleric Base|cleric]], [[Bard Base|bard]], [[Empath Base|empath]], [[Paladin Base|paladin]], [[Ranger Base|ranger]], [[Sorcerer Base|sorcerer]], and [[Wizard Base|wizard base]]) require &#039;&#039;&#039;triple&#039;&#039;&#039; the training ([[Raise Dead (318)]] is an exception and does not require additional training). Minor circles ([[Minor Elemental|minor elemental]], [[Minor Mental|mental]], and [[Minor Spiritual|spiritual]]) do not require additional training in this way.&lt;br /&gt;
&lt;br /&gt;
== Mana Control Effects ==&lt;br /&gt;
&lt;br /&gt;
A character may also train in [[Elemental Mana Control|Elemental]], [[Spiritual Mana Control|Spiritual]], or [[Mental Mana Control|Mental]] Mana Controls to gain applicable additional benefits from spells prepared (and later cast) by invoking scrolls.  Mana control training is counted fully when the spell cast through scroll is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item.  When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell invoked.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[INVOKE (verb)]]&lt;br /&gt;
* [[Scroll]]&lt;br /&gt;
* [[Scroll Infusion (714)]]&lt;br /&gt;
* [[Scroll (saved post)]]&lt;br /&gt;
* [http://www.play.net/gs4/info/skills.asp#scrollskill Official Arcane Symbols Skill]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Arcane_Symbols&amp;diff=84517</id>
		<title>Arcane Symbols</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Arcane_Symbols&amp;diff=84517"/>
		<updated>2016-11-06T13:23:05Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Stat Modifier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Arcane Symbols&#039;&#039;&#039; is the [[skill]] which determines a [[character|character&#039;s]] proficiency with [[scroll]]s. Increased training will increase one&#039;s success when activating and deciphering scrolls, as well as adding to the duration of magic initiated from scrolls. In addition, certain [[trap]]s (such as [[scarab]] and [[Trap#Glyph|glyph]] traps) are easier to spot and/or [[Disarming Traps|disarm]]. Also used as a secondary success factor when casting [[Ensorcell]] (735). &lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/4&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/2&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/2&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/6&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/5&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/7&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/2&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/7&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/1&lt;br /&gt;
|}}&lt;br /&gt;
== Reading Scrolls ==&lt;br /&gt;
&lt;br /&gt;
To view which [[spell]]s appear on the scroll, [[READ (verb)|read]] it. If the spell level is 20 or less, it requires a skill of (spell level * 5) to read. If the spell level is 21 - 40, it requires a skill of (100 + ((spell level - 20) * 3). If the spell level is greater than 40, it a skill of (160 + (spell level - 40)). Spells which have reached zero [[charges]] will no longer appear when the scroll is being read. In order to obtain a more precise reading of which spells exist on a scroll and how many charges of each remain (including spells with zero charges), a [[sorcerer]] can use the [[Odeir&#039;cos (rune)|odeir&#039;cos]] [[rune]] upon it.&lt;br /&gt;
&lt;br /&gt;
==Scroll Activation==&lt;br /&gt;
&lt;br /&gt;
With the scroll held in either hand simply INVOKE {spell#}. If successful the spell will be available to be cast. There is no longer a requirement to have one empty hand when invoking a spell from a scroll. However, if the off-hand is holding an item a 100 point penalty will be added to the activation modifiers. Once activated you will have approximately 20 to 30 seconds to cast the spell.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;invoke 101&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;1d100: 58 + Modifiers: 266 == 324&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You raise the crumbling scroll and gesture to invoke the Spirit Warding I spell.&lt;br /&gt;
Sparks begin to fly between the crumbling scroll and your fingers.  With a sudden burst of enthusiasm, the sparks jump into your hand and a charged feeling surrounds you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;cast&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br&amp;gt;&lt;br /&gt;
A light blue glow surrounds you.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Calculating Activation Success ==&lt;br /&gt;
&lt;br /&gt;
The character&#039;s [[stat]]s, [[skill]]s and other relevant variables (as seen in the formula below) are factored together. This total is displayed as the &amp;quot;modifiers&amp;quot; value. A [[d100]] roll is then added, and if the total is greater than 100, the activation is successful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=40%}}&amp;gt;&#039;&#039;&#039;Modifiers&#039;&#039;&#039; = (Arcane Symbols Skill bonus) + ([[Arcane Symbols#Stat Modifier|Stat Modifier]])&lt;br /&gt;
:::+ ([[Arcane Symbols#Magical Knowledge Bonus|Magical Knowledge Bonus]]) + (INTUITION bonus) + (LOGIC bonus) &lt;br /&gt;
:::- ([[Arcane Symbols#Armor Penalty|Armor Penalty]]) - ([[Arcane Symbols#Encumbrance Penalty|Encumbrance Penalty]]) - (Spell Level &amp;amp;times; 5)&lt;br /&gt;
:::- 100 (if both hands full)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The inherent [[spell hindrance |magical hindrance of armor]] can also potentially cause activations to fail.&lt;br /&gt;
* One must be able to see the spell on the scroll by reading it in order to be able to invoke it.&lt;br /&gt;
&lt;br /&gt;
=== Stat Modifier ===&lt;br /&gt;
&lt;br /&gt;
Stat modifiers are determined by which [[spell circle]] the spell to be activated is in. For this table, use [[stat]] &#039;&#039;bonus&#039;&#039; and not the value of the stat itself (round down).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Circle&amp;lt;br&amp;gt;Number&lt;br /&gt;
!Spell Circle&lt;br /&gt;
!Modifier&amp;lt;br&amp;gt;Calculation&lt;br /&gt;
|-&lt;br /&gt;
|100s&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|200s&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|300s&lt;br /&gt;
|[[Cleric Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|400s&lt;br /&gt;
|[[Minor Elemental]]&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|500s&lt;br /&gt;
|[[Major Elemental]]&lt;br /&gt;
|AURA &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|600s&lt;br /&gt;
|[[Ranger Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|700s&lt;br /&gt;
|[[Sorcerer Base]]&lt;br /&gt;
|(WISDOM+AURA) &amp;amp;divide; 4&lt;br /&gt;
|-&lt;br /&gt;
|900s&lt;br /&gt;
|[[Wizard Base]]&lt;br /&gt;
|AURA &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|1000s&lt;br /&gt;
|[[Bard Base]]&lt;br /&gt;
|LOGIC+INTUITION &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1100s&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|1200s&lt;br /&gt;
|[[Minor Mental]]&lt;br /&gt;
|LOGIC; &lt;br /&gt;
|-&lt;br /&gt;
|1600s&lt;br /&gt;
|[[Paladin Base]]&lt;br /&gt;
|WISDOM;&lt;br /&gt;
|-&lt;br /&gt;
|1700s&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|(AURA+WISDOM+LOGIC) &amp;amp;divide; 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; Not yet confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Magical Knowledge Bonus ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the spell to be activated lies within a character&#039;s sphere of magical knowledge can enhance the possibility of success.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|Character has direct knowledge of the spell to be activated,&amp;lt;br&amp;gt;regardless of whether or not they can cast it yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+60&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[spell circle|circle]] of the spell to be activated,&amp;lt;br&amp;gt;but has not trained that rank yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[sphere]] of the spell to be activated,&amp;lt;br&amp;gt;but cannot directly train from the same circle&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character has no influence in the spell&#039;s sphere&lt;br /&gt;
|align=right|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Warrior]]s and [[rogue]]s are not magical enough to claim influence in any sphere; they receive bonuses for both minor circles and none for all others.&lt;br /&gt;
* Hybridists ([[bard]]s, [[empath]]s, and [[sorcerer]]s) are considered aligned with multiple spheres, and receive bonuses accordingly.&lt;br /&gt;
* When activating magic from a hybrid circle, it is considered &amp;quot;within a known sphere&amp;quot; by characters fluent in either sphere. For example, sorcerer magic is partially elemental, therefore a wizard would receive the full +20 bonus for their affiliation with the elemental sphere.&lt;br /&gt;
&lt;br /&gt;
=== Armor Penalty ===&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn [[armor]] may penalize a character&#039;s attempt to invoke a spell. This penalty is based on the armor&#039;s [[Roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained, or is wearing robes or light leather. The penalty for [[AsG]] 6 (full leather) and higher is 20 points per second of untrained RT adder. The formula for calculating the amount of [[Armor Use|armor use]] skill required to fully negate the penalty is (RT adder * 20) - 10.&lt;br /&gt;
&lt;br /&gt;
For example, brigandine armor ([[AsG]] 12) has a roundtime adder of 6 seconds. To fully negate the armor penalty requires ((6 * 20) - 10) = 110 armor use skill (27 ranks). A character wearing brigandine with no armor use skill would have an activation penalty of 120 (20 points per second).&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance Penalty ===&lt;br /&gt;
&lt;br /&gt;
[[Encumbrance]] will reduce the activation modifiers by 1 for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will have a penalty of -20 since 24 lbs. is 20% of the character&#039;s body weight.&lt;br /&gt;
&lt;br /&gt;
Encumbrance penalty calculations:&lt;br /&gt;
&lt;br /&gt;
:100 * (encumbered weight / character&#039;s body weight)&lt;br /&gt;
&lt;br /&gt;
== Calculating Duration ==&lt;br /&gt;
&lt;br /&gt;
Calculating the duration of magic invoked from a scroll is similar to [[Magic Item Use#Calculating Duration|activating magical items]], but there are no different activators to take into account.  Activating spells from scrolls provides half of the normal duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Duration = (Base Duration &amp;amp;divide; 2) + [(Arcane Symbols Ranks) &amp;amp;times; (Per Spell Rank Duration &amp;amp;divide; 2)]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore Effects ==&lt;br /&gt;
A character may train in [[Elemental Lore|elemental]], [[Mental Lore|mental]], or [[Spiritual Lore|spiritual]] lores to gain additional benefits from spells activated by arcane symbols. The bonuses applied by lore training are identical to those provided if cast through [[Spell Research|spell research]] training or [[List of Enhancive Spell Knowledge Items|spell knowledge]] [[enhancive]] items. However, major spell circles ([[Major Elemental|major elemental]] and [[Major Spiritual|spiritual]]) require &#039;&#039;&#039;double&#039;&#039;&#039; the lore ranks to unlock the same bonuses and professional circles ([[Cleric Base|cleric]], [[Bard Base|bard]], [[Empath Base|empath]], [[Paladin Base|paladin]], [[Ranger Base|ranger]], [[Sorcerer Base|sorcerer]], and [[Wizard Base|wizard base]]) require &#039;&#039;&#039;triple&#039;&#039;&#039; the training ([[Raise Dead (318)]] is an exception and does not require additional training). Minor circles ([[Minor Elemental|minor elemental]], [[Minor Mental|mental]], and [[Minor Spiritual|spiritual]]) do not require additional training in this way.&lt;br /&gt;
&lt;br /&gt;
== Mana Control Effects ==&lt;br /&gt;
&lt;br /&gt;
A character may also train in [[Elemental Mana Control|Elemental]], [[Spiritual Mana Control|Spiritual]], or [[Mental Mana Control|Mental]] Mana Controls to gain applicable additional benefits from spells prepared (and later cast) by invoking scrolls.  Mana control training is counted fully when the spell cast through scroll is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item.  When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell invoked.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[INVOKE (verb)]]&lt;br /&gt;
* [[Scroll]]&lt;br /&gt;
* [[Scroll Infusion (714)]]&lt;br /&gt;
* [[Scroll (saved post)]]&lt;br /&gt;
* [http://www.play.net/gs4/info/skills.asp#scrollskill Official Arcane Symbols Skill]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=84516</id>
		<title>Magic Item Use</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=84516"/>
		<updated>2016-11-06T13:19:37Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Stat Modifier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Magic Item Use&#039;&#039;&#039; (MIU) is the skill associated with the use of [[magic item|magical items]]. Training this skill will increase the character&#039;s ability to activate items as well as the duration of activated magic. Additionally, training in MIU lends success with tasks related to the use of magical items, abilities, and [[spell]]s (including the [[runestaff]]). MIU is one of the cheapest [[skill]]s available for members of [[pure]] professions.&lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/4&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/2&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/2&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/7&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/6&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/8&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/2&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/8&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Activating Magic Items ==&lt;br /&gt;
&lt;br /&gt;
The following [[verb]]s can be used to activate a magic item. Each item responds to a particular action by releasing the magic within. In general, common sense can be used to determine the appropriate action (food items are eaten, liquids drank, worn items tapped or rubbed, wands &amp;amp; rods waved or raised). Otherwise, consult a [[bard|loresinger]] or utilize trial and error methods. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=#cccccc &lt;br /&gt;
!Activator Verb&lt;br /&gt;
!Skill Required&lt;br /&gt;
!Activator Skill Modifier&lt;br /&gt;
!Activator Duration Modifier&lt;br /&gt;
|-&lt;br /&gt;
![[TAP (verb)|Tap]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+ 25&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
![[RUB (verb)|Rub]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[WAVE (verb)|Wave]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[RAISE (verb)|Raise]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;- 40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|133%&lt;br /&gt;
|-&lt;br /&gt;
![[EAT (verb)|Eat]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|-&lt;br /&gt;
![[DRINK (verb)|Drink]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Only wave can be used to target others (WAVE AT {target}). All other verbs initiate their effect immediately upon activation.&lt;br /&gt;
* [[Scroll]]s utilize the [[Arcane Symbols]] skill. The [[INVOKE (verb)]] is used to access their magic.&lt;br /&gt;
* Certain items do not require a skill check, regardless of the activator verb (e.g. [[small statue]]s &amp;amp; [[heavy quartz orb]]s).&lt;br /&gt;
&lt;br /&gt;
== Calculating Success ==&lt;br /&gt;
&lt;br /&gt;
Executing the appropriate verb to activate a magic item will make an attempt at activation. The character&#039;s [[stat]]s, [[skill]]s and other relevant variables (as seen in the formula below) are factored together. This total is displayed as the &amp;quot;modifiers&amp;quot; value. A [[d100]] roll is then added, and if the total is greater than 100, the activation is successful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Modifiers = (MIU Skill bonus) + ([[Magic Item Use#Activating Magic Items|Activator Skill Modifier]]) + ([[Magic Item Use#Stat Modifier|Stat Modifier]])&amp;lt;/tt&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;&amp;lt;tt&amp;gt;+ ([[Magic Item Use#Magical Knowledge Bonus|Magical Knowledge Bonus]]) + ([[INT|INTUITION]] bonus) + ([[LOG|LOGIC]] bonus)&lt;br /&gt;
::::&#039;&#039;&#039;- (Spell Level * 5) - ([[Magic Item Use#Armor Penalty|Armor Penalty]]) - ([[Magic Item Use#Encumbrance Penalty|Encumbrance Penalty]])&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The inherent [[spell hindrance |magical hindrance of armor]] can also potentially cause activations to fail.&lt;br /&gt;
* One must possess at least as many ranks of MIU as the level of the spell to be activated in order to succeed.&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
&#039;Morbo&#039; is a [[wizard]] with 50 ranks of MIU (150 skill bonus). Using [[Magic Item Creation (420)]], he has placed the [[Elemental Wave (410)]] spell into an amulet and selected rub as the activator. Morbo is not encumbered, and has removed his armor for the time being. He has an [[Aura]] bonus of +20, a [[Logic]] bonus of +10 and an [[Intuition]] bonus of +10. He then makes an attempt at activating his amulet.&lt;br /&gt;
&lt;br /&gt;
:(150) + (0) + (40) + (60) + (10) + (10) - (50) = 220&lt;br /&gt;
&lt;br /&gt;
Morbo was easily able to activate his amulet successfully, regardless of the d100 roll. Then, a friend hands him a rod with [[Lesser Shroud (120)]] which he attempts to activate. His [[Wisdom]] bonus is 10, and raise is used to activate it.&lt;br /&gt;
&lt;br /&gt;
:(150) + (-40) + (20) + (0) + (10) + (10) - (100) = 50&lt;br /&gt;
&lt;br /&gt;
Morbo would have needed a d100 roll of 51 or greater to activate a rod with the spell Lesser Shroud successfully. Unfortunately, the rod actually contained the spell [[Disintegrate (705)]], causing his head to melt rather abruptly.&lt;br /&gt;
&lt;br /&gt;
=== Stat Modifier ===&lt;br /&gt;
