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		<id>https://gswiki.play.net/index.php?title=SimuCon_2025&amp;diff=235759</id>
		<title>SimuCon 2025</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2025&amp;diff=235759"/>
		<updated>2025-04-07T21:22:38Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Attendee List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;OFFICIAL&amp;lt;/u&amp;gt;&#039;&#039;&#039; dates for 2025 are Thursday, July 10 through Sunday, July 13, 2025 at the Sheraton Westport Plaza Hotel. Room reservation link Room reservation link [https://www.marriott.com/event-reservations/reservation-link.mi?id=1741039429417&amp;amp;key=GRP&amp;amp;app=resvlink here].&lt;br /&gt;
&lt;br /&gt;
==2025 Schedule==&lt;br /&gt;
===Main Schedule===&lt;br /&gt;
All times CST (CENTRAL TIME)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Day&lt;br /&gt;
!Time&lt;br /&gt;
!Activity &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wednesday&amp;lt;br /&amp;gt;July 9th&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: right&amp;quot; |00:00 PM&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thursday&amp;lt;br /&amp;gt;July 10th&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: right&amp;quot; |00:00 PM&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Friday&amp;lt;br /&amp;gt;July 11th&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: right&amp;quot; |00:00 PM&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Saturday&amp;lt;br /&amp;gt;July 12th&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: right&amp;quot; |00:00 PM&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sunday&amp;lt;br /&amp;gt;July 13th&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: right&amp;quot; |00:00 PM&lt;br /&gt;
| Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For the Live Alteration Sessions:&amp;lt;br&amp;gt;&lt;br /&gt;
- First come, first served!  There are several sessions scheduled, and everyone is allowed to claim one alteration but they MUST make it to one of these sessions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;This event requires a laptop or use of one of the workstations provided in the main conference room to access the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;D&amp;amp;D One Shots: You must pre-register for a session in the Box Office. It is strongly recommended to attend Session 0.&lt;br /&gt;
&lt;br /&gt;
Event Color Coding:&amp;lt;br&amp;gt;&lt;br /&gt;
This event is in the main conference room.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;This event is in Breakout 1.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#BF40BF&amp;quot;&amp;gt;This event is in Breakout 2.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;This event is in Breakout 3.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Streaming Schedule===&lt;br /&gt;
The following Gemstone IV panels will be streamed. All times CST (CENTRAL TIME)&lt;br /&gt;
&lt;br /&gt;
Streaming link: TBD&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Day&lt;br /&gt;
!Time&lt;br /&gt;
!Panel&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Friday, July 11th&#039;&#039;&#039;&lt;br /&gt;
|00:00 PM&lt;br /&gt;
|unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Friday, July 11th&#039;&#039;&#039;&lt;br /&gt;
|00:00 PM&lt;br /&gt;
|unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Saturday, July 12th&#039;&#039;&#039;&lt;br /&gt;
|00:00 PM&lt;br /&gt;
|unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Saturday, July 12th&#039;&#039;&#039;&lt;br /&gt;
|00:00 PM&lt;br /&gt;
|unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
===Prime Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Altheren&lt;br /&gt;
* Fyg&lt;br /&gt;
* Liras&lt;br /&gt;
* Maylan&lt;br /&gt;
* Dergoatean&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
*unknown&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shattered Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Drekoi&lt;br /&gt;
* Omrii&lt;br /&gt;
* Tysong&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Staff===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
*Thandiwe&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
===How much does SimuCon cost?===&lt;br /&gt;
Attendance badges have previously cost $40 when purchased in advance. Tickets are available at the door, but will be more expensive. Please see the [[#Ticketing|Ticketing]] section for more details.&lt;br /&gt;
&lt;br /&gt;
=== Where do I sign up?===&lt;br /&gt;
&lt;br /&gt;
Ticketing will likely be handled via the play.net Box Office when available. Please see the [[#Ticketing|Ticketing]] section for more details.&lt;br /&gt;
&lt;br /&gt;
===Who organizes SimuCon?===&lt;br /&gt;
&lt;br /&gt;
Typically GameMasters from Gemstone IV and DragonRealms are the official organizers. However, many players pitch in to plan unofficial events or to offer support. All work is strictly volunteer, so please be sure to thank your organizer team!&lt;br /&gt;
&lt;br /&gt;
===What is it like to attend a SimuCon?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is a gathering of players and GameMasters for Simutronics games, including Gemstone IV and DragonRealms. The convention includes several events, as listed in the [[#2025 Schedule|2025 Schedule]], that are planned by both players and staff. In-between events, attendees typically gather at conference tables similar to a large LAN party to play. Board games and other activities are frequently available as well.&lt;br /&gt;
&lt;br /&gt;
===How many people attend SimuCon and when do they show up?===&lt;br /&gt;
&lt;br /&gt;
SimuCon has experienced a growth spurt over the past three years or so. A current rough estimate would be 100 attendees (GS and DR combined) over the course of the weekend. The main convention days are Thursday through Sunday, although several people arrive on Wednesday and stay through Monday. The convention room is typically setup by Wednesday evening.&lt;br /&gt;
&lt;br /&gt;
===What equipment should I bring? ===&lt;br /&gt;
&lt;br /&gt;
Bring your laptop/computer so that you can play Gemstone during the convention. Internet access and power strips are typically provided. &#039;&#039;&#039;Note:&#039;&#039;&#039; It is not recommended that you leave your equipment unattended in the conference room.&lt;br /&gt;
&lt;br /&gt;
===Will I need a car?===&lt;br /&gt;
&lt;br /&gt;
Many attendees never leave the hotel. However if you are planning to explore St. Louis, a car is recommended as public transportation options are slim. Lyft and Uber are both operational in St. Louis and are ideal for single trips. For any excursions listed in the schedule, carpool options may be available. A shuttle may be available to and from your hotel for airport travel, but don&#039;t forget to bring cash for a tip!&lt;br /&gt;
&lt;br /&gt;
===Is SimuCon family friendly?===&lt;br /&gt;
&lt;br /&gt;
In general, yes. Some attendees do bring children but activities in the convention room may be of limited interest to them. Note the [[#Attractions|Attractions]] section listed below for additional kid-friendly activities available in St. Louis. Please expect to encounter explicit language and consumption of alcoholic beverages, which will increase in the late night hours.&lt;br /&gt;
&lt;br /&gt;
===What is the weather typically like?===&lt;br /&gt;
&lt;br /&gt;
Missouri is nicknamed &amp;quot;Misery&amp;quot; for its hot and humid summers. For a current local forecast, click here: https://www.ksdk.com/weather&lt;br /&gt;
&lt;br /&gt;
===Do I need to bring food or beverages?===&lt;br /&gt;
&lt;br /&gt;
Depending on funds available, basic snacks will be provided. You are generally on your own for meals and can purchase food at the grocery or restaurant options listed in the [[#Dining.2FEating|Dining/Eating]] section. SimuCon is strictly BYOB. Alcohol can be purchased in most grocery stores and gas stations in Missouri.&lt;br /&gt;
&lt;br /&gt;
===What should I wear?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is casual attire unless the schedule for a specific event indicates otherwise. Some events may encourage costumes or themed attire.&lt;br /&gt;
&lt;br /&gt;
=== Is there a pool?===&lt;br /&gt;
&lt;br /&gt;
YES, pack your bathing suit! The Sheraton Westport Plaza has an indoor pool, and their sister property the Sheraton Westport Chalet has an outdoor pool. The Chalet&#039;s outdoor pool is very close and is a popular day time destination for attendees. All facilities at both hotels are available to any guest staying at either hotel. There is even a poolside bar with snacks and beverages (open Friday through Sunday), and towel service is available. It is recommended that you pack sunscreen ahead of time, because the hotel and nearby shops do not stock any. It is also recommended that you bring pool noodles, because pool noodles are wicked cool.&lt;br /&gt;
&lt;br /&gt;
==Visitor Information==&lt;br /&gt;
The convention is typically held in the St. Louis area, home of Simutronic&#039;s headquarters. While the host hotel may very, it is usually held at one of the many convention spaces at or near the Westport Plaza. For specific details on the official hotel, please see the below accommodations list. Also below are some nearby shops and other information for visitors. All distances calculated from the host hotel.&lt;br /&gt;
&lt;br /&gt;
===Accommodations===&lt;br /&gt;
https://www.marriott.com/event-reservations/reservation-link.mi?id=1741039429417&amp;amp;key=GRP&amp;amp;app=resvlink&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 1em; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;  &amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
!Name||Distance||Address|| Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sheraton Westport Plaza (Official Hotel)&#039;&#039;&#039;||onsite||900 Westport Plaza, St. Louis, MO 63146||[https://www.marriott.com/event-reservations/reservation-link.mi?id=1741039429417&amp;amp;key=GRP&amp;amp;app=resvlink Group Discount Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Sheraton Westport Chalet||onsite||191 Westport Plaza, St. Louis, MO 63146||[https://www.marriott.com/en-us/hotels/stlsi-sheraton-westport-chalet-hotel-st-louis/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Staybridge Suites||0.3 miles||25 Progress Pkwy, St. Louis, MO 63146||[https://www.ihg.com/staybridge/hotels/us/en/st-louis/stlsb/hoteldetail Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Comfort Inn Suites||0.7 miles||12031 Lackland Rd., Saint Louis, MO, 63146||[https://www.choicehotels.com/missouri/saint-louis/comfort-inn-hotels/mo608/rates?checkInDate=2022-08-03&amp;amp;checkOutDate=2022-08-79 Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Residence Inn St. Louis Westport||0.6 miles|| 11918 Westline Industrial Drive, St. Louis, MO 63146|| [https://www.marriott.com/hotels/travel/stlwr-residence-inn-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Farfield Inn and Suites St. Louis Westport||0.6 miles||11918 Westline Industrial Drive, St. Louis, MO 63146||[https://www.marriott.com/hotels/travel/stlfw-fairfield-inn-and-suites-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Courtyard by Marriott St. Louis Westport||0.7 miles||11888 Westline Industrial Drive, St. Louis, MO 63146||[https://www.marriott.com/hotels/travel/stlwp-courtyard-st-louis-westport-plaza/ Booking Link]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dining/Eating===&lt;br /&gt;
{| {{prettytable}} cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 1em; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;  &amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
!Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|Drunken Fish||Sushi||onsite||639 West Port Plaza, St. Louis, MO 63146 ||https://www.westportstl.com/tenant/drunken-fish/&lt;br /&gt;
|-&lt;br /&gt;
|Fuzzy&#039;s Taco Shop ||Baja Tacos||onsite||302 West Port Plaza, St. Louis, MO 63146|| https://www.westportstl.com/tenant/fuzzys-taco-shop/&lt;br /&gt;
|-&lt;br /&gt;
|Kobe Japanese Grill||Japanese/Hibachi||onsite||645 West Port Plaza, St. Louis, MO 63146||https://www.westportstl.com/tenant/kobe-steakhouse-of-japan/&lt;br /&gt;
|-&lt;br /&gt;
|Starbucks||Coffee|| onsite||111 West Port Plaza, St. Louis, MO 63146 ||https://www.westportstl.com/tenant/starbucks/&lt;br /&gt;
|-&lt;br /&gt;
|Trainwreck Saloon||American/Grill||onsite|| 314 West Port Plaza, St. Louis, MO 63146||https://www.westportstl.com/tenant/trainwreck-saloon/&lt;br /&gt;
|-&lt;br /&gt;
|Westport Social&lt;br /&gt;
|Bar/Games/Karaoke&lt;br /&gt;
|onsite&lt;br /&gt;
|910 West Port Plaza Dr. St. Louis, MO 63146&lt;br /&gt;
|https://www.westportstl.com/tenant/westport-social/&lt;br /&gt;
|-&lt;br /&gt;
|Jovick Brothers Deli&lt;br /&gt;
|Deli&lt;br /&gt;
|onsite&lt;br /&gt;
|318 West Port Plaza Dr. St. Louis, MO 63146&lt;br /&gt;
|https://www.westportstl.com/tenant/jovick-brothers-deli/&lt;br /&gt;
|-&lt;br /&gt;
|360 Westport&lt;br /&gt;
|Rooftop Bar &amp;amp; Lounge&lt;br /&gt;
|onsite&lt;br /&gt;
|111 West Port Plaza, Suite 1200 St. Louis, MO 63146&lt;br /&gt;
| https://www.westportstl.com/tenant/360-westport/&lt;br /&gt;
|-&lt;br /&gt;
|Soda Fountain Express&lt;br /&gt;
|Modern Diner &lt;br /&gt;
|onsite &lt;br /&gt;
| 147 West Port Plaza Dr St. Louis, MO 63146 &lt;br /&gt;
|https://www.westportstl.com/tenant/soda-fountain-express/&lt;br /&gt;
|-&lt;br /&gt;
|O&#039;Fallon Brewery||Beer/American Food||0.3 mi ||45 Progress Pkwy, Maryland Heights, MO 63043 ||http://www.ofallonbrewery.com/&lt;br /&gt;
|-&lt;br /&gt;
|Giola&#039;s Deli||Sandwiches||0.8 mi&lt;br /&gt;
| 11855 Adie Rd, Maryland Heights, MO 63043||https://www.gioiasdeli.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Off-Site Dining===&lt;br /&gt;
For attendees who want to explore St. Louis cuisine, local players recommend the following restaurants.&lt;br /&gt;
 &lt;br /&gt;
{| {{prettytable}} cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 1em; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;  &amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
!Name|| Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|DD Mau||Vietnamese / Bao||1.3 mi||11982 Dorsett Rd, Maryland Heights, MO 63043&lt;br /&gt;
|http://www.ddmaustl.com/ &lt;br /&gt;
|-&lt;br /&gt;
|Gobble STOP Smokehouse|| BBQ Poultry||2.8 mi||1227 Castillon Arcade Plaza, Creve Coeur, MO 63141||http://gobblestopsmokehouse.net/&lt;br /&gt;
|-&lt;br /&gt;
| Nudo House STL||Ramen / Japanese&lt;br /&gt;
|3.0 mi||11423 Olive Blvd, St. Louis, MO 63141||http://nudohousestl.com/ &lt;br /&gt;
|-&lt;br /&gt;
|Dave &amp;amp; Tony&#039;s||Premium Burgers||3.2 mi||12766 Olive Blvd, St. Louis, MO 63146||http://www.daveandtonys.com/&lt;br /&gt;
|-&lt;br /&gt;
|Taqueria Durango|| Mexican||3.5 mi|| 10238 Page Ave, Overland, MO||https://www.facebook.com/TaqueriaDurangoSaintLouis&lt;br /&gt;
|-&lt;br /&gt;
| Nick &amp;amp; Elena&#039;s Pizzeria||Pizza/Italian||5.4 mi||3007 Woodson Rd, Overland, MO 63114||https://www.facebook.com/NICKnELENAS/&lt;br /&gt;
|-&lt;br /&gt;
|Sugarfire Smokehouse||BBQ||6.0 mi||9200 Olive Blvd, St. Louis, MO 63132||https://sugarfiresmokehouse.com/locations/mo-olivette/&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Salt + Smoke|| BBQ||9.0 mi||501 S Main St, St. Charles, MO 63301 || https://saltandsmokestl.com/&lt;br /&gt;
|-&lt;br /&gt;
|BEAST||BBQ||17.1 mi||4156 Manchester Ave, St. Louis, MO 63110||https://beastbbqstl.com/ &lt;br /&gt;
|-&lt;br /&gt;
|Pappy&#039;s Smokehouse||BBQ||18.7 mi||3106 Olive St, St. Louis, MO 63103||https://www.pappyssmokehouse.com/&lt;br /&gt;
|-&lt;br /&gt;
|Bogart&#039;s||BBQ||20.8 mi||71627 S 9th St, St. Louis, MO 63104||https://www.bogartssmokehouse.com/&lt;br /&gt;
|-&lt;br /&gt;
|Broadway Oyster Bar||Cajun||23.7 mi||736 S Broadway, St. Louis, MO 63102||http://www.broadwayoysterbar.com/&lt;br /&gt;
|-&lt;br /&gt;
| Ted Drewes||Famous local frozen custard||21.6 mi||6726 Chippewa, St. Louis, MO 63109|| http://teddrewes.com/&lt;br /&gt;
|-&lt;br /&gt;
|Bombay Food Junkies||Vegan Options||5.2 mi||3580 Adie Rd, St Ann, MO 63074||https://www.bombayfoodjunkies.com/&lt;br /&gt;
|-&lt;br /&gt;
|Hi-Point Drive-In&lt;br /&gt;
|Burgers&lt;br /&gt;
|12 mi&lt;br /&gt;
|1033 McCausland Ave, St. Louis, MO 63117&lt;br /&gt;
|https://hipointedrivein.com/about/&lt;br /&gt;
|-&lt;br /&gt;
|Bar Louie&lt;br /&gt;
|Bar &amp;amp; Grill&lt;br /&gt;
|8.4 mi&lt;br /&gt;
|1650 Beale Street Suite 180, St. Charles, MO 63303&lt;br /&gt;
|https://www.barlouie.com/ &lt;br /&gt;
|-&lt;br /&gt;
|Sauce on the Side&lt;br /&gt;
|Calzones &lt;br /&gt;
|9.2 mi&lt;br /&gt;
|7810 Forsyth Blvd., Clayton, MO 63105&lt;br /&gt;
|https://sauceontheside.com/&lt;br /&gt;
|-&lt;br /&gt;
|Blueberry Hill&lt;br /&gt;
|Landmark restaurant / Americana&lt;br /&gt;
|9.4 mi&lt;br /&gt;
|6504 Delmar Blvd, University City, MO 63130&lt;br /&gt;
|https://blueberryhill.com/&lt;br /&gt;
|-&lt;br /&gt;
|Fitz&#039;s &lt;br /&gt;
|Local root beer &amp;amp; burgers&lt;br /&gt;
|9.3 mi&lt;br /&gt;
|6605 Delmar Blvd, St. Louis, MO 63130&lt;br /&gt;
|https://fitzsrootbeer.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shopping/Groceries===&lt;br /&gt;
{| {{prettytable}} cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 1em; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;  &amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
!Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|Target||5.9 mi||12275 St Charles Rock Rd, Bridgeton, MO 63044||[https://www.target.com/sl/bridgeton/12 website]&lt;br /&gt;
|-&lt;br /&gt;
|Costco||13.3 mi||200 Costco Way, St Peters, MO 63376||[https://www.costco.com/warehouse-locations/st-peters-saint-peters-mo-382.html website]&lt;br /&gt;
|-&lt;br /&gt;
|Schnucks Dorsett (Grocery Store) ||1.5 mi||2030 Dorsett Rd, Maryland Heights, MO 63043||[https://locations.schnucks.com/mo-maryland-heights-117 website]&lt;br /&gt;
|-&lt;br /&gt;
|Walgreens ||1.6 mi||12509 Dorsett Rd, Maryland Heights, MO 63043||[https://www.walgreens.com/locator/walgreens-12509+dorsett+rd-maryland+heights-mo-63043/id=9481 website]&lt;br /&gt;
|-&lt;br /&gt;
|BP Gas Station||0.3 mi||11988 Westline Industrial Dr, St. Louis, MO 63146||&lt;br /&gt;
|-&lt;br /&gt;
|ALDI||2.6 mi||11745 Olive Blvd, Creve Coeur, MO 63141||[https://www.aldi.us/ website]&lt;br /&gt;
|-&lt;br /&gt;
|Trader Joe&#039;s||[https://goo.gl/maps/3aV8WLBakaB2 2.4 mi]||11505 Olive Blvd, Creve Coeur, MO 63141||[https://locations.traderjoes.com/mo/creve-coeur/694/ website]&lt;br /&gt;
|-&lt;br /&gt;
|D&amp;amp;J Liquor||[https://goo.gl/maps/a6m73h9w4ynWnWqh8 1.5 mi]||1914 McKelvey Rd, Maryland Heights, MO 63043||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attractions===&lt;br /&gt;
&lt;br /&gt;
Most attractions are a 15-30 minute drive from the hotel. For tourism information, click here: https://explorestlouis.com/&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 1em; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;  &amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
!Name||Description||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|The Gateway Arch||Oh look, it&#039;s the Arch||200 Washington Ave, St. Louis, MO 63102|| https://www.gatewayarch.com/&lt;br /&gt;
|-&lt;br /&gt;
|Busch Stadium ||Cardinals Baseball Stadium||700 Clark Ave, St. Louis, MO 63102||https://www.mlb.com/cardinals/ballpark&lt;br /&gt;
|-&lt;br /&gt;
|Forest Park||Large public park, home to several free attractions ||5595 Grand Dr, St. Louis, MO 63112||https://forestparkmap.org/&lt;br /&gt;
|-&lt;br /&gt;
|St. Louis Zoo||Free zoo, located inside Forest Park||Government Dr, St. Louis, MO 63110 ||https://www.stlzoo.org/&lt;br /&gt;
|-&lt;br /&gt;
|St. Louis Aquarium at Union Station||Opened Dec. 2019, the otters and spitting fish are worth the admission, skip the wheel||201 S 18th St, St. Louis, MO 63103||https://www.stlouisaquarium.com/&lt;br /&gt;
|-&lt;br /&gt;
|St. Louis Art Museum||Free art museum, located inside Forest Park||1 Fine Arts Dr, St. Louis, MO 63110||https://www.slam.org/ &lt;br /&gt;
|-&lt;br /&gt;
|Creve Coeur Lake Park||[https://goo.gl/maps/7s9nUCbcyBM2 3.4 mi] from the hotel. Trails, kayak rentals, Go Ape||13725 Marine Ave, St. Louis, MO 63146||[https://www.stlouisco.com/Parks-and-Recreation/Park-Pages/Creve-Coeur website]&lt;br /&gt;
|-&lt;br /&gt;
|The Muny||Outdoor theater, located inside Forest Park||1 Theatre Dr, St. Louis, MO 63112||https://muny.org/&lt;br /&gt;
|-&lt;br /&gt;
|Missouri Botanical Gardens||Outdoor garden ||4344 Shaw Blvd, St. Louis, MO 63110 ||http://www.missouribotanicalgarden.org/&lt;br /&gt;
|-&lt;br /&gt;
|Anheuser-Busch St. Louis Brewery||Main brewery, offers tours||1200 Lynch St, St. Louis, MO 63118||https://www.budweisertours.com/locations/st-louis-missouri.html&lt;br /&gt;
|-&lt;br /&gt;
|City Museum||Architectural Anomaly/Interactive Art/Climbing Museum||750 N 16th St, St. Louis, MO 63103|| https://www.citymuseum.org/&lt;br /&gt;
|-&lt;br /&gt;
|Grants Farm||Free wildlife park with tram tours and free beer||10501 Gravois Rd, St. Louis, MO 63123||https://www.grantsfarm.com/home.html&lt;br /&gt;
|-&lt;br /&gt;
|The Butterfly House||Indoor butterfly pavilion ||15193 Olive Blvd, Chesterfield, MO 63017|| http://www.missouribotanicalgarden.org/visit/family-of-attractions/butterfly-house.aspx&lt;br /&gt;
|-&lt;br /&gt;
|Science Center||Kid-friendly interactive museum, includes IMAX and planetarium||5050 Oakland Ave, St. Louis, MO 63110||https://www.slsc.org/&lt;br /&gt;
|-&lt;br /&gt;
| Magic House ||Kid-friendly interactive museum, includes magic||516 S Kirkwood Rd, St. Louis, MO 63122||https://www.magichouse.org/&lt;br /&gt;
|-&lt;br /&gt;
|Fox Theatre||Historic theater, offers tours||527 NORTH GRAND BLVD., St. Louis, MO 63103||https://www.fabulousfox.com/visit/tours&lt;br /&gt;
|-&lt;br /&gt;
|St. Louis Neighborhoods||Shopping/Nightlife/Exploring|| Various||https://explorestlouis.com/things-to-do/neighborhoods/&lt;br /&gt;
|-&lt;br /&gt;
|Live Music Venues||St. Louis is known for its blues and jazz scene||Various ||https://explorestlouis.com/discover/st-louis-music-lovers/st-louis-live-music-venues/&lt;br /&gt;
|-&lt;br /&gt;
|Casinos||Gambling||Various||https://www.tripadvisor.com/Attractions-g44881-Activities-c53-Saint_Louis_Missouri.html&lt;br /&gt;
|-&lt;br /&gt;
|Cahokia Mounds||Ruins of the largest prehistoric civilization north of Mexico, 30 min drive from hotel||30 Ramey Street Collinsville, IL 62234|| https://cahokiamounds.org/&lt;br /&gt;
|-&lt;br /&gt;
|A Gathering Place||Massages within walking distance of convention center||12140 Lackland Rd, St. Louis, MO 63146 ||https://www.agatheringplace.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ticketing==&lt;br /&gt;
Ticketing is handled through the play.net [https://www.play.net/gs4/quests/ Box Office] page. &#039;&#039;&#039;Be sure to click on the Details button in the Box Office to view the specifics of your selection.&#039;&#039;&#039; To attend, a badge is required and all attendees must display their badge at all times while in the official event rooms. Badges can be purchased at the door, but will be more expensive. &lt;br /&gt;
&lt;br /&gt;
===Non-Attendee Options===&lt;br /&gt;
Not available yet.&lt;br /&gt;
&lt;br /&gt;
===Attendee Ticket Options===&lt;br /&gt;
Not available yet.&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://discord.gg/ypGH9P4AsB Official Simutronics Discord Server]&lt;br /&gt;
*[https://elanthipedia.play.net/SimuCon DragonRealms Simucon Page] (DR&#039;s Wiki Page)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SimuCon_2024&amp;diff=218444</id>
		<title>SimuCon 2024</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2024&amp;diff=218444"/>
		<updated>2024-04-27T21:06:51Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Prime Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SimuCon2019logo.png|right|300px|SimuCon 2019 Logo]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;OFFICIAL&amp;lt;/u&amp;gt;&#039;&#039;&#039; dates for 2024 are Wednesday, August 7 through Sunday, August 11, 2024 at the Sheraton Westport Plaza Hotel. Room reservation link Room reservation link [https://www.marriott.com/event-reservations/reservation-link.mi?id=1712267208646&amp;amp;key=GRP&amp;amp;app=resvlink here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2024 Schedule==&lt;br /&gt;
===Main Schedule===&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;Preliminary SimuCon 2024 Schedule&amp;lt;br&amp;gt;ALL TIMES CST&amp;lt;br&amp;gt;(CENTRAL TIME)&lt;br /&gt;
|-&lt;br /&gt;
! Day&lt;br /&gt;
! Time&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Activity&lt;br /&gt;
! Open To&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Wednesday&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Thursday&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Friday&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Saturday&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Sunday&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; You must bring your own laptop and have an active account to participate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; D&amp;amp;D One Shots: These will be 60-90 minutes sessions. You must pre-register for a session in the Box Office. Try to make Session 0!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Live Alteration Sessions: First come, first served!  There are several sessions scheduled, and everyone is allowed to claim one alteration but they MUST make it to one of these sessions.&lt;br /&gt;
&lt;br /&gt;
Tune in to our livestream at http://www.twitch.tv/simuradio to view Some of our GS panels!  Other activities will be streamed ad-hoc throughout the &#039;Con&lt;br /&gt;
&lt;br /&gt;
===Panel Schedule===&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;Panel Schedule&amp;lt;br&amp;gt;ALL TIMES CST&amp;lt;br&amp;gt;(CENTRAL TIME)&lt;br /&gt;
|-&lt;br /&gt;
! Day&lt;br /&gt;
! Time&lt;br /&gt;
!Activity&lt;br /&gt;
!Panelists&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot;|Friday&lt;br /&gt;
|0:00 PM&lt;br /&gt;
|Name&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot;|Saturday&lt;br /&gt;
|0:00 PM&lt;br /&gt;
|Name&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Main Events &amp;amp; Side Quest Announcement===&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
===Prime Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Dergoatean&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Blank&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shattered Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Blank&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Staff===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Blank&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
===How much does SimuCon cost?===&lt;br /&gt;
Attendance badges cost $40. Please see the [[#Ticketing|Ticketing]] section for more details.&lt;br /&gt;
&lt;br /&gt;
===Where do I sign up?===&lt;br /&gt;
&lt;br /&gt;
Ticketing will likely be handled via the play.net Box Office when available. Please see the [[#Ticketing|Ticketing]] section for more details.&lt;br /&gt;
&lt;br /&gt;
===Who organizes SimuCon?===&lt;br /&gt;
&lt;br /&gt;
Typically GameMasters from Gemstone IV and DragonRealms are the official organizers. However, many players pitch in to plan unofficial events or to offer support. All work is strictly volunteer, so please be sure to thank your organizer team!&lt;br /&gt;
&lt;br /&gt;
===What is it like to attend a SimuCon?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is a gathering of players and GameMasters for Simutronics games, including Gemstone IV and DragonRealms. The convention includes several events, as listed in the [[#2024 Schedule|2024 Schedule]], that are planned by both players and staff. In-between events, attendees typically gather at conference tables similar to a large LAN party to play. Board games and other activities are frequently available as well.&lt;br /&gt;
&lt;br /&gt;
===How many people attend SimuCon and when do they show up?===&lt;br /&gt;
&lt;br /&gt;
SimuCon has experienced a growth spurt over the past three years or so. A current rough estimate would be 100 attendees (GS and DR combined) over the course of the weekend. The main convention days are Thursday through Sunday, although several people arrive on Wednesday and stay through Monday. The convention room is typically setup by Wednesday evening.&lt;br /&gt;
&lt;br /&gt;
===What equipment should I bring?===&lt;br /&gt;
&lt;br /&gt;
Bring your laptop/computer so that you can play Gemstone during the convention. Internet access and power strips are typically provided. &#039;&#039;&#039;Note:&#039;&#039;&#039; It is not recommended that you leave your equipment unattended in the conference room.&lt;br /&gt;
&lt;br /&gt;
===Will I need a car?===&lt;br /&gt;
&lt;br /&gt;
Many attendees never leave the hotel. However if you are planning to explore St. Louis, a car is recommended as public transportation options are slim. Lyft and Uber are both operational in St. Louis and are ideal for single trips. For any excursions listed in the schedule, carpool options may be available. A shuttle may be available to and from your hotel for airport travel, but don&#039;t forget to bring cash for a tip!&lt;br /&gt;
&lt;br /&gt;
===Is SimuCon family friendly?===&lt;br /&gt;
&lt;br /&gt;
In general, yes. Some attendees do bring children but activities in the convention room may be of limited interest to them. Note the [[#Attractions|Attractions]] section listed below for additional kid-friendly activities available in St. Louis. Please expect to encounter explicit language and consumption of alcoholic beverages, which will increase in the late night hours.&lt;br /&gt;
&lt;br /&gt;
===What is the weather typically like?===&lt;br /&gt;
&lt;br /&gt;
Missouri is nicknamed &amp;quot;Misery&amp;quot; for its hot and humid summers. For a current local forecast, click here: https://www.ksdk.com/weather&lt;br /&gt;
&lt;br /&gt;
===Do I need to bring food or beverages?===&lt;br /&gt;
&lt;br /&gt;
Depending on funds available, basic snacks will be provided. You are generally on your own for meals and can purchase food at the grocery or restaurant options listed in the [[#Dining.2FEating|Dining/Eating]] section. SimuCon is strictly BYOB. Alcohol can be purchased in most grocery stores and gas stations in Missouri.&lt;br /&gt;
&lt;br /&gt;
===What should I wear?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is casual attire unless the schedule for a specific event indicates otherwise. Some events may encourage costumes or themed attire.&lt;br /&gt;
&lt;br /&gt;
===Is there a pool?===&lt;br /&gt;
&lt;br /&gt;
YES! Pack your bathing suits because the official SimuCon hotel has an outdoor pool! There is even a poolside bar with snacks and beverages (open Friday through Sunday), and towel service is available. It is recommended that you pack sunscreen ahead of time, because the hotel and nearby shops do not stock any! It is also recommended that you bring pool noodles, because pool noodles are wicked cool.&lt;br /&gt;
&lt;br /&gt;
==Visitor Information==&lt;br /&gt;
The convention is typically held in the St. Louis area, home of Simutronic&#039;s headquarters. While the host hotel may very, it is usually held at one of the many convention spaces at or near the Westport Plaza. For specific details on the official hotel, please see the below accommodations list. Also below are some nearby shops and other information for visitors. All distances calculated from the host hotel.&lt;br /&gt;
&lt;br /&gt;
===Accommodations===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|Sheraton Westport Plaza || onsite || 900 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/event-reservations/reservation-link.mi?id=1712267208646&amp;amp;key=GRP&amp;amp;app=resvlink Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Sheraton Westport Chalet || onsite || 191 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/en-us/hotels/stlsi-sheraton-westport-chalet-hotel-st-louis/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Staybridge Suites || 0.3 miles || 25 Progress Pkwy, St. Louis, MO 63146 || [https://www.ihg.com/staybridge/hotels/us/en/st-louis/stlsb/hoteldetail Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Comfort Inn Suites || 0.7 miles || 12031 Lackland Rd., Saint Louis, MO, 63146 || [https://www.choicehotels.com/missouri/saint-louis/comfort-inn-hotels/mo608/rates?checkInDate=2022-08-03&amp;amp;checkOutDate=2022-08-79 Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Residence Inn St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlwr-residence-inn-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Farfield Inn and Suites St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlfw-fairfield-inn-and-suites-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Courtyard by Marriott St. Louis Westport || 0.7 miles || 11888 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlwp-courtyard-st-louis-westport-plaza/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dining/Eating===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Drunken Fish || Sushi || onsite || 639 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Fuzzy&#039;s Taco Shop || Baja Tacos || onsite || 302 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Kobe Japanese Grill || Japanese/Hibachi || onsite || 645 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| McDonald&#039;s || Fast Food || onsite || 25 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Bread Company || Coffee/Sandwich/Soup || onsite || 147 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Smoothie King || Smoothies || onsite || 324 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Starbucks || Coffee || onsite || 111 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Trainwreck Saloon|| American/Grill|| onsite || 314 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| O&#039;Fallon Brewery || Beer/American Food || 0.3 mi || 45 Progress Pkwy, Maryland Heights, MO 63043 || http://www.ofallonbrewery.com/&lt;br /&gt;
|-&lt;br /&gt;
| Giola&#039;s Deli || Sandwiches || 0.8 mi || 11855 Adie Rd, Maryland Heights, MO 63043 || https://www.gioiasdeli.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Off-Site Dining===&lt;br /&gt;
For attendees who want to explore St. Louis cuisine, local players recommend the following restaurants.&lt;br /&gt;
 &lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| DD Mau || Vietnamese / Bao || 1.3 mi || 11982 Dorsett Rd, Maryland Heights, MO 63043 || http://www.ddmaustl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Gobble STOP Smokehouse || BBQ Poultry || 2.8 mi || 1227 Castillon Arcade Plaza, Creve Coeur, MO 63141  || http://gobblestopsmokehouse.net/&lt;br /&gt;
|-&lt;br /&gt;
| Nudo House STL || Ramen / Japanese || 3.0 mi|| 11423 Olive Blvd, St. Louis, MO 63141 || http://nudohousestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Dave &amp;amp; Tony&#039;s || Premium Burgers || 3.2 mi|| 12766 Olive Blvd, St. Louis, MO 63146 || http://www.daveandtonys.com/&lt;br /&gt;
|-&lt;br /&gt;
| Taqueria Durango || Mexican || 3.5 mi || 10238 Page Ave, Overland, MO || https://www.facebook.com/TaqueriaDurangoSaintLouis&lt;br /&gt;
|-&lt;br /&gt;
| Nick &amp;amp; Elena&#039;s Pizzeria|| Pizza/Italian || 5.4 mi|| 3007 Woodson Rd, Overland, MO 63114 || https://www.facebook.com/NICKnELENAS/&lt;br /&gt;
|-&lt;br /&gt;
| Sugarfire Smokehouse|| BBQ || 6.0 mi|| 9200 Olive Blvd, St. Louis, MO 63132 || https://sugarfiresmokehouse.com/locations/mo-olivette/&lt;br /&gt;
|-&lt;br /&gt;
| Salt + Smoke || BBQ|| 9.0 mi|| 501 S Main St, St. Charles, MO 63301 || https://saltandsmokestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| BEAST || BBQ || 17.1 mi || 4156 Manchester Ave, St. Louis, MO 63110 || https://beastbbqstl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Pappy&#039;s Smokehouse || BBQ || 18.7 mi|| 3106 Olive St, St. Louis, MO 63103 || https://www.pappyssmokehouse.com/&lt;br /&gt;
|-&lt;br /&gt;
| Bogart&#039;s || BBQ || 20.8 mi || 71627 S 9th St, St. Louis, MO 63104 || https://www.bogartssmokehouse.com/&lt;br /&gt;
|-&lt;br /&gt;
| Broadway Oyster Bar || Cajun|| 23.7 mi || 736 S Broadway, St. Louis, MO 63102 || http://www.broadwayoysterbar.com/&lt;br /&gt;
|-&lt;br /&gt;
| Ted Drewes|| Famous local frozen custard || 21.6 mi || 6726 Chippewa, St. Louis, MO 63109 || http://teddrewes.com/&lt;br /&gt;
|-&lt;br /&gt;
| Bombay Food Junkies || Vegan Options || 5.2 mi || 3580 Adie Rd, St Ann, MO 63074 || https://www.bombayfoodjunkies.com/&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shopping/Groceries===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Target || 5.9 mi || 12275 St Charles Rock Rd, Bridgeton, MO 63044 || [https://www.target.com/sl/bridgeton/12 website]&lt;br /&gt;
|-&lt;br /&gt;
| Costco || 13.3 mi || 200 Costco Way, St Peters, MO 63376 || [https://www.costco.com/warehouse-locations/st-peters-saint-peters-mo-382.html website]&lt;br /&gt;
|-&lt;br /&gt;
| Schnucks Dorsett (Grocery Store) || 1.5 mi || 2030 Dorsett Rd, Maryland Heights, MO 63043 || [https://locations.schnucks.com/mo-maryland-heights-117 website]&lt;br /&gt;
|-&lt;br /&gt;
| Gateway Newstands || onsite || 519 W Port Plaza Dr, St. Louis, MO 63146 || https://www.westportstl.com/specialty&lt;br /&gt;
|-&lt;br /&gt;
| Walgreens|| 1.6 mi|| 12509 Dorsett Rd, Maryland Heights, MO 63043 || [https://www.walgreens.com/locator/walgreens-12509+dorsett+rd-maryland+heights-mo-63043/id=9481 website]&lt;br /&gt;
|-&lt;br /&gt;
| BP Gas Station|| 0.3 mi || 11988 Westline Industrial Dr, St. Louis, MO 63146 || &lt;br /&gt;
|-&lt;br /&gt;
| ALDI|| 2.6 mi || 11745 Olive Blvd, Creve Coeur, MO 63141 || [https://www.aldi.us/ website]&lt;br /&gt;
|-&lt;br /&gt;
| Trader Joe&#039;s || [https://goo.gl/maps/3aV8WLBakaB2 2.4 mi] || 11505 Olive Blvd, Creve Coeur, MO 63141|| [https://locations.traderjoes.com/mo/creve-coeur/694/ website]&lt;br /&gt;
|-&lt;br /&gt;
| D&amp;amp;J Liquor || [https://goo.gl/maps/a6m73h9w4ynWnWqh8 1.5 mi] || 1914 McKelvey Rd, Maryland Heights, MO 63043 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attractions===&lt;br /&gt;
&lt;br /&gt;
Most attractions are a 15-30 minute drive from the hotel. For tourism information, click here: https://explorestlouis.com/&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Description||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| The Gateway Arch ||Oh look, it&#039;s the Arch ||200 Washington Ave, St. Louis, MO 63102 || https://www.gatewayarch.com/&lt;br /&gt;
|-&lt;br /&gt;
| Busch Stadium ||Cardinals Baseball Stadium ||700 Clark Ave, St. Louis, MO 63102 || https://www.mlb.com/cardinals/ballpark&lt;br /&gt;
|-&lt;br /&gt;
| Forest Park ||Large public park, home to several free attractions ||5595 Grand Dr, St. Louis, MO 63112 || https://forestparkmap.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Zoo ||Free zoo, located inside Forest Park ||Government Dr, St. Louis, MO 63110 || https://www.stlzoo.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Aquarium at Union Station|| Opened Dec. 2019, the otters and spitting fish are worth the admission, skip the wheel || 201 S 18th St, St. Louis, MO 63103||https://www.stlouisaquarium.com/ &lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Art Museum ||Free art museum, located inside Forest Park ||1 Fine Arts Dr, St. Louis, MO 63110 || https://www.slam.org/&lt;br /&gt;
|-&lt;br /&gt;