&lt;br /&gt;
Stat modifiers are determined by the associated [[spell circle]] activated and the activation verb. For this table, use [[stat]] &#039;&#039;bonus&#039;&#039; and not the value of the stat itself (round down).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Circle&amp;lt;br&amp;gt;Number&lt;br /&gt;
!Spell Circle&lt;br /&gt;
!Wave&lt;br /&gt;
!Rub&lt;br /&gt;
!Tap&lt;br /&gt;
!Raise&lt;br /&gt;
|-&lt;br /&gt;
|100s&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|-&lt;br /&gt;
|200s&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|300s&lt;br /&gt;
|[[Cleric Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|400s&lt;br /&gt;
|[[Minor Elemental]]&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|-&lt;br /&gt;
|500s&lt;br /&gt;
|[[Major Elemental]]&lt;br /&gt;
|AURA &amp;amp;divide; 2&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|600s&lt;br /&gt;
|[[Ranger Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|700s&lt;br /&gt;
|[[Sorcerer Base]]&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 4&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|900s&lt;br /&gt;
|[[Wizard Base]]&lt;br /&gt;
|AURA &amp;amp;divide; 4&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|1000s&lt;br /&gt;
|[[Bard Base]]&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1100s&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1200s&lt;br /&gt;
|[[Minor Mental]]&lt;br /&gt;
|LOGIC&lt;br /&gt;
|LOGIC&lt;br /&gt;
|LOGIC&lt;br /&gt;
|LOGIC&lt;br /&gt;
|-&lt;br /&gt;
|1600s&lt;br /&gt;
|[[Paladin Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|1700s&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|(AUR + WIS +LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS +LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; Not yet confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Magical Knowledge Bonus ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the spell to be activated lies within a character&#039;s sphere of magical knowledge can enhance the possibility of success.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|Character has direct knowledge of the spell to be activated,&amp;lt;br&amp;gt;regardless of whether or not they can cast it yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+60&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[spell circle|circle]] of the spell to be activated,&amp;lt;br&amp;gt;but has not trained that rank yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[sphere]] of the spell to be activated,&amp;lt;br&amp;gt;but cannot directly train from the same circle&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character has no influence in the spell&#039;s sphere&lt;br /&gt;
|align=right|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Warrior]]s and [[rogue]]s are not magical enough to claim influence in any sphere; they receive bonuses for both minor circles and none for all others.&lt;br /&gt;
* Hybridists ([[bard]]s, [[empath]]s, and [[sorcerer]]s) are considered aligned with multiple spheres, and receive bonuses accordingly.&lt;br /&gt;
* When activating magic from a hybrid circle, it is considered &amp;quot;within a known sphere&amp;quot; by characters fluent in either sphere. For example, sorcerer magic is partially elemental, therefore a wizard would receive the full +20 bonus for their affiliation with the elemental sphere.&lt;br /&gt;
&lt;br /&gt;
=== Armor Penalty ===&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn [[armor]] may penalize a character&#039;s attempt to activate certain magical items. This penalty is based on the armor&#039;s [[Roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is 20 points per second of untrained RT adder. The formula for calculating the amount of [[Armor Use|armor use]] skill required to fully negate the penalty is (RT adder * 20) - 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Armor penalties do not apply when using the tap or rub activators.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance Penalty ===&lt;br /&gt;
&lt;br /&gt;
Encumbrance will reduce the activation modifiers when using WAVE AND RAISE by 1 pt. for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will see a reduction to their activation modifiers of 20. (24 / 120 = .20 or 20%). There are NO encumbrance penalties when activating an item with the RUB and TAP verbs.&lt;br /&gt;
&lt;br /&gt;
Encumbrance penalty calculation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Penalty = 100 * (encumbered weight / character&#039;s body weight)&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Calculating Duration ==&lt;br /&gt;
&lt;br /&gt;
To calculate the duration of a spell&#039;s magical effect when initiated from a magical item, use the following formula.  The overall duration is modified depending upon the activating verb. The more challenging activation verbs offer longer duration modifiers.  Activating spells from magical items provides half of the normal duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=300px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Duration = (Base Duration &amp;amp;divide; 2) + [(MIU Ranks) &amp;amp;times; [[Magic Item Use#Activating Magic Items|Activator Duration Modifier]] &amp;amp;times; (Per Spell Rank Duration &amp;amp;divide; 2)] &#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
Morbo has 50 ranks of MIU and activates an item with the [[Spirit Shield]] spell. The base duration of Spirit Shield is 1200 sec, and an additional duration of 60 sec for each [[Major Spiritual]] spell rank known.&lt;br /&gt;
&lt;br /&gt;
* Tap:&lt;br /&gt;
:600 + (50 &amp;amp;times; 0.5 &amp;amp;times; 30) = 1350 sec&lt;br /&gt;
&lt;br /&gt;
* Rub &amp;amp; Wave:&lt;br /&gt;
:600 + (50 &amp;amp;times; 1 &amp;amp;times; 30) = 2100 sec&lt;br /&gt;
&lt;br /&gt;
* Raise:&lt;br /&gt;
:600 + (50 &amp;amp;times; [4/3] &amp;amp;times; 30) = 2300 sec&lt;br /&gt;
&lt;br /&gt;
* [[Eat]] &amp;amp; Drink:&lt;br /&gt;
:600 sec only&lt;br /&gt;
&lt;br /&gt;
== Lore Effects ==&lt;br /&gt;
A character may train in [[Elemental Lore|elemental]], [[Mental Lore|mental]], or [[Spiritual Lore|spiritual]] lores to gain additional benefits from spells activated by Magic Item Use. The bonuses applied by lore training are identical to those provided if cast through [[Spell Research|spell research]] training or [[List of Enhancive Spell Knowledge Items|spell knowledge]] [[enhancive]] items. However, major spell circles ([[Major Elemental|major elemental]] and [[Major Spiritual|spiritual]]) require &#039;&#039;&#039;double&#039;&#039;&#039; the lore ranks to unlock the same bonuses and professional circles ([[Cleric Base|cleric]], [[Bard Base|bard]], [[Empath Base|empath]], [[Paladin Base|paladin]], [[Ranger Base|ranger]], [[Sorcerer Base|sorcerer]], and [[Wizard Base|wizard base]]) require &#039;&#039;&#039;triple&#039;&#039;&#039; the training. Minor circles ([[Minor Elemental|minor elemental]], [[Minor Mental|mental]], and [[Minor Spiritual|spiritual]]) do not require additional training in this way.&lt;br /&gt;
&lt;br /&gt;
== Mana Control Effects ==&lt;br /&gt;
&lt;br /&gt;
A character may also train in [[Elemental Mana Control|Elemental]], [[Spiritual Mana Control|Spiritual]], or [[Mental Mana Control|Mental]] Mana Controls to gain applicable additional benefits from spells activated by Magic Item Use.  Mana control training is counted fully when the spell cast through the item is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item.  When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell activated.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Charge Item (517)]]&lt;br /&gt;
* [[:Category:Common Magical Items|Common Magical Items]]&lt;br /&gt;
* [[Magic item]]&lt;br /&gt;
* [[Magic Item Creation (420)]]&lt;br /&gt;
* [http://www.play.net/gs4/info/skills.asp#MagicItem Magic Item Use Skill], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=84515</id>
		<title>Magic Item Use</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=84515"/>
		<updated>2016-11-06T12:51:06Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Stat Modifier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Magic Item Use&#039;&#039;&#039; (MIU) is the skill associated with the use of [[magic item|magical items]]. Training this skill will increase the character&#039;s ability to activate items as well as the duration of activated magic. Additionally, training in MIU lends success with tasks related to the use of magical items, abilities, and [[spell]]s (including the [[runestaff]]). MIU is one of the cheapest [[skill]]s available for members of [[pure]] professions.&lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/4&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/2&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/2&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/7&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/6&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/8&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/2&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/8&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Activating Magic Items ==&lt;br /&gt;
&lt;br /&gt;
The following [[verb]]s can be used to activate a magic item. Each item responds to a particular action by releasing the magic within. In general, common sense can be used to determine the appropriate action (food items are eaten, liquids drank, worn items tapped or rubbed, wands &amp;amp; rods waved or raised). Otherwise, consult a [[bard|loresinger]] or utilize trial and error methods. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=#cccccc &lt;br /&gt;
!Activator Verb&lt;br /&gt;
!Skill Required&lt;br /&gt;
!Activator Skill Modifier&lt;br /&gt;
!Activator Duration Modifier&lt;br /&gt;
|-&lt;br /&gt;
![[TAP (verb)|Tap]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+ 25&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
![[RUB (verb)|Rub]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[WAVE (verb)|Wave]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[RAISE (verb)|Raise]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;- 40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|133%&lt;br /&gt;
|-&lt;br /&gt;
![[EAT (verb)|Eat]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|-&lt;br /&gt;
![[DRINK (verb)|Drink]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Only wave can be used to target others (WAVE AT {target}). All other verbs initiate their effect immediately upon activation.&lt;br /&gt;
* [[Scroll]]s utilize the [[Arcane Symbols]] skill. The [[INVOKE (verb)]] is used to access their magic.&lt;br /&gt;
* Certain items do not require a skill check, regardless of the activator verb (e.g. [[small statue]]s &amp;amp; [[heavy quartz orb]]s).&lt;br /&gt;
&lt;br /&gt;
== Calculating Success ==&lt;br /&gt;
&lt;br /&gt;
Executing the appropriate verb to activate a magic item will make an attempt at activation. The character&#039;s [[stat]]s, [[skill]]s and other relevant variables (as seen in the formula below) are factored together. This total is displayed as the &amp;quot;modifiers&amp;quot; value. A [[d100]] roll is then added, and if the total is greater than 100, the activation is successful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Modifiers = (MIU Skill bonus) + ([[Magic Item Use#Activating Magic Items|Activator Skill Modifier]]) + ([[Magic Item Use#Stat Modifier|Stat Modifier]])&amp;lt;/tt&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;&amp;lt;tt&amp;gt;+ ([[Magic Item Use#Magical Knowledge Bonus|Magical Knowledge Bonus]]) + ([[INT|INTUITION]] bonus) + ([[LOG|LOGIC]] bonus)&lt;br /&gt;
::::&#039;&#039;&#039;- (Spell Level * 5) - ([[Magic Item Use#Armor Penalty|Armor Penalty]]) - ([[Magic Item Use#Encumbrance Penalty|Encumbrance Penalty]])&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The inherent [[spell hindrance |magical hindrance of armor]] can also potentially cause activations to fail.&lt;br /&gt;
* One must possess at least as many ranks of MIU as the level of the spell to be activated in order to succeed.&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
&#039;Morbo&#039; is a [[wizard]] with 50 ranks of MIU (150 skill bonus). Using [[Magic Item Creation (420)]], he has placed the [[Elemental Wave (410)]] spell into an amulet and selected rub as the activator. Morbo is not encumbered, and has removed his armor for the time being. He has an [[Aura]] bonus of +20, a [[Logic]] bonus of +10 and an [[Intuition]] bonus of +10. He then makes an attempt at activating his amulet.&lt;br /&gt;
&lt;br /&gt;
:(150) + (0) + (40) + (60) + (10) + (10) - (50) = 220&lt;br /&gt;
&lt;br /&gt;
Morbo was easily able to activate his amulet successfully, regardless of the d100 roll. Then, a friend hands him a rod with [[Lesser Shroud (120)]] which he attempts to activate. His [[Wisdom]] bonus is 10, and raise is used to activate it.&lt;br /&gt;
&lt;br /&gt;
:(150) + (-40) + (20) + (0) + (10) + (10) - (100) = 50&lt;br /&gt;
&lt;br /&gt;
Morbo would have needed a d100 roll of 51 or greater to activate a rod with the spell Lesser Shroud successfully. Unfortunately, the rod actually contained the spell [[Disintegrate (705)]], causing his head to melt rather abruptly.&lt;br /&gt;
&lt;br /&gt;
=== Stat Modifier ===&lt;br /&gt;
&lt;br /&gt;
Stat modifiers are determined by the associated [[spell circle]] activated and the activation verb. For this table, use [[stat]] &#039;&#039;bonus&#039;&#039; and not the value of the stat itself (round down).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Circle&amp;lt;br&amp;gt;Number&lt;br /&gt;
!Spell Circle&lt;br /&gt;
!Wave&lt;br /&gt;
!Rub&lt;br /&gt;
!Tap&lt;br /&gt;
!Raise&lt;br /&gt;
|-&lt;br /&gt;
|100s&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|-&lt;br /&gt;
|200s&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|300s&lt;br /&gt;
|[[Cleric Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|400s&lt;br /&gt;
|[[Minor Elemental]]&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|-&lt;br /&gt;
|500s&lt;br /&gt;
|[[Major Elemental]]&lt;br /&gt;
|AURA &amp;amp;divide; 2&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|600s&lt;br /&gt;
|[[Ranger Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|700s&lt;br /&gt;
|[[Sorcerer Base]]&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 4&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|900s&lt;br /&gt;
|[[Wizard Base]]&lt;br /&gt;
|AURA &amp;amp;divide; 4&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|1000s&lt;br /&gt;
|[[Bard Base]]&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1100s&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1200s&lt;br /&gt;
|[[Minor Mental]]&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|1600s&lt;br /&gt;
|[[Paladin Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|1700s&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|(AUR + WIS +LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS +LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; Not yet confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Magical Knowledge Bonus ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the spell to be activated lies within a character&#039;s sphere of magical knowledge can enhance the possibility of success.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|Character has direct knowledge of the spell to be activated,&amp;lt;br&amp;gt;regardless of whether or not they can cast it yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+60&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[spell circle|circle]] of the spell to be activated,&amp;lt;br&amp;gt;but has not trained that rank yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[sphere]] of the spell to be activated,&amp;lt;br&amp;gt;but cannot directly train from the same circle&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character has no influence in the spell&#039;s sphere&lt;br /&gt;
|align=right|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Warrior]]s and [[rogue]]s are not magical enough to claim influence in any sphere; they receive bonuses for both minor circles and none for all others.&lt;br /&gt;
* Hybridists ([[bard]]s, [[empath]]s, and [[sorcerer]]s) are considered aligned with multiple spheres, and receive bonuses accordingly.&lt;br /&gt;
* When activating magic from a hybrid circle, it is considered &amp;quot;within a known sphere&amp;quot; by characters fluent in either sphere. For example, sorcerer magic is partially elemental, therefore a wizard would receive the full +20 bonus for their affiliation with the elemental sphere.&lt;br /&gt;
&lt;br /&gt;
=== Armor Penalty ===&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn [[armor]] may penalize a character&#039;s attempt to activate certain magical items. This penalty is based on the armor&#039;s [[Roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is 20 points per second of untrained RT adder. The formula for calculating the amount of [[Armor Use|armor use]] skill required to fully negate the penalty is (RT adder * 20) - 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Armor penalties do not apply when using the tap or rub activators.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance Penalty ===&lt;br /&gt;
&lt;br /&gt;
Encumbrance will reduce the activation modifiers when using WAVE AND RAISE by 1 pt. for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will see a reduction to their activation modifiers of 20. (24 / 120 = .20 or 20%). There are NO encumbrance penalties when activating an item with the RUB and TAP verbs.&lt;br /&gt;
&lt;br /&gt;
Encumbrance penalty calculation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Penalty = 100 * (encumbered weight / character&#039;s body weight)&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Calculating Duration ==&lt;br /&gt;
&lt;br /&gt;
To calculate the duration of a spell&#039;s magical effect when initiated from a magical item, use the following formula.  The overall duration is modified depending upon the activating verb. The more challenging activation verbs offer longer duration modifiers.  Activating spells from magical items provides half of the normal duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=300px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Duration = (Base Duration &amp;amp;divide; 2) + [(MIU Ranks) &amp;amp;times; [[Magic Item Use#Activating Magic Items|Activator Duration Modifier]] &amp;amp;times; (Per Spell Rank Duration &amp;amp;divide; 2)] &#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
Morbo has 50 ranks of MIU and activates an item with the [[Spirit Shield]] spell. The base duration of Spirit Shield is 1200 sec, and an additional duration of 60 sec for each [[Major Spiritual]] spell rank known.&lt;br /&gt;
&lt;br /&gt;
* Tap:&lt;br /&gt;
:600 + (50 &amp;amp;times; 0.5 &amp;amp;times; 30) = 1350 sec&lt;br /&gt;
&lt;br /&gt;
* Rub &amp;amp; Wave:&lt;br /&gt;
:600 + (50 &amp;amp;times; 1 &amp;amp;times; 30) = 2100 sec&lt;br /&gt;
&lt;br /&gt;
* Raise:&lt;br /&gt;
:600 + (50 &amp;amp;times; [4/3] &amp;amp;times; 30) = 2300 sec&lt;br /&gt;
&lt;br /&gt;
* [[Eat]] &amp;amp; Drink:&lt;br /&gt;
:600 sec only&lt;br /&gt;
&lt;br /&gt;
== Lore Effects ==&lt;br /&gt;
A character may train in [[Elemental Lore|elemental]], [[Mental Lore|mental]], or [[Spiritual Lore|spiritual]] lores to gain additional benefits from spells activated by Magic Item Use. The bonuses applied by lore training are identical to those provided if cast through [[Spell Research|spell research]] training or [[List of Enhancive Spell Knowledge Items|spell knowledge]] [[enhancive]] items. However, major spell circles ([[Major Elemental|major elemental]] and [[Major Spiritual|spiritual]]) require &#039;&#039;&#039;double&#039;&#039;&#039; the lore ranks to unlock the same bonuses and professional circles ([[Cleric Base|cleric]], [[Bard Base|bard]], [[Empath Base|empath]], [[Paladin Base|paladin]], [[Ranger Base|ranger]], [[Sorcerer Base|sorcerer]], and [[Wizard Base|wizard base]]) require &#039;&#039;&#039;triple&#039;&#039;&#039; the training. Minor circles ([[Minor Elemental|minor elemental]], [[Minor Mental|mental]], and [[Minor Spiritual|spiritual]]) do not require additional training in this way.&lt;br /&gt;
&lt;br /&gt;
== Mana Control Effects ==&lt;br /&gt;
&lt;br /&gt;
A character may also train in [[Elemental Mana Control|Elemental]], [[Spiritual Mana Control|Spiritual]], or [[Mental Mana Control|Mental]] Mana Controls to gain applicable additional benefits from spells activated by Magic Item Use.  Mana control training is counted fully when the spell cast through the item is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item.  When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell activated.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Charge Item (517)]]&lt;br /&gt;
* [[:Category:Common Magical Items|Common Magical Items]]&lt;br /&gt;
* [[Magic item]]&lt;br /&gt;
* [[Magic Item Creation (420)]]&lt;br /&gt;
* [http://www.play.net/gs4/info/skills.asp#MagicItem Magic Item Use Skill], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=84514</id>
		<title>Magic Item Use</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=84514"/>
		<updated>2016-11-06T12:49:02Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Stat Modifier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Magic Item Use&#039;&#039;&#039; (MIU) is the skill associated with the use of [[magic item|magical items]]. Training this skill will increase the character&#039;s ability to activate items as well as the duration of activated magic. Additionally, training in MIU lends success with tasks related to the use of magical items, abilities, and [[spell]]s (including the [[runestaff]]). MIU is one of the cheapest [[skill]]s available for members of [[pure]] professions.&lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/4&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/2&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/2&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/7&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/6&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/8&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/2&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/8&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Activating Magic Items ==&lt;br /&gt;
&lt;br /&gt;
The following [[verb]]s can be used to activate a magic item. Each item responds to a particular action by releasing the magic within. In general, common sense can be used to determine the appropriate action (food items are eaten, liquids drank, worn items tapped or rubbed, wands &amp;amp; rods waved or raised). Otherwise, consult a [[bard|loresinger]] or utilize trial and error methods. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=#cccccc &lt;br /&gt;
!Activator Verb&lt;br /&gt;
!Skill Required&lt;br /&gt;
!Activator Skill Modifier&lt;br /&gt;
!Activator Duration Modifier&lt;br /&gt;
|-&lt;br /&gt;
![[TAP (verb)|Tap]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+ 25&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
![[RUB (verb)|Rub]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[WAVE (verb)|Wave]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[RAISE (verb)|Raise]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;- 40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|133%&lt;br /&gt;
|-&lt;br /&gt;
![[EAT (verb)|Eat]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|-&lt;br /&gt;
![[DRINK (verb)|Drink]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Only wave can be used to target others (WAVE AT {target}). All other verbs initiate their effect immediately upon activation.&lt;br /&gt;
* [[Scroll]]s utilize the [[Arcane Symbols]] skill. The [[INVOKE (verb)]] is used to access their magic.&lt;br /&gt;
* Certain items do not require a skill check, regardless of the activator verb (e.g. [[small statue]]s &amp;amp; [[heavy quartz orb]]s).&lt;br /&gt;
&lt;br /&gt;
== Calculating Success ==&lt;br /&gt;
&lt;br /&gt;
Executing the appropriate verb to activate a magic item will make an attempt at activation. The character&#039;s [[stat]]s, [[skill]]s and other relevant variables (as seen in the formula below) are factored together. This total is displayed as the &amp;quot;modifiers&amp;quot; value. A [[d100]] roll is then added, and if the total is greater than 100, the activation is successful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Modifiers = (MIU Skill bonus) + ([[Magic Item Use#Activating Magic Items|Activator Skill Modifier]]) + ([[Magic Item Use#Stat Modifier|Stat Modifier]])&amp;lt;/tt&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;&amp;lt;tt&amp;gt;+ ([[Magic Item Use#Magical Knowledge Bonus|Magical Knowledge Bonus]]) + ([[INT|INTUITION]] bonus) + ([[LOG|LOGIC]] bonus)&lt;br /&gt;
::::&#039;&#039;&#039;- (Spell Level * 5) - ([[Magic Item Use#Armor Penalty|Armor Penalty]]) - ([[Magic Item Use#Encumbrance Penalty|Encumbrance Penalty]])&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The inherent [[spell hindrance |magical hindrance of armor]] can also potentially cause activations to fail.&lt;br /&gt;
* One must possess at least as many ranks of MIU as the level of the spell to be activated in order to succeed.&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
&#039;Morbo&#039; is a [[wizard]] with 50 ranks of MIU (150 skill bonus). Using [[Magic Item Creation (420)]], he has placed the [[Elemental Wave (410)]] spell into an amulet and selected rub as the activator. Morbo is not encumbered, and has removed his armor for the time being. He has an [[Aura]] bonus of +20, a [[Logic]] bonus of +10 and an [[Intuition]] bonus of +10. He then makes an attempt at activating his amulet.&lt;br /&gt;
&lt;br /&gt;
:(150) + (0) + (40) + (60) + (10) + (10) - (50) = 220&lt;br /&gt;
&lt;br /&gt;
Morbo was easily able to activate his amulet successfully, regardless of the d100 roll. Then, a friend hands him a rod with [[Lesser Shroud (120)]] which he attempts to activate. His [[Wisdom]] bonus is 10, and raise is used to activate it.&lt;br /&gt;
&lt;br /&gt;
:(150) + (-40) + (20) + (0) + (10) + (10) - (100) = 50&lt;br /&gt;
&lt;br /&gt;
Morbo would have needed a d100 roll of 51 or greater to activate a rod with the spell Lesser Shroud successfully. Unfortunately, the rod actually contained the spell [[Disintegrate (705)]], causing his head to melt rather abruptly.&lt;br /&gt;
&lt;br /&gt;
=== Stat Modifier ===&lt;br /&gt;
&lt;br /&gt;
Stat modifiers are determined by the associated [[spell circle]] activated and the activation verb. For this table, use [[stat]] &#039;&#039;bonus&#039;&#039; and not the value of the stat itself (round down).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Circle&amp;lt;br&amp;gt;Number&lt;br /&gt;
!Spell Circle&lt;br /&gt;
!Wave&lt;br /&gt;
!Rub&lt;br /&gt;
!Tap&lt;br /&gt;
!Raise&lt;br /&gt;
|-&lt;br /&gt;
|100s&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|-&lt;br /&gt;
|200s&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|300s&lt;br /&gt;
|[[Cleric Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|400s&lt;br /&gt;
|[[Minor Elemental]]&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|-&lt;br /&gt;
|500s&lt;br /&gt;
|[[Major Elemental]]&lt;br /&gt;
|AURA &amp;amp;divide; 2&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|600s&lt;br /&gt;
|[[Ranger Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|700s&lt;br /&gt;
|[[Sorcerer Base]]&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 4&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|900s&lt;br /&gt;
|[[Wizard Base]]&lt;br /&gt;
|AURA &amp;amp;divide; 4&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|1000s&lt;br /&gt;
|[[Bard Base]]&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1100s&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1200s&lt;br /&gt;
|[[Minor Mental]]&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|1600s&lt;br /&gt;
|[[Paladin Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|1700s&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|(AUR + WIS +LOG) &amp;amp;divide; 2&lt;br /&gt;
|(AUR + WIS +LOG) &amp;amp;divide; 2&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 2&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; Not yet confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Magical Knowledge Bonus ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the spell to be activated lies within a character&#039;s sphere of magical knowledge can enhance the possibility of success.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|Character has direct knowledge of the spell to be activated,&amp;lt;br&amp;gt;regardless of whether or not they can cast it yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+60&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[spell circle|circle]] of the spell to be activated,&amp;lt;br&amp;gt;but has not trained that rank yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[sphere]] of the spell to be activated,&amp;lt;br&amp;gt;but cannot directly train from the same circle&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character has no influence in the spell&#039;s sphere&lt;br /&gt;
|align=right|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Warrior]]s and [[rogue]]s are not magical enough to claim influence in any sphere; they receive bonuses for both minor circles and none for all others.&lt;br /&gt;
* Hybridists ([[bard]]s, [[empath]]s, and [[sorcerer]]s) are considered aligned with multiple spheres, and receive bonuses accordingly.&lt;br /&gt;
* When activating magic from a hybrid circle, it is considered &amp;quot;within a known sphere&amp;quot; by characters fluent in either sphere. For example, sorcerer magic is partially elemental, therefore a wizard would receive the full +20 bonus for their affiliation with the elemental sphere.&lt;br /&gt;
&lt;br /&gt;
=== Armor Penalty ===&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn [[armor]] may penalize a character&#039;s attempt to activate certain magical items. This penalty is based on the armor&#039;s [[Roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is 20 points per second of untrained RT adder. The formula for calculating the amount of [[Armor Use|armor use]] skill required to fully negate the penalty is (RT adder * 20) - 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Armor penalties do not apply when using the tap or rub activators.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance Penalty ===&lt;br /&gt;
&lt;br /&gt;
Encumbrance will reduce the activation modifiers when using WAVE AND RAISE by 1 pt. for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will see a reduction to their activation modifiers of 20. (24 / 120 = .20 or 20%). There are NO encumbrance penalties when activating an item with the RUB and TAP verbs.&lt;br /&gt;
&lt;br /&gt;
Encumbrance penalty calculation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Penalty = 100 * (encumbered weight / character&#039;s body weight)&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Calculating Duration ==&lt;br /&gt;
&lt;br /&gt;
To calculate the duration of a spell&#039;s magical effect when initiated from a magical item, use the following formula.  The overall duration is modified depending upon the activating verb. The more challenging activation verbs offer longer duration modifiers.  Activating spells from magical items provides half of the normal duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=300px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Duration = (Base Duration &amp;amp;divide; 2) + [(MIU Ranks) &amp;amp;times; [[Magic Item Use#Activating Magic Items|Activator Duration Modifier]] &amp;amp;times; (Per Spell Rank Duration &amp;amp;divide; 2)] &#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
Morbo has 50 ranks of MIU and activates an item with the [[Spirit Shield]] spell. The base duration of Spirit Shield is 1200 sec, and an additional duration of 60 sec for each [[Major Spiritual]] spell rank known.&lt;br /&gt;
&lt;br /&gt;
* Tap:&lt;br /&gt;
:600 + (50 &amp;amp;times; 0.5 &amp;amp;times; 30) = 1350 sec&lt;br /&gt;
&lt;br /&gt;
* Rub &amp;amp; Wave:&lt;br /&gt;
:600 + (50 &amp;amp;times; 1 &amp;amp;times; 30) = 2100 sec&lt;br /&gt;
&lt;br /&gt;
* Raise:&lt;br /&gt;
:600 + (50 &amp;amp;times; [4/3] &amp;amp;times; 30) = 2300 sec&lt;br /&gt;
&lt;br /&gt;
* [[Eat]] &amp;amp; Drink:&lt;br /&gt;
:600 sec only&lt;br /&gt;
&lt;br /&gt;
== Lore Effects ==&lt;br /&gt;
A character may train in [[Elemental Lore|elemental]], [[Mental Lore|mental]], or [[Spiritual Lore|spiritual]] lores to gain additional benefits from spells activated by Magic Item Use. The bonuses applied by lore training are identical to those provided if cast through [[Spell Research|spell research]] training or [[List of Enhancive Spell Knowledge Items|spell knowledge]] [[enhancive]] items. However, major spell circles ([[Major Elemental|major elemental]] and [[Major Spiritual|spiritual]]) require &#039;&#039;&#039;double&#039;&#039;&#039; the lore ranks to unlock the same bonuses and professional circles ([[Cleric Base|cleric]], [[Bard Base|bard]], [[Empath Base|empath]], [[Paladin Base|paladin]], [[Ranger Base|ranger]], [[Sorcerer Base|sorcerer]], and [[Wizard Base|wizard base]]) require &#039;&#039;&#039;triple&#039;&#039;&#039; the training. Minor circles ([[Minor Elemental|minor elemental]], [[Minor Mental|mental]], and [[Minor Spiritual|spiritual]]) do not require additional training in this way.&lt;br /&gt;
&lt;br /&gt;
== Mana Control Effects ==&lt;br /&gt;
&lt;br /&gt;
A character may also train in [[Elemental Mana Control|Elemental]], [[Spiritual Mana Control|Spiritual]], or [[Mental Mana Control|Mental]] Mana Controls to gain applicable additional benefits from spells activated by Magic Item Use.  Mana control training is counted fully when the spell cast through the item is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item.  When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell activated.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Charge Item (517)]]&lt;br /&gt;
* [[:Category:Common Magical Items|Common Magical Items]]&lt;br /&gt;
* [[Magic item]]&lt;br /&gt;
* [[Magic Item Creation (420)]]&lt;br /&gt;
* [http://www.play.net/gs4/info/skills.asp#MagicItem Magic Item Use Skill], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=84513</id>
		<title>Magic Item Use</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=84513"/>
		<updated>2016-11-06T12:39:53Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Stat Modifier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Magic Item Use&#039;&#039;&#039; (MIU) is the skill associated with the use of [[magic item|magical items]]. Training this skill will increase the character&#039;s ability to activate items as well as the duration of activated magic. Additionally, training in MIU lends success with tasks related to the use of magical items, abilities, and [[spell]]s (including the [[runestaff]]). MIU is one of the cheapest [[skill]]s available for members of [[pure]] professions.&lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/4&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/2&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/2&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/7&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/6&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/8&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/2&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/8&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Activating Magic Items ==&lt;br /&gt;
&lt;br /&gt;
The following [[verb]]s can be used to activate a magic item. Each item responds to a particular action by releasing the magic within. In general, common sense can be used to determine the appropriate action (food items are eaten, liquids drank, worn items tapped or rubbed, wands &amp;amp; rods waved or raised). Otherwise, consult a [[bard|loresinger]] or utilize trial and error methods. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=#cccccc &lt;br /&gt;
!Activator Verb&lt;br /&gt;
!Skill Required&lt;br /&gt;