| Creve Coeur Lake Park || [https://goo.gl/maps/7s9nUCbcyBM2 3.4 mi] from the hotel. Trails, kayak rentals, Go Ape || 13725 Marine Ave, St. Louis, MO 63146 || [https://www.stlouisco.com/Parks-and-Recreation/Park-Pages/Creve-Coeur website]&lt;br /&gt;
|-&lt;br /&gt;
| The Muny ||Outdoor theater, located inside Forest Park ||1 Theatre Dr, St. Louis, MO 63112 || https://muny.org/&lt;br /&gt;
|-&lt;br /&gt;
| Missouri Botanical Gardens ||Outdoor garden ||4344 Shaw Blvd, St. Louis, MO 63110 || http://www.missouribotanicalgarden.org/&lt;br /&gt;
|-&lt;br /&gt;
| Anheuser-Busch St. Louis Brewery ||Main brewery, offers tours ||1200 Lynch St, St. Louis, MO 63118 || https://www.budweisertours.com/locations/st-louis-missouri.html&lt;br /&gt;
|-&lt;br /&gt;
| City Museum ||Architectural Anomaly/Interactive Art/Climbing Museum ||750 N 16th St, St. Louis, MO 63103 || https://www.citymuseum.org/&lt;br /&gt;
|-&lt;br /&gt;
| Grants Farm ||Free wildlife park with tram tours and free beer ||10501 Gravois Rd, St. Louis, MO 63123 || https://www.grantsfarm.com/home.html&lt;br /&gt;
|-&lt;br /&gt;
| The Butterfly House ||Indoor butterfly pavilion ||15193 Olive Blvd, Chesterfield, MO 63017|| http://www.missouribotanicalgarden.org/visit/family-of-attractions/butterfly-house.aspx&lt;br /&gt;
|-&lt;br /&gt;
| Science Center ||Kid-friendly interactive museum, includes IMAX and planetarium ||5050 Oakland Ave, St. Louis, MO 63110 || https://www.slsc.org/&lt;br /&gt;
|-&lt;br /&gt;
| Magic House ||Kid-friendly interactive museum, includes magic ||516 S Kirkwood Rd, St. Louis, MO 63122 || https://www.magichouse.org/&lt;br /&gt;
|-&lt;br /&gt;
| Fox Theatre ||Historic theater, offers tours ||527 NORTH GRAND BLVD., St. Louis, MO 63103 || https://www.fabulousfox.com/visit/tours&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Neighborhoods||Shopping/Nightlife/Exploring||Various || https://explorestlouis.com/things-to-do/neighborhoods/&lt;br /&gt;
|-&lt;br /&gt;
| Live Music Venues||St. Louis is known for its blues and jazz scene ||Various || https://explorestlouis.com/discover/st-louis-music-lovers/st-louis-live-music-venues/&lt;br /&gt;
|-&lt;br /&gt;
| Casinos||Gambling ||Various || https://www.tripadvisor.com/Attractions-g44881-Activities-c53-Saint_Louis_Missouri.html&lt;br /&gt;
|-&lt;br /&gt;
| Cahokia Mounds || Ruins of the largest prehistoric civilization north of Mexico, 30 min drive from hotel || 30 Ramey Street Collinsville, IL 62234 || https://cahokiamounds.org/&lt;br /&gt;
|-&lt;br /&gt;
| A Gathering Place || Massages within walking distance of convention center || 12140 Lackland Rd, St. Louis, MO 63146 || https://www.agatheringplace.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ticketing==&lt;br /&gt;
Ticketing is likely to be handled through the play.net [https://www.play.net/gs4/quests/ Box Office] page. To attend in-person, a badge is required and all attendees must display their badge at all times while in the official event rooms. &lt;br /&gt;
&lt;br /&gt;
===Non-Attendee===&lt;br /&gt;
&lt;br /&gt;
===Attendee===&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://play.net/simucon SimuCon Website] (official SimuCon website)&lt;br /&gt;
*[https://discord.gg/eTvANvy SimuCon Channel] (official Discord server)&lt;br /&gt;
*[https://discord.gg/tZGPPyU Unofficial SimuCon Server] (unofficial SimuCon dedicated Discord server)&lt;br /&gt;
*[https://elanthipedia.play.net/SimuCon DragonRealms Simucon Page] (DR&#039;s Wiki Page)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SimuCon_2024&amp;diff=218443</id>
		<title>SimuCon 2024</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2024&amp;diff=218443"/>
		<updated>2024-04-27T21:06:35Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Prime Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SimuCon2019logo.png|right|300px|SimuCon 2019 Logo]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;OFFICIAL&amp;lt;/u&amp;gt;&#039;&#039;&#039; dates for 2024 are Wednesday, August 7 through Sunday, August 11, 2024 at the Sheraton Westport Plaza Hotel. Room reservation link Room reservation link [https://www.marriott.com/event-reservations/reservation-link.mi?id=1712267208646&amp;amp;key=GRP&amp;amp;app=resvlink here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2024 Schedule==&lt;br /&gt;
===Main Schedule===&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;Preliminary SimuCon 2024 Schedule&amp;lt;br&amp;gt;ALL TIMES CST&amp;lt;br&amp;gt;(CENTRAL TIME)&lt;br /&gt;
|-&lt;br /&gt;
! Day&lt;br /&gt;
! Time&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Activity&lt;br /&gt;
! Open To&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Wednesday&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Thursday&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Friday&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Saturday&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Sunday&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; You must bring your own laptop and have an active account to participate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; D&amp;amp;D One Shots: These will be 60-90 minutes sessions. You must pre-register for a session in the Box Office. Try to make Session 0!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Live Alteration Sessions: First come, first served!  There are several sessions scheduled, and everyone is allowed to claim one alteration but they MUST make it to one of these sessions.&lt;br /&gt;
&lt;br /&gt;
Tune in to our livestream at http://www.twitch.tv/simuradio to view Some of our GS panels!  Other activities will be streamed ad-hoc throughout the &#039;Con&lt;br /&gt;
&lt;br /&gt;
===Panel Schedule===&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;Panel Schedule&amp;lt;br&amp;gt;ALL TIMES CST&amp;lt;br&amp;gt;(CENTRAL TIME)&lt;br /&gt;
|-&lt;br /&gt;
! Day&lt;br /&gt;
! Time&lt;br /&gt;
!Activity&lt;br /&gt;
!Panelists&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot;|Friday&lt;br /&gt;
|0:00 PM&lt;br /&gt;
|Name&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot;|Saturday&lt;br /&gt;
|0:00 PM&lt;br /&gt;
|Name&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Main Events &amp;amp; Side Quest Announcement===&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
===Prime Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
Dergoatean&lt;br /&gt;
* Blank&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Blank&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shattered Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Blank&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Staff===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Blank&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
===How much does SimuCon cost?===&lt;br /&gt;
Attendance badges cost $40. Please see the [[#Ticketing|Ticketing]] section for more details.&lt;br /&gt;
&lt;br /&gt;
===Where do I sign up?===&lt;br /&gt;
&lt;br /&gt;
Ticketing will likely be handled via the play.net Box Office when available. Please see the [[#Ticketing|Ticketing]] section for more details.&lt;br /&gt;
&lt;br /&gt;
===Who organizes SimuCon?===&lt;br /&gt;
&lt;br /&gt;
Typically GameMasters from Gemstone IV and DragonRealms are the official organizers. However, many players pitch in to plan unofficial events or to offer support. All work is strictly volunteer, so please be sure to thank your organizer team!&lt;br /&gt;
&lt;br /&gt;
===What is it like to attend a SimuCon?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is a gathering of players and GameMasters for Simutronics games, including Gemstone IV and DragonRealms. The convention includes several events, as listed in the [[#2024 Schedule|2024 Schedule]], that are planned by both players and staff. In-between events, attendees typically gather at conference tables similar to a large LAN party to play. Board games and other activities are frequently available as well.&lt;br /&gt;
&lt;br /&gt;
===How many people attend SimuCon and when do they show up?===&lt;br /&gt;
&lt;br /&gt;
SimuCon has experienced a growth spurt over the past three years or so. A current rough estimate would be 100 attendees (GS and DR combined) over the course of the weekend. The main convention days are Thursday through Sunday, although several people arrive on Wednesday and stay through Monday. The convention room is typically setup by Wednesday evening.&lt;br /&gt;
&lt;br /&gt;
===What equipment should I bring?===&lt;br /&gt;
&lt;br /&gt;
Bring your laptop/computer so that you can play Gemstone during the convention. Internet access and power strips are typically provided. &#039;&#039;&#039;Note:&#039;&#039;&#039; It is not recommended that you leave your equipment unattended in the conference room.&lt;br /&gt;
&lt;br /&gt;
===Will I need a car?===&lt;br /&gt;
&lt;br /&gt;
Many attendees never leave the hotel. However if you are planning to explore St. Louis, a car is recommended as public transportation options are slim. Lyft and Uber are both operational in St. Louis and are ideal for single trips. For any excursions listed in the schedule, carpool options may be available. A shuttle may be available to and from your hotel for airport travel, but don&#039;t forget to bring cash for a tip!&lt;br /&gt;
&lt;br /&gt;
===Is SimuCon family friendly?===&lt;br /&gt;
&lt;br /&gt;
In general, yes. Some attendees do bring children but activities in the convention room may be of limited interest to them. Note the [[#Attractions|Attractions]] section listed below for additional kid-friendly activities available in St. Louis. Please expect to encounter explicit language and consumption of alcoholic beverages, which will increase in the late night hours.&lt;br /&gt;
&lt;br /&gt;
===What is the weather typically like?===&lt;br /&gt;
&lt;br /&gt;
Missouri is nicknamed &amp;quot;Misery&amp;quot; for its hot and humid summers. For a current local forecast, click here: https://www.ksdk.com/weather&lt;br /&gt;
&lt;br /&gt;
===Do I need to bring food or beverages?===&lt;br /&gt;
&lt;br /&gt;
Depending on funds available, basic snacks will be provided. You are generally on your own for meals and can purchase food at the grocery or restaurant options listed in the [[#Dining.2FEating|Dining/Eating]] section. SimuCon is strictly BYOB. Alcohol can be purchased in most grocery stores and gas stations in Missouri.&lt;br /&gt;
&lt;br /&gt;
===What should I wear?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is casual attire unless the schedule for a specific event indicates otherwise. Some events may encourage costumes or themed attire.&lt;br /&gt;
&lt;br /&gt;
===Is there a pool?===&lt;br /&gt;
&lt;br /&gt;
YES! Pack your bathing suits because the official SimuCon hotel has an outdoor pool! There is even a poolside bar with snacks and beverages (open Friday through Sunday), and towel service is available. It is recommended that you pack sunscreen ahead of time, because the hotel and nearby shops do not stock any! It is also recommended that you bring pool noodles, because pool noodles are wicked cool.&lt;br /&gt;
&lt;br /&gt;
==Visitor Information==&lt;br /&gt;
The convention is typically held in the St. Louis area, home of Simutronic&#039;s headquarters. While the host hotel may very, it is usually held at one of the many convention spaces at or near the Westport Plaza. For specific details on the official hotel, please see the below accommodations list. Also below are some nearby shops and other information for visitors. All distances calculated from the host hotel.&lt;br /&gt;
&lt;br /&gt;
===Accommodations===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|Sheraton Westport Plaza || onsite || 900 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/event-reservations/reservation-link.mi?id=1712267208646&amp;amp;key=GRP&amp;amp;app=resvlink Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Sheraton Westport Chalet || onsite || 191 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/en-us/hotels/stlsi-sheraton-westport-chalet-hotel-st-louis/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Staybridge Suites || 0.3 miles || 25 Progress Pkwy, St. Louis, MO 63146 || [https://www.ihg.com/staybridge/hotels/us/en/st-louis/stlsb/hoteldetail Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Comfort Inn Suites || 0.7 miles || 12031 Lackland Rd., Saint Louis, MO, 63146 || [https://www.choicehotels.com/missouri/saint-louis/comfort-inn-hotels/mo608/rates?checkInDate=2022-08-03&amp;amp;checkOutDate=2022-08-79 Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Residence Inn St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlwr-residence-inn-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Farfield Inn and Suites St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlfw-fairfield-inn-and-suites-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Courtyard by Marriott St. Louis Westport || 0.7 miles || 11888 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlwp-courtyard-st-louis-westport-plaza/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dining/Eating===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Drunken Fish || Sushi || onsite || 639 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Fuzzy&#039;s Taco Shop || Baja Tacos || onsite || 302 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Kobe Japanese Grill || Japanese/Hibachi || onsite || 645 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| McDonald&#039;s || Fast Food || onsite || 25 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Bread Company || Coffee/Sandwich/Soup || onsite || 147 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Smoothie King || Smoothies || onsite || 324 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Starbucks || Coffee || onsite || 111 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Trainwreck Saloon|| American/Grill|| onsite || 314 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| O&#039;Fallon Brewery || Beer/American Food || 0.3 mi || 45 Progress Pkwy, Maryland Heights, MO 63043 || http://www.ofallonbrewery.com/&lt;br /&gt;
|-&lt;br /&gt;
| Giola&#039;s Deli || Sandwiches || 0.8 mi || 11855 Adie Rd, Maryland Heights, MO 63043 || https://www.gioiasdeli.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Off-Site Dining===&lt;br /&gt;
For attendees who want to explore St. Louis cuisine, local players recommend the following restaurants.&lt;br /&gt;
 &lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| DD Mau || Vietnamese / Bao || 1.3 mi || 11982 Dorsett Rd, Maryland Heights, MO 63043 || http://www.ddmaustl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Gobble STOP Smokehouse || BBQ Poultry || 2.8 mi || 1227 Castillon Arcade Plaza, Creve Coeur, MO 63141  || http://gobblestopsmokehouse.net/&lt;br /&gt;
|-&lt;br /&gt;
| Nudo House STL || Ramen / Japanese || 3.0 mi|| 11423 Olive Blvd, St. Louis, MO 63141 || http://nudohousestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Dave &amp;amp; Tony&#039;s || Premium Burgers || 3.2 mi|| 12766 Olive Blvd, St. Louis, MO 63146 || http://www.daveandtonys.com/&lt;br /&gt;
|-&lt;br /&gt;
| Taqueria Durango || Mexican || 3.5 mi || 10238 Page Ave, Overland, MO || https://www.facebook.com/TaqueriaDurangoSaintLouis&lt;br /&gt;
|-&lt;br /&gt;
| Nick &amp;amp; Elena&#039;s Pizzeria|| Pizza/Italian || 5.4 mi|| 3007 Woodson Rd, Overland, MO 63114 || https://www.facebook.com/NICKnELENAS/&lt;br /&gt;
|-&lt;br /&gt;
| Sugarfire Smokehouse|| BBQ || 6.0 mi|| 9200 Olive Blvd, St. Louis, MO 63132 || https://sugarfiresmokehouse.com/locations/mo-olivette/&lt;br /&gt;
|-&lt;br /&gt;
| Salt + Smoke || BBQ|| 9.0 mi|| 501 S Main St, St. Charles, MO 63301 || https://saltandsmokestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| BEAST || BBQ || 17.1 mi || 4156 Manchester Ave, St. Louis, MO 63110 || https://beastbbqstl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Pappy&#039;s Smokehouse || BBQ || 18.7 mi|| 3106 Olive St, St. Louis, MO 63103 || https://www.pappyssmokehouse.com/&lt;br /&gt;
|-&lt;br /&gt;
| Bogart&#039;s || BBQ || 20.8 mi || 71627 S 9th St, St. Louis, MO 63104 || https://www.bogartssmokehouse.com/&lt;br /&gt;
|-&lt;br /&gt;
| Broadway Oyster Bar || Cajun|| 23.7 mi || 736 S Broadway, St. Louis, MO 63102 || http://www.broadwayoysterbar.com/&lt;br /&gt;
|-&lt;br /&gt;
| Ted Drewes|| Famous local frozen custard || 21.6 mi || 6726 Chippewa, St. Louis, MO 63109 || http://teddrewes.com/&lt;br /&gt;
|-&lt;br /&gt;
| Bombay Food Junkies || Vegan Options || 5.2 mi || 3580 Adie Rd, St Ann, MO 63074 || https://www.bombayfoodjunkies.com/&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shopping/Groceries===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Target || 5.9 mi || 12275 St Charles Rock Rd, Bridgeton, MO 63044 || [https://www.target.com/sl/bridgeton/12 website]&lt;br /&gt;
|-&lt;br /&gt;
| Costco || 13.3 mi || 200 Costco Way, St Peters, MO 63376 || [https://www.costco.com/warehouse-locations/st-peters-saint-peters-mo-382.html website]&lt;br /&gt;
|-&lt;br /&gt;
| Schnucks Dorsett (Grocery Store) || 1.5 mi || 2030 Dorsett Rd, Maryland Heights, MO 63043 || [https://locations.schnucks.com/mo-maryland-heights-117 website]&lt;br /&gt;
|-&lt;br /&gt;
| Gateway Newstands || onsite || 519 W Port Plaza Dr, St. Louis, MO 63146 || https://www.westportstl.com/specialty&lt;br /&gt;
|-&lt;br /&gt;
| Walgreens|| 1.6 mi|| 12509 Dorsett Rd, Maryland Heights, MO 63043 || [https://www.walgreens.com/locator/walgreens-12509+dorsett+rd-maryland+heights-mo-63043/id=9481 website]&lt;br /&gt;
|-&lt;br /&gt;
| BP Gas Station|| 0.3 mi || 11988 Westline Industrial Dr, St. Louis, MO 63146 || &lt;br /&gt;
|-&lt;br /&gt;
| ALDI|| 2.6 mi || 11745 Olive Blvd, Creve Coeur, MO 63141 || [https://www.aldi.us/ website]&lt;br /&gt;
|-&lt;br /&gt;
| Trader Joe&#039;s || [https://goo.gl/maps/3aV8WLBakaB2 2.4 mi] || 11505 Olive Blvd, Creve Coeur, MO 63141|| [https://locations.traderjoes.com/mo/creve-coeur/694/ website]&lt;br /&gt;
|-&lt;br /&gt;
| D&amp;amp;J Liquor || [https://goo.gl/maps/a6m73h9w4ynWnWqh8 1.5 mi] || 1914 McKelvey Rd, Maryland Heights, MO 63043 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attractions===&lt;br /&gt;
&lt;br /&gt;
Most attractions are a 15-30 minute drive from the hotel. For tourism information, click here: https://explorestlouis.com/&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Description||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| The Gateway Arch ||Oh look, it&#039;s the Arch ||200 Washington Ave, St. Louis, MO 63102 || https://www.gatewayarch.com/&lt;br /&gt;
|-&lt;br /&gt;
| Busch Stadium ||Cardinals Baseball Stadium ||700 Clark Ave, St. Louis, MO 63102 || https://www.mlb.com/cardinals/ballpark&lt;br /&gt;
|-&lt;br /&gt;
| Forest Park ||Large public park, home to several free attractions ||5595 Grand Dr, St. Louis, MO 63112 || https://forestparkmap.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Zoo ||Free zoo, located inside Forest Park ||Government Dr, St. Louis, MO 63110 || https://www.stlzoo.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Aquarium at Union Station|| Opened Dec. 2019, the otters and spitting fish are worth the admission, skip the wheel || 201 S 18th St, St. Louis, MO 63103||https://www.stlouisaquarium.com/ &lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Art Museum ||Free art museum, located inside Forest Park ||1 Fine Arts Dr, St. Louis, MO 63110 || https://www.slam.org/&lt;br /&gt;
|-&lt;br /&gt;
| Creve Coeur Lake Park || [https://goo.gl/maps/7s9nUCbcyBM2 3.4 mi] from the hotel. Trails, kayak rentals, Go Ape || 13725 Marine Ave, St. Louis, MO 63146 || [https://www.stlouisco.com/Parks-and-Recreation/Park-Pages/Creve-Coeur website]&lt;br /&gt;
|-&lt;br /&gt;
| The Muny ||Outdoor theater, located inside Forest Park ||1 Theatre Dr, St. Louis, MO 63112 || https://muny.org/&lt;br /&gt;
|-&lt;br /&gt;
| Missouri Botanical Gardens ||Outdoor garden ||4344 Shaw Blvd, St. Louis, MO 63110 || http://www.missouribotanicalgarden.org/&lt;br /&gt;
|-&lt;br /&gt;
| Anheuser-Busch St. Louis Brewery ||Main brewery, offers tours ||1200 Lynch St, St. Louis, MO 63118 || https://www.budweisertours.com/locations/st-louis-missouri.html&lt;br /&gt;
|-&lt;br /&gt;
| City Museum ||Architectural Anomaly/Interactive Art/Climbing Museum ||750 N 16th St, St. Louis, MO 63103 || https://www.citymuseum.org/&lt;br /&gt;
|-&lt;br /&gt;
| Grants Farm ||Free wildlife park with tram tours and free beer ||10501 Gravois Rd, St. Louis, MO 63123 || https://www.grantsfarm.com/home.html&lt;br /&gt;
|-&lt;br /&gt;
| The Butterfly House ||Indoor butterfly pavilion ||15193 Olive Blvd, Chesterfield, MO 63017|| http://www.missouribotanicalgarden.org/visit/family-of-attractions/butterfly-house.aspx&lt;br /&gt;
|-&lt;br /&gt;
| Science Center ||Kid-friendly interactive museum, includes IMAX and planetarium ||5050 Oakland Ave, St. Louis, MO 63110 || https://www.slsc.org/&lt;br /&gt;
|-&lt;br /&gt;
| Magic House ||Kid-friendly interactive museum, includes magic ||516 S Kirkwood Rd, St. Louis, MO 63122 || https://www.magichouse.org/&lt;br /&gt;
|-&lt;br /&gt;
| Fox Theatre ||Historic theater, offers tours ||527 NORTH GRAND BLVD., St. Louis, MO 63103 || https://www.fabulousfox.com/visit/tours&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Neighborhoods||Shopping/Nightlife/Exploring||Various || https://explorestlouis.com/things-to-do/neighborhoods/&lt;br /&gt;
|-&lt;br /&gt;
| Live Music Venues||St. Louis is known for its blues and jazz scene ||Various || https://explorestlouis.com/discover/st-louis-music-lovers/st-louis-live-music-venues/&lt;br /&gt;
|-&lt;br /&gt;
| Casinos||Gambling ||Various || https://www.tripadvisor.com/Attractions-g44881-Activities-c53-Saint_Louis_Missouri.html&lt;br /&gt;
|-&lt;br /&gt;
| Cahokia Mounds || Ruins of the largest prehistoric civilization north of Mexico, 30 min drive from hotel || 30 Ramey Street Collinsville, IL 62234 || https://cahokiamounds.org/&lt;br /&gt;
|-&lt;br /&gt;
| A Gathering Place || Massages within walking distance of convention center || 12140 Lackland Rd, St. Louis, MO 63146 || https://www.agatheringplace.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ticketing==&lt;br /&gt;
Ticketing is likely to be handled through the play.net [https://www.play.net/gs4/quests/ Box Office] page. To attend in-person, a badge is required and all attendees must display their badge at all times while in the official event rooms. &lt;br /&gt;
&lt;br /&gt;
===Non-Attendee===&lt;br /&gt;
&lt;br /&gt;
===Attendee===&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://play.net/simucon SimuCon Website] (official SimuCon website)&lt;br /&gt;
*[https://discord.gg/eTvANvy SimuCon Channel] (official Discord server)&lt;br /&gt;
*[https://discord.gg/tZGPPyU Unofficial SimuCon Server] (unofficial SimuCon dedicated Discord server)&lt;br /&gt;
*[https://elanthipedia.play.net/SimuCon DragonRealms Simucon Page] (DR&#039;s Wiki Page)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Vethinye&amp;diff=200465</id>
		<title>Vethinye</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Vethinye&amp;diff=200465"/>
		<updated>2023-06-19T03:56:41Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{material&lt;br /&gt;
 | bonus = +20&lt;br /&gt;
 | str = &lt;br /&gt;
 | dur = &lt;br /&gt;
 | weight = &lt;br /&gt;
 | use = Weapons, Armor, Shields&lt;br /&gt;
 | rarity = Extremely Rare&lt;br /&gt;
 | special = &lt;br /&gt;
 | color = All shades of blue&lt;br /&gt;
 | dye = Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vethinye&#039;&#039;&#039; or starsong is a metal that can be used to craft armaments.  When struck in combat, it has a chance to vibrate and release a song that is disruptive to multiple targets in an area.&lt;br /&gt;
&lt;br /&gt;
The flares are innate to the material and do not use the ability field.  They deal standard critical damage and use disruption criticals.  When the flare triggers, it will affect 1d3 targets.  If there are fewer creatures in the room than the number of flares, the the remaining flares will hit the initial target.  Vethinye/starsong has a material difficulty of 150.&lt;br /&gt;
&lt;br /&gt;
Vethinye in all forms ranges from the palest of pale blues to the darkest of midnight blues and everything in between, including ombre versions. The metal is dotted with star-shaped occlusions that catch the light and appear to twinkle like stars in the sky. The metal can take a dye, but the iridescent speckles remain.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Atan_Irith/Precious_Materials#Metals_.26_Ores | Precious Materials of Atan Irith]] &lt;br /&gt;
* For information about starveil, see the Precious Materials document as well&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/1118916479098818622 Discord Announcement]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Metals]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rotflares&amp;diff=196342</id>
		<title>Rotflares</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rotflares&amp;diff=196342"/>
		<updated>2023-05-07T18:29:40Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;RotFlares&#039;&#039;&#039; are a rare type of script [[flare]].  They are unusual in that they increase in frequency and severity with necromancy training, do damage over time, and can be added to weapons that already have another script (for many but not all scripts).  They are applied to weapons and runestaves.&lt;br /&gt;
&lt;br /&gt;
==Release and Availability==&lt;br /&gt;
Rotflares were released by Skyrn at [[Ebon Gate]] 2014.  He added rotflares to 5 weapons in Prime through a variety of distribution methods, including a contest for who had the most necromancy ranks and a silent auction.  That same event, a +25 RotFlares bastard sword was found while digging.&lt;br /&gt;
&lt;br /&gt;
Rotflares have since been available at multiple runs of Duskruin Arena, either as pre-made weapons, or as a service added on to an existing weapon.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
When RotFlares trigger, they do damage from the [[disruption critical table]].  For weapons, rotflares flare rates increase at the following thresholds, as shared by Wyrom: 0, 36, 136, 171.  The following table shows experimental data on flare rates from necromancy ranks that do not all align with these thresholds.  Given the information shared by Wyrom, the data from 90 ranks of necromancy should also apply to 36 ranks of necromancy, and the data from 180 ranks of necromancy should also apply to 171 ranks of necromany.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ranks of necromancy&lt;br /&gt;
! Flares&lt;br /&gt;
! Hits&lt;br /&gt;
! Rate&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 53&lt;br /&gt;
| 28%&lt;br /&gt;
|-&lt;br /&gt;
| 90 (36 should be the same)&lt;br /&gt;
| 13&lt;br /&gt;
| 39&lt;br /&gt;
| 33%&lt;br /&gt;
|-&lt;br /&gt;
-&lt;br /&gt;
| 136&lt;br /&gt;
| 42&lt;br /&gt;
| 100&lt;br /&gt;
| 42%&lt;br /&gt;
|-&lt;br /&gt;
| 180 (171 should be the same)&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
Wyrom confirmed that the rank thresholds apply to any profession equally.  Years later (2019), we learned from Wyrom that &amp;quot;it uses the same seed as ensorcell.&amp;quot;  His later comments seemed to suggest that this table was accurate for flare rate, and the ensorcell seed applied to hidden disease damage, but he was not crystal clear about it.&lt;br /&gt;
&lt;br /&gt;
RotFlares also apply a [[disease]] to the target, if the target is not already diseased.  The disease damage per round is somewhat randomized, and scales with necromancy ranks.  With 0 ranks, the disease does about 10 damage per round.  With 180 ranks of necromancy, the disease inflicts more like 70 damage per round.  This disease first inflicts damage approximately 3 seconds after it is applied, then every 30 seconds thereafter.  This disease does not provide messaging when it deals damage.&lt;br /&gt;
&lt;br /&gt;
Finally, RotFlares apply a relatively modest damage-over-time (DoT) effect, separate from the disease effect.  Similar to the disease effect, it is applied only if the target is not already under the effect of a RotFlares DoT effect, and it triggers 3 seconds after it is applied.  It triggers again every 10 seconds thereafter.  The effect is visible, and can cause stuns and knockdowns.  It causes roughly 7 damage per trigger on average, and is seemingly not affected by the users&#039; necromancy ranks.&lt;br /&gt;
&lt;br /&gt;
RotFlares applies only to creatures with blood, which is roughly equivalent to non-undead crittable creatures, with some exceptions.&lt;br /&gt;
&lt;br /&gt;
==Script Incompatibility==&lt;br /&gt;
While RotFlares can be applied to most scripted weapons, there are a few scripts that it doesn&#039;t function with.&lt;br /&gt;
&lt;br /&gt;
* Greater and Lesser [[Coraesine]]&lt;br /&gt;
* [[ShadowDeath weapon]]&lt;br /&gt;
* [[Sorrow]]&lt;br /&gt;
* [[Fusion]]&lt;br /&gt;
* Sword canes&lt;br /&gt;
* [[Chronomage dagger|ChronoFlares]]&lt;br /&gt;
* Bandolier weapon&lt;br /&gt;
* [[Elemental bow|Ebows]]&lt;br /&gt;
* [[Spirit gauntlet|Spirit bows]]&lt;br /&gt;
* [[Chainspear|Chainspears]]&lt;br /&gt;
* [[Animalistic Spirit Weapon]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[Rotflares/saved posts]]&lt;br /&gt;
* [http://forum.gsplayers.com/showthread.php?97542-Rotflares-by-the-numbers&amp;amp;highlight=numbers| Goat&#039;s PC Post]&lt;br /&gt;
* [[:Category:DoTFlares|DoTFlares]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapon item scripts]]&lt;br /&gt;
[[Category:Functional Scripts]]&lt;br /&gt;
[[Category:Weapon Enhancements]]&lt;br /&gt;
[[Category:Merchant Services]]&lt;br /&gt;
[[Category:DoTFlares]]&lt;br /&gt;
[[Category:Subscripts]]&lt;br /&gt;
[[Category:Flares]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rotflares&amp;diff=196341</id>
		<title>Rotflares</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rotflares&amp;diff=196341"/>
		<updated>2023-05-07T18:26:16Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Mechanics */ MKK51 See talk page.  Restore experimental data, while hopefully making it clearly how it relates to known thresholds.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;RotFlares&#039;&#039;&#039; are a rare type of script [[flare]].  They are unusual in that they increase in frequency and severity with necromancy training, do damage over time, and can be added to weapons that already have another script (for many but not all scripts).  They are applied to weapons and runestaves.&lt;br /&gt;
&lt;br /&gt;
==Release and Availability==&lt;br /&gt;
Rotflares were released by Skyrn at [[Ebon Gate]] 2014.  He added rotflares to 5 weapons in Prime through a variety of distribution methods, including a contest for who had the most necromancy ranks and a silent auction.  That same event, a +25 RotFlares bastard sword was found while digging.&lt;br /&gt;
&lt;br /&gt;
Rotflares have since been available at multiple runs of Duskruin Arena, either as pre-made weapons, or as a service added on to an existing weapon.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
When RotFlares trigger, they do damage from the [[disruption critical table]].  For weapons, rotflares flare rates increase at the following thresholds, as shared by Wyrom: 0, 36, 136, 171.  The following table shows experimental data on flare rates from necromancy ranks that do not all align with these thresholds.  Given the information shared by Wyrom, the data from 90 ranks of necromancy should also apply to 36 ranks of necromancy, and the data from 180 ranks of necromancy should also apply to 171 ranks of necromany.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ranks of necromancy&lt;br /&gt;
! Flares&lt;br /&gt;
! Hits&lt;br /&gt;
! Rate&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 53&lt;br /&gt;
| 28%&lt;br /&gt;
|-&lt;br /&gt;
| 90 (36 should be the same)&lt;br /&gt;
| 13&lt;br /&gt;
| 39&lt;br /&gt;
| 33%&lt;br /&gt;
|-&lt;br /&gt;
-&lt;br /&gt;
| 136&lt;br /&gt;
| 42&lt;br /&gt;
| 100&lt;br /&gt;
| 42%&lt;br /&gt;
|-&lt;br /&gt;
| 180 (171 should be the same)&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
Wyrom confirmed that the ranks in the table above are the specific threshold ranks.  Also also confirmed that the rank thresholds apply to any profession equally.  Years later (2019), we learned from Wyrom that &amp;quot;it uses the same seed as ensorcell.&amp;quot;  His later comments seemed to suggest that this table was accurate for flare rate, and the ensorcell seed applied to hidden disease damage, but he was not crystal clear about it.&lt;br /&gt;
&lt;br /&gt;
RotFlares also apply a [[disease]] to the target, if the target is not already diseased.  The disease damage per round is somewhat randomized, and scales with necromancy ranks.  With 0 ranks, the disease does about 10 damage per round.  With 180 ranks of necromancy, the disease inflicts more like 70 damage per round.  This disease first inflicts damage approximately 3 seconds after it is applied, then every 30 seconds thereafter.  This disease does not provide messaging when it deals damage.&lt;br /&gt;
&lt;br /&gt;
Finally, RotFlares apply a relatively modest damage-over-time (DoT) effect, separate from the disease effect.  Similar to the disease effect, it is applied only if the target is not already under the effect of a RotFlares DoT effect, and it triggers 3 seconds after it is applied.  It triggers again every 10 seconds thereafter.  The effect is visible, and can cause stuns and knockdowns.  It causes roughly 7 damage per trigger on average, and is seemingly not affected by the users&#039; necromancy ranks.&lt;br /&gt;
&lt;br /&gt;
RotFlares applies only to creatures with blood, which is roughly equivalent to non-undead crittable creatures, with some exceptions.&lt;br /&gt;
&lt;br /&gt;
==Script Incompatibility==&lt;br /&gt;
While RotFlares can be applied to most scripted weapons, there are a few scripts that it doesn&#039;t function with.&lt;br /&gt;
&lt;br /&gt;
* Greater and Lesser [[Coraesine]]&lt;br /&gt;
* [[ShadowDeath weapon]]&lt;br /&gt;
* [[Sorrow]]&lt;br /&gt;
* [[Fusion]]&lt;br /&gt;
* Sword canes&lt;br /&gt;
* [[Chronomage dagger|ChronoFlares]]&lt;br /&gt;
* Bandolier weapon&lt;br /&gt;
* [[Elemental bow|Ebows]]&lt;br /&gt;
* [[Spirit gauntlet|Spirit bows]]&lt;br /&gt;
* [[Chainspear|Chainspears]]&lt;br /&gt;
* [[Animalistic Spirit Weapon]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[Rotflares/saved posts]]&lt;br /&gt;
* [http://forum.gsplayers.com/showthread.php?97542-Rotflares-by-the-numbers&amp;amp;highlight=numbers| Goat&#039;s PC Post]&lt;br /&gt;
* [[:Category:DoTFlares|DoTFlares]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapon item scripts]]&lt;br /&gt;
[[Category:Functional Scripts]]&lt;br /&gt;
[[Category:Weapon Enhancements]]&lt;br /&gt;
[[Category:Merchant Services]]&lt;br /&gt;
[[Category:DoTFlares]]&lt;br /&gt;
[[Category:Subscripts]]&lt;br /&gt;
[[Category:Flares]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Rotflares&amp;diff=196340</id>
		<title>Talk:Rotflares</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Rotflares&amp;diff=196340"/>
		<updated>2023-05-07T18:21:18Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MKK51 removed some of my findings from the table I originally posted about observed flare frequency, with the note &amp;quot;changed to be the actual break points for flare change as described by Wyrom in the saved posts.&amp;quot;  That change does accurate reflect the breakpoints, but denies readers the opportunity to see experimental findings that should align with those breakpoints (per Wyrom), even if though they were not tested at exactly those breakpoints.  I am going to restore the experimental data, while hopefully making it clearer how it relates to the breakpoints mentioned by Wyrom - GOAT&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Rotflares&amp;diff=196339</id>
		<title>Talk:Rotflares</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Rotflares&amp;diff=196339"/>
		<updated>2023-05-07T18:18:00Z</updated>

		<summary type="html">&lt;p&gt;GOAT: Created page with &amp;quot;MKK51 removed some of my findings from the table I originally posted about observed flare frequency, with the note &amp;quot;changed to be the actual break points for flare change as d...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MKK51 removed some of my findings from the table I originally posted about observed flare frequency, with the note &amp;quot;changed to be the actual break points for flare change as described by Wyrom in the saved posts.&amp;quot;  But the actual break points were unchanged.  So I&#039;m not sure what to make of it.  I am going to restore the original values in the table.  MKK51, if you decide to re-revert, could you please add a note to this page about why you believe the table conflicts with the saved posts? - GOAT&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192586</id>
		<title>Astral Spear (1408)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192586"/>
		<updated>2023-03-27T06:34:04Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;On 1/1/23, several Major Mental and Savant Base spells were introduced into the live game.  Until this article is updated, be sure to read [https://discord.com/channels/226045346399256576/1059156940615327825/105915694061532782|Major Mental and Savant Spell Scrolls]&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Savant base header}}&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Astral Spear&#039;&#039;&#039; projects&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Projects&amp;lt;/includeonly&amp;gt; a spear from the astral plane that pierces the target and has a chance to dispel a spell from the target.  This is a bolt spell, so uses Spell Aiming to determine Attack Strength.  The base chance for a dispel is 15% + 1% per 5 ranks of Mental Mana Control.&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 1408&lt;br /&gt;
You converge all your willpower on the thought of the Astral Spear spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at an Ithzir seer.&lt;br /&gt;
You project a thin spear of nacreous light at an Ithzir seer!&lt;br /&gt;
  AS: +614 vs DS: +358 with AvD: +43 + d100 roll: +94 = +393&lt;br /&gt;
   ... and hit for 154 points of damage!&lt;br /&gt;
   Strike to right arm cleanly severs it at the shoulder!&lt;br /&gt;
   The seer&#039;s crystal-tipped staff falls to the ground.&lt;br /&gt;
   The Ithzir seer is knocked to the ground!&lt;br /&gt;
&lt;br /&gt;
 ** With an opaline flare, the nacreous spear passes through the Ithzir seer, disrupting the veil of wards surrounding it! **&lt;br /&gt;
&lt;br /&gt;
The dim aura fades from around an Ithzir seer.&lt;br /&gt;
A murky veil surrounds an Ithzir seer.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Boltspell table start}}&lt;br /&gt;
{{Boltspell table entry|spell = Astral Spear|DFcloth = .650|DFleather = .450|DFscale = .350|DFchain = .350|DFplate = .310&lt;br /&gt;
|AvD1=52&lt;br /&gt;
|AvD5=44|AvD6=43|AvD7=?|AvD8=41&lt;br /&gt;
|AvD9=?|AvD10=37|AvD11=?|AvD12=?&lt;br /&gt;
|AvD13=?|AvD14=?|AvD15=?|AvD16=?&lt;br /&gt;
|AvD17=52|AvD18=?|AvD19=?|AvD20=?}}&lt;br /&gt;
{{Boltspell table end}}&lt;br /&gt;
&lt;br /&gt;
===Reference===&lt;br /&gt;
Discord: https://discord.com/channels/226045346399256576/532373273816858636/831333853154115584&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Savant]]&lt;br /&gt;