!Activator Skill Modifier&lt;br /&gt;
!Activator Duration Modifier&lt;br /&gt;
|-&lt;br /&gt;
![[TAP (verb)|Tap]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+ 25&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
![[RUB (verb)|Rub]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[WAVE (verb)|Wave]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[RAISE (verb)|Raise]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;- 40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|133%&lt;br /&gt;
|-&lt;br /&gt;
![[EAT (verb)|Eat]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|-&lt;br /&gt;
![[DRINK (verb)|Drink]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Only wave can be used to target others (WAVE AT {target}). All other verbs initiate their effect immediately upon activation.&lt;br /&gt;
* [[Scroll]]s utilize the [[Arcane Symbols]] skill. The [[INVOKE (verb)]] is used to access their magic.&lt;br /&gt;
* Certain items do not require a skill check, regardless of the activator verb (e.g. [[small statue]]s &amp;amp; [[heavy quartz orb]]s).&lt;br /&gt;
&lt;br /&gt;
== Calculating Success ==&lt;br /&gt;
&lt;br /&gt;
Executing the appropriate verb to activate a magic item will make an attempt at activation. The character&#039;s [[stat]]s, [[skill]]s and other relevant variables (as seen in the formula below) are factored together. This total is displayed as the &amp;quot;modifiers&amp;quot; value. A [[d100]] roll is then added, and if the total is greater than 100, the activation is successful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Modifiers = (MIU Skill bonus) + ([[Magic Item Use#Activating Magic Items|Activator Skill Modifier]]) + ([[Magic Item Use#Stat Modifier|Stat Modifier]])&amp;lt;/tt&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;&amp;lt;tt&amp;gt;+ ([[Magic Item Use#Magical Knowledge Bonus|Magical Knowledge Bonus]]) + ([[INT|INTUITION]] bonus) + ([[LOG|LOGIC]] bonus)&lt;br /&gt;
::::&#039;&#039;&#039;- (Spell Level * 5) - ([[Magic Item Use#Armor Penalty|Armor Penalty]]) - ([[Magic Item Use#Encumbrance Penalty|Encumbrance Penalty]])&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The inherent [[spell hindrance |magical hindrance of armor]] can also potentially cause activations to fail.&lt;br /&gt;
* One must possess at least as many ranks of MIU as the level of the spell to be activated in order to succeed.&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
&#039;Morbo&#039; is a [[wizard]] with 50 ranks of MIU (150 skill bonus). Using [[Magic Item Creation (420)]], he has placed the [[Elemental Wave (410)]] spell into an amulet and selected rub as the activator. Morbo is not encumbered, and has removed his armor for the time being. He has an [[Aura]] bonus of +20, a [[Logic]] bonus of +10 and an [[Intuition]] bonus of +10. He then makes an attempt at activating his amulet.&lt;br /&gt;
&lt;br /&gt;
:(150) + (0) + (40) + (60) + (10) + (10) - (50) = 220&lt;br /&gt;
&lt;br /&gt;
Morbo was easily able to activate his amulet successfully, regardless of the d100 roll. Then, a friend hands him a rod with [[Lesser Shroud (120)]] which he attempts to activate. His [[Wisdom]] bonus is 10, and raise is used to activate it.&lt;br /&gt;
&lt;br /&gt;
:(150) + (-40) + (20) + (0) + (10) + (10) - (100) = 50&lt;br /&gt;
&lt;br /&gt;
Morbo would have needed a d100 roll of 51 or greater to activate a rod with the spell Lesser Shroud successfully. Unfortunately, the rod actually contained the spell [[Disintegrate (705)]], causing his head to melt rather abruptly.&lt;br /&gt;
&lt;br /&gt;
=== Stat Modifier ===&lt;br /&gt;
&lt;br /&gt;
Stat modifiers are determined by the associated [[spell circle]] activated and the activation verb. For this table, use [[stat]] &#039;&#039;bonus&#039;&#039; and not the value of the stat itself (round down).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Circle&amp;lt;br&amp;gt;Number&lt;br /&gt;
!Spell Circle&lt;br /&gt;
!Wave&lt;br /&gt;
!Rub&lt;br /&gt;
!Tap&lt;br /&gt;
!Raise&lt;br /&gt;
|-&lt;br /&gt;
|100s&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|-&lt;br /&gt;
|200s&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|300s&lt;br /&gt;
|[[Cleric Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|400s&lt;br /&gt;
|[[Minor Elemental]]&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|-&lt;br /&gt;
|500s&lt;br /&gt;
|[[Major Elemental]]&lt;br /&gt;
|AURA &amp;amp;divide; 2&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|600s&lt;br /&gt;
|[[Ranger Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|700s&lt;br /&gt;
|[[Sorcerer Base]]&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 4&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|900s&lt;br /&gt;
|[[Wizard Base]]&lt;br /&gt;
|AURA &amp;amp;divide; 4&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|1000s&lt;br /&gt;
|[[Bard Base]]&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1100s&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1200s&lt;br /&gt;
|[[Minor Mental]]&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|1600s&lt;br /&gt;
|[[Paladin Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|1700s&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|(AUR + WIS) &amp;amp;divide; 2&lt;br /&gt;
|(AUR + WIS) &amp;amp;divide; 2&lt;br /&gt;
|(AUR + WIS) &amp;amp;divide; 2&lt;br /&gt;
|(AUR + WIS) &amp;amp;divide; 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; Not yet confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Magical Knowledge Bonus ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the spell to be activated lies within a character&#039;s sphere of magical knowledge can enhance the possibility of success.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|Character has direct knowledge of the spell to be activated,&amp;lt;br&amp;gt;regardless of whether or not they can cast it yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+60&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[spell circle|circle]] of the spell to be activated,&amp;lt;br&amp;gt;but has not trained that rank yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[sphere]] of the spell to be activated,&amp;lt;br&amp;gt;but cannot directly train from the same circle&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character has no influence in the spell&#039;s sphere&lt;br /&gt;
|align=right|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Warrior]]s and [[rogue]]s are not magical enough to claim influence in any sphere; they receive bonuses for both minor circles and none for all others.&lt;br /&gt;
* Hybridists ([[bard]]s, [[empath]]s, and [[sorcerer]]s) are considered aligned with multiple spheres, and receive bonuses accordingly.&lt;br /&gt;
* When activating magic from a hybrid circle, it is considered &amp;quot;within a known sphere&amp;quot; by characters fluent in either sphere. For example, sorcerer magic is partially elemental, therefore a wizard would receive the full +20 bonus for their affiliation with the elemental sphere.&lt;br /&gt;
&lt;br /&gt;
=== Armor Penalty ===&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn [[armor]] may penalize a character&#039;s attempt to activate certain magical items. This penalty is based on the armor&#039;s [[Roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is 20 points per second of untrained RT adder. The formula for calculating the amount of [[Armor Use|armor use]] skill required to fully negate the penalty is (RT adder * 20) - 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Armor penalties do not apply when using the tap or rub activators.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance Penalty ===&lt;br /&gt;
&lt;br /&gt;
Encumbrance will reduce the activation modifiers when using WAVE AND RAISE by 1 pt. for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will see a reduction to their activation modifiers of 20. (24 / 120 = .20 or 20%). There are NO encumbrance penalties when activating an item with the RUB and TAP verbs.&lt;br /&gt;
&lt;br /&gt;
Encumbrance penalty calculation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Penalty = 100 * (encumbered weight / character&#039;s body weight)&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Calculating Duration ==&lt;br /&gt;
&lt;br /&gt;
To calculate the duration of a spell&#039;s magical effect when initiated from a magical item, use the following formula.  The overall duration is modified depending upon the activating verb. The more challenging activation verbs offer longer duration modifiers.  Activating spells from magical items provides half of the normal duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=300px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Duration = (Base Duration &amp;amp;divide; 2) + [(MIU Ranks) &amp;amp;times; [[Magic Item Use#Activating Magic Items|Activator Duration Modifier]] &amp;amp;times; (Per Spell Rank Duration &amp;amp;divide; 2)] &#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
Morbo has 50 ranks of MIU and activates an item with the [[Spirit Shield]] spell. The base duration of Spirit Shield is 1200 sec, and an additional duration of 60 sec for each [[Major Spiritual]] spell rank known.&lt;br /&gt;
&lt;br /&gt;
* Tap:&lt;br /&gt;
:600 + (50 &amp;amp;times; 0.5 &amp;amp;times; 30) = 1350 sec&lt;br /&gt;
&lt;br /&gt;
* Rub &amp;amp; Wave:&lt;br /&gt;
:600 + (50 &amp;amp;times; 1 &amp;amp;times; 30) = 2100 sec&lt;br /&gt;
&lt;br /&gt;
* Raise:&lt;br /&gt;
:600 + (50 &amp;amp;times; [4/3] &amp;amp;times; 30) = 2300 sec&lt;br /&gt;
&lt;br /&gt;
* [[Eat]] &amp;amp; Drink:&lt;br /&gt;
:600 sec only&lt;br /&gt;
&lt;br /&gt;
== Lore Effects ==&lt;br /&gt;
A character may train in [[Elemental Lore|elemental]], [[Mental Lore|mental]], or [[Spiritual Lore|spiritual]] lores to gain additional benefits from spells activated by Magic Item Use. The bonuses applied by lore training are identical to those provided if cast through [[Spell Research|spell research]] training or [[List of Enhancive Spell Knowledge Items|spell knowledge]] [[enhancive]] items. However, major spell circles ([[Major Elemental|major elemental]] and [[Major Spiritual|spiritual]]) require &#039;&#039;&#039;double&#039;&#039;&#039; the lore ranks to unlock the same bonuses and professional circles ([[Cleric Base|cleric]], [[Bard Base|bard]], [[Empath Base|empath]], [[Paladin Base|paladin]], [[Ranger Base|ranger]], [[Sorcerer Base|sorcerer]], and [[Wizard Base|wizard base]]) require &#039;&#039;&#039;triple&#039;&#039;&#039; the training. Minor circles ([[Minor Elemental|minor elemental]], [[Minor Mental|mental]], and [[Minor Spiritual|spiritual]]) do not require additional training in this way.&lt;br /&gt;
&lt;br /&gt;
== Mana Control Effects ==&lt;br /&gt;
&lt;br /&gt;
A character may also train in [[Elemental Mana Control|Elemental]], [[Spiritual Mana Control|Spiritual]], or [[Mental Mana Control|Mental]] Mana Controls to gain applicable additional benefits from spells activated by Magic Item Use.  Mana control training is counted fully when the spell cast through the item is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item.  When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell activated.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Charge Item (517)]]&lt;br /&gt;
* [[:Category:Common Magical Items|Common Magical Items]]&lt;br /&gt;
* [[Magic item]]&lt;br /&gt;
* [[Magic Item Creation (420)]]&lt;br /&gt;
* [http://www.play.net/gs4/info/skills.asp#MagicItem Magic Item Use Skill], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=84512</id>
		<title>Magic Item Use</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=84512"/>
		<updated>2016-11-06T12:37:05Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Stat Modifier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Magic Item Use&#039;&#039;&#039; (MIU) is the skill associated with the use of [[magic item|magical items]]. Training this skill will increase the character&#039;s ability to activate items as well as the duration of activated magic. Additionally, training in MIU lends success with tasks related to the use of magical items, abilities, and [[spell]]s (including the [[runestaff]]). MIU is one of the cheapest [[skill]]s available for members of [[pure]] professions.&lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/4&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/2&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/2&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/7&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/6&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/8&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/2&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/8&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Activating Magic Items ==&lt;br /&gt;
&lt;br /&gt;
The following [[verb]]s can be used to activate a magic item. Each item responds to a particular action by releasing the magic within. In general, common sense can be used to determine the appropriate action (food items are eaten, liquids drank, worn items tapped or rubbed, wands &amp;amp; rods waved or raised). Otherwise, consult a [[bard|loresinger]] or utilize trial and error methods. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=#cccccc &lt;br /&gt;
!Activator Verb&lt;br /&gt;
!Skill Required&lt;br /&gt;
!Activator Skill Modifier&lt;br /&gt;
!Activator Duration Modifier&lt;br /&gt;
|-&lt;br /&gt;
![[TAP (verb)|Tap]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+ 25&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
![[RUB (verb)|Rub]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[WAVE (verb)|Wave]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[RAISE (verb)|Raise]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;- 40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|133%&lt;br /&gt;
|-&lt;br /&gt;
![[EAT (verb)|Eat]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|-&lt;br /&gt;
![[DRINK (verb)|Drink]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Only wave can be used to target others (WAVE AT {target}). All other verbs initiate their effect immediately upon activation.&lt;br /&gt;
* [[Scroll]]s utilize the [[Arcane Symbols]] skill. The [[INVOKE (verb)]] is used to access their magic.&lt;br /&gt;
* Certain items do not require a skill check, regardless of the activator verb (e.g. [[small statue]]s &amp;amp; [[heavy quartz orb]]s).&lt;br /&gt;
&lt;br /&gt;
== Calculating Success ==&lt;br /&gt;
&lt;br /&gt;
Executing the appropriate verb to activate a magic item will make an attempt at activation. The character&#039;s [[stat]]s, [[skill]]s and other relevant variables (as seen in the formula below) are factored together. This total is displayed as the &amp;quot;modifiers&amp;quot; value. A [[d100]] roll is then added, and if the total is greater than 100, the activation is successful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Modifiers = (MIU Skill bonus) + ([[Magic Item Use#Activating Magic Items|Activator Skill Modifier]]) + ([[Magic Item Use#Stat Modifier|Stat Modifier]])&amp;lt;/tt&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;&amp;lt;tt&amp;gt;+ ([[Magic Item Use#Magical Knowledge Bonus|Magical Knowledge Bonus]]) + ([[INT|INTUITION]] bonus) + ([[LOG|LOGIC]] bonus)&lt;br /&gt;
::::&#039;&#039;&#039;- (Spell Level * 5) - ([[Magic Item Use#Armor Penalty|Armor Penalty]]) - ([[Magic Item Use#Encumbrance Penalty|Encumbrance Penalty]])&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The inherent [[spell hindrance |magical hindrance of armor]] can also potentially cause activations to fail.&lt;br /&gt;
* One must possess at least as many ranks of MIU as the level of the spell to be activated in order to succeed.&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
&#039;Morbo&#039; is a [[wizard]] with 50 ranks of MIU (150 skill bonus). Using [[Magic Item Creation (420)]], he has placed the [[Elemental Wave (410)]] spell into an amulet and selected rub as the activator. Morbo is not encumbered, and has removed his armor for the time being. He has an [[Aura]] bonus of +20, a [[Logic]] bonus of +10 and an [[Intuition]] bonus of +10. He then makes an attempt at activating his amulet.&lt;br /&gt;
&lt;br /&gt;
:(150) + (0) + (40) + (60) + (10) + (10) - (50) = 220&lt;br /&gt;
&lt;br /&gt;
Morbo was easily able to activate his amulet successfully, regardless of the d100 roll. Then, a friend hands him a rod with [[Lesser Shroud (120)]] which he attempts to activate. His [[Wisdom]] bonus is 10, and raise is used to activate it.&lt;br /&gt;
&lt;br /&gt;
:(150) + (-40) + (20) + (0) + (10) + (10) - (100) = 50&lt;br /&gt;
&lt;br /&gt;
Morbo would have needed a d100 roll of 51 or greater to activate a rod with the spell Lesser Shroud successfully. Unfortunately, the rod actually contained the spell [[Disintegrate (705)]], causing his head to melt rather abruptly.&lt;br /&gt;
&lt;br /&gt;
=== Stat Modifier ===&lt;br /&gt;
&lt;br /&gt;
Stat modifiers are determined by the associated [[spell circle]] activated and the activation verb. For this table, use [[stat]] &#039;&#039;bonus&#039;&#039; and not the value of the stat itself (round down).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Circle&amp;lt;br&amp;gt;Number&lt;br /&gt;
!Spell Circle&lt;br /&gt;
!Wave&lt;br /&gt;
!Rub&lt;br /&gt;
!Tap&lt;br /&gt;
!Raise&lt;br /&gt;
|-&lt;br /&gt;
|100s&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|-&lt;br /&gt;
|200s&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|300s&lt;br /&gt;
|[[Cleric Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|400s&lt;br /&gt;
|[[Minor Elemental]]&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|-&lt;br /&gt;
|500s&lt;br /&gt;
|[[Major Elemental]]&lt;br /&gt;
|AURA &amp;amp;divide; 2&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|600s&lt;br /&gt;
|[[Ranger Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|700s&lt;br /&gt;
|[[Sorcerer Base]]&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 4&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|900s&lt;br /&gt;
|[[Wizard Base]]&lt;br /&gt;
|AURA &amp;amp;divide; 4&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|1000s&lt;br /&gt;
|[[Bard Base]]&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1100s&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1200s&lt;br /&gt;
|[[Minor Mental]]&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|1600s&lt;br /&gt;
|[[Paladin Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|1700s&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; Not yet confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Magical Knowledge Bonus ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the spell to be activated lies within a character&#039;s sphere of magical knowledge can enhance the possibility of success.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|Character has direct knowledge of the spell to be activated,&amp;lt;br&amp;gt;regardless of whether or not they can cast it yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+60&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[spell circle|circle]] of the spell to be activated,&amp;lt;br&amp;gt;but has not trained that rank yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[sphere]] of the spell to be activated,&amp;lt;br&amp;gt;but cannot directly train from the same circle&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character has no influence in the spell&#039;s sphere&lt;br /&gt;
|align=right|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Warrior]]s and [[rogue]]s are not magical enough to claim influence in any sphere; they receive bonuses for both minor circles and none for all others.&lt;br /&gt;
* Hybridists ([[bard]]s, [[empath]]s, and [[sorcerer]]s) are considered aligned with multiple spheres, and receive bonuses accordingly.&lt;br /&gt;
* When activating magic from a hybrid circle, it is considered &amp;quot;within a known sphere&amp;quot; by characters fluent in either sphere. For example, sorcerer magic is partially elemental, therefore a wizard would receive the full +20 bonus for their affiliation with the elemental sphere.&lt;br /&gt;
&lt;br /&gt;
=== Armor Penalty ===&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn [[armor]] may penalize a character&#039;s attempt to activate certain magical items. This penalty is based on the armor&#039;s [[Roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is 20 points per second of untrained RT adder. The formula for calculating the amount of [[Armor Use|armor use]] skill required to fully negate the penalty is (RT adder * 20) - 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Armor penalties do not apply when using the tap or rub activators.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance Penalty ===&lt;br /&gt;
&lt;br /&gt;
Encumbrance will reduce the activation modifiers when using WAVE AND RAISE by 1 pt. for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will see a reduction to their activation modifiers of 20. (24 / 120 = .20 or 20%). There are NO encumbrance penalties when activating an item with the RUB and TAP verbs.&lt;br /&gt;
&lt;br /&gt;
Encumbrance penalty calculation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Penalty = 100 * (encumbered weight / character&#039;s body weight)&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Calculating Duration ==&lt;br /&gt;
&lt;br /&gt;
To calculate the duration of a spell&#039;s magical effect when initiated from a magical item, use the following formula.  The overall duration is modified depending upon the activating verb. The more challenging activation verbs offer longer duration modifiers.  Activating spells from magical items provides half of the normal duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=300px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Duration = (Base Duration &amp;amp;divide; 2) + [(MIU Ranks) &amp;amp;times; [[Magic Item Use#Activating Magic Items|Activator Duration Modifier]] &amp;amp;times; (Per Spell Rank Duration &amp;amp;divide; 2)] &#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
Morbo has 50 ranks of MIU and activates an item with the [[Spirit Shield]] spell. The base duration of Spirit Shield is 1200 sec, and an additional duration of 60 sec for each [[Major Spiritual]] spell rank known.&lt;br /&gt;
&lt;br /&gt;
* Tap:&lt;br /&gt;
:600 + (50 &amp;amp;times; 0.5 &amp;amp;times; 30) = 1350 sec&lt;br /&gt;
&lt;br /&gt;
* Rub &amp;amp; Wave:&lt;br /&gt;
:600 + (50 &amp;amp;times; 1 &amp;amp;times; 30) = 2100 sec&lt;br /&gt;
&lt;br /&gt;
* Raise:&lt;br /&gt;
:600 + (50 &amp;amp;times; [4/3] &amp;amp;times; 30) = 2300 sec&lt;br /&gt;
&lt;br /&gt;
* [[Eat]] &amp;amp; Drink:&lt;br /&gt;
:600 sec only&lt;br /&gt;
&lt;br /&gt;
== Lore Effects ==&lt;br /&gt;
A character may train in [[Elemental Lore|elemental]], [[Mental Lore|mental]], or [[Spiritual Lore|spiritual]] lores to gain additional benefits from spells activated by Magic Item Use. The bonuses applied by lore training are identical to those provided if cast through [[Spell Research|spell research]] training or [[List of Enhancive Spell Knowledge Items|spell knowledge]] [[enhancive]] items. However, major spell circles ([[Major Elemental|major elemental]] and [[Major Spiritual|spiritual]]) require &#039;&#039;&#039;double&#039;&#039;&#039; the lore ranks to unlock the same bonuses and professional circles ([[Cleric Base|cleric]], [[Bard Base|bard]], [[Empath Base|empath]], [[Paladin Base|paladin]], [[Ranger Base|ranger]], [[Sorcerer Base|sorcerer]], and [[Wizard Base|wizard base]]) require &#039;&#039;&#039;triple&#039;&#039;&#039; the training. Minor circles ([[Minor Elemental|minor elemental]], [[Minor Mental|mental]], and [[Minor Spiritual|spiritual]]) do not require additional training in this way.&lt;br /&gt;
&lt;br /&gt;
== Mana Control Effects ==&lt;br /&gt;
&lt;br /&gt;
A character may also train in [[Elemental Mana Control|Elemental]], [[Spiritual Mana Control|Spiritual]], or [[Mental Mana Control|Mental]] Mana Controls to gain applicable additional benefits from spells activated by Magic Item Use.  Mana control training is counted fully when the spell cast through the item is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item.  When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell activated.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Charge Item (517)]]&lt;br /&gt;
* [[:Category:Common Magical Items|Common Magical Items]]&lt;br /&gt;
* [[Magic item]]&lt;br /&gt;
* [[Magic Item Creation (420)]]&lt;br /&gt;
* [http://www.play.net/gs4/info/skills.asp#MagicItem Magic Item Use Skill], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=84511</id>
		<title>Magic Item Use</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=84511"/>
		<updated>2016-11-06T12:36:37Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Stat Modifier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Magic Item Use&#039;&#039;&#039; (MIU) is the skill associated with the use of [[magic item|magical items]]. Training this skill will increase the character&#039;s ability to activate items as well as the duration of activated magic. Additionally, training in MIU lends success with tasks related to the use of magical items, abilities, and [[spell]]s (including the [[runestaff]]). MIU is one of the cheapest [[skill]]s available for members of [[pure]] professions.&lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/4&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/2&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/2&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/7&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/6&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/8&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/2&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/8&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Activating Magic Items ==&lt;br /&gt;
&lt;br /&gt;
The following [[verb]]s can be used to activate a magic item. Each item responds to a particular action by releasing the magic within. In general, common sense can be used to determine the appropriate action (food items are eaten, liquids drank, worn items tapped or rubbed, wands &amp;amp; rods waved or raised). Otherwise, consult a [[bard|loresinger]] or utilize trial and error methods. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=#cccccc &lt;br /&gt;
!Activator Verb&lt;br /&gt;
!Skill Required&lt;br /&gt;
!Activator Skill Modifier&lt;br /&gt;
!Activator Duration Modifier&lt;br /&gt;
|-&lt;br /&gt;
![[TAP (verb)|Tap]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+ 25&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
![[RUB (verb)|Rub]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[WAVE (verb)|Wave]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[RAISE (verb)|Raise]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;- 40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|133%&lt;br /&gt;
|-&lt;br /&gt;
![[EAT (verb)|Eat]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|-&lt;br /&gt;
![[DRINK (verb)|Drink]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Only wave can be used to target others (WAVE AT {target}). All other verbs initiate their effect immediately upon activation.&lt;br /&gt;
* [[Scroll]]s utilize the [[Arcane Symbols]] skill. The [[INVOKE (verb)]] is used to access their magic.&lt;br /&gt;
* Certain items do not require a skill check, regardless of the activator verb (e.g. [[small statue]]s &amp;amp; [[heavy quartz orb]]s).&lt;br /&gt;
&lt;br /&gt;
== Calculating Success ==&lt;br /&gt;
&lt;br /&gt;
Executing the appropriate verb to activate a magic item will make an attempt at activation. The character&#039;s [[stat]]s, [[skill]]s and other relevant variables (as seen in the formula below) are factored together. This total is displayed as the &amp;quot;modifiers&amp;quot; value. A [[d100]] roll is then added, and if the total is greater than 100, the activation is successful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Modifiers = (MIU Skill bonus) + ([[Magic Item Use#Activating Magic Items|Activator Skill Modifier]]) + ([[Magic Item Use#Stat Modifier|Stat Modifier]])&amp;lt;/tt&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;&amp;lt;tt&amp;gt;+ ([[Magic Item Use#Magical Knowledge Bonus|Magical Knowledge Bonus]]) + ([[INT|INTUITION]] bonus) + ([[LOG|LOGIC]] bonus)&lt;br /&gt;
::::&#039;&#039;&#039;- (Spell Level * 5) - ([[Magic Item Use#Armor Penalty|Armor Penalty]]) - ([[Magic Item Use#Encumbrance Penalty|Encumbrance Penalty]])&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The inherent [[spell hindrance |magical hindrance of armor]] can also potentially cause activations to fail.&lt;br /&gt;
* One must possess at least as many ranks of MIU as the level of the spell to be activated in order to succeed.&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
&#039;Morbo&#039; is a [[wizard]] with 50 ranks of MIU (150 skill bonus). Using [[Magic Item Creation (420)]], he has placed the [[Elemental Wave (410)]] spell into an amulet and selected rub as the activator. Morbo is not encumbered, and has removed his armor for the time being. He has an [[Aura]] bonus of +20, a [[Logic]] bonus of +10 and an [[Intuition]] bonus of +10. He then makes an attempt at activating his amulet.&lt;br /&gt;
&lt;br /&gt;
:(150) + (0) + (40) + (60) + (10) + (10) - (50) = 220&lt;br /&gt;
&lt;br /&gt;
Morbo was easily able to activate his amulet successfully, regardless of the d100 roll. Then, a friend hands him a rod with [[Lesser Shroud (120)]] which he attempts to activate. His [[Wisdom]] bonus is 10, and raise is used to activate it.&lt;br /&gt;
&lt;br /&gt;
:(150) + (-40) + (20) + (0) + (10) + (10) - (100) = 50&lt;br /&gt;
&lt;br /&gt;
Morbo would have needed a d100 roll of 51 or greater to activate a rod with the spell Lesser Shroud successfully. Unfortunately, the rod actually contained the spell [[Disintegrate (705)]], causing his head to melt rather abruptly.&lt;br /&gt;
&lt;br /&gt;
=== Stat Modifier ===&lt;br /&gt;
&lt;br /&gt;
Stat modifiers are determined by the associated [[spell circle]] activated and the activation verb. For this table, use [[stat]] &#039;&#039;bonus&#039;&#039; and not the value of the stat itself (round down).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Circle&amp;lt;br&amp;gt;Number&lt;br /&gt;
!Spell Circle&lt;br /&gt;
!Wave&lt;br /&gt;
!Rub&lt;br /&gt;
!Tap&lt;br /&gt;
!Raise&lt;br /&gt;
|-&lt;br /&gt;
|100s&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|-&lt;br /&gt;
|200s&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|300s&lt;br /&gt;
|[[Cleric Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|400s&lt;br /&gt;
|[[Minor Elemental]]&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|-&lt;br /&gt;
|500s&lt;br /&gt;
|[[Major Elemental]]&lt;br /&gt;
|AURA &amp;amp;divide; 2&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|600s&lt;br /&gt;
|[[Ranger Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|700s&lt;br /&gt;
|[[Sorcerer Base]]&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 4&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|900s&lt;br /&gt;
|[[Wizard Base]]&lt;br /&gt;
|AURA &amp;amp;divide; 4&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|1000s&lt;br /&gt;
|[[Bard Base]]&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1100s&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1200s&lt;br /&gt;
|[[Minor Mental]]&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|1600s&lt;br /&gt;
|[[Paladin Base]]&lt;br /&gt;
|WIS&lt;br /&gt;
|WIS&lt;br /&gt;
|WIS&lt;br /&gt;
|WIS&lt;br /&gt;
|-&lt;br /&gt;
|1700s&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; Not yet confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Magical Knowledge Bonus ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the spell to be activated lies within a character&#039;s sphere of magical knowledge can enhance the possibility of success.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|Character has direct knowledge of the spell to be activated,&amp;lt;br&amp;gt;regardless of whether or not they can cast it yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+60&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[spell circle|circle]] of the spell to be activated,&amp;lt;br&amp;gt;but has not trained that rank yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[sphere]] of the spell to be activated,&amp;lt;br&amp;gt;but cannot directly train from the same circle&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character has no influence in the spell&#039;s sphere&lt;br /&gt;
|align=right|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Warrior]]s and [[rogue]]s are not magical enough to claim influence in any sphere; they receive bonuses for both minor circles and none for all others.&lt;br /&gt;
* Hybridists ([[bard]]s, [[empath]]s, and [[sorcerer]]s) are considered aligned with multiple spheres, and receive bonuses accordingly.&lt;br /&gt;
* When activating magic from a hybrid circle, it is considered &amp;quot;within a known sphere&amp;quot; by characters fluent in either sphere. For example, sorcerer magic is partially elemental, therefore a wizard would receive the full +20 bonus for their affiliation with the elemental sphere.&lt;br /&gt;
&lt;br /&gt;
=== Armor Penalty ===&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn [[armor]] may penalize a character&#039;s attempt to activate certain magical items. This penalty is based on the armor&#039;s [[Roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is 20 points per second of untrained RT adder. The formula for calculating the amount of [[Armor Use|armor use]] skill required to fully negate the penalty is (RT adder * 20) - 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Armor penalties do not apply when using the tap or rub activators.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance Penalty ===&lt;br /&gt;
&lt;br /&gt;
Encumbrance will reduce the activation modifiers when using WAVE AND RAISE by 1 pt. for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will see a reduction to their activation modifiers of 20. (24 / 120 = .20 or 20%). There are NO encumbrance penalties when activating an item with the RUB and TAP verbs.&lt;br /&gt;
&lt;br /&gt;
Encumbrance penalty calculation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Penalty = 100 * (encumbered weight / character&#039;s body weight)&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Calculating Duration ==&lt;br /&gt;
&lt;br /&gt;
To calculate the duration of a spell&#039;s magical effect when initiated from a magical item, use the following formula.  The overall duration is modified depending upon the activating verb. The more challenging activation verbs offer longer duration modifiers.  Activating spells from magical items provides half of the normal duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=300px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Duration = (Base Duration &amp;amp;divide; 2) + [(MIU Ranks) &amp;amp;times; [[Magic Item Use#Activating Magic Items|Activator Duration Modifier]] &amp;amp;times; (Per Spell Rank Duration &amp;amp;divide; 2)] &#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
Morbo has 50 ranks of MIU and activates an item with the [[Spirit Shield]] spell. The base duration of Spirit Shield is 1200 sec, and an additional duration of 60 sec for each [[Major Spiritual]] spell rank known.&lt;br /&gt;
&lt;br /&gt;
* Tap:&lt;br /&gt;
:600 + (50 &amp;amp;times; 0.5 &amp;amp;times; 30) = 1350 sec&lt;br /&gt;
&lt;br /&gt;
* Rub &amp;amp; Wave:&lt;br /&gt;
:600 + (50 &amp;amp;times; 1 &amp;amp;times; 30) = 2100 sec&lt;br /&gt;
&lt;br /&gt;
* Raise:&lt;br /&gt;
:600 + (50 &amp;amp;times; [4/3] &amp;amp;times; 30) = 2300 sec&lt;br /&gt;
&lt;br /&gt;
* [[Eat]] &amp;amp; Drink:&lt;br /&gt;
:600 sec only&lt;br /&gt;
&lt;br /&gt;
== Lore Effects ==&lt;br /&gt;