[[Category:Savant Base Spells]]&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192585</id>
		<title>Astral Spear (1408)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192585"/>
		<updated>2023-03-27T06:32:45Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;On 1/1/23, several Major Mental and Savant Base spells were introduced into the live game.  Until this article is updated, be sure to read [https://discord.com/channels/226045346399256576/1059156940615327825/105915694061532782|Major Mental and Savant Spell Scrolls]&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Savant base header}}&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Astral Spear&#039;&#039;&#039; projects&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Projects&amp;lt;/includeonly&amp;gt; a spear from the astral plane that pierces the target and has a chance to dispel a spell from the target.  This is a bolt spell, so uses Spell Aiming to determine Attack Strength.  The base chance for a dispel is 15% + 1% per 5 ranks of Mental Mana Control.&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 1408&lt;br /&gt;
You converge all your willpower on the thought of the Astral Spear spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at an Ithzir seer.&lt;br /&gt;
You project a thin spear of nacreous light at an Ithzir seer!&lt;br /&gt;
  AS: +614 vs DS: +358 with AvD: +43 + d100 roll: +94 = +393&lt;br /&gt;
   ... and hit for 154 points of damage!&lt;br /&gt;
   Strike to right arm cleanly severs it at the shoulder!&lt;br /&gt;
   The seer&#039;s crystal-tipped staff falls to the ground.&lt;br /&gt;
   The Ithzir seer is knocked to the ground!&lt;br /&gt;
&lt;br /&gt;
 ** With an opaline flare, the nacreous spear passes through the Ithzir seer, disrupting the veil of wards surrounding it! **&lt;br /&gt;
&lt;br /&gt;
The dim aura fades from around an Ithzir seer.&lt;br /&gt;
A murky veil surrounds an Ithzir seer.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Boltspell table start}}&lt;br /&gt;
{{Boltspell table entry|spell = Astral Spear|DFcloth = .650|DFleather = .450|DFscale = .350|DFchain = .350|DFplate = .310&lt;br /&gt;
|AvD1=52&lt;br /&gt;
|AvD5=44|AvD6=43|AvD7=?|AvD8=?&lt;br /&gt;
|AvD9=?|AvD10=37|AvD11=?|AvD12=?&lt;br /&gt;
|AvD13=?|AvD14=?|AvD15=?|AvD16=?&lt;br /&gt;
|AvD17=52|AvD18=?|AvD19=?|AvD20=?}}&lt;br /&gt;
{{Boltspell table end}}&lt;br /&gt;
&lt;br /&gt;
===Reference===&lt;br /&gt;
Discord: https://discord.com/channels/226045346399256576/532373273816858636/831333853154115584&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Savant]]&lt;br /&gt;
[[Category:Savant Base Spells]]&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192584</id>
		<title>Astral Spear (1408)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192584"/>
		<updated>2023-03-27T06:30:54Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;On 1/1/23, several Major Mental and Savant Base spells were introduced into the live game.  Until this article is updated, be sure to read [https://discord.com/channels/226045346399256576/1059156940615327825/105915694061532782|Major Mental and Savant Spell Scrolls]&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Savant base header}}&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Astral Spear&#039;&#039;&#039; projects&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Projects&amp;lt;/includeonly&amp;gt; a spear from the astral plane that pierces the target and has a chance to dispel a spell from the target.  This is a bolt spell, so uses Spell Aiming to determine Attack Strength.  The base chance for a dispel is 15% + 1% per 5 ranks of Mental Mana Control.&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 1408&lt;br /&gt;
You converge all your willpower on the thought of the Astral Spear spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at an Ithzir seer.&lt;br /&gt;
You project a thin spear of nacreous light at an Ithzir seer!&lt;br /&gt;
  AS: +614 vs DS: +358 with AvD: +43 + d100 roll: +94 = +393&lt;br /&gt;
   ... and hit for 154 points of damage!&lt;br /&gt;
   Strike to right arm cleanly severs it at the shoulder!&lt;br /&gt;
   The seer&#039;s crystal-tipped staff falls to the ground.&lt;br /&gt;
   The Ithzir seer is knocked to the ground!&lt;br /&gt;
&lt;br /&gt;
 ** With an opaline flare, the nacreous spear passes through the Ithzir seer, disrupting the veil of wards surrounding it! **&lt;br /&gt;
&lt;br /&gt;
The dim aura fades from around an Ithzir seer.&lt;br /&gt;
A murky veil surrounds an Ithzir seer.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Boltspell table start}}&lt;br /&gt;
{{Boltspell table entry|spell = Astral Spear|DFcloth = .650|DFleather = .450|DFscale = .350|DFchain = .350|DFplate = TBD&lt;br /&gt;
|AvD1=52&lt;br /&gt;
|AvD5=44|AvD6=43|AvD7=?|AvD8=?&lt;br /&gt;
|AvD9=?|AvD10=37|AvD11=?|AvD12=?&lt;br /&gt;
|AvD13=?|AvD14=?|AvD15=?|AvD16=?&lt;br /&gt;
|AvD17=?|AvD18=?|AvD19=?|AvD20=?}}&lt;br /&gt;
{{Boltspell table end}}&lt;br /&gt;
&lt;br /&gt;
===Reference===&lt;br /&gt;
Discord: https://discord.com/channels/226045346399256576/532373273816858636/831333853154115584&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Savant]]&lt;br /&gt;
[[Category:Savant Base Spells]]&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192583</id>
		<title>Astral Spear (1408)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192583"/>
		<updated>2023-03-27T06:24:15Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;On 1/1/23, several Major Mental and Savant Base spells were introduced into the live game.  Until this article is updated, be sure to read [https://discord.com/channels/226045346399256576/1059156940615327825/105915694061532782|Major Mental and Savant Spell Scrolls]&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Savant base header}}&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Astral Spear&#039;&#039;&#039; projects&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Projects&amp;lt;/includeonly&amp;gt; a spear from the astral plane that pierces the target and has a chance to dispel a spell from the target.  This is a bolt spell, so uses Spell Aiming to determine Attack Strength.  The base chance for a dispel is 15% + 1% per 5 ranks of Mental Mana Control.&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 1408&lt;br /&gt;
You converge all your willpower on the thought of the Astral Spear spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at an Ithzir seer.&lt;br /&gt;
You project a thin spear of nacreous light at an Ithzir seer!&lt;br /&gt;
  AS: +614 vs DS: +358 with AvD: +43 + d100 roll: +94 = +393&lt;br /&gt;
   ... and hit for 154 points of damage!&lt;br /&gt;
   Strike to right arm cleanly severs it at the shoulder!&lt;br /&gt;
   The seer&#039;s crystal-tipped staff falls to the ground.&lt;br /&gt;
   The Ithzir seer is knocked to the ground!&lt;br /&gt;
&lt;br /&gt;
 ** With an opaline flare, the nacreous spear passes through the Ithzir seer, disrupting the veil of wards surrounding it! **&lt;br /&gt;
&lt;br /&gt;
The dim aura fades from around an Ithzir seer.&lt;br /&gt;
A murky veil surrounds an Ithzir seer.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Boltspell table start}}&lt;br /&gt;
{{Boltspell table entry|spell = Astral Spear|DFcloth = .650|DFleather = .450|DFscale = .350|DFchain = TBD|DFplate = TBD&lt;br /&gt;
|AvD1=52&lt;br /&gt;
|AvD5=44|AvD6=43|AvD7=?|AvD8=?&lt;br /&gt;
|AvD9=?|AvD10=37|AvD11=?|AvD12=?&lt;br /&gt;
|AvD13=?|AvD14=?|AvD15=?|AvD16=?&lt;br /&gt;
|AvD17=?|AvD18=?|AvD19=?|AvD20=?}}&lt;br /&gt;
{{Boltspell table end}}&lt;br /&gt;
&lt;br /&gt;
===Reference===&lt;br /&gt;
Discord: https://discord.com/channels/226045346399256576/532373273816858636/831333853154115584&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Savant]]&lt;br /&gt;
[[Category:Savant Base Spells]]&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192582</id>
		<title>Astral Spear (1408)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192582"/>
		<updated>2023-03-27T06:23:12Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;On 1/1/23, several Major Mental and Savant Base spells were introduced into the live game.  Until this article is updated, be sure to read [https://discord.com/channels/226045346399256576/1059156940615327825/105915694061532782|Major Mental and Savant Spell Scrolls]&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Savant base header}}&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Astral Spear&#039;&#039;&#039; projects&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Projects&amp;lt;/includeonly&amp;gt; a spear from the astral plane that pierces the target and has a chance to dispel a spell from the target.  This is a bolt spell, so uses Spell Aiming to determine Attack Strength.  The base chance for a dispel is 15% + 1% per 5 ranks of Mental Mana Control.&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 1408&lt;br /&gt;
You converge all your willpower on the thought of the Astral Spear spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at an Ithzir seer.&lt;br /&gt;
You project a thin spear of nacreous light at an Ithzir seer!&lt;br /&gt;
  AS: +614 vs DS: +358 with AvD: +43 + d100 roll: +94 = +393&lt;br /&gt;
   ... and hit for 154 points of damage!&lt;br /&gt;
   Strike to right arm cleanly severs it at the shoulder!&lt;br /&gt;
   The seer&#039;s crystal-tipped staff falls to the ground.&lt;br /&gt;
   The Ithzir seer is knocked to the ground!&lt;br /&gt;
&lt;br /&gt;
 ** With an opaline flare, the nacreous spear passes through the Ithzir seer, disrupting the veil of wards surrounding it! **&lt;br /&gt;
&lt;br /&gt;
The dim aura fades from around an Ithzir seer.&lt;br /&gt;
A murky veil surrounds an Ithzir seer.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Boltspell table start}}&lt;br /&gt;
{{Boltspell table entry|spell = Astral Spear|DFcloth = .650|DFleather = .450|DFscale = TBD|DFchain = TBD|DFplate = TBD&lt;br /&gt;
|AvD1=52&lt;br /&gt;
|AvD5=44|AvD6=43|AvD7=?|AvD8=?&lt;br /&gt;
|AvD9=?|AvD10=37|AvD11=?|AvD12=?&lt;br /&gt;
|AvD13=?|AvD14=?|AvD15=?|AvD16=?&lt;br /&gt;
|AvD17=?|AvD18=?|AvD19=?|AvD20=?}}&lt;br /&gt;
{{Boltspell table end}}&lt;br /&gt;
&lt;br /&gt;
===Reference===&lt;br /&gt;
Discord: https://discord.com/channels/226045346399256576/532373273816858636/831333853154115584&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Savant]]&lt;br /&gt;
[[Category:Savant Base Spells]]&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192581</id>
		<title>Astral Spear (1408)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192581"/>
		<updated>2023-03-27T06:19:17Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;On 1/1/23, several Major Mental and Savant Base spells were introduced into the live game.  Until this article is updated, be sure to read [https://discord.com/channels/226045346399256576/1059156940615327825/105915694061532782|Major Mental and Savant Spell Scrolls]&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Savant base header}}&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Astral Spear&#039;&#039;&#039; projects&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Projects&amp;lt;/includeonly&amp;gt; a spear from the astral plane that pierces the target and has a chance to dispel a spell from the target.  This is a bolt spell, so uses Spell Aiming to determine Attack Strength.  The base chance for a dispel is 15% + 1% per 5 ranks of Mental Mana Control.&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 1408&lt;br /&gt;
You converge all your willpower on the thought of the Astral Spear spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at an Ithzir seer.&lt;br /&gt;
You project a thin spear of nacreous light at an Ithzir seer!&lt;br /&gt;
  AS: +614 vs DS: +358 with AvD: +43 + d100 roll: +94 = +393&lt;br /&gt;
   ... and hit for 154 points of damage!&lt;br /&gt;
   Strike to right arm cleanly severs it at the shoulder!&lt;br /&gt;
   The seer&#039;s crystal-tipped staff falls to the ground.&lt;br /&gt;
   The Ithzir seer is knocked to the ground!&lt;br /&gt;
&lt;br /&gt;
 ** With an opaline flare, the nacreous spear passes through the Ithzir seer, disrupting the veil of wards surrounding it! **&lt;br /&gt;
&lt;br /&gt;
The dim aura fades from around an Ithzir seer.&lt;br /&gt;
A murky veil surrounds an Ithzir seer.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Boltspell table start}}&lt;br /&gt;
{{Boltspell table entry|spell = Astral Spear|DFcloth = .650|DFleather = .450|DFscale = TBD|DFchain = TBD|DFplate = TBD&lt;br /&gt;
|AvD1=52&lt;br /&gt;
|AvD5=44|AvD6=43|AvD7=?|AvD8=?&lt;br /&gt;
|AvD9=?|AvD10=?|AvD11=?|AvD12=?&lt;br /&gt;
|AvD13=?|AvD14=?|AvD15=?|AvD16=?&lt;br /&gt;
|AvD17=?|AvD18=?|AvD19=?|AvD20=?}}&lt;br /&gt;
{{Boltspell table end}}&lt;br /&gt;
&lt;br /&gt;
===Reference===&lt;br /&gt;
Discord: https://discord.com/channels/226045346399256576/532373273816858636/831333853154115584&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Savant]]&lt;br /&gt;
[[Category:Savant Base Spells]]&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192580</id>
		<title>Astral Spear (1408)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192580"/>
		<updated>2023-03-27T06:17:26Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;On 1/1/23, several Major Mental and Savant Base spells were introduced into the live game.  Until this article is updated, be sure to read [https://discord.com/channels/226045346399256576/1059156940615327825/105915694061532782|Major Mental and Savant Spell Scrolls]&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Savant base header}}&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Astral Spear&#039;&#039;&#039; projects&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Projects&amp;lt;/includeonly&amp;gt; a spear from the astral plane that pierces the target and has a chance to dispel a spell from the target.  This is a bolt spell, so uses Spell Aiming to determine Attack Strength.  The base chance for a dispel is 15% + 1% per 5 ranks of Mental Mana Control.&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 1408&lt;br /&gt;
You converge all your willpower on the thought of the Astral Spear spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at an Ithzir seer.&lt;br /&gt;
You project a thin spear of nacreous light at an Ithzir seer!&lt;br /&gt;
  AS: +614 vs DS: +358 with AvD: +43 + d100 roll: +94 = +393&lt;br /&gt;
   ... and hit for 154 points of damage!&lt;br /&gt;
   Strike to right arm cleanly severs it at the shoulder!&lt;br /&gt;
   The seer&#039;s crystal-tipped staff falls to the ground.&lt;br /&gt;
   The Ithzir seer is knocked to the ground!&lt;br /&gt;
&lt;br /&gt;
 ** With an opaline flare, the nacreous spear passes through the Ithzir seer, disrupting the veil of wards surrounding it! **&lt;br /&gt;
&lt;br /&gt;
The dim aura fades from around an Ithzir seer.&lt;br /&gt;
A murky veil surrounds an Ithzir seer.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Boltspell table start}}&lt;br /&gt;
{{Boltspell table entry|spell = Astral Spear|DFcloth = TBD|DFleather = .450|DFscale = TBD|DFchain = TBD|DFplate = TBD&lt;br /&gt;
|AvD1=52&lt;br /&gt;
|AvD5=44|AvD6=43|AvD7=?|AvD8=?&lt;br /&gt;
|AvD9=?|AvD10=?|AvD11=?|AvD12=?&lt;br /&gt;
|AvD13=?|AvD14=?|AvD15=?|AvD16=?&lt;br /&gt;
|AvD17=?|AvD18=?|AvD19=?|AvD20=?}}&lt;br /&gt;
{{Boltspell table end}}&lt;br /&gt;
&lt;br /&gt;
===Reference===&lt;br /&gt;
Discord: https://discord.com/channels/226045346399256576/532373273816858636/831333853154115584&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Savant]]&lt;br /&gt;
[[Category:Savant Base Spells]]&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192579</id>
		<title>Astral Spear (1408)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192579"/>
		<updated>2023-03-27T06:13:43Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;On 1/1/23, several Major Mental and Savant Base spells were introduced into the live game.  Until this article is updated, be sure to read [https://discord.com/channels/226045346399256576/1059156940615327825/105915694061532782|Major Mental and Savant Spell Scrolls]&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Savant base header}}&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Astral Spear&#039;&#039;&#039; projects&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Projects&amp;lt;/includeonly&amp;gt; a spear from the astral plane that pierces the target and has a chance to dispel a spell from the target.  This is a bolt spell, so uses Spell Aiming to determine Attack Strength.  The base chance for a dispel is 15% + 1% per 5 ranks of Mental Mana Control.&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 1408&lt;br /&gt;
You converge all your willpower on the thought of the Astral Spear spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at an Ithzir seer.&lt;br /&gt;
You project a thin spear of nacreous light at an Ithzir seer!&lt;br /&gt;
  AS: +614 vs DS: +358 with AvD: +43 + d100 roll: +94 = +393&lt;br /&gt;
   ... and hit for 154 points of damage!&lt;br /&gt;
   Strike to right arm cleanly severs it at the shoulder!&lt;br /&gt;
   The seer&#039;s crystal-tipped staff falls to the ground.&lt;br /&gt;
   The Ithzir seer is knocked to the ground!&lt;br /&gt;
&lt;br /&gt;
 ** With an opaline flare, the nacreous spear passes through the Ithzir seer, disrupting the veil of wards surrounding it! **&lt;br /&gt;
&lt;br /&gt;
The dim aura fades from around an Ithzir seer.&lt;br /&gt;
A murky veil surrounds an Ithzir seer.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Boltspell table start}}&lt;br /&gt;
{{Boltspell table entry|spell = Astral Spear|DFcloth = TBD|DFleather = .448|DFscale = TBD|DFchain = TBD|DFplate = TBD&lt;br /&gt;
|AvD1=52&lt;br /&gt;
|AvD5=44|AvD6=43|AvD7=?|AvD8=?&lt;br /&gt;
|AvD9=?|AvD10=?|AvD11=?|AvD12=?&lt;br /&gt;
|AvD13=?|AvD14=?|AvD15=?|AvD16=?&lt;br /&gt;
|AvD17=?|AvD18=?|AvD19=?|AvD20=?}}&lt;br /&gt;
{{Boltspell table end}}&lt;br /&gt;
&lt;br /&gt;
===Reference===&lt;br /&gt;
Discord: https://discord.com/channels/226045346399256576/532373273816858636/831333853154115584&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Savant]]&lt;br /&gt;
[[Category:Savant Base Spells]]&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192578</id>
		<title>Astral Spear (1408)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192578"/>
		<updated>2023-03-27T06:13:26Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;On 1/1/23, several Major Mental and Savant Base spells were introduced into the live game.  Until this article is updated, be sure to read [https://discord.com/channels/226045346399256576/1059156940615327825/105915694061532782|Major Mental and Savant Spell Scrolls]&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Savant base header}}&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Astral Spear&#039;&#039;&#039; projects&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Projects&amp;lt;/includeonly&amp;gt; a spear from the astral plane that pierces the target and has a chance to dispel a spell from the target.  This is a bolt spell, so uses Spell Aiming to determine Attack Strength.  The base chance for a dispel is 15% + 1% per 5 ranks of Mental Mana Control.&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 1408&lt;br /&gt;
You converge all your willpower on the thought of the Astral Spear spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at an Ithzir seer.&lt;br /&gt;
You project a thin spear of nacreous light at an Ithzir seer!&lt;br /&gt;
  AS: +614 vs DS: +358 with AvD: +43 + d100 roll: +94 = +393&lt;br /&gt;
   ... and hit for 154 points of damage!&lt;br /&gt;
   Strike to right arm cleanly severs it at the shoulder!&lt;br /&gt;
   The seer&#039;s crystal-tipped staff falls to the ground.&lt;br /&gt;
   The Ithzir seer is knocked to the ground!&lt;br /&gt;
&lt;br /&gt;
 ** With an opaline flare, the nacreous spear passes through the Ithzir seer, disrupting the veil of wards surrounding it! **&lt;br /&gt;
&lt;br /&gt;
The dim aura fades from around an Ithzir seer.&lt;br /&gt;
A murky veil surrounds an Ithzir seer.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Boltspell table start}}&lt;br /&gt;
{{Boltspell table entry|spell = Disintegrate|DFcloth = TBD|DFleather = .448|DFscale = TBD|DFchain = TBD|DFplate = TBD&lt;br /&gt;
|AvD1=52&lt;br /&gt;
|AvD5=44|AvD6=43|AvD7=?|AvD8=?&lt;br /&gt;
|AvD9=?|AvD10=?|AvD11=?|AvD12=?&lt;br /&gt;
|AvD13=?|AvD14=?|AvD15=?|AvD16=?&lt;br /&gt;
|AvD17=?|AvD18=?|AvD19=?|AvD20=?}}&lt;br /&gt;
{{Boltspell table end}}&lt;br /&gt;
&lt;br /&gt;
===Reference===&lt;br /&gt;
Discord: https://discord.com/channels/226045346399256576/532373273816858636/831333853154115584&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Savant]]&lt;br /&gt;
[[Category:Savant Base Spells]]&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192577</id>
		<title>Astral Spear (1408)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Astral_Spear_(1408)&amp;diff=192577"/>
		<updated>2023-03-27T06:00:12Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;On 1/1/23, several Major Mental and Savant Base spells were introduced into the live game.  Until this article is updated, be sure to read [https://discord.com/channels/226045346399256576/1059156940615327825/105915694061532782|Major Mental and Savant Spell Scrolls]&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Savant base header}}&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Astral Spear&#039;&#039;&#039; projects&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Projects&amp;lt;/includeonly&amp;gt; a spear from the astral plane that pierces the target and has a chance to dispel a spell from the target.  This is a bolt spell, so uses Spell Aiming to determine Attack Strength.  The base chance for a dispel is 15% + 1% per 5 ranks of Mental Mana Control.&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 1408&lt;br /&gt;
You converge all your willpower on the thought of the Astral Spear spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at an Ithzir seer.&lt;br /&gt;
You project a thin spear of nacreous light at an Ithzir seer!&lt;br /&gt;
  AS: +614 vs DS: +358 with AvD: +43 + d100 roll: +94 = +393&lt;br /&gt;
   ... and hit for 154 points of damage!&lt;br /&gt;
   Strike to right arm cleanly severs it at the shoulder!&lt;br /&gt;
   The seer&#039;s crystal-tipped staff falls to the ground.&lt;br /&gt;
   The Ithzir seer is knocked to the ground!&lt;br /&gt;
&lt;br /&gt;
 ** With an opaline flare, the nacreous spear passes through the Ithzir seer, disrupting the veil of wards surrounding it! **&lt;br /&gt;
&lt;br /&gt;
The dim aura fades from around an Ithzir seer.&lt;br /&gt;
A murky veil surrounds an Ithzir seer.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Boltspell table start}}&lt;br /&gt;
{{Boltspell table entry|spell = Disintegrate|DFcloth = TBD|DFleather = .448|DFscale = TBD|DFchain = TBD|DFplate = TBD&lt;br /&gt;
|AvD1=?&lt;br /&gt;
|AvD5=44|AvD6=?|AvD7=?|AvD8=?&lt;br /&gt;
|AvD9=?|AvD10=?|AvD11=?|AvD12=?&lt;br /&gt;
|AvD13=?|AvD14=?|AvD15=?|AvD16=?&lt;br /&gt;
|AvD17=?|AvD18=?|AvD19=?|AvD20=?}}&lt;br /&gt;
{{Boltspell table end}}&lt;br /&gt;
&lt;br /&gt;
===Reference===&lt;br /&gt;
Discord: https://discord.com/channels/226045346399256576/532373273816858636/831333853154115584&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Savant]]&lt;br /&gt;
[[Category:Savant Base Spells]]&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SimuCon_2023&amp;diff=185398</id>
		<title>SimuCon 2023</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2023&amp;diff=185398"/>
		<updated>2022-12-17T04:20:05Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Prime Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SimuCon2019logo.png|right|300px|SimuCon 2019 Logo]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;OFFICIAL&amp;lt;/u&amp;gt;&#039;&#039;&#039; dates for 2023 are Thursday, July 13 through Sunday, July 16, 2023 at the Sheraton Westport Plaza Hotel. Room reservation link Room reservation link [https://www.marriott.com/event-reservations/reservation-link.mi?id=1671037150079&amp;amp;key=GRP&amp;amp;app=resvlink here].&lt;br /&gt;
&lt;br /&gt;
==2023 Schedule==&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;Preliminary SimuCon 2022 Schedule&amp;lt;br&amp;gt;ALL TIMES CST&amp;lt;br&amp;gt;(CENTRAL TIME)&lt;br /&gt;
|-&lt;br /&gt;
! Day&lt;br /&gt;
! Time&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Activity&lt;br /&gt;
! Open To&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Wednesday&amp;lt;br&amp;gt;July 12&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Thursday&amp;lt;br&amp;gt;July 13&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Friday&amp;lt;br&amp;gt;July 14&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Saturday&amp;lt;br&amp;gt;July 15&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 rowheader=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:top;&amp;quot;|Sunday&amp;lt;br&amp;gt;July 16&lt;br /&gt;
|- &lt;br /&gt;
| 0:00 AM&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Blank || ALL&lt;br /&gt;
|}&lt;br /&gt;
* This is still subject to revision!  Check back later!&lt;br /&gt;
* *You must bring your own laptop and have an active account to participate&lt;br /&gt;
&lt;br /&gt;
Tune in to our livestream at http://www.twitch.tv/radiofreesimucon to view the GS State of Elanthia and panels!  Other activities will be streamed ad hoc throughout the &#039;Con&lt;br /&gt;
&lt;br /&gt;
===Panel Schedule===&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;Panel Schedule&amp;lt;br&amp;gt;ALL TIMES CST&amp;lt;br&amp;gt;(CENTRAL TIME)&lt;br /&gt;
|-&lt;br /&gt;
! Day&lt;br /&gt;
! Time&lt;br /&gt;
!Activity&lt;br /&gt;
!Panelists&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot;|Friday&lt;br /&gt;
|0:00 PM&lt;br /&gt;
|Name&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot;|Saturday&lt;br /&gt;
|0:00 PM&lt;br /&gt;
|Name&lt;br /&gt;
|People&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
The below lists are of those people that have made mention that they are attempting to attend the 2022 conference. You may edit this page to add your character to the list.&lt;br /&gt;
&lt;br /&gt;
===Prime Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Dergoatean&lt;br /&gt;
* Deza&lt;br /&gt;
* Maylan&lt;br /&gt;
* Tysong&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Blank&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shattered Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Blank&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Staff===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* Blank&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
===How much does SimuCon cost?===&lt;br /&gt;
&lt;br /&gt;
Price information coming soon.&lt;br /&gt;
&lt;br /&gt;
===Where do I sign up?===&lt;br /&gt;
&lt;br /&gt;
Ticketing will be handled via the play.net Box Office. More information coming soon.&lt;br /&gt;
&lt;br /&gt;
===Who organizes SimuCon?===&lt;br /&gt;
&lt;br /&gt;
Typically GameMasters from Gemstone IV and DragonRealms are the official organizers. However, many players pitch in to plan unofficial events or to offer support. All work is strictly volunteer, so please be sure to thank your organizer team!&lt;br /&gt;
&lt;br /&gt;
===What is it like to attend a SimuCon?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is a gathering of players and GameMasters for Simutronics games, including Gemstone IV and DragonRealms. The convention includes several events, as listed in the [[#2023 Schedule|2023 Schedule]], that are planned by both players and staff. In-between events, attendees typically gather at conference tables similar to a large LAN party to play. Board games and other activities are frequently available as well.&lt;br /&gt;
&lt;br /&gt;
===How many people attend SimuCon and when do they show up?===&lt;br /&gt;
&lt;br /&gt;
SimuCon has experienced a growth spurt over the past three years or so. A current rough estimate would be 100 attendees (GS and DR combined) over the course of the weekend. The main convention days are Thursday through Sunday, although several people arrive on Wednesday and stay through Monday. The convention room is typically setup by Wednesday evening.&lt;br /&gt;
&lt;br /&gt;
===What equipment should I bring?===&lt;br /&gt;
&lt;br /&gt;
Bring your laptop/computer so that you can play Gemstone during the convention. Internet access and power strips are typically provided. &#039;&#039;&#039;Note:&#039;&#039;&#039; It is not recommended that you leave your equipment unattended in the conference room.&lt;br /&gt;
&lt;br /&gt;
===Will I need a car?===&lt;br /&gt;
&lt;br /&gt;
Many attendees never leave the hotel. However if you are planning to explore St. Louis, a car is recommended as public transportation options are slim. Lyft and Uber are both operational in St. Louis and are ideal for single trips. For any excursions listed in the schedule, carpool options may be available. A shuttle may be available to and from your hotel for airport travel, but don&#039;t forget to bring cash for a tip!&lt;br /&gt;
&lt;br /&gt;
===Is SimuCon family friendly?===&lt;br /&gt;
&lt;br /&gt;
In general, yes. Some attendees do bring children but activities in the convention room may be of limited interest to them. Note the [[#Attractions|Attractions]] section listed below for additional kid-friendly activities available in St. Louis. Please expect to encounter explicit language and consumption of alcoholic beverages, which will increase in the late night hours.&lt;br /&gt;
&lt;br /&gt;
===What is the weather typically like?===&lt;br /&gt;
&lt;br /&gt;
Missouri is nicknamed &amp;quot;Misery&amp;quot; for its hot and humid summers. For a current local forecast, click here: https://www.ksdk.com/weather&lt;br /&gt;
&lt;br /&gt;
===Do I need to bring food or beverages?===&lt;br /&gt;
&lt;br /&gt;
Depending on funds available, basic snacks will be provided. You are generally on your own for meals and can purchase food at the grocery or restaurant options listed in the [[#Dining.2FEating|Dining/Eating]] section. SimuCon is strictly BYOB. Alcohol can be purchased in most grocery stores and gas stations in Missouri.&lt;br /&gt;
&lt;br /&gt;
===What should I wear?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is casual attire unless the schedule for a specific event indicates otherwise. Some events may encourage costumes or themed attire.&lt;br /&gt;
&lt;br /&gt;
===Is there a pool?===&lt;br /&gt;
&lt;br /&gt;
YES! Pack your bathing suits because the official SimuCon hotel has an outdoor pool! There is even a poolside bar with snacks and beverages (open Friday through Sunday), and towel service is available. It is recommended that you pack sunscreen ahead of time, because the hotel and nearby shops do not stock any! It is also recommended that you bring pool noodles, because pool noodles are wicked cool.&lt;br /&gt;
&lt;br /&gt;
==Visitor Information==&lt;br /&gt;
The convention is typically held at the Sheraton Westport Chalet, located at 191 W Port Plaza Dr, St. Louis, MO 63146. Below are some nearby shops and other information for visitors. All distances calculated from the host hotel.&lt;br /&gt;
&lt;br /&gt;
===Accommodations===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sheraton Westport Plaza (Official Hotel, Discounted Rate)&#039;&#039;&#039; || onsite || 900 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/event-reservations/reservation-link.mi?id=1671037150079&amp;amp;key=GRP&amp;amp;app=resvlink Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Sheraton Westport Chalet (Sister Hotel,  next to the Plaza) || onsite || 191 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/en-us/hotels/stlsi-sheraton-westport-chalet-hotel-st-louis/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Staybridge Suites || 0.3 miles || 25 Progress Pkwy, St. Louis, MO 63146 || &lt;br /&gt;
|-&lt;br /&gt;
|Comfort Inn Suites || 0.7 miles || 12031 Lackland Rd., Saint Louis, MO, 63146 || [https://www.choicehotels.com/missouri/saint-louis/comfort-inn-hotels/mo608/rates?checkInDate=2022-08-03&amp;amp;checkOutDate=2022-08-79 Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Residence Inn St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlwr-residence-inn-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Farfield Inn and Suites St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlfw-fairfield-inn-and-suites-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Courtyard by Marriott St. Louis Westport || 0.7 miles || 11888 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlwp-courtyard-st-louis-westport-plaza/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dining/Eating===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Drunken Fish || Sushi || onsite || 639 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Fuzzy&#039;s Taco Shop || Baja Tacos || onsite || 302 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| IMO&#039;s Pizza || Pizza || onsite || 318 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Kobe Japanese Grill || Japanese/Hibachi || onsite || 645 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| McDonald&#039;s || Fast Food || onsite || 25 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Paul Mineo&#039;s Trattoria|| Italian || onsite || 333 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Bread Company || Coffee/Sandwich/Soup || onsite || 147 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Smoothie King || Smoothies || onsite || 324 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Starbucks || Coffee || onsite || 111 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Trainwreck Saloon|| American/Grill|| onsite || 314 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Dino&#039;s Deli||Mediterranean|| onsite || 314 West Port Plaza, St. Louis, MO 63146 || http://dinosdeli.us/&lt;br /&gt;
|-&lt;br /&gt;
| O&#039;Fallon Brewery || Beer/American Food || 0.3 mi || 45 Progress Pkwy, Maryland Heights, MO 63043 || http://www.ofallonbrewery.com/&lt;br /&gt;
|-&lt;br /&gt;
| Giola&#039;s Deli || Sandwiches || 0.8 mi || 11855 Adie Rd, Maryland Heights, MO 63043 || https://www.gioiasdeli.com/&lt;br /&gt;
|-&lt;br /&gt;
| Companion Bakery || Bakery/Sandwich || 1.2 mi || 2331 Schuetz Rd, St. Louis, MO 63146 || http://www.companionbaking.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Off-Site Dining===&lt;br /&gt;
For attendees who want to explore St. Louis cuisine, local players recommend the following restaurants.&lt;br /&gt;
 &lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| DD Mau || Vietnamese / Bao || 1.3 mi || 11982 Dorsett Rd, Maryland Heights, MO 63043 || http://www.ddmaustl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Gobble STOP Smokehouse || BBQ Poultry || 2.8 mi || 1227 Castillon Arcade Plaza, Creve Coeur, MO 63141  || http://gobblestopsmokehouse.net/&lt;br /&gt;
|-&lt;br /&gt;
| Nudo House STL || Ramen / Japanese || 3.0 mi|| 11423 Olive Blvd, St. Louis, MO 63141 || http://nudohousestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Dave &amp;amp; Tony&#039;s || Premium Burgers || 3.2 mi|| 12766 Olive Blvd, St. Louis, MO 63146 || http://www.daveandtonys.com/&lt;br /&gt;
|-&lt;br /&gt;
| Taqueria Durango || Mexican || 3.5 mi || 10238 Page Ave, Overland, MO || https://www.facebook.com/TaqueriaDurangoSaintLouis&lt;br /&gt;
|-&lt;br /&gt;
| Nick &amp;amp; Elena&#039;s Pizzeria|| Pizza/Italian || 5.4 mi|| 3007 Woodson Rd, Overland, MO 63114 || https://www.facebook.com/NICKnELENAS/&lt;br /&gt;
|-&lt;br /&gt;
| Sugarfire Smokehouse|| BBQ || 6.0 mi|| 9200 Olive Blvd, St. Louis, MO 63132 || https://sugarfiresmokehouse.com/locations/mo-olivette/&lt;br /&gt;
|-&lt;br /&gt;
| Salt + Smoke || BBQ|| 9.0 mi|| 501 S Main St, St. Charles, MO 63301 || https://saltandsmokestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| BEAST || BBQ || 17.1 mi || 4156 Manchester Ave, St. Louis, MO 63110 || https://beastbbqstl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Pappy&#039;s Smokehouse || BBQ || 18.7 mi|| 3106 Olive St, St. Louis, MO 63103 || https://www.pappyssmokehouse.com/&lt;br /&gt;
|-&lt;br /&gt;
| Bogart&#039;s || BBQ || 20.8 mi || 71627 S 9th St, St. Louis, MO 63104 || https://www.bogartssmokehouse.com/&lt;br /&gt;
|-&lt;br /&gt;
| Broadway Oyster Bar || Cajun|| 23.7 mi || 736 S Broadway, St. Louis, MO 63102 || http://www.broadwayoysterbar.com/&lt;br /&gt;
|-&lt;br /&gt;
| Ted Drewes|| Famous local frozen custard || 21.6 mi || 6726 Chippewa, St. Louis, MO 63109 || http://teddrewes.com/&lt;br /&gt;
|-&lt;br /&gt;
| Bombay Food Junkies || Vegan Options || 5.2 mi || 3580 Adie Rd, St Ann, MO 63074 || https://www.bombayfoodjunkies.com/&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shopping/Groceries===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Target || 5.9 mi || 12275 St Charles Rock Rd, Bridgeton, MO 63044 || [https://www.target.com/sl/bridgeton/12 website]&lt;br /&gt;
|-&lt;br /&gt;
| Costco || 13.3 mi || 200 Costco Way, St Peters, MO 63376 || [https://www.costco.com/warehouse-locations/st-peters-saint-peters-mo-382.html website]&lt;br /&gt;
|-&lt;br /&gt;
| Schnucks Dorsett (Grocery Store) || 1.5 mi || 2030 Dorsett Rd, Maryland Heights, MO 63043 || [https://locations.schnucks.com/mo-maryland-heights-117 website]&lt;br /&gt;
|-&lt;br /&gt;
| Gateway Newstands || onsite || 519 W Port Plaza Dr, St. Louis, MO 63146 || https://www.westportstl.com/specialty&lt;br /&gt;
|-&lt;br /&gt;
| Walgreens|| 1.6 mi|| 12509 Dorsett Rd, Maryland Heights, MO 63043 || [https://www.walgreens.com/locator/walgreens-12509+dorsett+rd-maryland+heights-mo-63043/id=9481 website]&lt;br /&gt;
|-&lt;br /&gt;
| BP Gas Station|| 0.3 mi || 11988 Westline Industrial Dr, St. Louis, MO 63146 || &lt;br /&gt;
|-&lt;br /&gt;
| ALDI|| 2.6 mi || 11745 Olive Blvd, Creve Coeur, MO 63141 || [https://www.aldi.us/ website]&lt;br /&gt;
|-&lt;br /&gt;
| Trader Joe&#039;s || [https://goo.gl/maps/3aV8WLBakaB2 2.4 mi] || 11505 Olive Blvd, Creve Coeur, MO 63141|| [https://locations.traderjoes.com/mo/creve-coeur/694/ website]&lt;br /&gt;
|-&lt;br /&gt;
| D&amp;amp;J Liquor || [https://goo.gl/maps/a6m73h9w4ynWnWqh8 1.5 mi] || 1914 McKelvey Rd, Maryland Heights, MO 63043 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attractions===&lt;br /&gt;
&lt;br /&gt;
Most attractions are a 15-30 minute drive from the hotel. For tourism information, click here: https://explorestlouis.com/&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Description||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| The Gateway Arch ||Oh look, it&#039;s the Arch ||200 Washington Ave, St. Louis, MO 63102 || https://www.gatewayarch.com/&lt;br /&gt;
|-&lt;br /&gt;
| Busch Stadium ||Cardinals Baseball Stadium ||700 Clark Ave, St. Louis, MO 63102 || https://www.mlb.com/cardinals/ballpark&lt;br /&gt;
|-&lt;br /&gt;
| Forest Park ||Large public park, home to several free attractions ||5595 Grand Dr, St. Louis, MO 63112 || https://forestparkmap.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Zoo ||Free zoo, located inside Forest Park ||Government Dr, St. Louis, MO 63110 || https://www.stlzoo.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Aquarium at Union Station|| Opened Dec. 2019, the otters and spitting fish are worth the admission, skip the wheel || 201 S 18th St, St. Louis, MO 63103||https://www.stlouisaquarium.com/ &lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Art Museum ||Free art museum, located inside Forest Park ||1 Fine Arts Dr, St. Louis, MO 63110 || https://www.slam.org/&lt;br /&gt;
|-&lt;br /&gt;
| Creve Coeur Lake Park || [https://goo.gl/maps/7s9nUCbcyBM2 3.4 mi] from the hotel. Trails, kayak rentals, Go Ape || 13725 Marine Ave, St. Louis, MO 63146 || [https://www.stlouisco.com/Parks-and-Recreation/Park-Pages/Creve-Coeur website]&lt;br /&gt;
|-&lt;br /&gt;
| The Muny ||Outdoor theater, located inside Forest Park ||1 Theatre Dr, St. Louis, MO 63112 || https://muny.org/&lt;br /&gt;
|-&lt;br /&gt;
| Missouri Botanical Gardens ||Outdoor garden ||4344 Shaw Blvd, St. Louis, MO 63110 || http://www.missouribotanicalgarden.org/&lt;br /&gt;
|-&lt;br /&gt;
| Anheuser-Busch St. Louis Brewery ||Main brewery, offers tours ||1200 Lynch St, St. Louis, MO 63118 || https://www.budweisertours.com/locations/st-louis-missouri.html&lt;br /&gt;
|-&lt;br /&gt;
| City Museum ||Architectural Anomaly/Interactive Art/Climbing Museum ||750 N 16th St, St. Louis, MO 63103 || https://www.citymuseum.org/&lt;br /&gt;
|-&lt;br /&gt;
| Grants Farm ||Free wildlife park with tram tours and free beer ||10501 Gravois Rd, St. Louis, MO 63123 || https://www.grantsfarm.com/home.html&lt;br /&gt;
|-&lt;br /&gt;
| The Butterfly House ||Indoor butterfly pavilion ||15193 Olive Blvd, Chesterfield, MO 63017|| http://www.missouribotanicalgarden.org/visit/family-of-attractions/butterfly-house.aspx&lt;br /&gt;
|-&lt;br /&gt;
| Science Center ||Kid-friendly interactive museum, includes IMAX and planetarium ||5050 Oakland Ave, St. Louis, MO 63110 || https://www.slsc.org/&lt;br /&gt;
|-&lt;br /&gt;
| Magic House ||Kid-friendly interactive museum, includes magic ||516 S Kirkwood Rd, St. Louis, MO 63122 || https://www.magichouse.org/&lt;br /&gt;
|-&lt;br /&gt;
| Fox Theatre ||Historic theater, offers tours ||527 NORTH GRAND BLVD., St. Louis, MO 63103 || https://www.fabulousfox.com/visit/tours&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Neighborhoods||Shopping/Nightlife/Exploring||Various || https://explorestlouis.com/things-to-do/neighborhoods/&lt;br /&gt;
|-&lt;br /&gt;
| Live Music Venues||St. Louis is known for its blues and jazz scene ||Various || https://explorestlouis.com/discover/st-louis-music-lovers/st-louis-live-music-venues/&lt;br /&gt;
|-&lt;br /&gt;
| Casinos||Gambling ||Various || https://www.tripadvisor.com/Attractions-g44881-Activities-c53-Saint_Louis_Missouri.html&lt;br /&gt;
|-&lt;br /&gt;
| Cahokia Mounds || Ruins of the largest prehistoric civilization north of Mexico, 30 min drive from hotel || 30 Ramey Street Collinsville, IL 62234 || https://cahokiamounds.org/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ticketing==&lt;br /&gt;
Ticketing will be handled through the play.net Box Office. More information and pricing to come soon.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://discord.gg/eTvANvy SimuCon channel] (official Discord server)&lt;br /&gt;
*[https://discord.gg/tZGPPyU Unofficial SimuCon Server] (unofficial SimuCon dedicated Discord server)&lt;br /&gt;
*[https://elanthipedia.play.net/SimuCon DragonRealms Simucon Page] (DR&#039;s Wiki Page)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Essence_Belt&amp;diff=174743</id>
		<title>Essence Belt</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Essence_Belt&amp;diff=174743"/>
		<updated>2022-08-28T21:38:37Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Additional Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Essence Belts&#039;&#039;&#039; were first introduced at [[Duskruin]] in August 2022 at the [[BVShop:Essencetials|Essencetials]] shop.&lt;br /&gt;
The essence belts will unlock special abilities and magical benefits depending on which essences are loaded into their pockets. The belt will hold one essence off the shelf, two essences at Tier 2, and a total of three essences at Tier 3.&lt;br /&gt;
&lt;br /&gt;
The current essences allowed are: Air, Earth, Fire, and Water.&lt;br /&gt;
&lt;br /&gt;
The belts may hold up to 1000 charges of each essence. (i.e 1000 fire, 1000 air, etc). &#039;&#039;&#039;Regular elemental essences will add 25 charges&#039;&#039;&#039;. Greater elemental essences will add 250 charges.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt; Tier 1&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt; {{addmetext}}&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|DROP&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|WHISPER&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|POKE&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|PUSH&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|PULL&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|RUB&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|TAP&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt; Tier 2&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|TOUCH&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt; Tier 3&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|TURN&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&#039;&#039;&#039;Air Essence Benefits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Reactive Lightning Flares - Cost: 5 Air charges per flare instance.&lt;br /&gt;
* Resistance (Push) – 50% Lightning Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Air charges.&lt;br /&gt;
* Magic Bonus (Pull) – AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Air charges per activation (5/10/15). This AS bonus applies to the following: Minor Shock, Major Shock, Hand of Tonis, and Physical Ranged Attack.&lt;br /&gt;
* Ability: Hover (Rub) – Temporarily allows user to hover in the air. It is a AoE SMR attack that applies Disengaged status up to 10 enemies. * Duration: 20 seconds. Cooldown: 60 minutes. Cost: 20 Air charges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth Essence Benefits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Reactive Vibration Flares - Cost: 5 Earth charges per flare instance.&lt;br /&gt;
* Resistance (Push) - 50% Impact Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Earth charges.&lt;br /&gt;
* Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Earth charges per activation (5/10/15). This AS bonus applies to the following: Hurl Boulder, Physical Melee Attack&lt;br /&gt;
* Ability: Field of Dirt (Rub) – This ability summons a field of spinning dirt and rock around the wearer, blocking the next 1/2/3 (increased per Tier) instances of damage against the user. Duration: 30 seconds (T1), 60 seconds (T2), 90 seconds (T3). Cooldown: 60 minutes. Cost: 20 Earth charges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Essence Benefits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Reactive Fire Flares - Cost: 5 Fire charges per flare instance.&lt;br /&gt;
* Resistance (Push) - 50% Fire Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Fire charges.&lt;br /&gt;
* Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Fire charges per activation (5/10/15). This AS bonus applies to the following: Minor Fire, Major Fire, Fire Spirit, Balefire.&lt;br /&gt;
* Ability: Cauterize (Rub) – This ability summons a wave of fire essence to wash over the user’s body and remove all bleeding effects while restoring 20 HP at T1, 40 HP at T2, and 60 HP at T3. It does not remove the wounds. Duration: Instant. Cooldown: 60 minutes (T1), 45 minutes (T2), 30 minutes (T3). Cost: 10 Fire charges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Essence Benefits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Reactive Cold Flares - Cost: 5 Water charges per flare instance.&lt;br /&gt;
* Resistance (Push) - 50% Cold Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Water charges.&lt;br /&gt;
* Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Water charges per activation (5/10/15). This AS bonus applies to the following: Minor Water, Minor Cold, Major Cold, Minor Steam, Holy Bolt, Moonbeam.&lt;br /&gt;
* Ability: Frozen Crest (Rub) – This summons a wave of jagged ice that is an AoE SMR knockdown/damage attack. Duration: Instant. Cooldown: 5 minutes (T1), 4 minutes (T2), 3 minutes (T3). Cost: 20 Water charges.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Hand-held Pylon]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type= &amp;lt;!-- REQUIRED: Mechanical or Fluff.  OPTIONAL: If an item is feature altering or crafting, as well, please enter &amp;quot;Feature altering&amp;quot; or &amp;quot;crafting&amp;quot; below this line for &amp;quot;type2=&amp;quot; --&amp;gt; Mechanical&lt;br /&gt;
|itemclass= &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creatures (Pets/Mounts), or Miscellaneous.  If more than one classification, additional lines can be added with &amp;quot;itemclass2=&amp;quot; &amp;amp; &amp;quot;itemclass3=&amp;quot; --&amp;gt; Accessory&lt;br /&gt;
|itemtype= &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified by setting &amp;quot;itemtype2&amp;quot; - &amp;quot;itemtype8&amp;quot;. --&amp;gt; Waist-worn belt&lt;br /&gt;
|alter= &amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --&amp;gt; Unknown&lt;br /&gt;
|ld= &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt; Unknown&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting &amp;quot;feature2=&amp;quot; - &amp;quot;feature8=&amp;quot;. --&amp;gt;&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered with &amp;quot;custom2=&amp;quot; - &amp;quot;custom5=&amp;quot;. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;.--&amp;gt;&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter &amp;quot;Quest&amp;quot; ONLY.  Otherwise, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue= &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. --&amp;gt; Duskruin Arena&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, leave blank.  --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt; Yes&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt; 3&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt; Certificate&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|corrscript= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants).  Additional slots can be added with &amp;quot;corrscript2=&amp;quot; - &amp;quot;corrscript5&amp;quot;= --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hideable= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if an item is hideable in inventory.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hide= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable.  This should indicate HOW it hides, whether by a verb or simply by being WORN. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified with &amp;quot;spell2=&amp;quot; - &amp;quot;spell4=&amp;quot;. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb= &amp;lt;!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with &amp;quot;verb2=&amp;quot; - &amp;quot;verb28=&amp;quot;.  Verbs should be listed in alphabetical order, not by tier.--&amp;gt; DROP&lt;br /&gt;
|verb2= POKE&lt;br /&gt;
|verb3= PULL&lt;br /&gt;
|verb4= PUSH&lt;br /&gt;
|verb5= RUB&lt;br /&gt;
|verb6= TAP&lt;br /&gt;
|verb7= TOUCH&lt;br /&gt;
|verb8= TURN&lt;br /&gt;
|verb9= WHISPER&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Comprehensive_Sorcerer_Guide&amp;diff=174176</id>
		<title>Talk:Comprehensive Sorcerer Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Comprehensive_Sorcerer_Guide&amp;diff=174176"/>
		<updated>2022-08-15T01:31:40Z</updated>

		<summary type="html">&lt;p&gt;GOAT: Created page with &amp;quot;The warsorc section contained some delightful snark, but cast (in my opinion) too dark a shadow.  (I did originally succeed at that build with relatively pedestrian equipment....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The warsorc section contained some delightful snark, but cast (in my opinion) too dark a shadow.  (I did originally succeed at that build with relatively pedestrian equipment.)  I have updated it with my own mutant sorcerer guide and a couple sentences about it, but I also left much of the admonition intact. [[User:GOAT]], Aug 14 2022&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Sorcerer_Guide&amp;diff=174175</id>
		<title>Comprehensive Sorcerer Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Sorcerer_Guide&amp;diff=174175"/>
		<updated>2022-08-15T01:26:40Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Warsorc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Necromancer.jpg|450px]]&lt;br /&gt;
| name = Comprehensive Sorcerer Guide&lt;br /&gt;
| type = [[Elemental]]/[[Spiritual]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]], [[Minor Spiritual]], [[Sorcerer Base]]&lt;br /&gt;
| prime = [[Aura]], [[Wisdom]]&lt;br /&gt;
| mana = [[Aura]], [[Wisdom]]&lt;br /&gt;
  | TWCcost = 12/12 | TWCranks = 1&lt;br /&gt;
  | AUcost = 15/0 | AUranks = 1&lt;br /&gt;
  | SUcost = 13/0 | SUranks = 1&lt;br /&gt;
  | CMcost = 12/8 | CMranks = 1&lt;br /&gt;
  | OHEcost = 6/2 | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6/2 | OHBranks = 1&lt;br /&gt;
  | THWcost = 14/3 | THWranks = 1&lt;br /&gt;
  | RWcost = 14/3 | RWranks = 1&lt;br /&gt;
  | TWcost = 9/3 | TWranks = 1&lt;br /&gt;
  | PWcost = 14/3 | PWranks = 1&lt;br /&gt;
  | BRLcost = 10/2 | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15/14 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15/10 | MOCranks = 1&lt;br /&gt;
  | PFcost = 8/0 | PFranks = 1&lt;br /&gt;
  | DODcost = 20/20 | DODranks = 1&lt;br /&gt;
  | AScost = 0/2 | ASranks = 2&lt;br /&gt;
  | MIUcost = 0/2 | MIUranks = 2&lt;br /&gt;
  | SAcost = 3/1 | SAranks = 2&lt;br /&gt;
  | HPcost = 0/4 | HPranks = 3&lt;br /&gt;
  | EMCcost = 0/3 | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0/12 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/3 | SMCranks = 2&lt;br /&gt;
  | SRcost = 0/8 | SRranks = 3&lt;br /&gt;
  | ELcost = 0/7 | ELranks = 2&lt;br /&gt;
  | SpLcost = 0/7 | SpLranks = 2&lt;br /&gt;
  | SoLcost = 0/6 | SoLranks = 2&lt;br /&gt;
  | MLcost = 0/20 | MLranks = 1&lt;br /&gt;
  | SURcost = 3/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 2/6 | DTranks = 1&lt;br /&gt;
  | PLcost = 2/4 | PLranks = 2&lt;br /&gt;
  | SHcost = 5/4 | SHranks = 1&lt;br /&gt;
  | PERcost = 0/3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 4/0 | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3/0 | SWIranks = 1&lt;br /&gt;
  | FAcost = 2/1 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3 | TRAranks = 2&lt;br /&gt;
  | PPcost = 3/3 | PPranks = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
This guide was originally created by Kithus and has been expanded upon by members of the Gemstone community from discussions via various forums, Discord chats and direct player input on GSWiki.  Any and all contributions from the community are welcome!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||10||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||10||5||-10||10||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||10||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||15||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||10||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||15||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||10||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Casting Strength==&lt;br /&gt;
Sorcerer CS from stats is calculated from:&amp;lt;br&amp;gt;&lt;br /&gt;
((Wis bonus + Aur Bonus)/2), rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, the racial modifier on Sorcerer CS for each race is:&lt;br /&gt;
*Dark Elf: +10 [[Aura]], +5 [[Wisdom]] = 15 / 2 = 8 CS&lt;br /&gt;
*Burghal Gnome/Elf/Sylvan: +5 [[Aura]], 0 [[Wisdom]] = 5 / 2 = 3 CS &lt;br /&gt;
*Forest Gnome: 0 [[Aura]], +5 [[Wisdom]] = 5 /2 = 3 CS&lt;br /&gt;
*Aelotoi/Erithian/Halfelf/Human: 0 CS&lt;br /&gt;
*Half-Krolvin: 0 [[Aura]], -5 [[Wisdom]] = -5 / 2 = -2 CS&lt;br /&gt;
*Giantman/Halfling: -5 [[Aura]], 0 [[Wisdom]] = -5 / 2 = -2 CS&lt;br /&gt;
*Dwarf: -10 [[Aura]], 0 [[Wisdom]] = -10 / 2 = -5 CS&lt;br /&gt;
&lt;br /&gt;
==Benefits of Dexterity==&lt;br /&gt;
On top of being strong warding casters, Sorcerers can be effective bolters.  Bolt spells uses [[Dexterity]] as an AS mod, but it is much more than that.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people do not realize that TRUNC(DEX Bonus/4) is added as phantom damage to attacks, when no crit weighting is present.  When calculating damage you take the damage factor, multiply by the endroll in excess of 100, and, depending on the damage versus the armor type, you get crits that provide extra damage. However, between those two steps, there is one additional calculation. Your DEX Bonus/4, rounded down is added as &amp;quot;phantom damage&amp;quot; when calculating what rank crit you get. This occurs in all AS based attacks, including melee, ranged, and spells. &lt;br /&gt;
&lt;br /&gt;
*Please note:  The DEX BONUS/4 is still commonly accepted as true, but there do appear to be abnormalities that don&#039;t make it uniformly applied.  This is still being tested to determine any potential limits.&lt;br /&gt;
&lt;br /&gt;
As an example of how this is applied we can take a simple cast of 901:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all know 901 has a terrible DF.  However, if a halfling with maxed DEX casts it, with their +40 DEX bonus, they get 10 phantom damage right off the bat. If they do adequate damage to obtain a Tier 1 crit, it will receive +10 phantom damage when calculating the crit. Since a substantial margin of the damage from 901 is based on the crit tier, this could significantly increase the damage.&lt;br /&gt;
&lt;br /&gt;
When it comes to racial selection this means Halflings are potentially the best race to select for bolting.  At least from a purely offensive point of view. With the second highest max DEX bonus, Dark Elves have a DEX bonus at +35 at 100, but since phantom damage is rounded down, they max at only +8 phantom damage, while halflings get +10 phantom Damage from their +40 max bonus. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s a wonderful example that Riltus provided, with a breakdown of the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You gesture at a dark orc.&amp;lt;br&amp;gt;&lt;br /&gt;
You hurl a small surge of electricity at a dark orc!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +212 vs DS: +39 with AvD: +22 + d100 roll: +68 = +263&amp;lt;br&amp;gt;&lt;br /&gt;
... and hit for 49 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 5 Crit w/25 damage&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard with 20 air lore and 34 Dex bonus (8 pts. crit weighting)&amp;lt;br&amp;gt;&lt;br /&gt;
901 DF: 0.133&amp;lt;br&amp;gt;&lt;br /&gt;
Lore DF bonus: 0.012&amp;lt;br&amp;gt;&lt;br /&gt;
Effective DF: 0.145&amp;lt;br&amp;gt;&lt;br /&gt;
Endroll success margin: 163&amp;lt;br&amp;gt;&lt;br /&gt;
Raw damage: 23.6 rounds up to 24&amp;lt;br&amp;gt;&lt;br /&gt;
Armor: double leather w/ 6 crit divisor&amp;lt;br&amp;gt;&lt;br /&gt;
Calc max crit w/o weighting: 24/6 = 4&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit damage: 25 (R5 chest)&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit: rank 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum Crit weighting for a rank 5 outcome: 6 pts. [(24 + 6)/6 = rank 5 crit] &lt;br /&gt;
&lt;br /&gt;
Without phantom damage, the maximum crit outcome would have been a tier 4 crit (only 20 damage), so that additional phantom damage for the crit roll ended up being an additional 5 real damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The racial [[Dexterity]] Bonuses Are:&lt;br /&gt;
*Halfling:  +15&lt;br /&gt;
*Dark Elf, Burghal Gnome, Sylvan: +10&lt;br /&gt;
*Aelotoi, Elf, Forest Gnome, Half-Elf: +5&lt;br /&gt;
*Dwarf, Erithian, Half-Krolvin, Human: 0&lt;br /&gt;
*Giantman: -5&lt;br /&gt;
&lt;br /&gt;
==Other Racial Factors==&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent sorcerer.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a dark elf anyway because of that sweet CS bonus!&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Reduces penalties of wearing armor.&lt;br /&gt;
*[[Shield Use]] Generates DS when using a shield.&lt;br /&gt;
*[[Combat Maneuvers]] An expensive form of maneuver defense.&lt;br /&gt;
*[[Multi-Opponent Combat]] Increases the number of splash targets for ball spells.&lt;br /&gt;
*[[Physical Fitness]] Health, stamina, and maneuver defense.&lt;br /&gt;
*[[Dodging]] Increases evade chances and DS, incredibly expensive for sorcerers.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Allows the use of scrolls, increases durations of spells from scrolls, helps Scroll Infusion and Ensorcell.&lt;br /&gt;
*[[Magic Item Use]] Allows the use of wands/magic items, increases duration of spells from magic items, factors into Ensorcell.&lt;br /&gt;
*[[Harness Power]] +3 Mana per rank up to your level, +1 mana per rank over level.&lt;br /&gt;
*[[Spell Aiming]] Adds to bolt AS in the same way weapons training adds to physical AS.&lt;br /&gt;
*Mana Control: Allows sharing of mana with others, based on your skill in a specific mana control and theirs. Also improves your mana regeneration rate.  As hybrids sorcerers are able to easily train in Spiritual and Elemental Mana Controls.&lt;br /&gt;
*[[Spell Research]] Learn spells, improve effectiveness and duration.&lt;br /&gt;
*[[Sorcerous_Lore|Sorcerer Lores]] Lores which primarily benefit sorcerer circle spells.&lt;br /&gt;
*[[Elemental_Lore|Elemental Lores]] Lores which benefit some sorcerer circle and minor elemental spells.&lt;br /&gt;
*[[Spiritual_Lore|Spiritual Lores]] Lores which benefit some sorcerer circle and minor spiritual spells.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY sorcerer:&lt;br /&gt;
*1x-1 [[Harness Power]]: Harness power, at level, provides 3 mana per training (0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]]: Mana regeneration, Multi-cast, Spellup, and benefits to many spells. (0/3)&lt;br /&gt;
*1x [[Spiritual Mana Control]]: Mana regenerations, Multi-cast, Spellup, and benefits to many spells. (0/3)&lt;br /&gt;
*1x [[Physical Fitness]]: Combat Maneuvers Defense and health (8/0)&lt;br /&gt;
*1x [[Perception]]: Maneuver defense, getting around. (0/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/2)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/2)&lt;br /&gt;
**Total of 8/41 TP&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**2 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**6 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**27 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
==Runestaves vs. Shields==&lt;br /&gt;
&lt;br /&gt;
Runestaves make the Pure builds work, but before we had them we used shields.  It turns out that there are still pros and cons to using a shield over a runestaff.  Shields tend to offer higher DS totals over runestaves.  They also do not suffer from the possibility of being disarmed.  In contrast runestaves will certainly allow you to spend more points on magical skills.  Additionally you need to consider runestaff flares, which are designed purely with casters in mind.&lt;br /&gt;
&lt;br /&gt;
===Shield Benefits===&lt;br /&gt;
The first thing to remember about a shield is that you will get a flat +20 DS from using a shield before anything else is factored in.  When you explore the runestaff formula you will find that it takes a lot of magical ranks to make up even that 20 extra.  It is also worth noting that the stance modifier for parry DS (runestaves) in offensive stance is .2, compared to .5 for block DS in that stance.  What that means is that more shield DS survives stancing up and that is the stance you are most worried about being hit in.  Finally, we need to remember that one of the most dangerous things that can happen to a pure is having their runestaff disarmed and shields do not have that problem.&lt;br /&gt;
&lt;br /&gt;
The cost for a sorcerer of one rank of [[Shield Use]] is 13/0 and, considering a sorcerer is likely already converting PTPs to MTPs is more like 0/6.5, call it 7.  That is roughly the equivalent of 2 magical skills or 1/4 of an extra spell rank.  We already know the most DS per spell rank is minor spirit spells at 1 DS so 1/4 of that is &#039;&#039;&#039;.25 DS&#039;&#039;&#039;.  2 magical skills will increase your parry ranks by .2 per level, or roughly &#039;&#039;&#039;.06 DS&#039;&#039;&#039; per level in offensive stance.  The block DS formula is:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[((Shields Ranks + trunc(STR Bonus / 4) + trunc(DEX Bonus / 4)) x Size Modifier x Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant.  &lt;br /&gt;
&lt;br /&gt;
For ease of use we can just say our STR and DEX bonuses are 0 and using a medium shield.  So 1 rank of shield use would increase our total offensive DS by &#039;&#039;&#039;.5 DS&#039;&#039;&#039;.  It is also worth noting that it can be beneficial, depending on your STR and DEX bonuses, to train a single rank of [[Brawling]] to activate the parry DS formula with a shield.  If you have a strength bonus of 12 and a dexterity bonus of 20 that 1 rank is worth 1.8 parry DS in offensive.  The best DS return you can get on your training point investment for just that single rank.  &lt;br /&gt;
&lt;br /&gt;
===Runestaff Benefits===&lt;br /&gt;
&lt;br /&gt;
There is no denying that there is a positive DS benefit to using a shield over a runestaff.  With that said, DS is not the only thing we care about.  There are multiple other factors to consider when making the decision about how to spend our valuable training points.  We care just as much about our offensive and utility capabilities.&lt;br /&gt;
&lt;br /&gt;
While the cost of 1 rank of shield use is worth far less in terms of DS for a spell rank or magical skills, that is not the only thing those points are gaining you.  One more spell rank might be worth roughly half of the equivalent TPs in shield rank DS but it is a spell rank.  Above all else it is another spell you can cast.  Beyond that it is more CS for that circle and potentially other circles.  It is also increased duration on your spells from that circle.  It represents other efficiency increases for spells in that circle.  At some points it could represent increased AS as well.  A spell rank is more than just the sum of its DS addition.&lt;br /&gt;
&lt;br /&gt;
In much the same way additional magical skills have their own value.  It is easy to discount 2 additional magical skills, say 1 rank each of MIU and AS as just .06 DS.  What cannot be discounted is what can be done with those skills.  In the example we are using that represents increased durations on spells that are used from magic items or scrolls.  Those skills also factor in to other important skills such as ensorcelling and scroll infusing.  Depending on how they are using they could certainly provide more DS than using a shield ever would, along with AS, CS, TD, and tertiary benefits.&lt;br /&gt;
&lt;br /&gt;
As we can see the greatest benefit to using a runestaff is not having to waste any of our precious training points on anything that does not directly benefit our magical skills.  The other big factor is the multitude of abilities you can add to a runestaff.  The most common example is runestaff flares, which offer additional power to your spells.  Beyond that there are various combat scripts designed for runestaves that benefit the pure caster.  Rarely will a combat script designed for a shield provide anywhere near such a benefit.  These things need to be taken into consideration when choosing what to hold in your hands.&lt;br /&gt;
&lt;br /&gt;
Just remember that many creatures are all too happy to knock that thing out of your hand as well.&lt;br /&gt;
&lt;br /&gt;
====Runestaves Formula Explained====&lt;br /&gt;
Runestaves generate DS based on your total ranks in magical skills per level. Magical skills include:&amp;lt;br&amp;gt;&lt;br /&gt;
*Spell Research&lt;br /&gt;
*Spell Aiming&lt;br /&gt;
*Mana Controls&lt;br /&gt;
*Harness Power&lt;br /&gt;
*Lores&lt;br /&gt;
*Arcane Symbols&lt;br /&gt;
*Magic Item Use&lt;br /&gt;
&lt;br /&gt;
Runestaff defense uses the two-handed parry DS equation, including a flat stance adjustment, so you always get +50 DS regardless of ranks when in defensive versus offensive.  Since it uses the two-handed formula, you&#039;ll get 1:1 on Enchant added to DS.  &lt;br /&gt;
&lt;br /&gt;
The actual formula is: ((Parry Ranks + 10 + (STR Bonus/4) + (Dex Bonus/4)) * Stance Mod * 1.5 ) + Stance Bonus + Enchant Bonus&lt;br /&gt;
Note: Stance Modifier for Offensive is .2&lt;br /&gt;
&lt;br /&gt;
You gain Parry Ranks from training more magical skills. 8 ranks of magical skills per level is the equivalent of training 1x in two-handed weapons and a typical caster is expected to have between 10 and 11 magical ranks per level when using a runestaff.  Spell heavy builds will get more DS from their spells and typically are fine with anywhere from 6-8 ranks.  &lt;br /&gt;
&lt;br /&gt;
Example: If you&#039;re level 20, and have 160 ranks in magic skills, that&#039;s 8/level, or would yield 20 Parry Ranks.&lt;br /&gt;
If you were level 20, and had 180 ranks in magic skills, that&#039;s 9/level, and would yield 22 Parry Ranks.&lt;br /&gt;
&lt;br /&gt;
+2 ranks in parrying is quite small, especially considering the cost of those +20 magic skills could be as high as 40 MTPs, which could result in a spell rank.&lt;br /&gt;
&lt;br /&gt;
2 ranks of parry would yield .6 DS in offensive, whereas 1 rank in Major Elemental would yield .75 DS, and 1 rank in Wizard would yield 1.25 DS.&lt;br /&gt;
&lt;br /&gt;
Training specifically for Runestaff DS is not a recommended path.&lt;br /&gt;
&lt;br /&gt;
You can find more information on the [[Runestaff]] Page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Warding Sorcerer==&lt;br /&gt;
&lt;br /&gt;
This is the quintessential sorcerer archetype.  Using the power of warding magic, which has strong results at much lower endrolls than other attack forms, to shred their foes.  The Warding Sorcerer it primarily concerned with one thing, maximizing their CS.  Choosing this path does sacrifice some spells due to the lack of Spell Aiming, but makes up for it with the increased CS.  Whether they are a necromancer, a demonologist, or simply a generalist sorcerer they are masters of destruction.&lt;br /&gt;
&lt;br /&gt;
===Training for Warding===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]] (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]](0/3)&lt;br /&gt;
*1x [[Spiritual Mana Control]](0/3)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/2)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/2)&lt;br /&gt;
**Total of 8/41 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**2 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**6 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**27 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Training Options&#039;&#039;&#039;&lt;br /&gt;
*1x [[Sorcerous_Lore|Sorcerer Lores]] Dedicated training in Necromancy, Demonology, or a mix of both can offer many benefits sorcerer circle spells.&lt;br /&gt;
*2x [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained sorcerer is a well trained sorcerer with a ton of outside spells.  Beyond that they help with some utility skills like scroll infusion and ensorcell.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some sorcerers choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
*2x [[Spell Aiming]] Not only does this facilitate the use of bolt spells, it also allows aiming of limb disruption and factors into focused implosion.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
As a warding sorcerer any extra training points you have should be going into one place, spell research.  Early on this will most often mean ranks in the sorcerer circle, as it will typically be the greatest CS increase.  The only other consideration would be additional ranks in harness power.  At low levels, returns from additional ranks of harness power are more substantial. Gaining 1 more mana when you have a max pool of 30 is proportionally much better than getting that same 1 mana when you have a pool of 300. [[1700|Arcane Blast]] does mitigate the problem of little mana at low levels somewhat, as do wands, but having more mana early is a boon.  At low levels it can be worthwhile to dump additional points into Harness Power. Once you reach your 20s or 30s and find yourself comfortable with your mana total you can simply stop training in [[Harness Power]] until your level catches up to your ranks.  Once that is done everything else should go into [[Spell Research]].&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
* Keep sorcerer at level minimum, up to level +21&lt;br /&gt;
* Minor Spiritual to 103&lt;br /&gt;
* Minor Elemental to 414&lt;br /&gt;
* Minor Spiritual to 107&lt;br /&gt;
* Minor Elemental to 430&lt;br /&gt;
* Minor Spiritual to 120 or 130&lt;br /&gt;
* Sorcerer up to at least level +21&lt;br /&gt;
* Minor Elemental to 2/3 of level&lt;br /&gt;
* Minor Spirit to 140&lt;br /&gt;
* Sorcerer up to Level +59&lt;br /&gt;
* Minor Elemental up to 73 ranks&lt;br /&gt;
* 162 Sorcerer, 73 Minor Elemental, 67 Minor Spiritual&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Attack Spells===&lt;br /&gt;
*[[702|Mana Disruption]] This is the OG of warding attack spells.  The damage/mana ratio is excellent, especially when channeling with an open hand in offensive.&lt;br /&gt;
*[[705|Disintegration]]  While not quite as good on the damage/mana ratio as 702, this spell does damage more quickly.  It can be especially good on non-corporeal opponents.&lt;br /&gt;
*[[711|Pain]] Inflicts RT and a percentage of the targets health as damage depending on the endroll.  With proper [[Sorcererous Lore, Necromancy]] Training this spell can be kill ANYTHING in 3-4 casts.&lt;br /&gt;
*[[717|Evil Eye]] At extremely high levels this spell is amazing.  If an endroll of 175+ can be reliably achieved this spell will essentially instant kill with a single cast.  It can even be area cast with [[707|Eye Spy]]!&lt;br /&gt;
*[[719|Dark Catalyst]] Once the apex of warding spell power,  719 is still an amazing spell.  Unfortunately it is mostly amazing against creatures that use spells.  It will use their mana to power damage from every element.&lt;br /&gt;
&lt;br /&gt;
===Channeling===&lt;br /&gt;
Both of the primary warding spells for a sorcerer [[Mana Disruption (702)]] and [[Disintegrate (705)]] gain a bonus from [[CHANNEL]].  &lt;br /&gt;
&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
Interestingly, unlike other CHANNELed spells, 705 does not take open hands into account.  For 705 use the One Open Hand statistics regardless of open hands.&lt;br /&gt;
&lt;br /&gt;
==Bolting Sorcerers==&lt;br /&gt;
With the addition of the bolt version of [[705|Disintegrate]] and [[713|Balefire]], as well as the Star curse for extra AS, bolting sorcerers are a solid archetype to consider.  Unlike warding sorcerers, who strive to maximize their CS at all costs, bolting sorcerers have a more balanced training plan.  While they still make use of their warding spells, their primary attack method is their bolts.&lt;br /&gt;
&lt;br /&gt;
===Training for Bolting===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]] (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]](0/3)&lt;br /&gt;
*1x [[Spiritual Mana Control]](0/3)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/2)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/2)&lt;br /&gt;
*2x [[Spell Aiming]] (9/3)&lt;br /&gt;
**Total of 17/44 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**2 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**6 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**27 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Training Options&#039;&#039;&#039;&lt;br /&gt;
*1x [[Sorcerous_Lore|Sorcerer Lores]] Dedicated training in Necromancy, Demonology, or a mix of both can offer many benefits sorcerer circle spells.&lt;br /&gt;
*2x [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained sorcerer is a well trained sorcerer with a ton of outside spells.  Beyond that they help with some utility skills like scroll infusion and ensorcell.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some sorcerers choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
*1x [[Spiritual Lore, Summoning]] This grants access to the bolt version of [[118|Web]], as well as increasing its DF and that of [[111|Fire Spirit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
* Keep sorcerer exactly at level&lt;br /&gt;
* Minor Spiritual to 103&lt;br /&gt;
* Minor Elemental to 414&lt;br /&gt;
* Minor Spiritual to 107&lt;br /&gt;
* Minor Elemental to 430&lt;br /&gt;
* Minor Spiritual to 120 or 130&lt;br /&gt;
* Minor Elemental to 475&lt;br /&gt;
* Minor Spiritual to 140&lt;br /&gt;
&lt;br /&gt;
===Bolts===&lt;br /&gt;
*[[1700|Arcane Blast]] is the low level, mana free bolt.&lt;br /&gt;
*[[705|Disintegration]] is unlocked at 20 ranks of [[Sorcerous Lore, Necromancy]] and will likely be a Bolting Sorcerer&#039;s primary attack.  Necromancy lore will increase the DF.&lt;br /&gt;
*[[713|Balefire]] is a plasma based ball spell that uses [[Sorcerous Lore, Demonology]] for DF increases and additional splash targets.  It can gain some benefit from having a minor demon with you.&lt;br /&gt;
*[[111|Fire Spirit]] is a fire ball spell that uses [[Spiritual Lore, Summoning]] for DF increases and additional splash targets.&lt;br /&gt;
*[[118|Web Bolt]] is unlocked at 20 ranks of [[Spiritual Lore, Summoning]], which also provides a DF increase and a chance to web targets struck.&lt;br /&gt;
*[[715|Star Curse]] is not a bolt but when a creature under the effects of this curse is killed it provides the sorcerer with an AS buff equal to: 10 + 1/3 sorcerer ranks above 15 (capped at level) for 20 min + 1 per target level&lt;br /&gt;
&lt;br /&gt;
===Channeling Bolts===&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For how unchanneled bolts are assigned location, see [[Unaimed Body Location Assignment (saved post)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Warsorc==&lt;br /&gt;
&lt;br /&gt;
Of all the pure professions, the sorcerer is the one least often found using weapons, and the least suited to it without a great deal of care and preparation.  Those who insist can consult [[Goat&#039;s Mutant Sorcerer Guide]]&lt;br /&gt;
and the general information contained in the [[Comprehensive_Wizard_Guide|Comprehensive Wizard Guide]] for two-handed warmages.  The warsorc will lack the warmage&#039;s innate knowledge of spells like [[Celerity (506)]] and [[Strength (509)]], and should thus plan to rely heavily on a collection of [[Scroll Infusion (714)|infused scrolls]] to reach workable AS and DS.  Such sorcerers may also rely on disabler spells to reduce their targets&#039; DS.&lt;br /&gt;
&lt;br /&gt;
=Lores=&lt;br /&gt;
Not only do sorcerers have their own lores to contend with, as hybrids they have access to elemental and spiritual lores as well.  Fortunately the lores can be broken down quite easily.&lt;br /&gt;
&lt;br /&gt;
==Necromancy Lore==&lt;br /&gt;
This skill represents proficiency with manipulation, disassembly, and reconstruction of organic matter.  With one minor exception [[Sorcerous Lore, Necromancy]] only affects sorcerer spells and abilities. &lt;br /&gt;
&lt;br /&gt;
*[[Sacrifice]] 10 ranks removes the spirit loss of a failed SACRIFICE attempt.  30 ranks removes spirit loss even on a success.&lt;br /&gt;
*[[Blood Burst (701)]] Allows leeching of health from affected targets.&lt;br /&gt;