A character may train in [[Elemental Lore|elemental]], [[Mental Lore|mental]], or [[Spiritual Lore|spiritual]] lores to gain additional benefits from spells activated by Magic Item Use. The bonuses applied by lore training are identical to those provided if cast through [[Spell Research|spell research]] training or [[List of Enhancive Spell Knowledge Items|spell knowledge]] [[enhancive]] items. However, major spell circles ([[Major Elemental|major elemental]] and [[Major Spiritual|spiritual]]) require &#039;&#039;&#039;double&#039;&#039;&#039; the lore ranks to unlock the same bonuses and professional circles ([[Cleric Base|cleric]], [[Bard Base|bard]], [[Empath Base|empath]], [[Paladin Base|paladin]], [[Ranger Base|ranger]], [[Sorcerer Base|sorcerer]], and [[Wizard Base|wizard base]]) require &#039;&#039;&#039;triple&#039;&#039;&#039; the training. Minor circles ([[Minor Elemental|minor elemental]], [[Minor Mental|mental]], and [[Minor Spiritual|spiritual]]) do not require additional training in this way.&lt;br /&gt;
&lt;br /&gt;
== Mana Control Effects ==&lt;br /&gt;
&lt;br /&gt;
A character may also train in [[Elemental Mana Control|Elemental]], [[Spiritual Mana Control|Spiritual]], or [[Mental Mana Control|Mental]] Mana Controls to gain applicable additional benefits from spells activated by Magic Item Use.  Mana control training is counted fully when the spell cast through the item is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item.  When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell activated.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Charge Item (517)]]&lt;br /&gt;
* [[:Category:Common Magical Items|Common Magical Items]]&lt;br /&gt;
* [[Magic item]]&lt;br /&gt;
* [[Magic Item Creation (420)]]&lt;br /&gt;
* [http://www.play.net/gs4/info/skills.asp#MagicItem Magic Item Use Skill], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=84510</id>
		<title>Magic Item Use</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=84510"/>
		<updated>2016-11-06T12:35:52Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Stat Modifier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Magic Item Use&#039;&#039;&#039; (MIU) is the skill associated with the use of [[magic item|magical items]]. Training this skill will increase the character&#039;s ability to activate items as well as the duration of activated magic. Additionally, training in MIU lends success with tasks related to the use of magical items, abilities, and [[spell]]s (including the [[runestaff]]). MIU is one of the cheapest [[skill]]s available for members of [[pure]] professions.&lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/4&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/2&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/2&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/7&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/6&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/8&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/2&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/8&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Activating Magic Items ==&lt;br /&gt;
&lt;br /&gt;
The following [[verb]]s can be used to activate a magic item. Each item responds to a particular action by releasing the magic within. In general, common sense can be used to determine the appropriate action (food items are eaten, liquids drank, worn items tapped or rubbed, wands &amp;amp; rods waved or raised). Otherwise, consult a [[bard|loresinger]] or utilize trial and error methods. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=#cccccc &lt;br /&gt;
!Activator Verb&lt;br /&gt;
!Skill Required&lt;br /&gt;
!Activator Skill Modifier&lt;br /&gt;
!Activator Duration Modifier&lt;br /&gt;
|-&lt;br /&gt;
![[TAP (verb)|Tap]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+ 25&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
![[RUB (verb)|Rub]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[WAVE (verb)|Wave]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[RAISE (verb)|Raise]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;- 40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|133%&lt;br /&gt;
|-&lt;br /&gt;
![[EAT (verb)|Eat]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|-&lt;br /&gt;
![[DRINK (verb)|Drink]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Only wave can be used to target others (WAVE AT {target}). All other verbs initiate their effect immediately upon activation.&lt;br /&gt;
* [[Scroll]]s utilize the [[Arcane Symbols]] skill. The [[INVOKE (verb)]] is used to access their magic.&lt;br /&gt;
* Certain items do not require a skill check, regardless of the activator verb (e.g. [[small statue]]s &amp;amp; [[heavy quartz orb]]s).&lt;br /&gt;
&lt;br /&gt;
== Calculating Success ==&lt;br /&gt;
&lt;br /&gt;
Executing the appropriate verb to activate a magic item will make an attempt at activation. The character&#039;s [[stat]]s, [[skill]]s and other relevant variables (as seen in the formula below) are factored together. This total is displayed as the &amp;quot;modifiers&amp;quot; value. A [[d100]] roll is then added, and if the total is greater than 100, the activation is successful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Modifiers = (MIU Skill bonus) + ([[Magic Item Use#Activating Magic Items|Activator Skill Modifier]]) + ([[Magic Item Use#Stat Modifier|Stat Modifier]])&amp;lt;/tt&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;&amp;lt;tt&amp;gt;+ ([[Magic Item Use#Magical Knowledge Bonus|Magical Knowledge Bonus]]) + ([[INT|INTUITION]] bonus) + ([[LOG|LOGIC]] bonus)&lt;br /&gt;
::::&#039;&#039;&#039;- (Spell Level * 5) - ([[Magic Item Use#Armor Penalty|Armor Penalty]]) - ([[Magic Item Use#Encumbrance Penalty|Encumbrance Penalty]])&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The inherent [[spell hindrance |magical hindrance of armor]] can also potentially cause activations to fail.&lt;br /&gt;
* One must possess at least as many ranks of MIU as the level of the spell to be activated in order to succeed.&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
&#039;Morbo&#039; is a [[wizard]] with 50 ranks of MIU (150 skill bonus). Using [[Magic Item Creation (420)]], he has placed the [[Elemental Wave (410)]] spell into an amulet and selected rub as the activator. Morbo is not encumbered, and has removed his armor for the time being. He has an [[Aura]] bonus of +20, a [[Logic]] bonus of +10 and an [[Intuition]] bonus of +10. He then makes an attempt at activating his amulet.&lt;br /&gt;
&lt;br /&gt;
:(150) + (0) + (40) + (60) + (10) + (10) - (50) = 220&lt;br /&gt;
&lt;br /&gt;
Morbo was easily able to activate his amulet successfully, regardless of the d100 roll. Then, a friend hands him a rod with [[Lesser Shroud (120)]] which he attempts to activate. His [[Wisdom]] bonus is 10, and raise is used to activate it.&lt;br /&gt;
&lt;br /&gt;
:(150) + (-40) + (20) + (0) + (10) + (10) - (100) = 50&lt;br /&gt;
&lt;br /&gt;
Morbo would have needed a d100 roll of 51 or greater to activate a rod with the spell Lesser Shroud successfully. Unfortunately, the rod actually contained the spell [[Disintegrate (705)]], causing his head to melt rather abruptly.&lt;br /&gt;
&lt;br /&gt;
=== Stat Modifier ===&lt;br /&gt;
&lt;br /&gt;
Stat modifiers are determined by the associated [[spell circle]] activated and the activation verb. For this table, use [[stat]] &#039;&#039;bonus&#039;&#039; and not the value of the stat itself (round down).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Circle&amp;lt;br&amp;gt;Number&lt;br /&gt;
!Spell Circle&lt;br /&gt;
!Wave&lt;br /&gt;
!Rub&lt;br /&gt;
!Tap&lt;br /&gt;
!Raise&lt;br /&gt;
|-&lt;br /&gt;
|100s&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|-&lt;br /&gt;
|200s&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|300s&lt;br /&gt;
|[[Cleric Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|400s&lt;br /&gt;
|[[Minor Elemental]]&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|-&lt;br /&gt;
|500s&lt;br /&gt;
|[[Major Elemental]]&lt;br /&gt;
|AURA &amp;amp;divide; 2&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|600s&lt;br /&gt;
|[[Ranger Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|700s&lt;br /&gt;
|[[Sorcerer Base]]&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 4&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|900s&lt;br /&gt;
|[[Wizard Base]]&lt;br /&gt;
|AURA &amp;amp;divide; 4&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|1000s&lt;br /&gt;
|[[Bard Base]]&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|LOG + INT &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1100s&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1200s&lt;br /&gt;
|[[Minor Mental]]&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|1600s&lt;br /&gt;
|[[Paladin Base]]&lt;br /&gt;
|WIS;&lt;br /&gt;
|WIS &amp;amp;dagger;&lt;br /&gt;
|WIS &amp;amp;dagger;&lt;br /&gt;
|WIS &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1700s&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; Not yet confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Magical Knowledge Bonus ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the spell to be activated lies within a character&#039;s sphere of magical knowledge can enhance the possibility of success.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|Character has direct knowledge of the spell to be activated,&amp;lt;br&amp;gt;regardless of whether or not they can cast it yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+60&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[spell circle|circle]] of the spell to be activated,&amp;lt;br&amp;gt;but has not trained that rank yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[sphere]] of the spell to be activated,&amp;lt;br&amp;gt;but cannot directly train from the same circle&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character has no influence in the spell&#039;s sphere&lt;br /&gt;
|align=right|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Warrior]]s and [[rogue]]s are not magical enough to claim influence in any sphere; they receive bonuses for both minor circles and none for all others.&lt;br /&gt;
* Hybridists ([[bard]]s, [[empath]]s, and [[sorcerer]]s) are considered aligned with multiple spheres, and receive bonuses accordingly.&lt;br /&gt;
* When activating magic from a hybrid circle, it is considered &amp;quot;within a known sphere&amp;quot; by characters fluent in either sphere. For example, sorcerer magic is partially elemental, therefore a wizard would receive the full +20 bonus for their affiliation with the elemental sphere.&lt;br /&gt;
&lt;br /&gt;
=== Armor Penalty ===&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn [[armor]] may penalize a character&#039;s attempt to activate certain magical items. This penalty is based on the armor&#039;s [[Roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is 20 points per second of untrained RT adder. The formula for calculating the amount of [[Armor Use|armor use]] skill required to fully negate the penalty is (RT adder * 20) - 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Armor penalties do not apply when using the tap or rub activators.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance Penalty ===&lt;br /&gt;
&lt;br /&gt;
Encumbrance will reduce the activation modifiers when using WAVE AND RAISE by 1 pt. for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will see a reduction to their activation modifiers of 20. (24 / 120 = .20 or 20%). There are NO encumbrance penalties when activating an item with the RUB and TAP verbs.&lt;br /&gt;
&lt;br /&gt;
Encumbrance penalty calculation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Penalty = 100 * (encumbered weight / character&#039;s body weight)&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Calculating Duration ==&lt;br /&gt;
&lt;br /&gt;
To calculate the duration of a spell&#039;s magical effect when initiated from a magical item, use the following formula.  The overall duration is modified depending upon the activating verb. The more challenging activation verbs offer longer duration modifiers.  Activating spells from magical items provides half of the normal duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=300px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Duration = (Base Duration &amp;amp;divide; 2) + [(MIU Ranks) &amp;amp;times; [[Magic Item Use#Activating Magic Items|Activator Duration Modifier]] &amp;amp;times; (Per Spell Rank Duration &amp;amp;divide; 2)] &#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
Morbo has 50 ranks of MIU and activates an item with the [[Spirit Shield]] spell. The base duration of Spirit Shield is 1200 sec, and an additional duration of 60 sec for each [[Major Spiritual]] spell rank known.&lt;br /&gt;
&lt;br /&gt;
* Tap:&lt;br /&gt;
:600 + (50 &amp;amp;times; 0.5 &amp;amp;times; 30) = 1350 sec&lt;br /&gt;
&lt;br /&gt;
* Rub &amp;amp; Wave:&lt;br /&gt;
:600 + (50 &amp;amp;times; 1 &amp;amp;times; 30) = 2100 sec&lt;br /&gt;
&lt;br /&gt;
* Raise:&lt;br /&gt;
:600 + (50 &amp;amp;times; [4/3] &amp;amp;times; 30) = 2300 sec&lt;br /&gt;
&lt;br /&gt;
* [[Eat]] &amp;amp; Drink:&lt;br /&gt;
:600 sec only&lt;br /&gt;
&lt;br /&gt;
== Lore Effects ==&lt;br /&gt;
A character may train in [[Elemental Lore|elemental]], [[Mental Lore|mental]], or [[Spiritual Lore|spiritual]] lores to gain additional benefits from spells activated by Magic Item Use. The bonuses applied by lore training are identical to those provided if cast through [[Spell Research|spell research]] training or [[List of Enhancive Spell Knowledge Items|spell knowledge]] [[enhancive]] items. However, major spell circles ([[Major Elemental|major elemental]] and [[Major Spiritual|spiritual]]) require &#039;&#039;&#039;double&#039;&#039;&#039; the lore ranks to unlock the same bonuses and professional circles ([[Cleric Base|cleric]], [[Bard Base|bard]], [[Empath Base|empath]], [[Paladin Base|paladin]], [[Ranger Base|ranger]], [[Sorcerer Base|sorcerer]], and [[Wizard Base|wizard base]]) require &#039;&#039;&#039;triple&#039;&#039;&#039; the training. Minor circles ([[Minor Elemental|minor elemental]], [[Minor Mental|mental]], and [[Minor Spiritual|spiritual]]) do not require additional training in this way.&lt;br /&gt;
&lt;br /&gt;
== Mana Control Effects ==&lt;br /&gt;
&lt;br /&gt;
A character may also train in [[Elemental Mana Control|Elemental]], [[Spiritual Mana Control|Spiritual]], or [[Mental Mana Control|Mental]] Mana Controls to gain applicable additional benefits from spells activated by Magic Item Use.  Mana control training is counted fully when the spell cast through the item is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item.  When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell activated.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Charge Item (517)]]&lt;br /&gt;
* [[:Category:Common Magical Items|Common Magical Items]]&lt;br /&gt;
* [[Magic item]]&lt;br /&gt;
* [[Magic Item Creation (420)]]&lt;br /&gt;
* [http://www.play.net/gs4/info/skills.asp#MagicItem Magic Item Use Skill], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magical_armoire&amp;diff=71546</id>
		<title>Magical armoire</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magical_armoire&amp;diff=71546"/>
		<updated>2015-11-15T07:05:10Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Magical armoires&#039;&#039;&#039; allow you to select a number of items in your inventory to quickly dress and undress your character.&lt;br /&gt;
&lt;br /&gt;
They are transferable and cost 25,000 [[bounty point]]s for a non-lightened version (takes 5 lightening sessions to max), and 75,000 bounty points for a fully lightened version.  &lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
;Weight &lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You carefully examine the dark wooden armoire and determine that the weight is about 5 pounds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;ANALYZE&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You may set the armoire to automatically dress/undress you. To do this, you must first set it to store specific items. You do this by &#039;&#039;&#039;POINT&#039;&#039;&#039;ing the armoire &#039;&#039;&#039;AT&#039;&#039;&#039; the item. Doing it a second time, will remove the item&#039;s reserved spot. You may then &#039;&#039;&#039;SEARCH&#039;&#039;&#039; the armoire to see which items you have saved a spot for. To dress/undress, simply &#039;&#039;&#039;OPEN&#039;&#039;&#039; the armoire. You may also &#039;&#039;&#039;CLEAN&#039;&#039;&#039; the armoire to reset all previously saved items. If any of the saved items have their description (short or long) altered, you must resave it to the armoire. Once an item is set, another player may not use it until it has been CLEANed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although the beginning of this guide states that &amp;quot;a number&amp;quot; of items (which in gemstone is usually more than several, i.e. only 8 items), the armorie is not so limited.  For instance:&lt;br /&gt;
&lt;br /&gt;
You carefully inspect your veniom-bound armoire.&lt;br /&gt;
&lt;br /&gt;
You estimate that a small veniom-bound armoire can store a fairly large amount with enough space for any number of items.&lt;br /&gt;
&lt;br /&gt;
You determine that you could not wear the armoire.&lt;br /&gt;
&lt;br /&gt;
You remember that you registered this item a few days ago.&lt;br /&gt;
&lt;br /&gt;
It looks like this item has been mainly crafted out of wood.&lt;br /&gt;
&lt;br /&gt;
==Announcement==&lt;br /&gt;
&lt;br /&gt;
Armoires were originally announced in [[Creating Adventure - January 2015]].&lt;br /&gt;
;Official announcement 23 Jan 2015&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&lt;br /&gt;
Magical armoires are now available for purchase with Bounty Points at the Adventurer&#039;s Guild shops across Elanthia. This item will allow you to select a number of items in your inventory to quickly dress and undress your character. Special occasion you need to get dressed for? No problem! Want to change out of your combat gear and wear something more casual? Our magical wardrobes are just thing! Be sure to visit a Adventurer&#039;s Guild shop soon!&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Magical armoire (saved post)]]&lt;br /&gt;