*[[Disintegrate (705)]] 20 ranks unlocks the bolt EVOKE and increases the DF by .001 per rank up to 50, .001 per 2 ranks up to 100, and .001 per 4 ranks beyond that.  It also gives a Seed 6 summation chance to temporary weaken equipment used by the target.&lt;br /&gt;
*[[Limb Disruption (708)]] Provides a chance to animate a severed limb to hinder its former owner.&lt;br /&gt;
*[[Grasp of the Grave (709)]] Gives a 2 * Seed 2 summation chance to deal grapple damage and a small chance to strangle outright.&lt;br /&gt;
*[[Pain (711)]] Reduces the warding margin required for better results of the spell.&lt;br /&gt;
*[[Pestilence (716)]] Increases charges of the reactive attack by Seed 9 summation and the percentage chance to activate by 2 * Seed 9 summation.&lt;br /&gt;
*[[Animate Dead (730)]] Increases a character&#039;s MAL by ranks ÷ 10; increases the number of possible targets to 2 + (ranks ÷ 20); and increases the chances for the explosion to hit the targets.&lt;br /&gt;
*[[Ensorcell (735)]] Increases energy gain per creature by Seed 1 summation.  At 90 and 180 ranks allows the sorcerer to retain the flare bonus for an additional attack.&lt;br /&gt;
&lt;br /&gt;
Rotflares:  This special subscript flare gains some benefit from Necromancy lore.  Flare rates are increased at 36, 136, and 171 ranks and the damage increases on a Seed 1 summation.&lt;br /&gt;
&lt;br /&gt;
==Demonology Lore==&lt;br /&gt;
This skill represents proficiency with extraplanar beings and manipulation of matter in this plane and others.  [[Sorcerous Lore, Demonology]] only affects sorcerer circle spells.&lt;br /&gt;
&lt;br /&gt;
*[[Phase (704)]] Increases the weight limit of phase by 2 lbs per Seed 3 summation.  Provides a linear increase to the self-cast [[SMR]] protection.&lt;br /&gt;
*[[Cloak of Shadows (712)]] Adds .5% per rank to the chance to retaliate, max of 95% at 50 ranks.  Also reduces the chance of a backlash.&lt;br /&gt;
*[[Balefire (713)]] Improves the DF by .001 per rank up to 50, .001 per 2 ranks up to 100, and .001 per 4 ranks beyond that.  Increases potential splash targets.&lt;br /&gt;
*[[Torment (718)]] Reduces the penalty for having a spell prepped when Torment strikes, increases the damage inflicted, and allows more than one Torment to safely be used at a time.&lt;br /&gt;
*[[Minor Summoning (725)]] Improves success chances by 1% per rank.  Also increases the silver and mana capacity of demons and improves the sanct interference and breaking abilities of some demons.&lt;br /&gt;
*[[Planar Shift (740)]] Increases the success chances with cross-realm transportation.  Adds the ability to transport 1 additional character during same-realm transport by 1 per 20 ranks.&lt;br /&gt;
&lt;br /&gt;
==Elemental Lores==&lt;br /&gt;
Each elemental lore will have some small benefits associated with spells in the Minor Elemental spell circle.  Most of these are likely to be worth training for specifically.  In addition, elemental lores have some affects on a few select sorcerer circle spells:&lt;br /&gt;
&lt;br /&gt;
*[[Energy Maelstrom (710)]] Each lore will increase damage of cycles of the matching element..  Any combination of Elemental Lore ranks will speed up the formation of the storm at 5, 15, 30, 50, and 75 combined ranks.&lt;br /&gt;
*[[Dark Catalyst (719)]] Increases the critical rank of the damage cycle of the matching element by 1 at 12, 50, and 100 ranks.  This is a flat modifier unaffected by warding margin.&lt;br /&gt;
*[[Animate Dead (730)]] Lore matching the sorcerer&#039;s elemental attunement will increase the damage of corpse explosion.&lt;br /&gt;
&lt;br /&gt;
There are a few specific breakpoints for Air lore that can be desirable for the Minor Elemental Circle as well:&lt;br /&gt;
&lt;br /&gt;
*[[Elemental Detection (405)]] 30 ranks of Air lore unlocks the ability to detect elemental flares and if an item is enhancive (but not what it enhances)&lt;br /&gt;
*[[Elemental Wave (410)]] and [[Major Elemental Wave (435)]] 50 ranks of Air lore unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
&lt;br /&gt;
==Spiritual Lores==&lt;br /&gt;
Of the three Spiritual lores only [[Spiritual Lore, Summoning]] and [[Spiritual Lore, Blessings]] hold any use for a sorcerer.  Even then, Blessing lore is typically not worth training in for the minimal benefit it provides in the Minor Spiritual Circle.  Summoning lore, however, offers some potentially worthwhile benefits, including one in the Sorcerer circle:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Fog (106)]] 40 ranks unlocks the ability to auto hide the caster for 30 seconds.&lt;br /&gt;
*[[Fire Spirit (111)]] Improves the DF by .001 per rank up to 50, .001 per 2 ranks up to 100, and .001 per 4 ranks beyond that.  Increases potential splash targets.&lt;br /&gt;
*[[Locate Person (116)]] 30 ranks to locate one realm away, 60 for up to two realms away, 90 to locate a target anywhere.  30 ranks to Locate back at someone who cast Locate at your location.&lt;br /&gt;
*[[Web (118)]] 20 ranks unlocks the bolt EVOKE version, improves the DF by .001 per rank up to 50, .001 per 2 ranks up to 100, and .001 per 4 ranks beyond that, and improves the chance for the bolt to web the target.&lt;br /&gt;
*[[Call Lightning (125)]] Reduces the time for the storm to gather by 1 second per 10 ranks, up to 70 ranks.  At 80 ranks allows the spell to be cast indoors.&lt;br /&gt;
*[[Spirit Guide (130)]] Reduces the randomness of landing locations.&lt;br /&gt;
*[[Curse (715)]] Increases &amp;quot;cursing power&amp;quot; by 1 per 3 ranks.&lt;br /&gt;
&lt;br /&gt;
This lore is of primary interest to the Bolting Sorcerer.  It increase the DF and splash potential of 111, which can be a great tool against creatures weak to fire like Grimswarm trolls.  It also allows the sorcerer to unlock the bolt version of Web and increase its effectiveness.  Web bolt can be a great opening attack for the bolting sorcerer, dealing damage and incapacitating the target before finishing it off with Disintegrate bolt.  Some of the other benefits are worth considering as well but the bolt applications are the real draw.&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.  One major benefit for a Warding sorcerer is that lacking spirit does not affect CS.  It is possible for a Warding sorcerer to use Sign of Wracking and keep on hunting with a new full head of mana.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  This includes bolts and fire can be VERY effective against a warcamp full of trolls.  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which is essentially free mana when you have nothing else to do with stamina&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br.&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly.  As spells do not have any problem hitting undead and they are typically pretty easy targets to hunt relative to other critters at like levels, they are often a preferred target to begin with.  &lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
&lt;br /&gt;
*[[SACRIFICE_(verb)|SACRIFICE]]: All about the sorcerer-only Sacrifice ability.  This handy ability can be used to restore mana and allows a dedicated necromancer to perform some other interesting tricks.&lt;br /&gt;
*[[Illusions]]:  Illusions is a sorcerer-only guild skill with various uses.  &lt;br /&gt;
*[[Popping boxes|Kaldonis&#039;s guide to Popping Boxes]]:  An excellent resource for opening your own boxes and saving some money on the town smith.&lt;br /&gt;
*[[Scroll Infusion (714)]], [[Scroll Infusion Extended Documentation]], and [[Spell Collection Guide (scroll infusion)|Evarin&#039;s Spell Collection Guide]]:  Scroll Infusion is an incredibly powerful ability for sorcerers who are willing to put in the time and effort to make the most of it.  These guides provide some of the greatest insight into getting everything out of it.&lt;br /&gt;
*[[Minor Summoning (725)]] and [[The_Enchiridion_Valentia|The Enchiridion Valentia]]:  Minor Summoning is an incredibly complex spell and further reading is required to make proper use of it.  The Enchiridion Valentia has a great deal of information about the various types of minor demons.&lt;br /&gt;
*[[Animate Dead (730)]] and [[Animate_Dead_(guide)|Querthose Guide to Animate Dead]]:  Animate Dead is an incredibly complex spell and further reading is required to make proper use of it.  Querthose&#039; guide is a touch out of date but still an excellent resource.&lt;br /&gt;
*[[Ensorcell (735)]] and [http://gsguide.wikia.com/wiki/Ensorcell Dergoatean&#039;s Guide]:  Information about making use of the Ensorcell spell, as well as a guide to its usage.  &lt;br /&gt;
*[[Planar Shift (740)]] and *[[Planar Shift (guide)|Kastrel&#039;s Planar Shifting Guide]]:  Excellent sources of information on making use of Elanthia&#039;s most powerful travel spell. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:Sorcerer]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Sorcerer_Guide&amp;diff=174174</id>
		<title>Comprehensive Sorcerer Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Sorcerer_Guide&amp;diff=174174"/>
		<updated>2022-08-15T01:25:51Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Warsorc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Necromancer.jpg|450px]]&lt;br /&gt;
| name = Comprehensive Sorcerer Guide&lt;br /&gt;
| type = [[Elemental]]/[[Spiritual]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]], [[Minor Spiritual]], [[Sorcerer Base]]&lt;br /&gt;
| prime = [[Aura]], [[Wisdom]]&lt;br /&gt;
| mana = [[Aura]], [[Wisdom]]&lt;br /&gt;
  | TWCcost = 12/12 | TWCranks = 1&lt;br /&gt;
  | AUcost = 15/0 | AUranks = 1&lt;br /&gt;
  | SUcost = 13/0 | SUranks = 1&lt;br /&gt;
  | CMcost = 12/8 | CMranks = 1&lt;br /&gt;
  | OHEcost = 6/2 | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6/2 | OHBranks = 1&lt;br /&gt;
  | THWcost = 14/3 | THWranks = 1&lt;br /&gt;
  | RWcost = 14/3 | RWranks = 1&lt;br /&gt;
  | TWcost = 9/3 | TWranks = 1&lt;br /&gt;
  | PWcost = 14/3 | PWranks = 1&lt;br /&gt;
  | BRLcost = 10/2 | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15/14 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15/10 | MOCranks = 1&lt;br /&gt;
  | PFcost = 8/0 | PFranks = 1&lt;br /&gt;
  | DODcost = 20/20 | DODranks = 1&lt;br /&gt;
  | AScost = 0/2 | ASranks = 2&lt;br /&gt;
  | MIUcost = 0/2 | MIUranks = 2&lt;br /&gt;
  | SAcost = 3/1 | SAranks = 2&lt;br /&gt;
  | HPcost = 0/4 | HPranks = 3&lt;br /&gt;
  | EMCcost = 0/3 | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0/12 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/3 | SMCranks = 2&lt;br /&gt;
  | SRcost = 0/8 | SRranks = 3&lt;br /&gt;
  | ELcost = 0/7 | ELranks = 2&lt;br /&gt;
  | SpLcost = 0/7 | SpLranks = 2&lt;br /&gt;
  | SoLcost = 0/6 | SoLranks = 2&lt;br /&gt;
  | MLcost = 0/20 | MLranks = 1&lt;br /&gt;
  | SURcost = 3/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 2/6 | DTranks = 1&lt;br /&gt;
  | PLcost = 2/4 | PLranks = 2&lt;br /&gt;
  | SHcost = 5/4 | SHranks = 1&lt;br /&gt;
  | PERcost = 0/3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 4/0 | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3/0 | SWIranks = 1&lt;br /&gt;
  | FAcost = 2/1 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3 | TRAranks = 2&lt;br /&gt;
  | PPcost = 3/3 | PPranks = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
This guide was originally created by Kithus and has been expanded upon by members of the Gemstone community from discussions via various forums, Discord chats and direct player input on GSWiki.  Any and all contributions from the community are welcome!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||10||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||10||5||-10||10||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||10||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||15||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||10||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||15||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||10||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Casting Strength==&lt;br /&gt;
Sorcerer CS from stats is calculated from:&amp;lt;br&amp;gt;&lt;br /&gt;
((Wis bonus + Aur Bonus)/2), rounded up.&amp;lt;br&amp;gt;&lt;br /&gt;
Therefore, the racial modifier on Sorcerer CS for each race is:&lt;br /&gt;
*Dark Elf: +10 [[Aura]], +5 [[Wisdom]] = 15 / 2 = 8 CS&lt;br /&gt;
*Burghal Gnome/Elf/Sylvan: +5 [[Aura]], 0 [[Wisdom]] = 5 / 2 = 3 CS &lt;br /&gt;
*Forest Gnome: 0 [[Aura]], +5 [[Wisdom]] = 5 /2 = 3 CS&lt;br /&gt;
*Aelotoi/Erithian/Halfelf/Human: 0 CS&lt;br /&gt;
*Half-Krolvin: 0 [[Aura]], -5 [[Wisdom]] = -5 / 2 = -2 CS&lt;br /&gt;
*Giantman/Halfling: -5 [[Aura]], 0 [[Wisdom]] = -5 / 2 = -2 CS&lt;br /&gt;
*Dwarf: -10 [[Aura]], 0 [[Wisdom]] = -10 / 2 = -5 CS&lt;br /&gt;
&lt;br /&gt;
==Benefits of Dexterity==&lt;br /&gt;
On top of being strong warding casters, Sorcerers can be effective bolters.  Bolt spells uses [[Dexterity]] as an AS mod, but it is much more than that.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people do not realize that TRUNC(DEX Bonus/4) is added as phantom damage to attacks, when no crit weighting is present.  When calculating damage you take the damage factor, multiply by the endroll in excess of 100, and, depending on the damage versus the armor type, you get crits that provide extra damage. However, between those two steps, there is one additional calculation. Your DEX Bonus/4, rounded down is added as &amp;quot;phantom damage&amp;quot; when calculating what rank crit you get. This occurs in all AS based attacks, including melee, ranged, and spells. &lt;br /&gt;
&lt;br /&gt;
*Please note:  The DEX BONUS/4 is still commonly accepted as true, but there do appear to be abnormalities that don&#039;t make it uniformly applied.  This is still being tested to determine any potential limits.&lt;br /&gt;
&lt;br /&gt;
As an example of how this is applied we can take a simple cast of 901:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all know 901 has a terrible DF.  However, if a halfling with maxed DEX casts it, with their +40 DEX bonus, they get 10 phantom damage right off the bat. If they do adequate damage to obtain a Tier 1 crit, it will receive +10 phantom damage when calculating the crit. Since a substantial margin of the damage from 901 is based on the crit tier, this could significantly increase the damage.&lt;br /&gt;
&lt;br /&gt;
When it comes to racial selection this means Halflings are potentially the best race to select for bolting.  At least from a purely offensive point of view. With the second highest max DEX bonus, Dark Elves have a DEX bonus at +35 at 100, but since phantom damage is rounded down, they max at only +8 phantom damage, while halflings get +10 phantom Damage from their +40 max bonus. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s a wonderful example that Riltus provided, with a breakdown of the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You gesture at a dark orc.&amp;lt;br&amp;gt;&lt;br /&gt;
You hurl a small surge of electricity at a dark orc!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +212 vs DS: +39 with AvD: +22 + d100 roll: +68 = +263&amp;lt;br&amp;gt;&lt;br /&gt;
... and hit for 49 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 5 Crit w/25 damage&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard with 20 air lore and 34 Dex bonus (8 pts. crit weighting)&amp;lt;br&amp;gt;&lt;br /&gt;
901 DF: 0.133&amp;lt;br&amp;gt;&lt;br /&gt;
Lore DF bonus: 0.012&amp;lt;br&amp;gt;&lt;br /&gt;
Effective DF: 0.145&amp;lt;br&amp;gt;&lt;br /&gt;
Endroll success margin: 163&amp;lt;br&amp;gt;&lt;br /&gt;
Raw damage: 23.6 rounds up to 24&amp;lt;br&amp;gt;&lt;br /&gt;
Armor: double leather w/ 6 crit divisor&amp;lt;br&amp;gt;&lt;br /&gt;
Calc max crit w/o weighting: 24/6 = 4&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit damage: 25 (R5 chest)&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit: rank 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum Crit weighting for a rank 5 outcome: 6 pts. [(24 + 6)/6 = rank 5 crit] &lt;br /&gt;
&lt;br /&gt;
Without phantom damage, the maximum crit outcome would have been a tier 4 crit (only 20 damage), so that additional phantom damage for the crit roll ended up being an additional 5 real damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The racial [[Dexterity]] Bonuses Are:&lt;br /&gt;
*Halfling:  +15&lt;br /&gt;
*Dark Elf, Burghal Gnome, Sylvan: +10&lt;br /&gt;
*Aelotoi, Elf, Forest Gnome, Half-Elf: +5&lt;br /&gt;
*Dwarf, Erithian, Half-Krolvin, Human: 0&lt;br /&gt;
*Giantman: -5&lt;br /&gt;
&lt;br /&gt;
==Other Racial Factors==&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent sorcerer.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a dark elf anyway because of that sweet CS bonus!&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Reduces penalties of wearing armor.&lt;br /&gt;
*[[Shield Use]] Generates DS when using a shield.&lt;br /&gt;
*[[Combat Maneuvers]] An expensive form of maneuver defense.&lt;br /&gt;
*[[Multi-Opponent Combat]] Increases the number of splash targets for ball spells.&lt;br /&gt;
*[[Physical Fitness]] Health, stamina, and maneuver defense.&lt;br /&gt;
*[[Dodging]] Increases evade chances and DS, incredibly expensive for sorcerers.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Allows the use of scrolls, increases durations of spells from scrolls, helps Scroll Infusion and Ensorcell.&lt;br /&gt;
*[[Magic Item Use]] Allows the use of wands/magic items, increases duration of spells from magic items, factors into Ensorcell.&lt;br /&gt;
*[[Harness Power]] +3 Mana per rank up to your level, +1 mana per rank over level.&lt;br /&gt;
*[[Spell Aiming]] Adds to bolt AS in the same way weapons training adds to physical AS.&lt;br /&gt;
*Mana Control: Allows sharing of mana with others, based on your skill in a specific mana control and theirs. Also improves your mana regeneration rate.  As hybrids sorcerers are able to easily train in Spiritual and Elemental Mana Controls.&lt;br /&gt;
*[[Spell Research]] Learn spells, improve effectiveness and duration.&lt;br /&gt;
*[[Sorcerous_Lore|Sorcerer Lores]] Lores which primarily benefit sorcerer circle spells.&lt;br /&gt;
*[[Elemental_Lore|Elemental Lores]] Lores which benefit some sorcerer circle and minor elemental spells.&lt;br /&gt;
*[[Spiritual_Lore|Spiritual Lores]] Lores which benefit some sorcerer circle and minor spiritual spells.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY sorcerer:&lt;br /&gt;
*1x-1 [[Harness Power]]: Harness power, at level, provides 3 mana per training (0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]]: Mana regeneration, Multi-cast, Spellup, and benefits to many spells. (0/3)&lt;br /&gt;
*1x [[Spiritual Mana Control]]: Mana regenerations, Multi-cast, Spellup, and benefits to many spells. (0/3)&lt;br /&gt;
*1x [[Physical Fitness]]: Combat Maneuvers Defense and health (8/0)&lt;br /&gt;
*1x [[Perception]]: Maneuver defense, getting around. (0/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/2)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/2)&lt;br /&gt;
**Total of 8/41 TP&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**2 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**6 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**27 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
==Runestaves vs. Shields==&lt;br /&gt;
&lt;br /&gt;
Runestaves make the Pure builds work, but before we had them we used shields.  It turns out that there are still pros and cons to using a shield over a runestaff.  Shields tend to offer higher DS totals over runestaves.  They also do not suffer from the possibility of being disarmed.  In contrast runestaves will certainly allow you to spend more points on magical skills.  Additionally you need to consider runestaff flares, which are designed purely with casters in mind.&lt;br /&gt;
&lt;br /&gt;
===Shield Benefits===&lt;br /&gt;
The first thing to remember about a shield is that you will get a flat +20 DS from using a shield before anything else is factored in.  When you explore the runestaff formula you will find that it takes a lot of magical ranks to make up even that 20 extra.  It is also worth noting that the stance modifier for parry DS (runestaves) in offensive stance is .2, compared to .5 for block DS in that stance.  What that means is that more shield DS survives stancing up and that is the stance you are most worried about being hit in.  Finally, we need to remember that one of the most dangerous things that can happen to a pure is having their runestaff disarmed and shields do not have that problem.&lt;br /&gt;
&lt;br /&gt;
The cost for a sorcerer of one rank of [[Shield Use]] is 13/0 and, considering a sorcerer is likely already converting PTPs to MTPs is more like 0/6.5, call it 7.  That is roughly the equivalent of 2 magical skills or 1/4 of an extra spell rank.  We already know the most DS per spell rank is minor spirit spells at 1 DS so 1/4 of that is &#039;&#039;&#039;.25 DS&#039;&#039;&#039;.  2 magical skills will increase your parry ranks by .2 per level, or roughly &#039;&#039;&#039;.06 DS&#039;&#039;&#039; per level in offensive stance.  The block DS formula is:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[((Shields Ranks + trunc(STR Bonus / 4) + trunc(DEX Bonus / 4)) x Size Modifier x Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant.  &lt;br /&gt;
&lt;br /&gt;
For ease of use we can just say our STR and DEX bonuses are 0 and using a medium shield.  So 1 rank of shield use would increase our total offensive DS by &#039;&#039;&#039;.5 DS&#039;&#039;&#039;.  It is also worth noting that it can be beneficial, depending on your STR and DEX bonuses, to train a single rank of [[Brawling]] to activate the parry DS formula with a shield.  If you have a strength bonus of 12 and a dexterity bonus of 20 that 1 rank is worth 1.8 parry DS in offensive.  The best DS return you can get on your training point investment for just that single rank.  &lt;br /&gt;
&lt;br /&gt;
===Runestaff Benefits===&lt;br /&gt;
&lt;br /&gt;
There is no denying that there is a positive DS benefit to using a shield over a runestaff.  With that said, DS is not the only thing we care about.  There are multiple other factors to consider when making the decision about how to spend our valuable training points.  We care just as much about our offensive and utility capabilities.&lt;br /&gt;
&lt;br /&gt;
While the cost of 1 rank of shield use is worth far less in terms of DS for a spell rank or magical skills, that is not the only thing those points are gaining you.  One more spell rank might be worth roughly half of the equivalent TPs in shield rank DS but it is a spell rank.  Above all else it is another spell you can cast.  Beyond that it is more CS for that circle and potentially other circles.  It is also increased duration on your spells from that circle.  It represents other efficiency increases for spells in that circle.  At some points it could represent increased AS as well.  A spell rank is more than just the sum of its DS addition.&lt;br /&gt;
&lt;br /&gt;
In much the same way additional magical skills have their own value.  It is easy to discount 2 additional magical skills, say 1 rank each of MIU and AS as just .06 DS.  What cannot be discounted is what can be done with those skills.  In the example we are using that represents increased durations on spells that are used from magic items or scrolls.  Those skills also factor in to other important skills such as ensorcelling and scroll infusing.  Depending on how they are using they could certainly provide more DS than using a shield ever would, along with AS, CS, TD, and tertiary benefits.&lt;br /&gt;
&lt;br /&gt;
As we can see the greatest benefit to using a runestaff is not having to waste any of our precious training points on anything that does not directly benefit our magical skills.  The other big factor is the multitude of abilities you can add to a runestaff.  The most common example is runestaff flares, which offer additional power to your spells.  Beyond that there are various combat scripts designed for runestaves that benefit the pure caster.  Rarely will a combat script designed for a shield provide anywhere near such a benefit.  These things need to be taken into consideration when choosing what to hold in your hands.&lt;br /&gt;
&lt;br /&gt;
Just remember that many creatures are all too happy to knock that thing out of your hand as well.&lt;br /&gt;
&lt;br /&gt;
====Runestaves Formula Explained====&lt;br /&gt;
Runestaves generate DS based on your total ranks in magical skills per level. Magical skills include:&amp;lt;br&amp;gt;&lt;br /&gt;
*Spell Research&lt;br /&gt;
*Spell Aiming&lt;br /&gt;
*Mana Controls&lt;br /&gt;
*Harness Power&lt;br /&gt;
*Lores&lt;br /&gt;
*Arcane Symbols&lt;br /&gt;
*Magic Item Use&lt;br /&gt;
&lt;br /&gt;
Runestaff defense uses the two-handed parry DS equation, including a flat stance adjustment, so you always get +50 DS regardless of ranks when in defensive versus offensive.  Since it uses the two-handed formula, you&#039;ll get 1:1 on Enchant added to DS.  &lt;br /&gt;
&lt;br /&gt;
The actual formula is: ((Parry Ranks + 10 + (STR Bonus/4) + (Dex Bonus/4)) * Stance Mod * 1.5 ) + Stance Bonus + Enchant Bonus&lt;br /&gt;
Note: Stance Modifier for Offensive is .2&lt;br /&gt;
&lt;br /&gt;
You gain Parry Ranks from training more magical skills. 8 ranks of magical skills per level is the equivalent of training 1x in two-handed weapons and a typical caster is expected to have between 10 and 11 magical ranks per level when using a runestaff.  Spell heavy builds will get more DS from their spells and typically are fine with anywhere from 6-8 ranks.  &lt;br /&gt;
&lt;br /&gt;
Example: If you&#039;re level 20, and have 160 ranks in magic skills, that&#039;s 8/level, or would yield 20 Parry Ranks.&lt;br /&gt;
If you were level 20, and had 180 ranks in magic skills, that&#039;s 9/level, and would yield 22 Parry Ranks.&lt;br /&gt;
&lt;br /&gt;
+2 ranks in parrying is quite small, especially considering the cost of those +20 magic skills could be as high as 40 MTPs, which could result in a spell rank.&lt;br /&gt;
&lt;br /&gt;
2 ranks of parry would yield .6 DS in offensive, whereas 1 rank in Major Elemental would yield .75 DS, and 1 rank in Wizard would yield 1.25 DS.&lt;br /&gt;
&lt;br /&gt;
Training specifically for Runestaff DS is not a recommended path.&lt;br /&gt;
&lt;br /&gt;
You can find more information on the [[Runestaff]] Page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Warding Sorcerer==&lt;br /&gt;
&lt;br /&gt;
This is the quintessential sorcerer archetype.  Using the power of warding magic, which has strong results at much lower endrolls than other attack forms, to shred their foes.  The Warding Sorcerer it primarily concerned with one thing, maximizing their CS.  Choosing this path does sacrifice some spells due to the lack of Spell Aiming, but makes up for it with the increased CS.  Whether they are a necromancer, a demonologist, or simply a generalist sorcerer they are masters of destruction.&lt;br /&gt;
&lt;br /&gt;
===Training for Warding===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]] (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]](0/3)&lt;br /&gt;
*1x [[Spiritual Mana Control]](0/3)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/2)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/2)&lt;br /&gt;
**Total of 8/41 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**2 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**6 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**27 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Training Options&#039;&#039;&#039;&lt;br /&gt;
*1x [[Sorcerous_Lore|Sorcerer Lores]] Dedicated training in Necromancy, Demonology, or a mix of both can offer many benefits sorcerer circle spells.&lt;br /&gt;
*2x [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained sorcerer is a well trained sorcerer with a ton of outside spells.  Beyond that they help with some utility skills like scroll infusion and ensorcell.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some sorcerers choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
*2x [[Spell Aiming]] Not only does this facilitate the use of bolt spells, it also allows aiming of limb disruption and factors into focused implosion.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
As a warding sorcerer any extra training points you have should be going into one place, spell research.  Early on this will most often mean ranks in the sorcerer circle, as it will typically be the greatest CS increase.  The only other consideration would be additional ranks in harness power.  At low levels, returns from additional ranks of harness power are more substantial. Gaining 1 more mana when you have a max pool of 30 is proportionally much better than getting that same 1 mana when you have a pool of 300. [[1700|Arcane Blast]] does mitigate the problem of little mana at low levels somewhat, as do wands, but having more mana early is a boon.  At low levels it can be worthwhile to dump additional points into Harness Power. Once you reach your 20s or 30s and find yourself comfortable with your mana total you can simply stop training in [[Harness Power]] until your level catches up to your ranks.  Once that is done everything else should go into [[Spell Research]].&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
* Keep sorcerer at level minimum, up to level +21&lt;br /&gt;
* Minor Spiritual to 103&lt;br /&gt;
* Minor Elemental to 414&lt;br /&gt;
* Minor Spiritual to 107&lt;br /&gt;
* Minor Elemental to 430&lt;br /&gt;
* Minor Spiritual to 120 or 130&lt;br /&gt;
* Sorcerer up to at least level +21&lt;br /&gt;
* Minor Elemental to 2/3 of level&lt;br /&gt;
* Minor Spirit to 140&lt;br /&gt;
* Sorcerer up to Level +59&lt;br /&gt;
* Minor Elemental up to 73 ranks&lt;br /&gt;
* 162 Sorcerer, 73 Minor Elemental, 67 Minor Spiritual&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Attack Spells===&lt;br /&gt;
*[[702|Mana Disruption]] This is the OG of warding attack spells.  The damage/mana ratio is excellent, especially when channeling with an open hand in offensive.&lt;br /&gt;
*[[705|Disintegration]]  While not quite as good on the damage/mana ratio as 702, this spell does damage more quickly.  It can be especially good on non-corporeal opponents.&lt;br /&gt;
*[[711|Pain]] Inflicts RT and a percentage of the targets health as damage depending on the endroll.  With proper [[Sorcererous Lore, Necromancy]] Training this spell can be kill ANYTHING in 3-4 casts.&lt;br /&gt;
*[[717|Evil Eye]] At extremely high levels this spell is amazing.  If an endroll of 175+ can be reliably achieved this spell will essentially instant kill with a single cast.  It can even be area cast with [[707|Eye Spy]]!&lt;br /&gt;
*[[719|Dark Catalyst]] Once the apex of warding spell power,  719 is still an amazing spell.  Unfortunately it is mostly amazing against creatures that use spells.  It will use their mana to power damage from every element.&lt;br /&gt;
&lt;br /&gt;
===Channeling===&lt;br /&gt;
Both of the primary warding spells for a sorcerer [[Mana Disruption (702)]] and [[Disintegrate (705)]] gain a bonus from [[CHANNEL]].  &lt;br /&gt;
&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
Interestingly, unlike other CHANNELed spells, 705 does not take open hands into account.  For 705 use the One Open Hand statistics regardless of open hands.&lt;br /&gt;
&lt;br /&gt;
==Bolting Sorcerers==&lt;br /&gt;
With the addition of the bolt version of [[705|Disintegrate]] and [[713|Balefire]], as well as the Star curse for extra AS, bolting sorcerers are a solid archetype to consider.  Unlike warding sorcerers, who strive to maximize their CS at all costs, bolting sorcerers have a more balanced training plan.  While they still make use of their warding spells, their primary attack method is their bolts.&lt;br /&gt;
&lt;br /&gt;
===Training for Bolting===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]] (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]](0/3)&lt;br /&gt;
*1x [[Spiritual Mana Control]](0/3)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/2)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/2)&lt;br /&gt;
*2x [[Spell Aiming]] (9/3)&lt;br /&gt;
**Total of 17/44 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**2 Ranks will train off maneuver penalties for Full Leather&lt;br /&gt;
**6 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**27 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Training Options&#039;&#039;&#039;&lt;br /&gt;
*1x [[Sorcerous_Lore|Sorcerer Lores]] Dedicated training in Necromancy, Demonology, or a mix of both can offer many benefits sorcerer circle spells.&lt;br /&gt;
*2x [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained sorcerer is a well trained sorcerer with a ton of outside spells.  Beyond that they help with some utility skills like scroll infusion and ensorcell.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some sorcerers choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
*1x [[Spiritual Lore, Summoning]] This grants access to the bolt version of [[118|Web]], as well as increasing its DF and that of [[111|Fire Spirit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
* Keep sorcerer exactly at level&lt;br /&gt;
* Minor Spiritual to 103&lt;br /&gt;
* Minor Elemental to 414&lt;br /&gt;
* Minor Spiritual to 107&lt;br /&gt;
* Minor Elemental to 430&lt;br /&gt;
* Minor Spiritual to 120 or 130&lt;br /&gt;
* Minor Elemental to 475&lt;br /&gt;
* Minor Spiritual to 140&lt;br /&gt;
&lt;br /&gt;
===Bolts===&lt;br /&gt;
*[[1700|Arcane Blast]] is the low level, mana free bolt.&lt;br /&gt;
*[[705|Disintegration]] is unlocked at 20 ranks of [[Sorcerous Lore, Necromancy]] and will likely be a Bolting Sorcerer&#039;s primary attack.  Necromancy lore will increase the DF.&lt;br /&gt;
*[[713|Balefire]] is a plasma based ball spell that uses [[Sorcerous Lore, Demonology]] for DF increases and additional splash targets.  It can gain some benefit from having a minor demon with you.&lt;br /&gt;
*[[111|Fire Spirit]] is a fire ball spell that uses [[Spiritual Lore, Summoning]] for DF increases and additional splash targets.&lt;br /&gt;
*[[118|Web Bolt]] is unlocked at 20 ranks of [[Spiritual Lore, Summoning]], which also provides a DF increase and a chance to web targets struck.&lt;br /&gt;
*[[715|Star Curse]] is not a bolt but when a creature under the effects of this curse is killed it provides the sorcerer with an AS buff equal to: 10 + 1/3 sorcerer ranks above 15 (capped at level) for 20 min + 1 per target level&lt;br /&gt;
&lt;br /&gt;
===Channeling Bolts===&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For how unchanneled bolts are assigned location, see [[Unaimed Body Location Assignment (saved post)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Warsorc==&lt;br /&gt;
&lt;br /&gt;
Of all the pure professions, the sorcerer is the one least often found using weapons, and the least suited to it without a great deal of care and preparation.  Those who insist can consult [Goat&#039;s Mutant Sorcerer Guide]&lt;br /&gt;
and the general information contained in the [[Comprehensive_Wizard_Guide|Comprehensive Wizard Guide]] for two-handed warmages.  The warsorc will lack the warmage&#039;s innate knowledge of spells like [[Celerity (506)]] and [[Strength (509)]], and should thus plan to rely heavily on a collection of [[Scroll Infusion (714)|infused scrolls]] to reach workable AS and DS.  Such sorcerers may also rely on disabler spells to reduce their targets&#039; DS.&lt;br /&gt;
&lt;br /&gt;
=Lores=&lt;br /&gt;
Not only do sorcerers have their own lores to contend with, as hybrids they have access to elemental and spiritual lores as well.  Fortunately the lores can be broken down quite easily.&lt;br /&gt;
&lt;br /&gt;
==Necromancy Lore==&lt;br /&gt;
This skill represents proficiency with manipulation, disassembly, and reconstruction of organic matter.  With one minor exception [[Sorcerous Lore, Necromancy]] only affects sorcerer spells and abilities. &lt;br /&gt;
&lt;br /&gt;
*[[Sacrifice]] 10 ranks removes the spirit loss of a failed SACRIFICE attempt.  30 ranks removes spirit loss even on a success.&lt;br /&gt;
*[[Blood Burst (701)]] Allows leeching of health from affected targets.&lt;br /&gt;
*[[Disintegrate (705)]] 20 ranks unlocks the bolt EVOKE and increases the DF by .001 per rank up to 50, .001 per 2 ranks up to 100, and .001 per 4 ranks beyond that.  It also gives a Seed 6 summation chance to temporary weaken equipment used by the target.&lt;br /&gt;
*[[Limb Disruption (708)]] Provides a chance to animate a severed limb to hinder its former owner.&lt;br /&gt;
*[[Grasp of the Grave (709)]] Gives a 2 * Seed 2 summation chance to deal grapple damage and a small chance to strangle outright.&lt;br /&gt;
*[[Pain (711)]] Reduces the warding margin required for better results of the spell.&lt;br /&gt;
*[[Pestilence (716)]] Increases charges of the reactive attack by Seed 9 summation and the percentage chance to activate by 2 * Seed 9 summation.&lt;br /&gt;
*[[Animate Dead (730)]] Increases a character&#039;s MAL by ranks ÷ 10; increases the number of possible targets to 2 + (ranks ÷ 20); and increases the chances for the explosion to hit the targets.&lt;br /&gt;
*[[Ensorcell (735)]] Increases energy gain per creature by Seed 1 summation.  At 90 and 180 ranks allows the sorcerer to retain the flare bonus for an additional attack.&lt;br /&gt;
&lt;br /&gt;
Rotflares:  This special subscript flare gains some benefit from Necromancy lore.  Flare rates are increased at 36, 136, and 171 ranks and the damage increases on a Seed 1 summation.&lt;br /&gt;
&lt;br /&gt;
==Demonology Lore==&lt;br /&gt;
This skill represents proficiency with extraplanar beings and manipulation of matter in this plane and others.  [[Sorcerous Lore, Demonology]] only affects sorcerer circle spells.&lt;br /&gt;
&lt;br /&gt;
*[[Phase (704)]] Increases the weight limit of phase by 2 lbs per Seed 3 summation.  Provides a linear increase to the self-cast [[SMR]] protection.&lt;br /&gt;
*[[Cloak of Shadows (712)]] Adds .5% per rank to the chance to retaliate, max of 95% at 50 ranks.  Also reduces the chance of a backlash.&lt;br /&gt;
*[[Balefire (713)]] Improves the DF by .001 per rank up to 50, .001 per 2 ranks up to 100, and .001 per 4 ranks beyond that.  Increases potential splash targets.&lt;br /&gt;
*[[Torment (718)]] Reduces the penalty for having a spell prepped when Torment strikes, increases the damage inflicted, and allows more than one Torment to safely be used at a time.&lt;br /&gt;
*[[Minor Summoning (725)]] Improves success chances by 1% per rank.  Also increases the silver and mana capacity of demons and improves the sanct interference and breaking abilities of some demons.&lt;br /&gt;
*[[Planar Shift (740)]] Increases the success chances with cross-realm transportation.  Adds the ability to transport 1 additional character during same-realm transport by 1 per 20 ranks.&lt;br /&gt;
&lt;br /&gt;
==Elemental Lores==&lt;br /&gt;
Each elemental lore will have some small benefits associated with spells in the Minor Elemental spell circle.  Most of these are likely to be worth training for specifically.  In addition, elemental lores have some affects on a few select sorcerer circle spells:&lt;br /&gt;
&lt;br /&gt;
*[[Energy Maelstrom (710)]] Each lore will increase damage of cycles of the matching element..  Any combination of Elemental Lore ranks will speed up the formation of the storm at 5, 15, 30, 50, and 75 combined ranks.&lt;br /&gt;
*[[Dark Catalyst (719)]] Increases the critical rank of the damage cycle of the matching element by 1 at 12, 50, and 100 ranks.  This is a flat modifier unaffected by warding margin.&lt;br /&gt;
*[[Animate Dead (730)]] Lore matching the sorcerer&#039;s elemental attunement will increase the damage of corpse explosion.&lt;br /&gt;
&lt;br /&gt;
There are a few specific breakpoints for Air lore that can be desirable for the Minor Elemental Circle as well:&lt;br /&gt;
&lt;br /&gt;
*[[Elemental Detection (405)]] 30 ranks of Air lore unlocks the ability to detect elemental flares and if an item is enhancive (but not what it enhances)&lt;br /&gt;
*[[Elemental Wave (410)]] and [[Major Elemental Wave (435)]] 50 ranks of Air lore unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
&lt;br /&gt;
==Spiritual Lores==&lt;br /&gt;
Of the three Spiritual lores only [[Spiritual Lore, Summoning]] and [[Spiritual Lore, Blessings]] hold any use for a sorcerer.  Even then, Blessing lore is typically not worth training in for the minimal benefit it provides in the Minor Spiritual Circle.  Summoning lore, however, offers some potentially worthwhile benefits, including one in the Sorcerer circle:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Fog (106)]] 40 ranks unlocks the ability to auto hide the caster for 30 seconds.&lt;br /&gt;
*[[Fire Spirit (111)]] Improves the DF by .001 per rank up to 50, .001 per 2 ranks up to 100, and .001 per 4 ranks beyond that.  Increases potential splash targets.&lt;br /&gt;
*[[Locate Person (116)]] 30 ranks to locate one realm away, 60 for up to two realms away, 90 to locate a target anywhere.  30 ranks to Locate back at someone who cast Locate at your location.&lt;br /&gt;
*[[Web (118)]] 20 ranks unlocks the bolt EVOKE version, improves the DF by .001 per rank up to 50, .001 per 2 ranks up to 100, and .001 per 4 ranks beyond that, and improves the chance for the bolt to web the target.&lt;br /&gt;
*[[Call Lightning (125)]] Reduces the time for the storm to gather by 1 second per 10 ranks, up to 70 ranks.  At 80 ranks allows the spell to be cast indoors.&lt;br /&gt;
*[[Spirit Guide (130)]] Reduces the randomness of landing locations.&lt;br /&gt;
*[[Curse (715)]] Increases &amp;quot;cursing power&amp;quot; by 1 per 3 ranks.&lt;br /&gt;
&lt;br /&gt;
This lore is of primary interest to the Bolting Sorcerer.  It increase the DF and splash potential of 111, which can be a great tool against creatures weak to fire like Grimswarm trolls.  It also allows the sorcerer to unlock the bolt version of Web and increase its effectiveness.  Web bolt can be a great opening attack for the bolting sorcerer, dealing damage and incapacitating the target before finishing it off with Disintegrate bolt.  Some of the other benefits are worth considering as well but the bolt applications are the real draw.&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.  One major benefit for a Warding sorcerer is that lacking spirit does not affect CS.  It is possible for a Warding sorcerer to use Sign of Wracking and keep on hunting with a new full head of mana.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  This includes bolts and fire can be VERY effective against a warcamp full of trolls.  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which is essentially free mana when you have nothing else to do with stamina&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br.&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly.  As spells do not have any problem hitting undead and they are typically pretty easy targets to hunt relative to other critters at like levels, they are often a preferred target to begin with.  &lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
&lt;br /&gt;
*[[SACRIFICE_(verb)|SACRIFICE]]: All about the sorcerer-only Sacrifice ability.  This handy ability can be used to restore mana and allows a dedicated necromancer to perform some other interesting tricks.&lt;br /&gt;
*[[Illusions]]:  Illusions is a sorcerer-only guild skill with various uses.  &lt;br /&gt;
*[[Popping boxes|Kaldonis&#039;s guide to Popping Boxes]]:  An excellent resource for opening your own boxes and saving some money on the town smith.&lt;br /&gt;
*[[Scroll Infusion (714)]], [[Scroll Infusion Extended Documentation]], and [[Spell Collection Guide (scroll infusion)|Evarin&#039;s Spell Collection Guide]]:  Scroll Infusion is an incredibly powerful ability for sorcerers who are willing to put in the time and effort to make the most of it.  These guides provide some of the greatest insight into getting everything out of it.&lt;br /&gt;
*[[Minor Summoning (725)]] and [[The_Enchiridion_Valentia|The Enchiridion Valentia]]:  Minor Summoning is an incredibly complex spell and further reading is required to make proper use of it.  The Enchiridion Valentia has a great deal of information about the various types of minor demons.&lt;br /&gt;
*[[Animate Dead (730)]] and [[Animate_Dead_(guide)|Querthose Guide to Animate Dead]]:  Animate Dead is an incredibly complex spell and further reading is required to make proper use of it.  Querthose&#039; guide is a touch out of date but still an excellent resource.&lt;br /&gt;
*[[Ensorcell (735)]] and [http://gsguide.wikia.com/wiki/Ensorcell Dergoatean&#039;s Guide]:  Information about making use of the Ensorcell spell, as well as a guide to its usage.  &lt;br /&gt;
*[[Planar Shift (740)]] and *[[Planar Shift (guide)|Kastrel&#039;s Planar Shifting Guide]]:  Excellent sources of information on making use of Elanthia&#039;s most powerful travel spell. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:Sorcerer]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SimuCon_2022&amp;diff=166516</id>
		<title>SimuCon 2022</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2022&amp;diff=166516"/>
		<updated>2022-05-01T05:15:45Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SimuCon2019logo.png|right|300px|SimuCon 2019 Logo]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;OFFICIAL&amp;lt;/u&amp;gt;&#039;&#039;&#039; dates for 2022 are Wednesday, August 3 through Sunday, August 7, 2022 at the Sheraton Westport Chalet Hotel.  Room reservation link [https://www.marriott.com/events/start.mi?id=1636045437853&amp;amp;key=GRP here].&lt;br /&gt;
&lt;br /&gt;
==2022 Schedule==&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;SimuCon 2022 Schedule&amp;lt;br&amp;gt;ALL TIMES CST&amp;lt;br&amp;gt;(CENTRAL TIME)&lt;br /&gt;
|-&lt;br /&gt;
! Day || Time || Activity || Game&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Wednesday&amp;lt;br&amp;gt;August 5&lt;br /&gt;
|- &lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Thursday&amp;lt;br&amp;gt;August 5&lt;br /&gt;
|- &lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Friday&amp;lt;br&amp;gt;August 5&lt;br /&gt;
|- &lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Saturday&amp;lt;br&amp;gt;August 5&lt;br /&gt;
|- &lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Sunday&amp;lt;br&amp;gt;August 9&lt;br /&gt;
|-&lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
===How much does SimuCon cost?===&lt;br /&gt;
&lt;br /&gt;
Cost and sign-up information will be available soon.&lt;br /&gt;
&lt;br /&gt;
===Where do I sign up?===&lt;br /&gt;
Sign-up is usually initiated by the GM organizing SimuCon and details are released closer to the event.&lt;br /&gt;
&lt;br /&gt;
===Who organizes SimuCon?===&lt;br /&gt;
&lt;br /&gt;
Typically GameMasters from Gemstone IV and DragonRealms are the official organizers. However, many players pitch in to plan unofficial events or to offer support. All work is strictly volunteer, so please be sure to thank your organizer team!&lt;br /&gt;
&lt;br /&gt;
===What is it like to attend a SimuCon?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is a gathering of players and GameMasters for Simutronics games, including Gemstone IV and DragonRealms. The convention includes several events, as listed in the [[#2022 Schedule|2022 Schedule]], that are planned by both players and staff. In-between events, attendees typically gather at conference tables similar to a large LAN party to play. Board games and other activities are frequently available as well.&lt;br /&gt;
&lt;br /&gt;
===How many people attend SimuCon and when do they show up?===&lt;br /&gt;
&lt;br /&gt;
SimuCon has experienced a growth spurt over the past three years or so. A current rough estimate would be 100 attendees (GS and DR combined) over the course of the weekend. The main convention days are Thursday through Sunday, although several people arrive on Wednesday and stay through Monday. The convention room is typically setup by Wednesday evening.&lt;br /&gt;
&lt;br /&gt;
===What equipment should I bring?===&lt;br /&gt;
&lt;br /&gt;
Bring your laptop/computer so that you can play Gemstone during the convention. Internet access and power strips are typically provided. &#039;&#039;&#039;Note:&#039;&#039;&#039; It is not recommended that you leave your equipment unattended in the conference room.&lt;br /&gt;
&lt;br /&gt;
===Will I need a car?===&lt;br /&gt;
&lt;br /&gt;
Many attendees never leave the hotel. However if you are planning to explore St. Louis, a car is recommended as public transportation options are slim. Lyft and Uber are both operational in St. Louis and are ideal for single trips. For any excursions listed in the schedule, carpool options may be available. A shuttle may be available to and from your hotel for airport travel, but don&#039;t forget to bring cash for a tip!&lt;br /&gt;
&lt;br /&gt;
===Is SimuCon family friendly?===&lt;br /&gt;
&lt;br /&gt;
In general, yes. Some attendees do bring children but activities in the convention room may be of limited interest to them. Note the [[#Attractions|Attractions]] section listed below for additional kid-friendly activities available in St. Louis. Please expect to encounter explicit language and consumption of alcoholic beverages, which will increase in the late night hours.&lt;br /&gt;
&lt;br /&gt;
===What is the weather typically like?===&lt;br /&gt;
&lt;br /&gt;
Missouri is nicknamed &amp;quot;Misery&amp;quot; for its hot and humid summers. For a current local forecast, click here: https://www.ksdk.com/weather&lt;br /&gt;
&lt;br /&gt;
===Do I need to bring food or beverages?===&lt;br /&gt;
&lt;br /&gt;
Depending on funds available, basic snacks will be provided. You are generally on your own for meals and can purchase food at the grocery or restaurant options listed in the [[#Dining.2FEating|Dining/Eating]] section. SimuCon is strictly BYOB. Alcohol can be purchased in most grocery stores and gas stations in Missouri.&lt;br /&gt;
&lt;br /&gt;
===What should I wear?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is casual attire unless the schedule for a specific event indicates otherwise. Some events may encourage costumes or themed attire.&lt;br /&gt;
&lt;br /&gt;
===Is there a pool?===&lt;br /&gt;
&lt;br /&gt;
YES! Pack your bathing suits because the official SimuCon hotel has an outdoor pool! There is even a poolside bar with snacks and beverages (open Friday through Sunday), and towel service is available. It is recommended that you pack sunscreen ahead of time, because the hotel and nearby shops do not stock any! It is also recommended that you bring pool noodles, because pool noodles are wicked cool.&lt;br /&gt;
&lt;br /&gt;
==Visitor Information==&lt;br /&gt;
The convention is typically held at the Sheraton Westport Chalet, located at 191 W Port Plaza Dr, St. Louis, MO 63146. Below are some nearby shops and other information for visitors. All distances calculated from the host hotel.&lt;br /&gt;
&lt;br /&gt;
===Accommodations===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sheraton Westport Chalet (Official Hotel, Discounted Rate)&#039;&#039;&#039; || onsite || 191 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/events/start.mi?id=1636045437853&amp;amp;key=GRP Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Sheraton Westport Plaza (Sister Hotel next to the Chalet) || onsite || 900 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlps-sheraton-westport-plaza-hotel-st-louis/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Staybridge Suites || 0.3 miles || 25 Progress Pkwy, St. Louis, MO 63146 || &lt;br /&gt;
|-&lt;br /&gt;
|Comfort Inn Suites || 0.7 miles || 12031 Lackland Rd., Saint Louis, MO, 63146 || [https://www.choicehotels.com/missouri/saint-louis/comfort-inn-hotels/mo608/rates?checkInDate=2022-08-03&amp;amp;checkOutDate=2022-08-79 Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Residence Inn St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlwr-residence-inn-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Farfield Inn and Suites St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlfw-fairfield-inn-and-suites-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Courtyard by Marriott St. Louis Westport || 0.7 miles || 11888 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlwp-courtyard-st-louis-westport-plaza/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dining/Eating===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Drunken Fish || Sushi || onsite || 639 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Fuzzy&#039;s Taco Shop || Baja Tacos || onsite || 302 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| IMO&#039;s Pizza || Pizza || onsite || 318 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Kobe Japanese Grill || Japanese/Hibachi || onsite || 645 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| McDonald&#039;s || Fast Food || onsite || 25 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Paul Mineo&#039;s Trattoria|| Italian || onsite || 333 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Bread Company || Coffee/Sandwich/Soup || onsite || 147 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Smoothie King || Smoothies || onsite || 324 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Starbucks || Coffee || onsite || 111 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Trainwreck Saloon|| American/Grill|| onsite || 314 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Dino&#039;s Deli||Mediterranean|| onsite || 314 West Port Plaza, St. Louis, MO 63146 || http://dinosdeli.us/&lt;br /&gt;
|-&lt;br /&gt;
| O&#039;Fallon Brewery || Beer/American Food || 0.3 mi || 45 Progress Pkwy, Maryland Heights, MO 63043 || http://www.ofallonbrewery.com/&lt;br /&gt;
|-&lt;br /&gt;
| Companion Bakery || Bakery/Sandwich || 1.2 mi || 2331 Schuetz Rd, St. Louis, MO 63146 || http://www.companionbaking.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Off-Site Dining===&lt;br /&gt;
For attendees who want to explore St. Louis cuisine, local players recommend the following restaurants.&lt;br /&gt;
 &lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| DD Mau || Vietnamese / Bao || 1.3 mi || 11982 Dorsett Rd, Maryland Heights, MO 63043 || http://www.ddmaustl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla Street Food || Filipino || 1.6 mi || 11658 Dorsett Rd., Maryland Heights, MO 63043 || https://www.guerrillastreetfood.com/menu-dorsett/&lt;br /&gt;
|- &lt;br /&gt;
| Gobble STOP Smokehouse || BBQ Poultry || 2.8 mi || 1227 Castillon Arcade Plaza, Creve Coeur, MO 63141  || http://gobblestopsmokehouse.net/&lt;br /&gt;
|-&lt;br /&gt;
| Nudo House STL || Ramen / Japanese || 3.0 mi|| 11423 Olive Blvd, St. Louis, MO 63141 || http://nudohousestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Dave &amp;amp; Tony&#039;s || Premium Burgers || 3.2 mi|| 12766 Olive Blvd, St. Louis, MO 63146 || http://www.daveandtonys.com/&lt;br /&gt;
|-&lt;br /&gt;
| Sugarfire Smokehouse|| BBQ || 6.0 mi|| 9200 Olive Blvd, St. Louis, MO 63132 || https://sugarfiresmokehouse.com/locations/mo-olivette/&lt;br /&gt;
|-&lt;br /&gt;
| Salt + Smoke || BBQ|| 9.0 mi|| 501 S Main St, St. Charles, MO 63301 || https://saltandsmokestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Midwestern Meat &amp;amp; Drink || BBQ || 20.4 mi || 900 Spruce St, St. Louis, MO 63102 || https://facebook.com/midwesternstl&lt;br /&gt;
|-&lt;br /&gt;
| Broadway Oyster Bar || Cajun|| 23.7 mi || 736 S Broadway, St. Louis, MO 63102 || http://www.broadwayoysterbar.com/&lt;br /&gt;
|-&lt;br /&gt;
| Ted Drewes|| Famous local frozen custard || 21.6 mi || 6726 Chippewa, St. Louis, MO 63109 || http://teddrewes.com/&lt;br /&gt;
|-&lt;br /&gt;
| Bombay Food Junkies || Vegan Options || 5.2 mi || 3580 Adie Rd, St Ann, MO 63074 || https://www.bombayfoodjunkies.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shopping/Groceries===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Target || 5.9 mi || 12275 St Charles Rock Rd, Bridgeton, MO 63044 || [https://www.target.com/sl/bridgeton/12 website]&lt;br /&gt;
|-&lt;br /&gt;
| Costco || 13.3 mi || 200 Costco Way, St Peters, MO 63376 || [https://www.costco.com/warehouse-locations/st-peters-saint-peters-mo-382.html website]&lt;br /&gt;
|-&lt;br /&gt;
| Schnucks Dorsett (Grocery Store) || 1.5 mi || 2030 Dorsett Rd, Maryland Heights, MO 63043 || [https://locations.schnucks.com/mo-maryland-heights-117 website]&lt;br /&gt;
|-&lt;br /&gt;
| Gateway Newstands || onsite || 519 W Port Plaza Dr, St. Louis, MO 63146 || https://www.westportstl.com/specialty&lt;br /&gt;
|-&lt;br /&gt;
| Walgreens|| 1.6 mi|| 12509 Dorsett Rd, Maryland Heights, MO 63043 || [https://www.walgreens.com/locator/walgreens-12509+dorsett+rd-maryland+heights-mo-63043/id=9481 website]&lt;br /&gt;
|-&lt;br /&gt;
| BP Gas Station|| 0.3 mi || 11988 Westline Industrial Dr, St. Louis, MO 63146 || &lt;br /&gt;
|-&lt;br /&gt;
| ALDI|| 2.6 mi || 11745 Olive Blvd, Creve Coeur, MO 63141 || [https://www.aldi.us/ website]&lt;br /&gt;
|-&lt;br /&gt;
| Trader Joe&#039;s || [https://goo.gl/maps/3aV8WLBakaB2 2.4 mi] || 11505 Olive Blvd, Creve Coeur, MO 63141|| [https://locations.traderjoes.com/mo/creve-coeur/694/ website]&lt;br /&gt;
|-&lt;br /&gt;
| D&amp;amp;J Liquor || [https://goo.gl/maps/a6m73h9w4ynWnWqh8 1.5 mi] || 1914 McKelvey Rd, Maryland Heights, MO 63043 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attractions===&lt;br /&gt;
&lt;br /&gt;
Most attractions are a 15-30 minute drive from the hotel. For tourism information, click here: https://explorestlouis.com/&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Description||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| The Gateway Arch ||Oh look, it&#039;s the Arch ||200 Washington Ave, St. Louis, MO 63102 || https://www.gatewayarch.com/&lt;br /&gt;
|-&lt;br /&gt;
| Busch Stadium ||Cardinals Baseball Stadium ||700 Clark Ave, St. Louis, MO 63102 || https://www.mlb.com/cardinals/ballpark&lt;br /&gt;
|-&lt;br /&gt;
| Forest Park ||Large public park, home to several free attractions ||5595 Grand Dr, St. Louis, MO 63112 || https://forestparkmap.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Zoo ||Free zoo, located inside Forest Park ||Government Dr, St. Louis, MO 63110 || https://www.stlzoo.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Aquarium at Union Station|| Opened Dec. 2019, the otters and spitting fish are worth the admission, skip the wheel || 201 S 18th St, St. Louis, MO 63103||https://www.stlouisaquarium.com/ &lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Art Museum ||Free art museum, located inside Forest Park ||1 Fine Arts Dr, St. Louis, MO 63110 || https://www.slam.org/&lt;br /&gt;
|-&lt;br /&gt;
| Creve Coeur Lake Park || [https://goo.gl/maps/7s9nUCbcyBM2 3.4 mi] from the hotel. Trails, kayak rentals, Go Ape || 13725 Marine Ave, St. Louis, MO 63146 || [https://www.stlouisco.com/Parks-and-Recreation/Park-Pages/Creve-Coeur website]&lt;br /&gt;
|-&lt;br /&gt;
| The Muny ||Outdoor theater, located inside Forest Park ||1 Theatre Dr, St. Louis, MO 63112 || https://muny.org/&lt;br /&gt;
|-&lt;br /&gt;
| Missouri Botanical Gardens ||Outdoor garden ||4344 Shaw Blvd, St. Louis, MO 63110 || http://www.missouribotanicalgarden.org/&lt;br /&gt;
|-&lt;br /&gt;
| Anheuser-Busch St. Louis Brewery ||Main brewery, offers tours ||1200 Lynch St, St. Louis, MO 63118 || https://www.budweisertours.com/locations/st-louis-missouri.html&lt;br /&gt;
|-&lt;br /&gt;
| City Museum ||Architectural Anomaly/Interactive Art/Climbing Museum ||750 N 16th St, St. Louis, MO 63103 || https://www.citymuseum.org/&lt;br /&gt;
|-&lt;br /&gt;
| Grants Farm ||Free wildlife park with tram tours and free beer ||10501 Gravois Rd, St. Louis, MO 63123 || https://www.grantsfarm.com/home.html&lt;br /&gt;
|-&lt;br /&gt;
| The Butterfly House ||Indoor butterfly pavilion ||15193 Olive Blvd, Chesterfield, MO 63017|| http://www.missouribotanicalgarden.org/visit/family-of-attractions/butterfly-house.aspx&lt;br /&gt;
|-&lt;br /&gt;
| Science Center ||Kid-friendly interactive museum, includes IMAX and planetarium ||5050 Oakland Ave, St. Louis, MO 63110 || https://www.slsc.org/&lt;br /&gt;
|-&lt;br /&gt;
| Magic House ||Kid-friendly interactive museum, includes magic ||516 S Kirkwood Rd, St. Louis, MO 63122 || https://www.magichouse.org/&lt;br /&gt;
|-&lt;br /&gt;
| Fox Theatre ||Historic theater, offers tours ||527 NORTH GRAND BLVD., St. Louis, MO 63103 || https://www.fabulousfox.com/visit/tours&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Neighborhoods||Shopping/Nightlife/Exploring||Various || https://explorestlouis.com/things-to-do/neighborhoods/&lt;br /&gt;
|-&lt;br /&gt;
| Live Music Venues||St. Louis is known for its blues and jazz scene ||Various || https://explorestlouis.com/discover/st-louis-music-lovers/st-louis-live-music-venues/&lt;br /&gt;
|-&lt;br /&gt;
| Casinos||Gambling ||Various || https://www.tripadvisor.com/Attractions-g44881-Activities-c53-Saint_Louis_Missouri.html&lt;br /&gt;
|-&lt;br /&gt;
| Cahokia Mounds || Ruins of the largest prehistoric civilization north of Mexico, 30 min drive from hotel || 30 Ramey Street Collinsville, IL 62234 || https://cahokiamounds.org/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
The below lists are of those people that have made mention that they are attempting to attend the 2022 conference. You may edit this page to add your character to the list.&lt;br /&gt;
&lt;br /&gt;
===Prime Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Beldannon&lt;br /&gt;
* Clunk&lt;br /&gt;
* Darcena&lt;br /&gt;
* Dergoatean&lt;br /&gt;
* Drekoi/Vhorg&lt;br /&gt;
* Durakar&lt;br /&gt;
* Hoodtralfeck&lt;br /&gt;
* Juspera&lt;br /&gt;
* Kothos/Xanthium/Ysharra&lt;br /&gt;
* Nodyre / Dayzed&lt;br /&gt;
* Obelin&lt;br /&gt;
* Rozy&lt;br /&gt;
* Yavs&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Names Here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shattered Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Names Here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Staff===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Avaluka&lt;br /&gt;
* Estild&lt;br /&gt;
* Haxus&lt;br /&gt;
* Kveta&lt;br /&gt;
* Quilic&lt;br /&gt;
* Valyrka&lt;br /&gt;
* Xeraphina&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Indiegogo Campaign==&lt;br /&gt;
The annual Indiegogo Campaign&#039;s purpose is to fund expenses for SimuCon, and all funds raised are used for the direct support of the convention. Any funds raised beyond the original goal are used for additional perks such as extra snacks and prizes for attendees.&lt;br /&gt;
&lt;br /&gt;
Currently no campaign link is available, but will likely be available in early June.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://discord.gg/eTvANvy SimuCon channel] (official Discord server)&lt;br /&gt;
*[https://discord.gg/tZGPPyU Unofficial SimuCon Server] (unofficial SimuCon dedicated Discord server)&lt;br /&gt;
*[https://elanthipedia.play.net/SimuCon DragonRealms Simucon Page] (DR&#039;s Wiki Page)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=164743</id>
		<title>Ensorcell (735)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=164743"/>
		<updated>2022-04-03T05:15:45Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Weapons and Runestaves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
| name = Ensorcell&lt;br /&gt;
| number = 735&lt;br /&gt;
| mnemonic = ENSORCELL&lt;br /&gt;
| duration = 4 hours real time (temporary)&amp;lt;br&amp;gt;or permanent&lt;br /&gt;
| type = Utility&lt;br /&gt;
| subtype = Weapon/Armor Enhancement &lt;br /&gt;
| skill = None&lt;br /&gt;
| components = None&lt;br /&gt;
| availability = Weapon, Armor, Shield, Runestaff&lt;br /&gt;
| navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&#039;&#039;&#039;Ensorcell&#039;&#039;&#039; allows [[sorcerer]]s to enhance [[weapon]]s, [[Runestaff|runestaves]], [[shield]]s, and [[armor]] by infusing necrotic energy into them. Items may be either temporarily or permanently ensorcelled, with varying benefits depending on the nature of the item and the strength of the ensorcellment. Most weapons, runestaves, shields, and armor are able to accept an ensorcellment (provided they do not resist magic in general), though the difficulty of the skill check increases based on the item&#039;s exact properties. One thing of note is that an ensorcelled weapon may also be blessed.&lt;br /&gt;
&lt;br /&gt;
==Temporary Ensorcellment==&lt;br /&gt;
*{{boldmono|[[PREP]] 735 {{!}} [[EVOKE]] {item} }}with the item in hand&lt;br /&gt;
Temporary ensorcellment allows sorcerers (and sorcerers only) to gain temporary necrotic (life channeling) flares on their weapons and runestaves.  There is no skill check or necrotic energy requirement for adding a temporary ensorcellment, though an item&#039;s properties may prevent it. The flares from temporary and permanent ensorcelled items are exactly the same (see table below).  &lt;br /&gt;
&lt;br /&gt;
According to the official spell description, non-sorcerers may benefit from temporarily ensorcelled gear to perform certain combat and shield maneuvers that require an ensorcelled or anti magic weapon or shield.  Temporarily ensorcelling armor has no current benefit to any profession.&lt;br /&gt;
&lt;br /&gt;
Higher level sorcerers can temporarily ensorcell a weapon/runestaff for lower level sorcerers who cannot yet cast the spell.&lt;br /&gt;
&lt;br /&gt;
===Duration===&lt;br /&gt;
&lt;br /&gt;
A temporary ensorcell lasts four real time hours.  Should the player log off with an active temporary ensorcell and return more than four hours later, the ensorcell will dispel after the first cast/attack.  Temporary ensorcellment can be refreshed without dispelling first.  &lt;br /&gt;
&lt;br /&gt;
===Flare Rate===&lt;br /&gt;
&lt;br /&gt;
Magical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 7 attacks.  Physical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 5 attacks. This is the same rate as an [[Elemental Blade (411)|ebladed weapon]].&lt;br /&gt;
&lt;br /&gt;
==Permanent Ensorcellment==&lt;br /&gt;
{{side box|The items that are difficult/impossible are by design. [Ensorcell] will never be offered as a future merchant service. Not all items are intended to be ensorcelled, especially if they already have a number of high end properties. ~GM Estild August 2017}}&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} [[CHANNEL]] {item} }} (must be done twice (until 4/1/2021, at which point you only need to channel once))&lt;br /&gt;
Permanent ensorcellment can be put on a weapon, armor, shield, or runestaff with the benefits dependent on the type of item ensorcelled, and can be used by members of any profession.  Permanently ensorcelling an item requires necrotic energy, which is gained by absorbing experience. &lt;br /&gt;
&lt;br /&gt;
To permanently ensorcell an item, {{boldmono|PREP 735}} and {{boldmono|CAST}} at the item while holding it.  This will give a message saying how difficult it will be to place a permanent ensorcellment on the item as well as the current tier of ensorcellment already on that item.  Then {{boldmono|CHANNEL}} 735 at the item within 30 seconds to make the Ensorcell attempt.  Enhancive and holy items require the use of a special potion prior to the attempt.  See below for a more detailed [[#Process|process]].&lt;br /&gt;
&lt;br /&gt;
An item that has been permanently ensorcelled will have a strange necrotic haze radiating from it when {{boldmono|[[LOOK]]}}ed at.  The level of ensorcellment can be detected with a cast of [[Elemental Detection (405)]].  Or a bard can determine the sorcerer and ensorcellment by [[Loresinging]] to the item.&lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
&lt;br /&gt;
There are 5 permanent ensorcellment tiers with each tier requiring a separate {{boldmono|[[CHANNEL (verb)|CHANNEL]]}} of 735. Both the [[#Necrotic energy|necrotic energy]] cost and ensorcell benefits increase incrementally with each higher tier. Sorcerers (only) wielding permanently ensorcelled weapons or runestaves also receive a phantom &#039;bonus&#039; tier (for purposes of calculating the flare strength only). For example, a sorcerer with a Tier 5 weapon or runestaff will have an effective tier 6 flare strength (+30 AS/+18 CS).&lt;br /&gt;
&lt;br /&gt;
===Weapons and Runestaves===&lt;br /&gt;
&lt;br /&gt;
Weapons and runestaves that have been permanently ensorcelled gain permanent necrotic (life channeling) flares which can be used by members of any profession (unlike temporary ensorcellment, which can, for the most part, only be used by sorcerers).  The strength of these flares is based on the tier of ensorcellment. &lt;br /&gt;
&lt;br /&gt;
There is no increase in flare frequency with higher tiers as had been previously described in the official spell documentation.&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons are infused with necrotic energy that will flare and affect the wielder in one of four ways: [[Attack strength|attack]]/[[Casting strength|casting]] strength increase (+5/+3 per tier, respectively - [[acuity]]), [[health]], [[mana]] (runestaves) or [[stamina]] (weapons), or [[spirit]], based mostly on random chance.  However, health flares will have a much higher chance of flaring than the others when the wielder is missing health points.  If the runestaff would flare for something that the wielder is already full of (health, mana, stamina, spirit), the runestaff flares for AS/CS instead instead; this is the only way to get the acuity-like flare. Runestaves also gain 2 lower CvA per tier of ensorcellment so long as the wielder&#039;s left hand is empty; unlike normal Runestaff defense, this CvA adjustment is NOT applied while holding a magical implement (wand, scroll, trinket).&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons will trigger flares when the weapon is swung at or used on (IE: a bow) an enemy while ensorcelled [[runestaff|runestaves]] will flare when attack spells are cast (successful hits required).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Flare&lt;br /&gt;
!  bgcolor = lightgrey | Message&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Health]]&lt;br /&gt;
| You feel healed!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Mana]]&lt;br /&gt;
| You feel empowered!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Spirit]]&lt;br /&gt;
| You feel rejuvenated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Stamina]]&lt;br /&gt;
| You feel reinvigorated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[acuity flare|Acuity]] (+AS/CS)&lt;br /&gt;
| You feel energized!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Amount Recovered by Tier====&lt;br /&gt;
&lt;br /&gt;
The below information was provided by GM Naijin on Discord:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
! Tier||Stamina returned||Average&lt;br /&gt;
|-&lt;br /&gt;
| T1&lt;br /&gt;
| 6 to 12&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| T2&lt;br /&gt;
| 7 to 14&lt;br /&gt;
| 10.5&lt;br /&gt;
|-&lt;br /&gt;
| T3&lt;br /&gt;
| 8 to 16&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| T4&lt;br /&gt;
| 9 to 18&lt;br /&gt;
| 13.5&lt;br /&gt;
|-&lt;br /&gt;
| T5&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15&lt;br /&gt;
|}&lt;br /&gt;
It is the same amount for mana and health.  Sorcerers&#039; phantom bonus applies as well using the same scaling - a sorcerer with a T5 ensorcelled item will recover 11 to 22 health/mana/stamina.&lt;br /&gt;
&lt;br /&gt;
Flares are predominantly health flares - they make up about 77.5% of all flares.  Mana/stamina flares come up about 17.5% of the time, and spirit flares trigger about 5% of the time.&lt;br /&gt;
&lt;br /&gt;
===Shields and Armor===&lt;br /&gt;
&lt;br /&gt;
Shields and armor that are permanently ensorcelled provide the bearer with 2 lower [[CvA]] per tier of ensorcellment.  This bonus is permanent and no flare is required to activate.  Armor accessories can be permanently ensorcelled for no benefit, similar to their capability to receive an enchant.&lt;br /&gt;
&lt;br /&gt;
===Combat and Shield Maneuvers===&lt;br /&gt;
&lt;br /&gt;
[[Shield Use|Shield]] Maneuvers requiring an ensorcelled shield are [[Spell Block]] and [[Shield Mind]].&lt;br /&gt;
&lt;br /&gt;
[[Combat Maneuvers]] requiring an ensorcelled weapon are [[Spell Cleaving]], [[Spell Thieve]], and [[Spell Parry]].  [[Tainted Bond]] does not require one, but users of ensorcelled weapons receive the benefit of one extra attack before expending the periodic attack boost.&lt;br /&gt;
&lt;br /&gt;
==Success Factors (&amp;amp; Mana Control Benefit)==&lt;br /&gt;
:&#039;&#039;Numbers provided in this section, except for the material difficulty chart, are player research. A bard may loresing an item to determine a base difficulty value, your skill will be evaluated against the base difficulty value &#039;&#039;&#039;plus&#039;&#039;&#039; a difficulty penalty modifier.&lt;br /&gt;
&lt;br /&gt;
===Difficulty Penalty Modifier===&lt;br /&gt;
&lt;br /&gt;
*Your current skill will be evaluated against the base difficulty provided by a Bard Loresong &#039;&#039;&#039;plus&#039;&#039;&#039; the difficulty penalty modifier.&lt;br /&gt;
*Each tier of ensorcelling adds a difficulty penalty modifier of -50.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Ensorcellment||T0 to T1||T1 to T2||T2 to T3||T3 to T4||T4 to T5&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total Difficulty Penalty||-50||-100||-150||-200||-250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Primary:&lt;br /&gt;
*[[Level]]: +1 per level&lt;br /&gt;
*[[Sorcerer Base|Sorcerer Spell Ranks]]: +2 per rank up to level, +1 per rank above level (uncapped)&lt;br /&gt;
*[[Wisdom]]: +1 per stat bonus&lt;br /&gt;
*[[Intuition]] +1 per stat bonus&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
*[[Elemental Mana Control]]: +1 per 2 ranks if higher than SMC, otherwise +1 per 4 ranks&lt;br /&gt;
*[[Spiritual Mana Control]]: +1 per 2 ranks if higher than EMC, otherwise +1 per 4 ranks&lt;br /&gt;
*[[Arcane Symbols]]: +1 per 10 ranks&lt;br /&gt;
*[[Magic Item Use]]: +1 per 10 ranks&lt;br /&gt;
*[[Magical workshop]]: +20 bonus&lt;br /&gt;
*Applicable skill and stat [[enhancive]]s (helps)&lt;br /&gt;
*[[Gift of Eonak]] (helps)  &lt;br /&gt;
&lt;br /&gt;
===Other:===&lt;br /&gt;
*[[Wound]]s (hinders)&lt;br /&gt;
*[[Spirit]] (having less then full spirit hinders)&lt;br /&gt;
*ebows, silver, [[krodera]], [[coraesine]] and [[veil iron]] cannot be ensorcelled&lt;br /&gt;
*Some [[:category: Functional Scripts|item scripts]] can outright reject ensorcell (see above), or add to difficulty.&lt;br /&gt;
*Armor resistance does not appear to add to difficulty&lt;br /&gt;
*Forged weapons do not seem to be any more difficult than regular weapons when everything else is equal&lt;br /&gt;
*Properties of the item (including the item&#039;s [[enchantment]], whether it is [[enhancive]], [[sanctified]], [[padding|padded]]/[[weighting|weighted]], if it [[flares]], what material it is, etc.)&lt;br /&gt;
*{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
===Gear Difficulty Modifiers===&lt;br /&gt;
&lt;br /&gt;
{{Material_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Script_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Other_Gear_Difficulty_Modifier}}&lt;br /&gt;
&lt;br /&gt;
====Ensorcell Formula====&lt;br /&gt;
&lt;br /&gt;
Formula based on player research is located [[Research:Ensorcell (735) Formula|here]].&lt;br /&gt;
&lt;br /&gt;
===Paladin bonded weapons===&lt;br /&gt;
&lt;br /&gt;
[[Holy Weapon (1625)]], the spell that bonds a weapon to a [[Paladin]], can make a weapon extremely difficult to ensorcell since the spell adds [[sanctified|sanctification]] and maybe [[flare|flaring]] and enhancive properties to weapons.  Depending on the properties of the weapon, the spell might take the weapon from possible to ensorcell to beyond the capabilities of even the most experienced sorcerer.  Should the weapon become very difficult or impossible to ensorcell, it is recommended that the Paladin remove the bond from the weapon, especially at higher tiers.  Bonded weapons always require the use of an [[inky black potion]] before an ensorcell difficulty test or channel attempt.&lt;br /&gt;
&lt;br /&gt;
===Failure===&lt;br /&gt;
&lt;br /&gt;
*A failed attempt costs 5% of the amount of necrotic energy that would have been required for a successful attempt&lt;br /&gt;
*There is no chance of losing or damaging an item due to a failed attempt&lt;br /&gt;
*A sorcerer may make another attempt immediately after a failed attempt, provided they still have the required amount of necrotic energy&lt;br /&gt;
&lt;br /&gt;
==Necrotic Energy==&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} CAST }}or{{boldmono| INCANT 735 }}to check a sorcerer&#039;s energy level.&lt;br /&gt;
Necrotic energy is the fuel source used to permanently ensorcell an item. All sorcerers with knowledge of Ensorcell (735) and able to cast the spell, will acquire energy by killing like-[[level]] creatures.  The amount of energy required to successfully ensorcell an item depends on the [[#Tiers|tier]] being attempted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In this context a like-level creature is any creature that, when killed, confers [[experience]] on the sorcerer. There is no energy gain with creatures 10 or more levels below the sorcerer&#039;s level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Necrotic Energy Limits===&lt;br /&gt;
&lt;br /&gt;
The limit for how much necrotic energy can be gathered per week is capped at 50,000 units. This is equal to the energy needed for a successful Tier 1 ensorcellment. The energy required for Tiers 2 to 5 increases in increments of 25,000 units. The maximum amount of energy a sorcerer can store at any given time is capped at 200,000 units. After gathering this amount, a sorcerer must attempt an ensorcellment to accumulate energy again.&lt;br /&gt;
&lt;br /&gt;
While there is a cap on both weekly and total necrotic energy gained, a sorcerer will only lose necrotic energy if they attempt to permanently ensorcell an item.&lt;br /&gt;
&lt;br /&gt;
===Gaining Necrotic Energy===&lt;br /&gt;
&lt;br /&gt;
A sorcerer will gain a point of necrotic energy per each point of experience they absorb.&lt;br /&gt;
&lt;br /&gt;
===Checking Stored Energy===&lt;br /&gt;