&lt;br /&gt;
[[category:Adventurer&#039;s Guild]]&lt;br /&gt;
[[Category: Item Scripts]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magical_armoire&amp;diff=71545</id>
		<title>Magical armoire</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magical_armoire&amp;diff=71545"/>
		<updated>2015-11-15T07:02:44Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Magical armoires&#039;&#039;&#039; allow you to select a number of items in your inventory to quickly dress and undress your character.&lt;br /&gt;
&lt;br /&gt;
They are transferable and cost 25,000 [[bounty point]]s for a non-lightened version (takes 5 lightening sessions to max), and 75,000 bounty points for a fully lightened version.  &lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
;Weight &lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You carefully examine the dark wooden armoire and determine that the weight is about 5 pounds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;ANALYZE&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
You may set the armoire to automatically dress/undress you. To do this, you must first set it to store specific items. You do this by &#039;&#039;&#039;POINT&#039;&#039;&#039;ing the armoire &#039;&#039;&#039;AT&#039;&#039;&#039; the item. Doing it a second time, will remove the item&#039;s reserved spot. You may then &#039;&#039;&#039;SEARCH&#039;&#039;&#039; the armoire to see which items you have saved a spot for. To dress/undress, simply &#039;&#039;&#039;OPEN&#039;&#039;&#039; the armoire. You may also &#039;&#039;&#039;CLEAN&#039;&#039;&#039; the armoire to reset all previously saved items. If any of the saved items have their description (short or long) altered, you must resave it to the armoire. Once an item is set, another player may not use it until it has been CLEANed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although the beginning of this guide states that &amp;quot;a number&amp;quot; of items (which in gemstone is usually more than several, i.e. 8 items), the armorie can hold any number of items, only limited by total weight.&lt;br /&gt;
&lt;br /&gt;
==Announcement==&lt;br /&gt;
&lt;br /&gt;
Armoires were originally announced in [[Creating Adventure - January 2015]].&lt;br /&gt;
;Official announcement 23 Jan 2015&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&lt;br /&gt;
Magical armoires are now available for purchase with Bounty Points at the Adventurer&#039;s Guild shops across Elanthia. This item will allow you to select a number of items in your inventory to quickly dress and undress your character. Special occasion you need to get dressed for? No problem! Want to change out of your combat gear and wear something more casual? Our magical wardrobes are just thing! Be sure to visit a Adventurer&#039;s Guild shop soon!&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Magical armoire (saved post)]]&lt;br /&gt;
&lt;br /&gt;
[[category:Adventurer&#039;s Guild]]&lt;br /&gt;
[[Category: Item Scripts]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enhancive_item&amp;diff=66770</id>
		<title>Enhancive item</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enhancive_item&amp;diff=66770"/>
		<updated>2015-08-01T03:03:36Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Recharging Enhancive Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Enhancive items&#039;&#039;&#039; are items which increase various [[stat]]istics or [[skill]]s of a character when the item is held or worn.  All enhancive items have charges and are not indefinite, but can be recharged through the [[Adventurer&#039;s Guild]] and only need this service about once every six months.  Enhancive items can even grant knowledge of a spell, but these are very rare and generally only found in auctions or special raffles. An item can also be made enhancive via the [[Premium point]]s system.&lt;br /&gt;
&lt;br /&gt;
Mana, stamina, and spirit enhancing potions/trinkets, as well as potions/trinkets for boosting some statistics, may be made by pure professions via [[Alchemy]] (see list below).&lt;br /&gt;
&lt;br /&gt;
Enhancive weapons and armor can be [[Enchant Item (925)|enchanted]] with the use of an ayveneh [[pre-tempering potion]] made by a [[wizard]] skilled in [[Alchemy]].  The type and bonus of the enhancive item will determine the difficulty of the enchant.&lt;br /&gt;
&lt;br /&gt;
== Benefits &amp;amp; Levels ==&lt;br /&gt;
&lt;br /&gt;
Enhancive item benefits can be seen through the [[SKILLS (verb)|SKILLS]] or [[INFO (verb)|INFO]] commands.  There are 4 levels of enhancive items.&lt;br /&gt;
*Level 1 - Gives a statistic bonus or increases max mana, health, or stamina&lt;br /&gt;
*Level 2 - Increases a skill&#039;s bonus&lt;br /&gt;
*Level 3 - Increases stat recovery for [[mana]], [[spirit]], [[stamina]], or [[Hitpoint|health]]&lt;br /&gt;
*Level 4 - Increases a character&#039;s ranks in a given skill&lt;br /&gt;
&lt;br /&gt;
== Stacking ==&lt;br /&gt;
&lt;br /&gt;
Though there are items that will increase base [[stat]] and [[stat]] bonus, or [[skill]] ranks and [[skill]] bonus, the items will stack and obey the base/bonus [[stat]] and the [[skill]] rank/bonus relationship. That is, if a base [[stat]] increases by +2, the [[stat]] bonus will increase by +1 (whether by [[statistic_growth_rate|stat growth]], enhancive items, or [[combat maneuvers]] such as [[surge of strength]]).&lt;br /&gt;
&lt;br /&gt;
The behavior is identical for [[skill]] ranks and bonus, though the relationship between the two is non-linear. That is, the first 10 ranks of a [[skill]] each provide a [[skill]] bonus of 5, the following 10 provide 4 each, and so on (a character with 10, 20, 30, 40, or 50 ranks in a particular [[skill]] will have a [[skill]] bonus of 50, 90, 120, 140, or 150, respectively). All following ranks increase the [[skill]] bonus by 1. Consider the following character examples:&lt;br /&gt;
* 0 ranks in [[climbing]]; 2 enhancives: +2 to [[climbing]] ranks, +10 to [[climbing]] bonus - Results in bonus/ranks of 20/4 in [[climbing]]&lt;br /&gt;
* 0 ranks in [[swimming]]; 1 enhancive: +4 to [[swimming]] bonus - Results in bonus/ranks of 4/0 in [[swimming]]&lt;br /&gt;
* 25 ranks in [[MOC|multi-opponent combat]]; 1 enhancive: +15 to [[MOC|multi-opponent combat]] bonus - Results in bonus/ranks of 120/30 in [[MOC|multi-opponent combat]]&lt;br /&gt;
* [[Aura]] base (bonus) of 90 (15); 1 enhancive: +1 to [[aura]] bonus - Results in an [[aura]] base (bonus) of 92 (16)&lt;br /&gt;
* [[Strength]] base (bonus) of 100 (10); 2 enhancives; +5 to base [[strength]], +3 to [[strength]] bonus - Results in a [[Strength]] base (bonus) of 111 (15)&lt;br /&gt;
&lt;br /&gt;
This non-linearity of the benefits granted by [[skill]] rank enhancives is the reason that rank enhancives are more expensive to charge, though with sufficiently high training (40 ranks) in a particular skill, the [[skill]] rank and bonus enhancive items provide identical benefits.&lt;br /&gt;
&lt;br /&gt;
== Enhancive Limits ==&lt;br /&gt;
Enhancive items can not be used to increase quantities indefinitely, there are hard limits to the bonuses which can be provided by the enhancive system:&lt;br /&gt;
*Base [[Stat]]: +40&lt;br /&gt;
*[[Stat]] Bonus : +20&lt;br /&gt;
*[[Skill]] Rank: +50&lt;br /&gt;
*[[Skill]] Bonus: +50&lt;br /&gt;
*Max [[Health]]/[[Mana]]/[[Stamina]]: +50&lt;br /&gt;
*Max [[Spirit]]: +3&lt;br /&gt;
*[[hit_point|Health]]/[[mana_point_regeneration|Mana]]/[[Stamina]] Regen: +50&lt;br /&gt;
*Max [[Spirit]]/[[spirit regeneration|Spirit Regen]]: +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that these limits do not stack.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Skill]] bonus and rank items will stack until a combined enhancement of +50 is reached. Similarly, base/bonus [[stat]] enhancers will stack until there is a total of +40 to the base statistic. Items which enhance maximum [[health]], [[stamina]], [[mana]], and [[spirit]] also stack with the relevant [[skills]] and [[stats]] towards their enhanced limit. For example, a character with an enhanced [[constitution]] score will have increased [[stamina]] and [[health]] and this contributes towards their limit of +50 to each. The case is similar for [[harness power]] and [[aura]] for [[mana]] and [[spirit]], respectively (note that a character&#039;s [[stats]] at level 0 contribute towards their [[mana]] total rather than their current [[stats]]). This is of special interest to those seeking to enhance their max [[spirit]], as it may affect low-spirit penalty thresholds.&lt;br /&gt;
&lt;br /&gt;
In addition, abilities which show an enhanced [[stat]], such as the [[combat maneuver]] [[surge of strength]] count towards this limit (a character with a base [[strength]] enhanced by +40 will see no benefit when using the [[surge of strength]] combat maneuver).&lt;br /&gt;
&lt;br /&gt;
== Recharging Enhancive Items ==&lt;br /&gt;
Enhancive items can be recharged at the [[Adventurer&#039;s Guild]] through the Rewards system.  The rules governing the cost of recharging items with various enhancement capabilities are very complex.  However, the Treasure Master will allow you to see the cost of recharging any item, and you have to confirm you want to spend [[bounty point]]s to recharge your item at that cost.  There is also a tradition during the first week of the New Year to allow silvers to take the place of bounty points (this will not always be set up on January 1).  As a general rule, the cost of recharging an item in silvers is approximately 17x the cost in bounty points.  So an item costing 3,600 bounty points to recharge will cost 60,000 silver to recharge.  Notes are accepted by the Treasure Masters.&lt;br /&gt;
&lt;br /&gt;
Charges are randomly drained from enhancive devices.  Items which are &#039;crumbly&#039; will disintegrate when the last charge is used from the device.  Persistent items will simply stop providing the enhancive bonus until recharged.  See the Enhancive Item Saved Post below for information from the GMs about how this process works.&lt;br /&gt;
&lt;br /&gt;
Bards can determine approximately how many charges are left in a device.  There are ten known levels that can be detected.  There may be a &#039;single charge&#039; level, but those levels from &#039;quite a few&#039; to &#039;almost innumerable&#039; are commonly believed to be complete and in order.  The levels are:&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
*a couple of charges&lt;br /&gt;
*very few charges&lt;br /&gt;
*a few charges&lt;br /&gt;
*several charges&lt;br /&gt;
*quite a few charges&lt;br /&gt;
*a fair amount of charges&lt;br /&gt;
*a lot of charges&lt;br /&gt;
*more charges than a giantman | dwarf could count&lt;br /&gt;
*a huge number of charges&lt;br /&gt;
*almost innumerable charges&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the categories beyond &#039;a couple&#039;, there is not yet a firm understanding of how many charges there actually are.  It is commonly believed that &#039;a lot&#039; of charges is 20 charges.  And it is also commonly believed that requesting a device be recharged adds 10 charges to your device.&lt;br /&gt;
&lt;br /&gt;
Enhancives may also be charged with [[SimuCoin_(saved_posts)#Enhancive_Potions|Enhancive Potions]] from the [[SimuCoin store]].&lt;br /&gt;
&lt;br /&gt;
==Enhancive Pauses==&lt;br /&gt;
Players finding their characters to be using many enhancive items and not wanting to remove/wear them on a regular basis may buy enhancive pause passes from the [[SimuCoin store]].  This will give the character access to the [[INVENTORY (verb)#INVENTORY HELP(verb)|INVENTORY ENHANCIVE]] verb.  It comes in a 60-use version and 30-day unlimited use version.  Individual uses might also be found in the [[treasure system]] but cannot be transferred between characters.&lt;br /&gt;
&lt;br /&gt;
;60-use version&lt;br /&gt;
*Comes in the form of a flexing arm token &lt;br /&gt;
*Costs 50 SimuCoins&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l my tok&lt;br /&gt;
This delightfully colorful token is very eye-catching.&lt;br /&gt;
&lt;br /&gt;
[This is an Enhancive Pause Pass.  By redeeming this, you will be able to pause the beneficial effects of your enhancive items and prevent charge loss for 60 uses.  To redeem this, please enter REDEEM token.]&lt;br /&gt;
&amp;gt;redeem tok&lt;br /&gt;
[You have activated an Enhancive Pause Pass!  You will be able to pause the beneficial effects of your enhancive items and prevent charge loss 60 times.]&lt;br /&gt;
&lt;br /&gt;
&amp;gt;inven enhanc off&lt;br /&gt;
You are no longer accepting the benefits of your enhancive inventory items.  They will not lose enhancive charges until reactivated via the INVENTORY ENHANCIVE ON command.&lt;br /&gt;
&lt;br /&gt;
You have 59 enhancive pauses remaining.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enhancive Alchemy Recipes==&lt;br /&gt;
Each recipe has two or three strengths (minor, lesser, greater).  See individual recipe pages for which respective profession(s) can make each recipe and at what rank, as well as level restrictions for using each item.&lt;br /&gt;
*[[Aura crystal]]&lt;br /&gt;
*[[Constitution crystal]]&lt;br /&gt;
*[[Health-well potion]]&lt;br /&gt;
*[[Intuition crystal]]&lt;br /&gt;
*[[Logic potion]]&lt;br /&gt;
*[[Mana potion]]&lt;br /&gt;
*[[Mana regeneration potion]]&lt;br /&gt;
*[[Mana-well potion]]&lt;br /&gt;
*[[Spirit regeneration crystal]]&lt;br /&gt;
*[[Spirit-well potion]]&lt;br /&gt;
*[[Stamina regeneration crystal]]&lt;br /&gt;
*[[Strength crystal]]&lt;br /&gt;
*[[Wisdom potion]]&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[Enhancive item level requirements]]&lt;br /&gt;
* [[Enhancive item (saved posts)]]&lt;br /&gt;
* [[Enhancive swapping]]&lt;br /&gt;
* [[Fusion]]&lt;br /&gt;
* [[Stylized golden griffin pin]]&lt;br /&gt;
* [[Long-term_Benefits#Enhancive_Items|Premium enhancives]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Item Enhancements]]&lt;br /&gt;
[[Category:Advanced Mechanics]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enhancive_item&amp;diff=65704</id>
		<title>Enhancive item</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enhancive_item&amp;diff=65704"/>
		<updated>2015-07-04T05:44:01Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: /* Recharging Enhancive Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Enhancive items&#039;&#039;&#039; are items which increase various [[stat]]istics or [[skill]]s of a character when the item is held or worn.  All enhancive items have charges and are not indefinite, but can be recharged through the [[Adventurer&#039;s Guild]] and only need this service about once every six months.  Enhancive items can even grant knowledge of a spell, but these are very rare and generally only found in auctions or special raffles. An item can also be made enhancive via the [[Premium point]]s system.&lt;br /&gt;
&lt;br /&gt;
Mana, stamina, and spirit enhancing potions/trinkets, as well as potions/trinkets for boosting some statistics, may be made by pure professions via [[Alchemy]] (see list below).&lt;br /&gt;
&lt;br /&gt;
Enhancive weapons and armor can be [[Enchant Item (925)|enchanted]] with the use of an ayveneh [[pre-tempering potion]] made by a [[wizard]] skilled in [[Alchemy]].  The type and bonus of the enhancive item will determine the difficulty of the enchant.&lt;br /&gt;
&lt;br /&gt;
== Benefits &amp;amp; Levels ==&lt;br /&gt;
&lt;br /&gt;
Enhancive item benefits can be seen through the [[SKILLS (verb)|SKILLS]] or [[INFO (verb)|INFO]] commands.  There are 4 levels of enhancive items.&lt;br /&gt;
*Level 1 - Gives a statistic bonus or increases max mana, health, or stamina&lt;br /&gt;
*Level 2 - Increases a skill&#039;s bonus&lt;br /&gt;
*Level 3 - Increases stat recovery for [[mana]], [[spirit]], [[stamina]], or [[Hitpoint|health]]&lt;br /&gt;
*Level 4 - Increases a character&#039;s ranks in a given skill&lt;br /&gt;
&lt;br /&gt;
== Stacking ==&lt;br /&gt;
&lt;br /&gt;
Though there are items that will increase base [[stat]] and [[stat]] bonus, or [[skill]] ranks and [[skill]] bonus, the items will stack and obey the base/bonus [[stat]] and the [[skill]] rank/bonus relationship. That is, if a base [[stat]] increases by +2, the [[stat]] bonus will increase by +1 (whether by [[statistic_growth_rate|stat growth]], enhancive items, or [[combat maneuvers]] such as [[surge of strength]]).&lt;br /&gt;
&lt;br /&gt;
The behavior is identical for [[skill]] ranks and bonus, though the relationship between the two is non-linear. That is, the first 10 ranks of a [[skill]] each provide a [[skill]] bonus of 5, the following 10 provide 4 each, and so on (a character with 10, 20, 30, 40, or 50 ranks in a particular [[skill]] will have a [[skill]] bonus of 50, 90, 120, 140, or 150, respectively). All following ranks increase the [[skill]] bonus by 1. Consider the following character examples:&lt;br /&gt;
* 0 ranks in [[climbing]]; 2 enhancives: +2 to [[climbing]] ranks, +10 to [[climbing]] bonus - Results in bonus/ranks of 20/4 in [[climbing]]&lt;br /&gt;
* 0 ranks in [[swimming]]; 1 enhancive: +4 to [[swimming]] bonus - Results in bonus/ranks of 4/0 in [[swimming]]&lt;br /&gt;
* 25 ranks in [[MOC|multi-opponent combat]]; 1 enhancive: +15 to [[MOC|multi-opponent combat]] bonus - Results in bonus/ranks of 120/30 in [[MOC|multi-opponent combat]]&lt;br /&gt;
* [[Aura]] base (bonus) of 90 (15); 1 enhancive: +1 to [[aura]] bonus - Results in an [[aura]] base (bonus) of 92 (16)&lt;br /&gt;
* [[Strength]] base (bonus) of 100 (10); 2 enhancives; +5 to base [[strength]], +3 to [[strength]] bonus - Results in a [[Strength]] base (bonus) of 111 (15)&lt;br /&gt;
&lt;br /&gt;
This non-linearity of the benefits granted by [[skill]] rank enhancives is the reason that rank enhancives are more expensive to charge, though with sufficiently high training (40 ranks) in a particular skill, the [[skill]] rank and bonus enhancive items provide identical benefits.&lt;br /&gt;
&lt;br /&gt;
== Enhancive Limits ==&lt;br /&gt;
Enhancive items can not be used to increase quantities indefinitely, there are hard limits to the bonuses which can be provided by the enhancive system:&lt;br /&gt;