Sorcerers may check their level of necrotic energy stored by self-casting ensorcell or simply using the [[SENSE]] verb or the [[RESOURCE]] verb.  When a sorcerer has reached his/her maximum for the week, the following message will appear below the accumulated amount:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Your rapid build up of necrotic energy has left you feeling overwhelmed and temporarily unable to absorb any new necrotic power.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The weekly cap resets when the first experience is gained after the [[Gift of Lumnis]] has begun.&lt;br /&gt;
&lt;br /&gt;
When a sorcerer is completely full of energy the energy detection will be as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You sense the build up of necrotic energy within you has reached its limits.  You have enough energy to permanently ensorcell an item for the fifth and final time.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Energy Cost per Tier===&lt;br /&gt;
&lt;br /&gt;
The table below details the energy requirement for each ensorcellment tier.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
! bgcolor = lightgrey | Energy Units&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 75,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 125,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To permanently ensorcell an item from Tier 0 to Tier 5 requires 500,000 energy units and takes a minimum of 10 weeks to gain that amount, barring any failed casts.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
&lt;br /&gt;
Sorcerers training in [[Sorcerous Lore, Necromancy]] receive additional charges of Ensorcell flares:&amp;lt;ref&amp;gt;Baswab, a non-sorcerer, tested 90 ranks of necromancy in Shattered and it did not work to give him multiple strikes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Sorcerous Lore, Necromancy ranks||90||180&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total acuity flare attacks (You feel energized!)||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
&lt;br /&gt;
The ensorcelling process is very straight forward. &lt;br /&gt;
&lt;br /&gt;
#Gather energy, by gaining experience, until a self-cast of Ensorcell (735) gives you the message that you have &#039;&#039;&#039;reached the point necessary to permanently ensorcell an item&#039;&#039;&#039; for whichever tier you are casting.&lt;br /&gt;
#Do a preliminary 735 channel on the item to check for difficulty.  If you (a) get a reading, (b) get the easiest difficulty message of &#039;&#039;&#039;you can only fail if you are horribly unlucky&#039;&#039;&#039;, and (c) are outside of a workshop, skip to the last step.&lt;br /&gt;
#If you do not get a reading (the item resists), or if you know the item is enhanced or sanctified, you will need to pour an inky black potion on it (not required for difficulty testing).  Repeat preliminary channel to get a reading.  Potion pours last approximately 30 minutes.&lt;br /&gt;
#If the item is at all difficult, wear as many applicable skill and stat [[enhancive]]s that you have available to you. &lt;br /&gt;
#Go to a [[magical workshop]] (use the [[sense|SENSE]] verb to check). &lt;br /&gt;
#Prep and channel at the item again.  You may have to repeat if you did any of steps 3-5 above. (Note: if the item is blessed, then you will receive the message &amp;quot;You sense a strange aura of power from within the &amp;lt;item&amp;gt; that disrupts the power of your spell!&amp;quot; In this case you can cast 119 at the item to remove the bless and try again.)&lt;br /&gt;
&lt;br /&gt;
Sorcerers successfully completing an ensorcell receive [[experience]] and [[fame]].&lt;br /&gt;
&lt;br /&gt;
===Difficulties===&lt;br /&gt;
&amp;lt;!-- The difficulty chart is formatted to transclude on the Enchant page only --&amp;gt;&lt;br /&gt;
Sorcerers doing an initial channel on an item will get a reading for one of the following levels of difficulty (from easiest to hardest):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tables provided by GM Estild&#039;&#039;&amp;lt;section begin=difficulty chart /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||~99% (will only fail on a fumble)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you should be able to ensorcell it &amp;lt;/noinclude&amp;gt;easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side&amp;lt;noinclude&amp;gt; to successfully complete the ensorcellment&amp;lt;/noinclude&amp;gt;||75+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you are &amp;lt;/noinclude&amp;gt;more likely than not to succeed&amp;lt;noinclude&amp;gt; on your cast&amp;lt;/noinclude&amp;gt;, but&amp;lt;noinclude&amp;gt; you will&amp;lt;/noinclude&amp;gt; need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;that this ensorcellment will be &amp;lt;/noinclude&amp;gt;nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle&amp;lt;noinclude&amp;gt; to complete this ensorcellment&amp;lt;/noinclude&amp;gt;||Need an open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment is &amp;lt;/noinclude&amp;gt;completely beyond your abilities||0%&lt;br /&gt;
|}&amp;lt;section end=difficulty chart /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=miracle /&amp;gt;When an item &#039;&#039;&#039;needs a miracle&#039;&#039;&#039;, the &amp;lt;noinclude&amp;gt;sorcerer&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;wizard&amp;lt;/includeonly&amp;gt; must roll a 100 on the attempt, after which another [[d100]] roll is made to add to the first result.  The chance of successfully &amp;lt;noinclude&amp;gt;ensorcelling&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;enchanting&amp;lt;/includeonly&amp;gt; a miracle item is between approximately .01-.99%.&amp;lt;section end=miracle /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attempts===&lt;br /&gt;
&lt;br /&gt;
From best to worst, here are the rolls possible on any permanent ensorcell attempt:&lt;br /&gt;
&amp;lt;section begin=attempt table /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly good attempt!||High open roll&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||1+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||Low open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;You make the most horribly incompetent attempt possible!&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Something doesn&#039;t seem right...&amp;lt;/includeonly&amp;gt; ||Fumble&lt;br /&gt;
|}&amp;lt;section end=attempt table /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ensorcell Pricing==&lt;br /&gt;
&lt;br /&gt;
Because of the weekly time increments, many sorcerers price their ensorcell casts by the week, instead of by the tier, not knowing what tier the next customer might need.  Below is a table showing the costs for sorcerers charging 1 million, 2 million, 3 million, and 4 million silvers per week:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Weeks&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 1m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 2m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 3m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 4m/wk&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1m&lt;br /&gt;
| 2m&lt;br /&gt;
| 3m&lt;br /&gt;
| 4m&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1.5&amp;lt;br&amp;gt;2&lt;br /&gt;
| 2&amp;lt;br&amp;gt;3&lt;br /&gt;
| 1.5m T2&amp;lt;br&amp;gt;2m T3&lt;br /&gt;
| 3m T2&amp;lt;br&amp;gt;4m T3&lt;br /&gt;
| 4.5m T2&amp;lt;br&amp;gt;6m T3&lt;br /&gt;
| 6m T2&amp;lt;br&amp;gt;8m T3&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2.5&amp;lt;br&amp;gt;3&lt;br /&gt;
| 4&amp;lt;br&amp;gt;5&lt;br /&gt;
| 2.5m T4&amp;lt;br&amp;gt;3m T5&lt;br /&gt;
| 5m T4&amp;lt;br&amp;gt;6m T5&lt;br /&gt;
| 7.5m T4&amp;lt;br&amp;gt;9m T5&lt;br /&gt;
| 10m T4&amp;lt;br&amp;gt;12m T5&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;small&amp;gt;Total for&amp;lt;br&amp;gt;5 casts&amp;lt;br&amp;gt;(10 weeks)&lt;br /&gt;
| 1-5&lt;br /&gt;
| 10m&lt;br /&gt;
| 20m&lt;br /&gt;
| 30m&lt;br /&gt;
| 40m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sorcerers charging around 1 million per week might be just starting out with the spell, working on easier items.  Sorcerers charging 2 million per week will be working on mid range items.  Sorcerers charging 3 million per week and more might have full enhancive sets and/or use [[Strong Potions of Accelerated Unlearning]] (fixskills), and only work on the most difficult items.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
===Bonuses===&lt;br /&gt;
;The flares appear basically similar, besides their respective messages of feeling.  For example, an acuity flare:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt; ** Necrotic energy from your &amp;lt;weapon&amp;gt; overflows into you! **&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
    You feel energized!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Acuity is the only flare which also wears off (whether used or unused):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel the unnatural surge of necrotic power wane away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will take the hit when dispel magic and hex [[715|curses]] are cast at you (spells without warding rolls):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A hooded figure gestures at you!&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
The elemental aura around you wavers.&lt;br /&gt;
&lt;br /&gt;
An eidolon points a spectral finger at you!&lt;br /&gt;
As the tendril of swirling gray magic leaves the eidolon, it is deflected away from you and dissipates harmlessly into the air.&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will be applied to the hidden CS roll of [[Pestilence (716)]] reactive flares&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
;Temporary Ensorcell success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast at my staff&lt;br /&gt;
You gesture at a drakar-runed ebonwood staff.&lt;br /&gt;
Necrotic energy materializes around your ebonwood staff and sinks onto it like an ethereal film.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of permanently ensorcelled item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my leather&lt;br /&gt;
You gesture at some vruul skin casting leathers.&lt;br /&gt;
Necrotic energy materializes around your casting leathers before being repelled by the stronger necrotic energy already present.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of cursed item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my claidhmore&lt;br /&gt;
You gesture at a black steel claidhmore.&lt;br /&gt;
Necrotic energy materializes around your black steel claidhmore before being disrupted and fading away.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Probable success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the rune-carved crosier has not yet been permanently ensorcelled and that you should be able to ensorcell it easily enough, barring bad luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;channel my crosier&lt;br /&gt;
You channel at a tiny rune-carved crosier.&lt;br /&gt;
Having probed the rune-carved crosier already, you begin to channel your stored necrotic energy at it.  You carefully regulate the flow of energy in order to attempt to overcome its natural resistance while not simultaneously overwhelming yourself...&lt;br /&gt;
&lt;br /&gt;
You make an outstanding attempt!&lt;br /&gt;
&lt;br /&gt;
Success!  You manage to breach the rune-carved crosier&#039;s defenses and pour in enough of your stored necrotic energy to permanently fuse it to the rune-carved crosier&#039;s very structure.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wearing Off===&lt;br /&gt;
;Temporary item ensorcellment wearing off.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The ethereal necrotic film covering your hoarbeam runestaff shrivels away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Failures===&lt;br /&gt;
;Failure message for testing a permanent item (7x @ lvl 36):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at an ice blue tapered faewood runestaff tipped with a smooth bone wand.&lt;br /&gt;
You sense that the tapered faewood runestaff has not yet been permanently ensorcelled and that this ensorcellment will be nearly impossible.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Possible failure for testing (5x @ lvl 37):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the faewood runestaff has not yet been permanently ensorcelled and that you are more likely than not to succeed on your cast, but you will need some luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for permanent item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You make an excellent attempt!&lt;br /&gt;
Failure!  You are unable to overcome the tapered faewood runestaff&#039;s defenses, wasting some of your stored necrotic energy in the fruitless attempt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a sanctified/enhancive item without first pouring an inky black potion:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a double bit eonake handaxe.&lt;br /&gt;
You sense a strange aura of power from within the eonake handaxe that disrupts the power of your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a magic resistant item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a dented veil iron war hammer.&lt;br /&gt;
Your veil iron war hammer resists your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Alchemy]] [[recipes|Recipes]]==&lt;br /&gt;
===Inky Black Potion===&lt;br /&gt;
{{:inky black potion}}&lt;br /&gt;
&lt;br /&gt;
===Glimmering Sanguine Potion===&lt;br /&gt;
{{#section:Glimmering sanguine potion|intro}}&lt;br /&gt;
{{#section:Glimmering sanguine potion|formula}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[The Courtesan: A Reflection on Necrotic Energy]]&lt;br /&gt;
*[http://gsguide.wikia.com/wiki/Ensorcell Dergoatean&#039;s Guide]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?83562-Ensorcell-data-blame-Goat PC: Ensorcell Data Thread]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?80647-I-checked-t1-ensorcell-difficulty-on-a-few-items PC: Item Difficulty Checking Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;br /&gt;
[[category:Weapon Enhancements]]&lt;br /&gt;
[[Category:Armor Enhancements]]&lt;br /&gt;
[[Category:Shield Enhancements]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=164742</id>
		<title>Ensorcell (735)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=164742"/>
		<updated>2022-04-03T05:14:38Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Weapons and Runestaves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
| name = Ensorcell&lt;br /&gt;
| number = 735&lt;br /&gt;
| mnemonic = ENSORCELL&lt;br /&gt;
| duration = 4 hours real time (temporary)&amp;lt;br&amp;gt;or permanent&lt;br /&gt;
| type = Utility&lt;br /&gt;
| subtype = Weapon/Armor Enhancement &lt;br /&gt;
| skill = None&lt;br /&gt;
| components = None&lt;br /&gt;
| availability = Weapon, Armor, Shield, Runestaff&lt;br /&gt;
| navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&#039;&#039;&#039;Ensorcell&#039;&#039;&#039; allows [[sorcerer]]s to enhance [[weapon]]s, [[Runestaff|runestaves]], [[shield]]s, and [[armor]] by infusing necrotic energy into them. Items may be either temporarily or permanently ensorcelled, with varying benefits depending on the nature of the item and the strength of the ensorcellment. Most weapons, runestaves, shields, and armor are able to accept an ensorcellment (provided they do not resist magic in general), though the difficulty of the skill check increases based on the item&#039;s exact properties. One thing of note is that an ensorcelled weapon may also be blessed.&lt;br /&gt;
&lt;br /&gt;
==Temporary Ensorcellment==&lt;br /&gt;
*{{boldmono|[[PREP]] 735 {{!}} [[EVOKE]] {item} }}with the item in hand&lt;br /&gt;
Temporary ensorcellment allows sorcerers (and sorcerers only) to gain temporary necrotic (life channeling) flares on their weapons and runestaves.  There is no skill check or necrotic energy requirement for adding a temporary ensorcellment, though an item&#039;s properties may prevent it. The flares from temporary and permanent ensorcelled items are exactly the same (see table below).  &lt;br /&gt;
&lt;br /&gt;
According to the official spell description, non-sorcerers may benefit from temporarily ensorcelled gear to perform certain combat and shield maneuvers that require an ensorcelled or anti magic weapon or shield.  Temporarily ensorcelling armor has no current benefit to any profession.&lt;br /&gt;
&lt;br /&gt;
Higher level sorcerers can temporarily ensorcell a weapon/runestaff for lower level sorcerers who cannot yet cast the spell.&lt;br /&gt;
&lt;br /&gt;
===Duration===&lt;br /&gt;
&lt;br /&gt;
A temporary ensorcell lasts four real time hours.  Should the player log off with an active temporary ensorcell and return more than four hours later, the ensorcell will dispel after the first cast/attack.  Temporary ensorcellment can be refreshed without dispelling first.  &lt;br /&gt;
&lt;br /&gt;
===Flare Rate===&lt;br /&gt;
&lt;br /&gt;
Magical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 7 attacks.  Physical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 5 attacks. This is the same rate as an [[Elemental Blade (411)|ebladed weapon]].&lt;br /&gt;
&lt;br /&gt;
==Permanent Ensorcellment==&lt;br /&gt;
{{side box|The items that are difficult/impossible are by design. [Ensorcell] will never be offered as a future merchant service. Not all items are intended to be ensorcelled, especially if they already have a number of high end properties. ~GM Estild August 2017}}&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} [[CHANNEL]] {item} }} (must be done twice (until 4/1/2021, at which point you only need to channel once))&lt;br /&gt;
Permanent ensorcellment can be put on a weapon, armor, shield, or runestaff with the benefits dependent on the type of item ensorcelled, and can be used by members of any profession.  Permanently ensorcelling an item requires necrotic energy, which is gained by absorbing experience. &lt;br /&gt;
&lt;br /&gt;
To permanently ensorcell an item, {{boldmono|PREP 735}} and {{boldmono|CAST}} at the item while holding it.  This will give a message saying how difficult it will be to place a permanent ensorcellment on the item as well as the current tier of ensorcellment already on that item.  Then {{boldmono|CHANNEL}} 735 at the item within 30 seconds to make the Ensorcell attempt.  Enhancive and holy items require the use of a special potion prior to the attempt.  See below for a more detailed [[#Process|process]].&lt;br /&gt;
&lt;br /&gt;
An item that has been permanently ensorcelled will have a strange necrotic haze radiating from it when {{boldmono|[[LOOK]]}}ed at.  The level of ensorcellment can be detected with a cast of [[Elemental Detection (405)]].  Or a bard can determine the sorcerer and ensorcellment by [[Loresinging]] to the item.&lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
&lt;br /&gt;
There are 5 permanent ensorcellment tiers with each tier requiring a separate {{boldmono|[[CHANNEL (verb)|CHANNEL]]}} of 735. Both the [[#Necrotic energy|necrotic energy]] cost and ensorcell benefits increase incrementally with each higher tier. Sorcerers (only) wielding permanently ensorcelled weapons or runestaves also receive a phantom &#039;bonus&#039; tier (for purposes of calculating the flare strength only). For example, a sorcerer with a Tier 5 weapon or runestaff will have an effective tier 6 flare strength (+30 AS/+18 CS).&lt;br /&gt;
&lt;br /&gt;
===Weapons and Runestaves===&lt;br /&gt;
&lt;br /&gt;
Weapons and runestaves that have been permanently ensorcelled gain permanent necrotic (life channeling) flares which can be used by members of any profession (unlike temporary ensorcellment, which can, for the most part, only be used by sorcerers).  The strength of these flares is based on the tier of ensorcellment. &lt;br /&gt;
&lt;br /&gt;
There is no increase in flare frequency with higher tiers as had been previously described in the official spell documentation.&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons are infused with necrotic energy that will flare and affect the wielder in one of four ways: [[Attack strength|attack]]/[[Casting strength|casting]] strength increase (+5/+3 per tier, respectively - [[acuity]]), [[health]], [[mana]] (runestaves) or [[stamina]] (weapons), or [[spirit]], based mostly on random chance.  However, health flares will have a much higher chance of flaring than the others when the wielder is missing health points.  If the runestaff would flare for something that the wielder is already full of (health, mana, stamina, spirit), the runestaff flares for AS/CS instead instead. Runestaves also gain 2 lower CvA per tier of ensorcellment so long as the wielder&#039;s left hand is empty; unlike normal Runestaff defense, this CvA adjustment is NOT applied while holding a magical implement (wand, scroll, trinket).&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons will trigger flares when the weapon is swung at or used on (IE: a bow) an enemy while ensorcelled [[runestaff|runestaves]] will flare when attack spells are cast (successful hits required).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Flare&lt;br /&gt;
!  bgcolor = lightgrey | Message&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Health]]&lt;br /&gt;
| You feel healed!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Mana]]&lt;br /&gt;
| You feel empowered!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Spirit]]&lt;br /&gt;
| You feel rejuvenated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Stamina]]&lt;br /&gt;
| You feel reinvigorated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[acuity flare|Acuity]] (+AS/CS)&lt;br /&gt;
| You feel energized!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Amount Recovered by Tier====&lt;br /&gt;
&lt;br /&gt;
The below information was provided by GM Naijin on Discord:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
! Tier||Stamina returned||Average&lt;br /&gt;
|-&lt;br /&gt;
| T1&lt;br /&gt;
| 6 to 12&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| T2&lt;br /&gt;
| 7 to 14&lt;br /&gt;
| 10.5&lt;br /&gt;
|-&lt;br /&gt;
| T3&lt;br /&gt;
| 8 to 16&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| T4&lt;br /&gt;
| 9 to 18&lt;br /&gt;
| 13.5&lt;br /&gt;
|-&lt;br /&gt;
| T5&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15&lt;br /&gt;
|}&lt;br /&gt;
It is the same amount for mana and health.  Sorcerers&#039; phantom bonus applies as well using the same scaling - a sorcerer with a T5 ensorcelled item will recover 11 to 22 health/mana/stamina.&lt;br /&gt;
&lt;br /&gt;
Flares are predominantly health flares - they make up about 77.5% of all flares.  Mana/stamina flares come up about 17.5% of the time, and spirit flares trigger about 5% of the time.&lt;br /&gt;
&lt;br /&gt;
===Shields and Armor===&lt;br /&gt;
&lt;br /&gt;
Shields and armor that are permanently ensorcelled provide the bearer with 2 lower [[CvA]] per tier of ensorcellment.  This bonus is permanent and no flare is required to activate.  Armor accessories can be permanently ensorcelled for no benefit, similar to their capability to receive an enchant.&lt;br /&gt;
&lt;br /&gt;
===Combat and Shield Maneuvers===&lt;br /&gt;
&lt;br /&gt;
[[Shield Use|Shield]] Maneuvers requiring an ensorcelled shield are [[Spell Block]] and [[Shield Mind]].&lt;br /&gt;
&lt;br /&gt;
[[Combat Maneuvers]] requiring an ensorcelled weapon are [[Spell Cleaving]], [[Spell Thieve]], and [[Spell Parry]].  [[Tainted Bond]] does not require one, but users of ensorcelled weapons receive the benefit of one extra attack before expending the periodic attack boost.&lt;br /&gt;
&lt;br /&gt;
==Success Factors (&amp;amp; Mana Control Benefit)==&lt;br /&gt;
:&#039;&#039;Numbers provided in this section, except for the material difficulty chart, are player research. A bard may loresing an item to determine a base difficulty value, your skill will be evaluated against the base difficulty value &#039;&#039;&#039;plus&#039;&#039;&#039; a difficulty penalty modifier.&lt;br /&gt;
&lt;br /&gt;
===Difficulty Penalty Modifier===&lt;br /&gt;
&lt;br /&gt;
*Your current skill will be evaluated against the base difficulty provided by a Bard Loresong &#039;&#039;&#039;plus&#039;&#039;&#039; the difficulty penalty modifier.&lt;br /&gt;
*Each tier of ensorcelling adds a difficulty penalty modifier of -50.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Ensorcellment||T0 to T1||T1 to T2||T2 to T3||T3 to T4||T4 to T5&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total Difficulty Penalty||-50||-100||-150||-200||-250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Primary:&lt;br /&gt;
*[[Level]]: +1 per level&lt;br /&gt;
*[[Sorcerer Base|Sorcerer Spell Ranks]]: +2 per rank up to level, +1 per rank above level (uncapped)&lt;br /&gt;
*[[Wisdom]]: +1 per stat bonus&lt;br /&gt;
*[[Intuition]] +1 per stat bonus&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
*[[Elemental Mana Control]]: +1 per 2 ranks if higher than SMC, otherwise +1 per 4 ranks&lt;br /&gt;
*[[Spiritual Mana Control]]: +1 per 2 ranks if higher than EMC, otherwise +1 per 4 ranks&lt;br /&gt;
*[[Arcane Symbols]]: +1 per 10 ranks&lt;br /&gt;
*[[Magic Item Use]]: +1 per 10 ranks&lt;br /&gt;
*[[Magical workshop]]: +20 bonus&lt;br /&gt;
*Applicable skill and stat [[enhancive]]s (helps)&lt;br /&gt;
*[[Gift of Eonak]] (helps)  &lt;br /&gt;
&lt;br /&gt;
===Other:===&lt;br /&gt;
*[[Wound]]s (hinders)&lt;br /&gt;
*[[Spirit]] (having less then full spirit hinders)&lt;br /&gt;
*ebows, silver, [[krodera]], [[coraesine]] and [[veil iron]] cannot be ensorcelled&lt;br /&gt;
*Some [[:category: Functional Scripts|item scripts]] can outright reject ensorcell (see above), or add to difficulty.&lt;br /&gt;
*Armor resistance does not appear to add to difficulty&lt;br /&gt;
*Forged weapons do not seem to be any more difficult than regular weapons when everything else is equal&lt;br /&gt;
*Properties of the item (including the item&#039;s [[enchantment]], whether it is [[enhancive]], [[sanctified]], [[padding|padded]]/[[weighting|weighted]], if it [[flares]], what material it is, etc.)&lt;br /&gt;
*{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
===Gear Difficulty Modifiers===&lt;br /&gt;
&lt;br /&gt;
{{Material_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Script_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Other_Gear_Difficulty_Modifier}}&lt;br /&gt;
&lt;br /&gt;
====Ensorcell Formula====&lt;br /&gt;
&lt;br /&gt;
Formula based on player research is located [[Research:Ensorcell (735) Formula|here]].&lt;br /&gt;
&lt;br /&gt;
===Paladin bonded weapons===&lt;br /&gt;
&lt;br /&gt;
[[Holy Weapon (1625)]], the spell that bonds a weapon to a [[Paladin]], can make a weapon extremely difficult to ensorcell since the spell adds [[sanctified|sanctification]] and maybe [[flare|flaring]] and enhancive properties to weapons.  Depending on the properties of the weapon, the spell might take the weapon from possible to ensorcell to beyond the capabilities of even the most experienced sorcerer.  Should the weapon become very difficult or impossible to ensorcell, it is recommended that the Paladin remove the bond from the weapon, especially at higher tiers.  Bonded weapons always require the use of an [[inky black potion]] before an ensorcell difficulty test or channel attempt.&lt;br /&gt;
&lt;br /&gt;
===Failure===&lt;br /&gt;
&lt;br /&gt;
*A failed attempt costs 5% of the amount of necrotic energy that would have been required for a successful attempt&lt;br /&gt;
*There is no chance of losing or damaging an item due to a failed attempt&lt;br /&gt;
*A sorcerer may make another attempt immediately after a failed attempt, provided they still have the required amount of necrotic energy&lt;br /&gt;
&lt;br /&gt;
==Necrotic Energy==&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} CAST }}or{{boldmono| INCANT 735 }}to check a sorcerer&#039;s energy level.&lt;br /&gt;
Necrotic energy is the fuel source used to permanently ensorcell an item. All sorcerers with knowledge of Ensorcell (735) and able to cast the spell, will acquire energy by killing like-[[level]] creatures.  The amount of energy required to successfully ensorcell an item depends on the [[#Tiers|tier]] being attempted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In this context a like-level creature is any creature that, when killed, confers [[experience]] on the sorcerer. There is no energy gain with creatures 10 or more levels below the sorcerer&#039;s level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Necrotic Energy Limits===&lt;br /&gt;
&lt;br /&gt;
The limit for how much necrotic energy can be gathered per week is capped at 50,000 units. This is equal to the energy needed for a successful Tier 1 ensorcellment. The energy required for Tiers 2 to 5 increases in increments of 25,000 units. The maximum amount of energy a sorcerer can store at any given time is capped at 200,000 units. After gathering this amount, a sorcerer must attempt an ensorcellment to accumulate energy again.&lt;br /&gt;
&lt;br /&gt;
While there is a cap on both weekly and total necrotic energy gained, a sorcerer will only lose necrotic energy if they attempt to permanently ensorcell an item.&lt;br /&gt;
&lt;br /&gt;
===Gaining Necrotic Energy===&lt;br /&gt;
&lt;br /&gt;
A sorcerer will gain a point of necrotic energy per each point of experience they absorb.&lt;br /&gt;
&lt;br /&gt;
===Checking Stored Energy===&lt;br /&gt;
Sorcerers may check their level of necrotic energy stored by self-casting ensorcell or simply using the [[SENSE]] verb or the [[RESOURCE]] verb.  When a sorcerer has reached his/her maximum for the week, the following message will appear below the accumulated amount:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Your rapid build up of necrotic energy has left you feeling overwhelmed and temporarily unable to absorb any new necrotic power.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The weekly cap resets when the first experience is gained after the [[Gift of Lumnis]] has begun.&lt;br /&gt;
&lt;br /&gt;
When a sorcerer is completely full of energy the energy detection will be as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You sense the build up of necrotic energy within you has reached its limits.  You have enough energy to permanently ensorcell an item for the fifth and final time.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Energy Cost per Tier===&lt;br /&gt;
&lt;br /&gt;
The table below details the energy requirement for each ensorcellment tier.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
! bgcolor = lightgrey | Energy Units&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 75,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 125,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To permanently ensorcell an item from Tier 0 to Tier 5 requires 500,000 energy units and takes a minimum of 10 weeks to gain that amount, barring any failed casts.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
&lt;br /&gt;
Sorcerers training in [[Sorcerous Lore, Necromancy]] receive additional charges of Ensorcell flares:&amp;lt;ref&amp;gt;Baswab, a non-sorcerer, tested 90 ranks of necromancy in Shattered and it did not work to give him multiple strikes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Sorcerous Lore, Necromancy ranks||90||180&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total acuity flare attacks (You feel energized!)||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
&lt;br /&gt;
The ensorcelling process is very straight forward. &lt;br /&gt;
&lt;br /&gt;
#Gather energy, by gaining experience, until a self-cast of Ensorcell (735) gives you the message that you have &#039;&#039;&#039;reached the point necessary to permanently ensorcell an item&#039;&#039;&#039; for whichever tier you are casting.&lt;br /&gt;
#Do a preliminary 735 channel on the item to check for difficulty.  If you (a) get a reading, (b) get the easiest difficulty message of &#039;&#039;&#039;you can only fail if you are horribly unlucky&#039;&#039;&#039;, and (c) are outside of a workshop, skip to the last step.&lt;br /&gt;
#If you do not get a reading (the item resists), or if you know the item is enhanced or sanctified, you will need to pour an inky black potion on it (not required for difficulty testing).  Repeat preliminary channel to get a reading.  Potion pours last approximately 30 minutes.&lt;br /&gt;
#If the item is at all difficult, wear as many applicable skill and stat [[enhancive]]s that you have available to you. &lt;br /&gt;
#Go to a [[magical workshop]] (use the [[sense|SENSE]] verb to check). &lt;br /&gt;
#Prep and channel at the item again.  You may have to repeat if you did any of steps 3-5 above. (Note: if the item is blessed, then you will receive the message &amp;quot;You sense a strange aura of power from within the &amp;lt;item&amp;gt; that disrupts the power of your spell!&amp;quot; In this case you can cast 119 at the item to remove the bless and try again.)&lt;br /&gt;
&lt;br /&gt;
Sorcerers successfully completing an ensorcell receive [[experience]] and [[fame]].&lt;br /&gt;
&lt;br /&gt;
===Difficulties===&lt;br /&gt;
&amp;lt;!-- The difficulty chart is formatted to transclude on the Enchant page only --&amp;gt;&lt;br /&gt;
Sorcerers doing an initial channel on an item will get a reading for one of the following levels of difficulty (from easiest to hardest):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tables provided by GM Estild&#039;&#039;&amp;lt;section begin=difficulty chart /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||~99% (will only fail on a fumble)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you should be able to ensorcell it &amp;lt;/noinclude&amp;gt;easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side&amp;lt;noinclude&amp;gt; to successfully complete the ensorcellment&amp;lt;/noinclude&amp;gt;||75+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you are &amp;lt;/noinclude&amp;gt;more likely than not to succeed&amp;lt;noinclude&amp;gt; on your cast&amp;lt;/noinclude&amp;gt;, but&amp;lt;noinclude&amp;gt; you will&amp;lt;/noinclude&amp;gt; need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;that this ensorcellment will be &amp;lt;/noinclude&amp;gt;nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle&amp;lt;noinclude&amp;gt; to complete this ensorcellment&amp;lt;/noinclude&amp;gt;||Need an open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment is &amp;lt;/noinclude&amp;gt;completely beyond your abilities||0%&lt;br /&gt;
|}&amp;lt;section end=difficulty chart /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=miracle /&amp;gt;When an item &#039;&#039;&#039;needs a miracle&#039;&#039;&#039;, the &amp;lt;noinclude&amp;gt;sorcerer&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;wizard&amp;lt;/includeonly&amp;gt; must roll a 100 on the attempt, after which another [[d100]] roll is made to add to the first result.  The chance of successfully &amp;lt;noinclude&amp;gt;ensorcelling&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;enchanting&amp;lt;/includeonly&amp;gt; a miracle item is between approximately .01-.99%.&amp;lt;section end=miracle /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attempts===&lt;br /&gt;
&lt;br /&gt;
From best to worst, here are the rolls possible on any permanent ensorcell attempt:&lt;br /&gt;
&amp;lt;section begin=attempt table /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly good attempt!||High open roll&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||1+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||Low open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;You make the most horribly incompetent attempt possible!&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Something doesn&#039;t seem right...&amp;lt;/includeonly&amp;gt; ||Fumble&lt;br /&gt;
|}&amp;lt;section end=attempt table /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ensorcell Pricing==&lt;br /&gt;
&lt;br /&gt;
Because of the weekly time increments, many sorcerers price their ensorcell casts by the week, instead of by the tier, not knowing what tier the next customer might need.  Below is a table showing the costs for sorcerers charging 1 million, 2 million, 3 million, and 4 million silvers per week:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Weeks&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 1m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 2m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 3m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 4m/wk&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1m&lt;br /&gt;
| 2m&lt;br /&gt;
| 3m&lt;br /&gt;
| 4m&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1.5&amp;lt;br&amp;gt;2&lt;br /&gt;
| 2&amp;lt;br&amp;gt;3&lt;br /&gt;
| 1.5m T2&amp;lt;br&amp;gt;2m T3&lt;br /&gt;
| 3m T2&amp;lt;br&amp;gt;4m T3&lt;br /&gt;
| 4.5m T2&amp;lt;br&amp;gt;6m T3&lt;br /&gt;
| 6m T2&amp;lt;br&amp;gt;8m T3&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2.5&amp;lt;br&amp;gt;3&lt;br /&gt;
| 4&amp;lt;br&amp;gt;5&lt;br /&gt;
| 2.5m T4&amp;lt;br&amp;gt;3m T5&lt;br /&gt;
| 5m T4&amp;lt;br&amp;gt;6m T5&lt;br /&gt;
| 7.5m T4&amp;lt;br&amp;gt;9m T5&lt;br /&gt;
| 10m T4&amp;lt;br&amp;gt;12m T5&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;small&amp;gt;Total for&amp;lt;br&amp;gt;5 casts&amp;lt;br&amp;gt;(10 weeks)&lt;br /&gt;
| 1-5&lt;br /&gt;
| 10m&lt;br /&gt;
| 20m&lt;br /&gt;
| 30m&lt;br /&gt;
| 40m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sorcerers charging around 1 million per week might be just starting out with the spell, working on easier items.  Sorcerers charging 2 million per week will be working on mid range items.  Sorcerers charging 3 million per week and more might have full enhancive sets and/or use [[Strong Potions of Accelerated Unlearning]] (fixskills), and only work on the most difficult items.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
===Bonuses===&lt;br /&gt;
;The flares appear basically similar, besides their respective messages of feeling.  For example, an acuity flare:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt; ** Necrotic energy from your &amp;lt;weapon&amp;gt; overflows into you! **&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
    You feel energized!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Acuity is the only flare which also wears off (whether used or unused):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel the unnatural surge of necrotic power wane away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will take the hit when dispel magic and hex [[715|curses]] are cast at you (spells without warding rolls):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A hooded figure gestures at you!&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
The elemental aura around you wavers.&lt;br /&gt;
&lt;br /&gt;
An eidolon points a spectral finger at you!&lt;br /&gt;
As the tendril of swirling gray magic leaves the eidolon, it is deflected away from you and dissipates harmlessly into the air.&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will be applied to the hidden CS roll of [[Pestilence (716)]] reactive flares&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
;Temporary Ensorcell success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast at my staff&lt;br /&gt;
You gesture at a drakar-runed ebonwood staff.&lt;br /&gt;