*Base [[Stat]]: +40&lt;br /&gt;
*[[Stat]] Bonus : +20&lt;br /&gt;
*[[Skill]] Rank: +50&lt;br /&gt;
*[[Skill]] Bonus: +50&lt;br /&gt;
*Max [[Health]]/[[Mana]]/[[Stamina]]: +50&lt;br /&gt;
*Max [[Spirit]]: +3&lt;br /&gt;
*[[hit_point|Health]]/[[mana_point_regeneration|Mana]]/[[Stamina]] Regen: +50&lt;br /&gt;
*Max [[Spirit]]/[[spirit regeneration|Spirit Regen]]: +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that these limits do not stack.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Skill]] bonus and rank items will stack until a combined enhancement of +50 is reached. Similarly, base/bonus [[stat]] enhancers will stack until there is a total of +40 to the base statistic. Items which enhance maximum [[health]], [[stamina]], [[mana]], and [[spirit]] also stack with the relevant [[skills]] and [[stats]] towards their enhanced limit. For example, a character with an enhanced [[constitution]] score will have increased [[stamina]] and [[health]] and this contributes towards their limit of +50 to each. The case is similar for [[harness power]] and [[aura]] for [[mana]] and [[spirit]], respectively (note that a character&#039;s [[stats]] at level 0 contribute towards their [[mana]] total rather than their current [[stats]]). This is of special interest to those seeking to enhance their max [[spirit]], as it may affect low-spirit penalty thresholds.&lt;br /&gt;
&lt;br /&gt;
In addition, abilities which show an enhanced [[stat]], such as the [[combat maneuver]] [[surge of strength]] count towards this limit (a character with a base [[strength]] enhanced by +40 will see no benefit when using the [[surge of strength]] combat maneuver).&lt;br /&gt;
&lt;br /&gt;
== Recharging Enhancive Items ==&lt;br /&gt;
Enhancive items can be recharged at the [[Adventurer&#039;s Guild]] through the Rewards system.  The rules governing the cost of recharging items with various enhancement capabilities are very complex.  However, the Treasure Master will allow you to see the cost of recharging any item, and you have to confirm you want to spend [[bounty point]]s to recharge your item at that cost.  There is also a tradition during the first week of the New Year to allow silvers to take the place of bounty points (this will not always be set up on January 1).  As a general rule, the cost of recharging an item in silvers is approximately 17x the cost in bounty points.  So an item costing 3,600 bounty points to recharge will cost 60,000 silver to recharge.  Notes are accepted by the Treasure Masters.&lt;br /&gt;
&lt;br /&gt;
Charges are randomly drained from enhancive devices.  Items which are &#039;crumbly&#039; will disintegrate when the last charge is used from the device.  Persistent items will simply stop providing the enhancive bonus until recharged.  See the Enhancive Item Saved Post below for information from the GMs about how this process works.&lt;br /&gt;
&lt;br /&gt;
Bards can determine approximately how many charges are left in a device.  There are nine known levels that can be detected.  There may be a &#039;single charge&#039; level, but those levels from &#039;quite a few&#039; to &#039;almost innumerable&#039; are commonly believed to be complete and in order.  The levels are:&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
*a couple of charges&lt;br /&gt;
*a few charges&lt;br /&gt;
*several charges&lt;br /&gt;
*quite a few charges&lt;br /&gt;
*a fair amount of charges&lt;br /&gt;
*a lot of charges&lt;br /&gt;
*more charges than a giantman | dwarf could count&lt;br /&gt;
*a huge number of charges&lt;br /&gt;
*almost innumerable charges&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the categories beyond &#039;a couple&#039;, there is not yet a firm understanding of how many charges there actually are.  It is commonly believed that &#039;a lot&#039; of charges is 20 charges.  And it is also commonly believed that requesting a device be recharged adds 10 charges to your device.&lt;br /&gt;
&lt;br /&gt;
Enhancives may also be charged with [[SimuCoin_(saved_posts)#Enhancive_Potions|Enhancive Potions]] from the [[SimuCoin store]].&lt;br /&gt;
&lt;br /&gt;
==Enhancive Pauses==&lt;br /&gt;
Players finding their characters to be using many enhancive items and not wanting to remove/wear them on a regular basis may buy enhancive pause passes from the [[SimuCoin store]].  This will give the character access to the [[INVENTORY (verb)#INVENTORY HELP(verb)|INVENTORY ENHANCIVE]] verb.  It comes in a 60-use version and 30-day unlimited use version.  Individual uses might also be found in the [[treasure system]] but cannot be transferred between characters.&lt;br /&gt;
&lt;br /&gt;
;60-use version&lt;br /&gt;
*Comes in the form of a flexing arm token &lt;br /&gt;
*Costs 50 SimuCoins&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l my tok&lt;br /&gt;
This delightfully colorful token is very eye-catching.&lt;br /&gt;
&lt;br /&gt;
[This is an Enhancive Pause Pass.  By redeeming this, you will be able to pause the beneficial effects of your enhancive items and prevent charge loss for 60 uses.  To redeem this, please enter REDEEM token.]&lt;br /&gt;
&amp;gt;redeem tok&lt;br /&gt;
[You have activated an Enhancive Pause Pass!  You will be able to pause the beneficial effects of your enhancive items and prevent charge loss 60 times.]&lt;br /&gt;
&lt;br /&gt;
&amp;gt;inven enhanc off&lt;br /&gt;
You are no longer accepting the benefits of your enhancive inventory items.  They will not lose enhancive charges until reactivated via the INVENTORY ENHANCIVE ON command.&lt;br /&gt;
&lt;br /&gt;
You have 59 enhancive pauses remaining.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enhancive Alchemy Recipes==&lt;br /&gt;
Each recipe has two or three strengths (minor, lesser, greater).  See individual recipe pages for which respective profession(s) can make each recipe and at what rank, as well as level restrictions for using each item.&lt;br /&gt;
*[[Aura crystal]]&lt;br /&gt;
*[[Constitution crystal]]&lt;br /&gt;
*[[Health-well potion]]&lt;br /&gt;
*[[Intuition crystal]]&lt;br /&gt;
*[[Logic potion]]&lt;br /&gt;
*[[Mana potion]]&lt;br /&gt;
*[[Mana regeneration potion]]&lt;br /&gt;
*[[Mana-well potion]]&lt;br /&gt;
*[[Spirit regeneration crystal]]&lt;br /&gt;
*[[Spirit-well potion]]&lt;br /&gt;
*[[Stamina regeneration crystal]]&lt;br /&gt;
*[[Strength crystal]]&lt;br /&gt;
*[[Wisdom potion]]&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[Enhancive item level requirements]]&lt;br /&gt;
* [[Enhancive item (saved posts)]]&lt;br /&gt;
* [[Enhancive swapping]]&lt;br /&gt;
* [[Fusion]]&lt;br /&gt;
* [[Stylized golden griffin pin]]&lt;br /&gt;
* [[Long-term_Benefits#Enhancive_Items|Premium enhancives]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Item Enhancements]]&lt;br /&gt;
[[Category:Advanced Mechanics]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enhancive_item&amp;diff=64230</id>
		<title>Enhancive item</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enhancive_item&amp;diff=64230"/>
		<updated>2015-06-07T20:21:44Z</updated>

		<summary type="html">&lt;p&gt;GILCHRISTR: added &amp;quot;several charges&amp;quot; as a charge level between &amp;quot;couple of charges&amp;quot; and &amp;quot;quite a few charges&amp;quot;, also deleted the reference to there being possibly a level between these levels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Enhancive items&#039;&#039;&#039; are items which increase various [[stat]]istics or [[skill]]s of a character when the item is held or worn.  All enhancive items have charges and are not indefinite, but can be recharged through the [[Adventurer&#039;s Guild]] and only need this service about once every six months.  Enhancive items can even grant knowledge of a spell, but these are very rare and generally only found in auctions or special raffles. An item can also be made enhancive via the [[Premium point]]s system.&lt;br /&gt;
&lt;br /&gt;
Mana, stamina, and spirit enhancing potions/trinkets, as well as potions/trinkets for boosting some statistics, may be made by pure professions via [[Alchemy]] (see list below).&lt;br /&gt;
&lt;br /&gt;
Enhancive weapons and armor can be [[Enchant Item (925)|enchanted]] with the use of an ayveneh [[pre-tempering potion]] made by a [[wizard]] skilled in [[Alchemy]].  The type and bonus of the enhancive item will determine the difficulty of the enchant.&lt;br /&gt;
&lt;br /&gt;
== Benefits &amp;amp; Levels ==&lt;br /&gt;
&lt;br /&gt;
Enhancive item benefits can be seen through the [[SKILLS (verb)|SKILLS]] or [[INFO (verb)|INFO]] commands.  There are 4 levels of enhancive items.&lt;br /&gt;
*Level 1 - Gives a statistic bonus or increases max mana, health, or stamina&lt;br /&gt;
*Level 2 - Increases a skill&#039;s bonus&lt;br /&gt;
*Level 3 - Increases stat recovery for [[mana]], [[spirit]], [[stamina]], or [[Hitpoint|health]]&lt;br /&gt;
*Level 4 - Increases a character&#039;s ranks in a given skill&lt;br /&gt;
&lt;br /&gt;
== Stacking ==&lt;br /&gt;
&lt;br /&gt;
Though there are items that will increase base [[stat]] and [[stat]] bonus, or [[skill]] ranks and [[skill]] bonus, the items will stack and obey the base/bonus [[stat]] and the [[skill]] rank/bonus relationship. That is, if a base [[stat]] increases by +2, the [[stat]] bonus will increase by +1 (whether by [[statistic_growth_rate|stat growth]], enhancive items, or [[combat maneuvers]] such as [[surge of strength]]).&lt;br /&gt;
&lt;br /&gt;
The behavior is identical for [[skill]] ranks and bonus, though the relationship between the two is non-linear. That is, the first 10 ranks of a [[skill]] each provide a [[skill]] bonus of 5, the following 10 provide 4 each, and so on (a character with 10, 20, 30, 40, or 50 ranks in a particular [[skill]] will have a [[skill]] bonus of 50, 90, 120, 140, or 150, respectively). All following ranks increase the [[skill]] bonus by 1. Consider the following character examples:&lt;br /&gt;
* 0 ranks in [[climbing]]; 2 enhancives: +2 to [[climbing]] ranks, +10 to [[climbing]] bonus - Results in bonus/ranks of 20/4 in [[climbing]]&lt;br /&gt;
* 0 ranks in [[swimming]]; 1 enhancive: +4 to [[swimming]] bonus - Results in bonus/ranks of 4/0 in [[swimming]]&lt;br /&gt;
* 25 ranks in [[MOC|multi-opponent combat]]; 1 enhancive: +15 to [[MOC|multi-opponent combat]] bonus - Results in bonus/ranks of 120/30 in [[MOC|multi-opponent combat]]&lt;br /&gt;
* [[Aura]] base (bonus) of 90 (15); 1 enhancive: +1 to [[aura]] bonus - Results in an [[aura]] base (bonus) of 92 (16)&lt;br /&gt;
* [[Strength]] base (bonus) of 100 (10); 2 enhancives; +5 to base [[strength]], +3 to [[strength]] bonus - Results in a [[Strength]] base (bonus) of 111 (15)&lt;br /&gt;
&lt;br /&gt;
This non-linearity of the benefits granted by [[skill]] rank enhancives is the reason that rank enhancives are more expensive to charge, though with sufficiently high training (40 ranks) in a particular skill, the [[skill]] rank and bonus enhancive items provide identical benefits.&lt;br /&gt;
&lt;br /&gt;
== Enhancive Limits ==&lt;br /&gt;
Enhancive items can not be used to increase quantities indefinitely, there are hard limits to the bonuses which can be provided by the enhancive system:&lt;br /&gt;
*Base [[Stat]]: +40&lt;br /&gt;
*[[Stat]] Bonus : +20&lt;br /&gt;
*[[Skill]] Rank: +50&lt;br /&gt;
*[[Skill]] Bonus: +50&lt;br /&gt;
*Max [[Health]]/[[Mana]]/[[Stamina]]: +50&lt;br /&gt;
*Max [[Spirit]]: +3&lt;br /&gt;
*[[hit_point|Health]]/[[mana_point_regeneration|Mana]]/[[Stamina]] Regen: +50&lt;br /&gt;
*Max [[Spirit]]/[[spirit regeneration|Spirit Regen]]: +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that these limits do not stack.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Skill]] bonus and rank items will stack until a combined enhancement of +50 is reached. Similarly, base/bonus [[stat]] enhancers will stack until there is a total of +40 to the base statistic. Items which enhance maximum [[health]], [[stamina]], [[mana]], and [[spirit]] also stack with the relevant [[skills]] and [[stats]] towards their enhanced limit. For example, a character with an enhanced [[constitution]] score will have increased [[stamina]] and [[health]] and this contributes towards their limit of +50 to each. The case is similar for [[harness power]] and [[aura]] for [[mana]] and [[spirit]], respectively (note that a character&#039;s [[stats]] at level 0 contribute towards their [[mana]] total rather than their current [[stats]]). This is of special interest to those seeking to enhance their max [[spirit]], as it may affect low-spirit penalty thresholds.&lt;br /&gt;
&lt;br /&gt;
In addition, abilities which show an enhanced [[stat]], such as the [[combat maneuver]] [[surge of strength]] count towards this limit (a character with a base [[strength]] enhanced by +40 will see no benefit when using the [[surge of strength]] combat maneuver).&lt;br /&gt;
&lt;br /&gt;
== Recharging Enhancive Items ==&lt;br /&gt;
Enhancive items can be recharged at the [[Adventurer&#039;s Guild]] through the Rewards system.  The rules governing the cost of recharging items with various enhancement capabilities are very complex.  However, the Treasure Master will allow you to see the cost of recharging any item, and you have to confirm you want to spend [[bounty point]]s to recharge your item at that cost.  There is also a tradition during the first week of the New Year to allow silvers to take the place of bounty points (this will not always be set up on January 1).  As a general rule, the cost of recharging an item in silvers is approximately 17x the cost in bounty points.  So an item costing 3,600 bounty points to recharge will cost 60,000 silver to recharge.  Notes are accepted by the Treasure Masters.&lt;br /&gt;
&lt;br /&gt;
Charges are randomly drained from enhancive devices.  Items which are &#039;crumbly&#039; will disintegrate when the last charge is used from the device.  Persistent items will simply stop providing the enhancive bonus until recharged.  See the Enhancive Item Saved Post below for information from the GMs about how this process works.&lt;br /&gt;
&lt;br /&gt;
Bards can determine approximately how many charges are left in a device.  There are eight known levels that can be detected.  There may be a &#039;single charge&#039; level, but those levels from &#039;quite a few&#039; to &#039;almost innumerable&#039; are commonly believed to be complete and in order.  The levels are:&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
*a couple of charges&lt;br /&gt;
*several charges&lt;br /&gt;
*quite a few charges&lt;br /&gt;
*a fair amount of charges&lt;br /&gt;
*a lot of charges&lt;br /&gt;
*more charges than a giantman | dwarf could count&lt;br /&gt;
*a huge number of charges&lt;br /&gt;
*almost innumerable charges&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the categories beyond &#039;a couple&#039;, there is not yet a firm understanding of how many charges there actually are.  It is commonly believed that &#039;a lot&#039; of charges is 20 charges.  And it is also commonly believed that requesting a device be recharged adds 10 charges to your device.&lt;br /&gt;
&lt;br /&gt;
Enhancives may also be charged with [[SimuCoin_(saved_posts)#Enhancive_Potions|Enhancive Potions]] from the [[SimuCoin store]].&lt;br /&gt;
&lt;br /&gt;
==Enhancive Pauses==&lt;br /&gt;
Players finding their characters to be using many enhancive items and not wanting to remove/wear them on a regular basis may buy enhancive pause passes from the [[SimuCoin store]].  This will give the character access to the [[INVENTORY (verb)#INVENTORY HELP(verb)|INVENTORY ENHANCIVE]] verb.  It comes in a 60-use version and 30-day unlimited use version.  Individual uses might also be found in the [[treasure system]] but cannot be transferred between characters.&lt;br /&gt;
&lt;br /&gt;
;60-use version&lt;br /&gt;
*Comes in the form of a flexing arm token &lt;br /&gt;
*Costs 50 SimuCoins&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l my tok&lt;br /&gt;
This delightfully colorful token is very eye-catching.&lt;br /&gt;
&lt;br /&gt;
[This is an Enhancive Pause Pass.  By redeeming this, you will be able to pause the beneficial effects of your enhancive items and prevent charge loss for 60 uses.  To redeem this, please enter REDEEM token.]&lt;br /&gt;
&amp;gt;redeem tok&lt;br /&gt;
[You have activated an Enhancive Pause Pass!  You will be able to pause the beneficial effects of your enhancive items and prevent charge loss 60 times.]&lt;br /&gt;
&lt;br /&gt;
&amp;gt;inven enhanc off&lt;br /&gt;
You are no longer accepting the benefits of your enhancive inventory items.  They will not lose enhancive charges until reactivated via the INVENTORY ENHANCIVE ON command.&lt;br /&gt;
&lt;br /&gt;
You have 59 enhancive pauses remaining.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enhancive Alchemy Recipes==&lt;br /&gt;
Each recipe has two or three strengths (minor, lesser, greater).  See individual recipe pages for which respective profession(s) can make each recipe and at what rank, as well as level restrictions for using each item.&lt;br /&gt;
*[[Aura crystal]]&lt;br /&gt;
*[[Constitution crystal]]&lt;br /&gt;
*[[Health-well potion]]&lt;br /&gt;
*[[Intuition crystal]]&lt;br /&gt;
*[[Logic potion]]&lt;br /&gt;
*[[Mana potion]]&lt;br /&gt;
*[[Mana regeneration potion]]&lt;br /&gt;
*[[Mana-well potion]]&lt;br /&gt;
*[[Spirit regeneration crystal]]&lt;br /&gt;
*[[Spirit-well potion]]&lt;br /&gt;
*[[Stamina regeneration crystal]]&lt;br /&gt;
*[[Strength crystal]]&lt;br /&gt;
*[[Wisdom potion]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Enhancive item level requirements]]&lt;br /&gt;
* [[Enhancive item (saved post)]]&lt;br /&gt;
* [[Enhancive swapping]]&lt;br /&gt;
* [[Fusion]]&lt;br /&gt;
* [[Stylized golden griffin pin]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*http://www.play.net/gs4/premium/premiumplus.asp#enhance1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Item Enhancements]]&lt;br /&gt;
[[Category:Advanced Mechanics]]&lt;/div&gt;</summary>
		<author><name>GILCHRISTR</name></author>
	</entry>
</feed>