Necrotic energy materializes around your ebonwood staff and sinks onto it like an ethereal film.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of permanently ensorcelled item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my leather&lt;br /&gt;
You gesture at some vruul skin casting leathers.&lt;br /&gt;
Necrotic energy materializes around your casting leathers before being repelled by the stronger necrotic energy already present.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of cursed item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my claidhmore&lt;br /&gt;
You gesture at a black steel claidhmore.&lt;br /&gt;
Necrotic energy materializes around your black steel claidhmore before being disrupted and fading away.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Probable success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the rune-carved crosier has not yet been permanently ensorcelled and that you should be able to ensorcell it easily enough, barring bad luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;channel my crosier&lt;br /&gt;
You channel at a tiny rune-carved crosier.&lt;br /&gt;
Having probed the rune-carved crosier already, you begin to channel your stored necrotic energy at it.  You carefully regulate the flow of energy in order to attempt to overcome its natural resistance while not simultaneously overwhelming yourself...&lt;br /&gt;
&lt;br /&gt;
You make an outstanding attempt!&lt;br /&gt;
&lt;br /&gt;
Success!  You manage to breach the rune-carved crosier&#039;s defenses and pour in enough of your stored necrotic energy to permanently fuse it to the rune-carved crosier&#039;s very structure.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wearing Off===&lt;br /&gt;
;Temporary item ensorcellment wearing off.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The ethereal necrotic film covering your hoarbeam runestaff shrivels away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Failures===&lt;br /&gt;
;Failure message for testing a permanent item (7x @ lvl 36):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at an ice blue tapered faewood runestaff tipped with a smooth bone wand.&lt;br /&gt;
You sense that the tapered faewood runestaff has not yet been permanently ensorcelled and that this ensorcellment will be nearly impossible.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Possible failure for testing (5x @ lvl 37):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the faewood runestaff has not yet been permanently ensorcelled and that you are more likely than not to succeed on your cast, but you will need some luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for permanent item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You make an excellent attempt!&lt;br /&gt;
Failure!  You are unable to overcome the tapered faewood runestaff&#039;s defenses, wasting some of your stored necrotic energy in the fruitless attempt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a sanctified/enhancive item without first pouring an inky black potion:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a double bit eonake handaxe.&lt;br /&gt;
You sense a strange aura of power from within the eonake handaxe that disrupts the power of your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a magic resistant item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a dented veil iron war hammer.&lt;br /&gt;
Your veil iron war hammer resists your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Alchemy]] [[recipes|Recipes]]==&lt;br /&gt;
===Inky Black Potion===&lt;br /&gt;
{{:inky black potion}}&lt;br /&gt;
&lt;br /&gt;
===Glimmering Sanguine Potion===&lt;br /&gt;
{{#section:Glimmering sanguine potion|intro}}&lt;br /&gt;
{{#section:Glimmering sanguine potion|formula}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[The Courtesan: A Reflection on Necrotic Energy]]&lt;br /&gt;
*[http://gsguide.wikia.com/wiki/Ensorcell Dergoatean&#039;s Guide]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?83562-Ensorcell-data-blame-Goat PC: Ensorcell Data Thread]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?80647-I-checked-t1-ensorcell-difficulty-on-a-few-items PC: Item Difficulty Checking Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;br /&gt;
[[category:Weapon Enhancements]]&lt;br /&gt;
[[Category:Armor Enhancements]]&lt;br /&gt;
[[Category:Shield Enhancements]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Weighting&amp;diff=163456</id>
		<title>Weighting</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Weighting&amp;diff=163456"/>
		<updated>2022-03-20T17:14:29Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Critical Weighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{work-in-progress}}&lt;br /&gt;
{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
| {{Padding weighting table|type=Weighting}}&lt;br /&gt;
|}&lt;br /&gt;
{{Otheruses4|the weapon property that increases damage dealt by attacks|items&#039; physical weights|WEIGHT (verb)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weighting&#039;&#039;&#039; is a rare property on physical weapons that a increases the damage dealt by successful hits. There are two types of weighting: &#039;&#039;&#039;critical weighting&#039;&#039;&#039; increases the potential critical rank of the hit, and &#039;&#039;&#039;damage weighting&#039;&#039;&#039; increases [[health|HP]] damage.&lt;br /&gt;
&lt;br /&gt;
Both types of weighting are measured by &#039;&#039;&#039;Combat Effectiveness Rating&#039;&#039;&#039;, usually from 0 to 50 points.&lt;br /&gt;
&lt;br /&gt;
[[Warrior]]s can {{mono|[[ASSESS]]}} weapons to determine their exact number of points of critical and/or damage weighting. {{mono|ASSESS}} also provides a verbal description, such as &amp;quot;&#039;&#039;decently&#039;&#039; weighted to inflict more critical blows&amp;quot;, which can be used as an in-character way to describe the property. The relationship between verbal descriptions and combat effectiveness is shown on the table to the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;alert-warning&amp;quot;&amp;gt;As of the [[/saved posts#Weighting, Padding, Sighting Revamp 2017|August 2017 update]], weighting has been changed to a [[item properties|Category C]] item property and can coexist with all other properties, including both critical and damage weighting on the same item.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Critical Weighting==&lt;br /&gt;
Critical weighting increases the critical severity of a successful attack by adding the Combat Effectiveness Rating to the raw HP damage before resolving the critical rank. A weapon with 10 points of critical weighting (&amp;quot;heavily weighted to inflict more critical blows&amp;quot;) adds 10 extra phantom damage. &#039;&#039;&#039;The full critical weighting is added to each attack.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{equation box|{{math|&#039;&#039;&#039;[[Critical|Max Critical Rank]] {{=}} ([[Raw damage|Raw Damage]] + Crit Weighting - [[Padding|Crit Padding]]) / [[Critical divisor|Armor Critical Divisor]]&#039;&#039;&#039;}}}}&lt;br /&gt;
&lt;br /&gt;
Notes: Max critical rank is rounded down ([[trunc]]ated) to a whole number. Weighting values are &#039;&#039;never randomized&#039;&#039; as part of the max critical rank calculation: the full combat effectiveness value is always added. Padding values are randomized for values greater than 6 padding points of combat effectiveness; see [[padding]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Natural Crit Weighting===&lt;br /&gt;
Characters have natural crit weighting derived from DEX bonus. GILCHRISTR&#039;s research indicates that 1 potential phantom damage is added for each 4 bonus. There are also some abilities that can temporarily bestow crit weighting, such as [[Sigil of Major Bane]]. These effects are applied additively to any weapon weighting and to each other. They apply to ranged and bolt attacks as well (which normally have no weapon-based weighting).&lt;br /&gt;
&lt;br /&gt;
[https://discord.com/channels/226045346399256576/532373273816858636/692611152995418143 According to Naijin], the stat-based crit weighting for swung weapons is:&lt;br /&gt;
&lt;br /&gt;
Stat-based crit CER bonus = (DEX BONUS - WEAPON SIZE PENALTY) / 4.  (It is unclear if this can go negative, or how this is rounded, if at all).&lt;br /&gt;
&lt;br /&gt;
WEAPON SIZE PENALTY = SUMMATION(WEAPON SPEED + 1 - (OPEN OFF HAND?3:0)) * 2 - STRENGTH BONUS, where SUMMATION is a seed 1 summation.  This penalty cannot go below 0 (i.e. cannot actually be a bonus).  &amp;quot;Open off hand&amp;quot; is considered true for two-handed weapons with an open left hand.&lt;br /&gt;
&lt;br /&gt;
For a lance, the user needs 56 STR bonus to benefit from their full DEX bonus.  For a spear, it&#039;s 20 STR bonus.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
You attack and hit a creature wearing soft leather armor for 15 raw damage.  Since the [[critical divisor]] of soft leather armor is 6, it would normally have, without any weapon weighting, a max crit rank of {{mono|[[trunc]](15/6) {{=}} 2}}. An attack with a heavily crit weighted weapon (10 points of combat effectiveness rating) will increase the total damage used to calculate the crit rank. To determine the max crit rank divide the sum of the raw and crit damage by the armor crit divisor and truncate the result. In this example it is {{mono|trunc[(15 raw + 10 crit) / 6] {{=}} 4}}. Therefore, the actual maximum crit rank possible has increased from 2 with a non-weighted weapon to 4 when weapon crit weighting is added. Bear in mind that this damage is not actually [[HP]] damage as yet, it is only used to determine the maximum critical rank. The final critical rank is subject to [[critical randomization]].&lt;br /&gt;
&lt;br /&gt;
Critical weighting cannot increase the rank of a hit that would have been a critical rank 0 otherwise.&lt;br /&gt;
&lt;br /&gt;
===Ambush===&lt;br /&gt;
&lt;br /&gt;
[[Ambush]]ing from hiding has additional critical weighting based on training as well as a [[stance]] pushdown effect. The exact formula is not known. It has been estimated that a level 100 rogue fully trained in stealth skills receives around 40 to 50 points of weighting when ambushing with a dagger. This bonus only applies when ambushing from hiding, not open ambush/aiming.&lt;br /&gt;
&lt;br /&gt;
==Damage Weighting==&lt;br /&gt;
&#039;&#039;&#039;Damage weighting&#039;&#039;&#039; is a property of a weapon that causes the weapon to inflict additional hitpoint damage on a target.  Damage weighting does not apply when calculating the critical outcome of an attack. The additional hitpoints from damage weighting are added at the end of the combat resolution calculations. There is no special messaging to indicate that damage weighting is a factor in the attack resolution. In order to determine the amount of weighting added to a particular attack requires calculating the non-damage weighted outcome and comparing this theoretical value to the actual result.&lt;br /&gt;
&lt;br /&gt;
As with crit weighting, there is both a numerical value and a corresponding descriptive message associated with the level of weighting a weapon possesses. However, unlike critical weighting, which requires that the initial raw damage be sufficient to cause a minimum Rank 1 critical before activating, there is no such requirement for damage weighted weapons. Damage weighting will activate with all successful (endrolls greater than 100) attacks.&lt;br /&gt;
&lt;br /&gt;
The amount of damage weighting added to an attack is either fixed or variable depending upon the level of weighting. Weighting levels from &#039;&#039;&#039;Lightly&#039;&#039;&#039; to &#039;&#039;&#039;Somewhat&#039;&#039;&#039; will always add the weapon&#039;s actual weighting. Weighting levels higher than &#039;&#039;&#039;Somewhat&#039;&#039;&#039; will add a variable amount of HP damage but will never be less than &#039;&#039;&#039;Somewhat&#039;&#039;&#039; equivalent weighting.&lt;br /&gt;
&lt;br /&gt;
Adding damage weighting to weapons is NOT available through the [[premium point]] system. Damage weighted weapons are often available in [[player run shop]]s, through special merchants or events, or from private sales by other players. Because of their desirability weighted weapons can be quite expensive. High level weighted weapons can sell for tens of millions of silver or more.&lt;br /&gt;
&lt;br /&gt;
Although not an intrinsic property of a weapon, damage weighting can also be added to [[melee]], [[ranged]] and [[bolt]] attacks by members of the [[Guardians of Sunfist]] society by activating the [[Sigil of Minor Bane]].&lt;br /&gt;
&lt;br /&gt;
=== Damage Weighting Calculation ===&lt;br /&gt;
In order to determine the amount of weighting added to an attack it is necessary to know the weapon [[damage factor]] and the critical damage result. These values can then be used to determine the total theoretical damage (raw damage + critical damage). The amount of damage from the weapon weighting is simply (actual damage - theoretical damage).&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You swing a vultite longsword at a hill troll!&amp;lt;&lt;br /&gt;
  AS: +246 vs DS: +84 with AvD: +42 + d100 roll: +91 = +295&lt;br /&gt;
   ... and hit for 128 points of damage!&lt;br /&gt;
   Massive blow punches a hole through the hill troll&#039;s chest!&lt;br /&gt;
   The hill troll is stunned!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, the weapon damage factor is .275 ([[longsword]] vs. light leather: [[Armor]] Group 2). The raw damage from the attack is (weapon DF * (endroll - 100) which results in (.275 * 195) 56 raw damage. The critical damage can be found by looking up the messaging on the appropriate [[critical table]]. In this case, the critical messaging &amp;lt;i&amp;gt;Massive blow punches a hole through the hill troll&#039;s chest!&amp;lt;/i&amp;gt;, which can be found on the [[crush critical table]], indicates a Rank 8 Chest critical with 65 points of damage. The total theoretical damage is (56 raw + 65 critical) = 119. The actual damage as shown in the combat messaging is 128. Therefore, the amount of damage weighting added to the attack is (128 actual - 119 theoretical) = 9 points of weighting.&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
In this example there is no critical damage. The messaging &amp;lt;i&amp;gt;Light slash to the hill troll&#039;s abdomen! Barely nicked.&amp;lt;/i&amp;gt;, that is found on the [[slash critical table]], corresponds to 0 critical damage. Therefore, the only theoretical damage is the raw damage (weapon DF * (endroll - 100). In this example the raw damage is (.225 * 21) = 5. The difference between the weapon damage factor from examples I and II is due to the different armor worn by the hill trolls, as reflected in the different [[AvD]]s. The troll in Example II is wearing a leather breastplate (Armor Group 3). The weapon weighting is (actual damage - theoretical damage) which in this example is (13 - 5) = 8 points of weighting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You swing a vultite longsword at a hill troll!&lt;br /&gt;
  AS: +163 vs DS: +113 with AvD: +43 + d100 roll: +28 = +121&lt;br /&gt;
   ... and hit for 13 points of damage!&lt;br /&gt;
   Light slash to the hill troll&#039;s abdomen!&lt;br /&gt;
   Barely nicked.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{WPS merchant service}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Item supercharger]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view Weighting and Padding Officials folder]&lt;br /&gt;
[[Category:Weapon Enhancements]]&lt;br /&gt;
[[category: Merchant Services]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Weighting&amp;diff=163455</id>
		<title>Weighting</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Weighting&amp;diff=163455"/>
		<updated>2022-03-20T17:12:53Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Critical Weighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{work-in-progress}}&lt;br /&gt;
{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
| {{Padding weighting table|type=Weighting}}&lt;br /&gt;
|}&lt;br /&gt;
{{Otheruses4|the weapon property that increases damage dealt by attacks|items&#039; physical weights|WEIGHT (verb)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weighting&#039;&#039;&#039; is a rare property on physical weapons that a increases the damage dealt by successful hits. There are two types of weighting: &#039;&#039;&#039;critical weighting&#039;&#039;&#039; increases the potential critical rank of the hit, and &#039;&#039;&#039;damage weighting&#039;&#039;&#039; increases [[health|HP]] damage.&lt;br /&gt;
&lt;br /&gt;
Both types of weighting are measured by &#039;&#039;&#039;Combat Effectiveness Rating&#039;&#039;&#039;, usually from 0 to 50 points.&lt;br /&gt;
&lt;br /&gt;
[[Warrior]]s can {{mono|[[ASSESS]]}} weapons to determine their exact number of points of critical and/or damage weighting. {{mono|ASSESS}} also provides a verbal description, such as &amp;quot;&#039;&#039;decently&#039;&#039; weighted to inflict more critical blows&amp;quot;, which can be used as an in-character way to describe the property. The relationship between verbal descriptions and combat effectiveness is shown on the table to the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;alert-warning&amp;quot;&amp;gt;As of the [[/saved posts#Weighting, Padding, Sighting Revamp 2017|August 2017 update]], weighting has been changed to a [[item properties|Category C]] item property and can coexist with all other properties, including both critical and damage weighting on the same item.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Critical Weighting==&lt;br /&gt;
Critical weighting increases the critical severity of a successful attack by adding the Combat Effectiveness Rating to the raw HP damage before resolving the critical rank. A weapon with 10 points of critical weighting (&amp;quot;heavily weighted to inflict more critical blows&amp;quot;) adds 10 extra phantom damage. &#039;&#039;&#039;The full critical weighting is added to each attack.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{equation box|{{math|&#039;&#039;&#039;[[Critical|Max Critical Rank]] {{=}} ([[Raw damage|Raw Damage]] + Crit Weighting - [[Padding|Crit Padding]]) / [[Critical divisor|Armor Critical Divisor]]&#039;&#039;&#039;}}}}&lt;br /&gt;
&lt;br /&gt;
Notes: Max critical rank is rounded down ([[trunc]]ated) to a whole number. Weighting values are &#039;&#039;never randomized&#039;&#039; as part of the max critical rank calculation: the full combat effectiveness value is always added. Padding values are randomized for values greater than 6 padding points of combat effectiveness; see [[padding]] for more details.&lt;br /&gt;
&lt;br /&gt;
Characters have natural crit weighting derived from DEX bonus. GILCHRISTR&#039;s research indicates that 1 potential phantom damage is added for each 4 bonus. There are also some abilities that can temporarily bestow crit weighting, such as [[Sigil of Major Bane]]. These effects are applied additively to any weapon weighting and to each other. They apply to ranged and bolt attacks as well (which normally have no weapon-based weighting).&lt;br /&gt;
&lt;br /&gt;
[https://discord.com/channels/226045346399256576/532373273816858636/692611152995418143 According to Naijin], the stat-based crit weighting for swung weapons is:&lt;br /&gt;
&lt;br /&gt;
Stat-based crit CER bonus = (DEX BONUS - WEAPON SIZE PENALTY) / 4.  (It is unclear if this can go negative, or how this is rounded, if at all).&lt;br /&gt;
&lt;br /&gt;
WEAPON SIZE PENALTY = SUMMATION(WEAPON SPEED + 1 - (OPEN OFF HAND?3:0)) * 2 - STRENGTH BONUS, where SUMMATION is a seed 1 summation.  This penalty cannot go below 0 (i.e. cannot actually be a bonus).  &amp;quot;Open off hand&amp;quot; is considered true for two-handed weapons with an open left hand.&lt;br /&gt;
&lt;br /&gt;
For a lance, the user needs 56 STR bonus to benefit from their full DEX bonus.  For a spear, it&#039;s 20 STR bonus.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
You attack and hit a creature wearing soft leather armor for 15 raw damage.  Since the [[critical divisor]] of soft leather armor is 6, it would normally have, without any weapon weighting, a max crit rank of {{mono|[[trunc]](15/6) {{=}} 2}}. An attack with a heavily crit weighted weapon (10 points of combat effectiveness rating) will increase the total damage used to calculate the crit rank. To determine the max crit rank divide the sum of the raw and crit damage by the armor crit divisor and truncate the result. In this example it is {{mono|trunc[(15 raw + 10 crit) / 6] {{=}} 4}}. Therefore, the actual maximum crit rank possible has increased from 2 with a non-weighted weapon to 4 when weapon crit weighting is added. Bear in mind that this damage is not actually [[HP]] damage as yet, it is only used to determine the maximum critical rank. The final critical rank is subject to [[critical randomization]].&lt;br /&gt;
&lt;br /&gt;
Critical weighting cannot increase the rank of a hit that would have been a critical rank 0 otherwise.&lt;br /&gt;
&lt;br /&gt;
===Ambush===&lt;br /&gt;
&lt;br /&gt;
[[Ambush]]ing from hiding has additional critical weighting based on training as well as a [[stance]] pushdown effect. The exact formula is not known. It has been estimated that a level 100 rogue fully trained in stealth skills receives around 40 to 50 points of weighting when ambushing with a dagger. This bonus only applies when ambushing from hiding, not open ambush/aiming.&lt;br /&gt;
&lt;br /&gt;
==Damage Weighting==&lt;br /&gt;
&#039;&#039;&#039;Damage weighting&#039;&#039;&#039; is a property of a weapon that causes the weapon to inflict additional hitpoint damage on a target.  Damage weighting does not apply when calculating the critical outcome of an attack. The additional hitpoints from damage weighting are added at the end of the combat resolution calculations. There is no special messaging to indicate that damage weighting is a factor in the attack resolution. In order to determine the amount of weighting added to a particular attack requires calculating the non-damage weighted outcome and comparing this theoretical value to the actual result.&lt;br /&gt;
&lt;br /&gt;
As with crit weighting, there is both a numerical value and a corresponding descriptive message associated with the level of weighting a weapon possesses. However, unlike critical weighting, which requires that the initial raw damage be sufficient to cause a minimum Rank 1 critical before activating, there is no such requirement for damage weighted weapons. Damage weighting will activate with all successful (endrolls greater than 100) attacks.&lt;br /&gt;
&lt;br /&gt;
The amount of damage weighting added to an attack is either fixed or variable depending upon the level of weighting. Weighting levels from &#039;&#039;&#039;Lightly&#039;&#039;&#039; to &#039;&#039;&#039;Somewhat&#039;&#039;&#039; will always add the weapon&#039;s actual weighting. Weighting levels higher than &#039;&#039;&#039;Somewhat&#039;&#039;&#039; will add a variable amount of HP damage but will never be less than &#039;&#039;&#039;Somewhat&#039;&#039;&#039; equivalent weighting.&lt;br /&gt;
&lt;br /&gt;
Adding damage weighting to weapons is NOT available through the [[premium point]] system. Damage weighted weapons are often available in [[player run shop]]s, through special merchants or events, or from private sales by other players. Because of their desirability weighted weapons can be quite expensive. High level weighted weapons can sell for tens of millions of silver or more.&lt;br /&gt;
&lt;br /&gt;
Although not an intrinsic property of a weapon, damage weighting can also be added to [[melee]], [[ranged]] and [[bolt]] attacks by members of the [[Guardians of Sunfist]] society by activating the [[Sigil of Minor Bane]].&lt;br /&gt;
&lt;br /&gt;
=== Damage Weighting Calculation ===&lt;br /&gt;
In order to determine the amount of weighting added to an attack it is necessary to know the weapon [[damage factor]] and the critical damage result. These values can then be used to determine the total theoretical damage (raw damage + critical damage). The amount of damage from the weapon weighting is simply (actual damage - theoretical damage).&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You swing a vultite longsword at a hill troll!&amp;lt;&lt;br /&gt;
  AS: +246 vs DS: +84 with AvD: +42 + d100 roll: +91 = +295&lt;br /&gt;
   ... and hit for 128 points of damage!&lt;br /&gt;
   Massive blow punches a hole through the hill troll&#039;s chest!&lt;br /&gt;
   The hill troll is stunned!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, the weapon damage factor is .275 ([[longsword]] vs. light leather: [[Armor]] Group 2). The raw damage from the attack is (weapon DF * (endroll - 100) which results in (.275 * 195) 56 raw damage. The critical damage can be found by looking up the messaging on the appropriate [[critical table]]. In this case, the critical messaging &amp;lt;i&amp;gt;Massive blow punches a hole through the hill troll&#039;s chest!&amp;lt;/i&amp;gt;, which can be found on the [[crush critical table]], indicates a Rank 8 Chest critical with 65 points of damage. The total theoretical damage is (56 raw + 65 critical) = 119. The actual damage as shown in the combat messaging is 128. Therefore, the amount of damage weighting added to the attack is (128 actual - 119 theoretical) = 9 points of weighting.&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
In this example there is no critical damage. The messaging &amp;lt;i&amp;gt;Light slash to the hill troll&#039;s abdomen! Barely nicked.&amp;lt;/i&amp;gt;, that is found on the [[slash critical table]], corresponds to 0 critical damage. Therefore, the only theoretical damage is the raw damage (weapon DF * (endroll - 100). In this example the raw damage is (.225 * 21) = 5. The difference between the weapon damage factor from examples I and II is due to the different armor worn by the hill trolls, as reflected in the different [[AvD]]s. The troll in Example II is wearing a leather breastplate (Armor Group 3). The weapon weighting is (actual damage - theoretical damage) which in this example is (13 - 5) = 8 points of weighting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You swing a vultite longsword at a hill troll!&lt;br /&gt;
  AS: +163 vs DS: +113 with AvD: +43 + d100 roll: +28 = +121&lt;br /&gt;
   ... and hit for 13 points of damage!&lt;br /&gt;
   Light slash to the hill troll&#039;s abdomen!&lt;br /&gt;
   Barely nicked.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{WPS merchant service}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Item supercharger]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view Weighting and Padding Officials folder]&lt;br /&gt;
[[Category:Weapon Enhancements]]&lt;br /&gt;
[[category: Merchant Services]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Weighting&amp;diff=163454</id>
		<title>Weighting</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Weighting&amp;diff=163454"/>
		<updated>2022-03-20T17:11:28Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Critical Weighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{work-in-progress}}&lt;br /&gt;
{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
| {{Padding weighting table|type=Weighting}}&lt;br /&gt;
|}&lt;br /&gt;
{{Otheruses4|the weapon property that increases damage dealt by attacks|items&#039; physical weights|WEIGHT (verb)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weighting&#039;&#039;&#039; is a rare property on physical weapons that a increases the damage dealt by successful hits. There are two types of weighting: &#039;&#039;&#039;critical weighting&#039;&#039;&#039; increases the potential critical rank of the hit, and &#039;&#039;&#039;damage weighting&#039;&#039;&#039; increases [[health|HP]] damage.&lt;br /&gt;
&lt;br /&gt;
Both types of weighting are measured by &#039;&#039;&#039;Combat Effectiveness Rating&#039;&#039;&#039;, usually from 0 to 50 points.&lt;br /&gt;
&lt;br /&gt;
[[Warrior]]s can {{mono|[[ASSESS]]}} weapons to determine their exact number of points of critical and/or damage weighting. {{mono|ASSESS}} also provides a verbal description, such as &amp;quot;&#039;&#039;decently&#039;&#039; weighted to inflict more critical blows&amp;quot;, which can be used as an in-character way to describe the property. The relationship between verbal descriptions and combat effectiveness is shown on the table to the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;alert-warning&amp;quot;&amp;gt;As of the [[/saved posts#Weighting, Padding, Sighting Revamp 2017|August 2017 update]], weighting has been changed to a [[item properties|Category C]] item property and can coexist with all other properties, including both critical and damage weighting on the same item.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Critical Weighting==&lt;br /&gt;
Critical weighting increases the critical severity of a successful attack by adding the Combat Effectiveness Rating to the raw HP damage before resolving the critical rank. A weapon with 10 points of critical weighting (&amp;quot;heavily weighted to inflict more critical blows&amp;quot;) adds 10 extra phantom damage. &#039;&#039;&#039;The full critical weighting is added to each attack.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{equation box|{{math|&#039;&#039;&#039;[[Critical|Max Critical Rank]] {{=}} ([[Raw damage|Raw Damage]] + Crit Weighting - [[Padding|Crit Padding]]) / [[Critical divisor|Armor Critical Divisor]]&#039;&#039;&#039;}}}}&lt;br /&gt;
&lt;br /&gt;
Notes: Max critical rank is rounded down ([[trunc]]ated) to a whole number. Weighting values are &#039;&#039;never randomized&#039;&#039; as part of the max critical rank calculation: the full combat effectiveness value is always added. Padding values are randomized for values greater than 6 padding points of combat effectiveness; see [[padding]] for more details.&lt;br /&gt;
&lt;br /&gt;
Characters have natural crit weighting derived from DEX bonus. GILCHRISTR&#039;s research indicates that 1 potential phantom damage is added for each 4 bonus. There are also some abilities that can temporarily bestow crit weighting, such as [[Sigil of Major Bane]]. These effects are applied additively to any weapon weighting and to each other. They apply to ranged and bolt attacks as well (which normally have no weapon-based weighting).&lt;br /&gt;
&lt;br /&gt;
[https://discord.com/channels/226045346399256576/532373273816858636/692611152995418143 According to Naijin], the stat-based crit weighting for swung weapons is:&lt;br /&gt;
&lt;br /&gt;
WEAPON SIZE PENALTY = SUMMATION(WEAPON SPEED + 1 - (OPEN OFF HAND?3:0)) * 2 - STRENGTH BONUS, where SUMMATION is a seed 1 summation.  This penalty cannot go below 0 (i.e. cannot actually be a bonus).  &amp;quot;Open off hand&amp;quot; is considered true for two-handed weapons with an open left hand.&lt;br /&gt;
&lt;br /&gt;
Stat-based crit CER bonus = (DEX BONUS - WEAPON SIZE PENALTY) / 4.  (It is unclear if this can go negative, or how this is rounded, if at all).&lt;br /&gt;
&lt;br /&gt;
For a lance, the user needs 56 STR bonus to benefit from their full DEX bonus.  For a spear, it&#039;s 20 STR bonus.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
You attack and hit a creature wearing soft leather armor for 15 raw damage.  Since the [[critical divisor]] of soft leather armor is 6, it would normally have, without any weapon weighting, a max crit rank of {{mono|[[trunc]](15/6) {{=}} 2}}. An attack with a heavily crit weighted weapon (10 points of combat effectiveness rating) will increase the total damage used to calculate the crit rank. To determine the max crit rank divide the sum of the raw and crit damage by the armor crit divisor and truncate the result. In this example it is {{mono|trunc[(15 raw + 10 crit) / 6] {{=}} 4}}. Therefore, the actual maximum crit rank possible has increased from 2 with a non-weighted weapon to 4 when weapon crit weighting is added. Bear in mind that this damage is not actually [[HP]] damage as yet, it is only used to determine the maximum critical rank. The final critical rank is subject to [[critical randomization]].&lt;br /&gt;
&lt;br /&gt;
Critical weighting cannot increase the rank of a hit that would have been a critical rank 0 otherwise.&lt;br /&gt;
&lt;br /&gt;
===Ambush===&lt;br /&gt;
&lt;br /&gt;
[[Ambush]]ing from hiding has additional critical weighting based on training as well as a [[stance]] pushdown effect. The exact formula is not known. It has been estimated that a level 100 rogue fully trained in stealth skills receives around 40 to 50 points of weighting when ambushing with a dagger. This bonus only applies when ambushing from hiding, not open ambush/aiming.&lt;br /&gt;
&lt;br /&gt;
==Damage Weighting==&lt;br /&gt;
&#039;&#039;&#039;Damage weighting&#039;&#039;&#039; is a property of a weapon that causes the weapon to inflict additional hitpoint damage on a target.  Damage weighting does not apply when calculating the critical outcome of an attack. The additional hitpoints from damage weighting are added at the end of the combat resolution calculations. There is no special messaging to indicate that damage weighting is a factor in the attack resolution. In order to determine the amount of weighting added to a particular attack requires calculating the non-damage weighted outcome and comparing this theoretical value to the actual result.&lt;br /&gt;
&lt;br /&gt;
As with crit weighting, there is both a numerical value and a corresponding descriptive message associated with the level of weighting a weapon possesses. However, unlike critical weighting, which requires that the initial raw damage be sufficient to cause a minimum Rank 1 critical before activating, there is no such requirement for damage weighted weapons. Damage weighting will activate with all successful (endrolls greater than 100) attacks.&lt;br /&gt;
&lt;br /&gt;
The amount of damage weighting added to an attack is either fixed or variable depending upon the level of weighting. Weighting levels from &#039;&#039;&#039;Lightly&#039;&#039;&#039; to &#039;&#039;&#039;Somewhat&#039;&#039;&#039; will always add the weapon&#039;s actual weighting. Weighting levels higher than &#039;&#039;&#039;Somewhat&#039;&#039;&#039; will add a variable amount of HP damage but will never be less than &#039;&#039;&#039;Somewhat&#039;&#039;&#039; equivalent weighting.&lt;br /&gt;
&lt;br /&gt;
Adding damage weighting to weapons is NOT available through the [[premium point]] system. Damage weighted weapons are often available in [[player run shop]]s, through special merchants or events, or from private sales by other players. Because of their desirability weighted weapons can be quite expensive. High level weighted weapons can sell for tens of millions of silver or more.&lt;br /&gt;
&lt;br /&gt;
Although not an intrinsic property of a weapon, damage weighting can also be added to [[melee]], [[ranged]] and [[bolt]] attacks by members of the [[Guardians of Sunfist]] society by activating the [[Sigil of Minor Bane]].&lt;br /&gt;
&lt;br /&gt;
=== Damage Weighting Calculation ===&lt;br /&gt;
In order to determine the amount of weighting added to an attack it is necessary to know the weapon [[damage factor]] and the critical damage result. These values can then be used to determine the total theoretical damage (raw damage + critical damage). The amount of damage from the weapon weighting is simply (actual damage - theoretical damage).&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You swing a vultite longsword at a hill troll!&amp;lt;&lt;br /&gt;
  AS: +246 vs DS: +84 with AvD: +42 + d100 roll: +91 = +295&lt;br /&gt;
   ... and hit for 128 points of damage!&lt;br /&gt;
   Massive blow punches a hole through the hill troll&#039;s chest!&lt;br /&gt;
   The hill troll is stunned!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, the weapon damage factor is .275 ([[longsword]] vs. light leather: [[Armor]] Group 2). The raw damage from the attack is (weapon DF * (endroll - 100) which results in (.275 * 195) 56 raw damage. The critical damage can be found by looking up the messaging on the appropriate [[critical table]]. In this case, the critical messaging &amp;lt;i&amp;gt;Massive blow punches a hole through the hill troll&#039;s chest!&amp;lt;/i&amp;gt;, which can be found on the [[crush critical table]], indicates a Rank 8 Chest critical with 65 points of damage. The total theoretical damage is (56 raw + 65 critical) = 119. The actual damage as shown in the combat messaging is 128. Therefore, the amount of damage weighting added to the attack is (128 actual - 119 theoretical) = 9 points of weighting.&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
In this example there is no critical damage. The messaging &amp;lt;i&amp;gt;Light slash to the hill troll&#039;s abdomen! Barely nicked.&amp;lt;/i&amp;gt;, that is found on the [[slash critical table]], corresponds to 0 critical damage. Therefore, the only theoretical damage is the raw damage (weapon DF * (endroll - 100). In this example the raw damage is (.225 * 21) = 5. The difference between the weapon damage factor from examples I and II is due to the different armor worn by the hill trolls, as reflected in the different [[AvD]]s. The troll in Example II is wearing a leather breastplate (Armor Group 3). The weapon weighting is (actual damage - theoretical damage) which in this example is (13 - 5) = 8 points of weighting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You swing a vultite longsword at a hill troll!&lt;br /&gt;
  AS: +163 vs DS: +113 with AvD: +43 + d100 roll: +28 = +121&lt;br /&gt;
   ... and hit for 13 points of damage!&lt;br /&gt;
   Light slash to the hill troll&#039;s abdomen!&lt;br /&gt;
   Barely nicked.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{WPS merchant service}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Item supercharger]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view Weighting and Padding Officials folder]&lt;br /&gt;
[[Category:Weapon Enhancements]]&lt;br /&gt;
[[category: Merchant Services]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Weighting&amp;diff=163453</id>
		<title>Weighting</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Weighting&amp;diff=163453"/>
		<updated>2022-03-20T17:10:51Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Critical Weighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{work-in-progress}}&lt;br /&gt;
{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
| {{Padding weighting table|type=Weighting}}&lt;br /&gt;
|}&lt;br /&gt;
{{Otheruses4|the weapon property that increases damage dealt by attacks|items&#039; physical weights|WEIGHT (verb)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weighting&#039;&#039;&#039; is a rare property on physical weapons that a increases the damage dealt by successful hits. There are two types of weighting: &#039;&#039;&#039;critical weighting&#039;&#039;&#039; increases the potential critical rank of the hit, and &#039;&#039;&#039;damage weighting&#039;&#039;&#039; increases [[health|HP]] damage.&lt;br /&gt;
&lt;br /&gt;
Both types of weighting are measured by &#039;&#039;&#039;Combat Effectiveness Rating&#039;&#039;&#039;, usually from 0 to 50 points.&lt;br /&gt;
&lt;br /&gt;
[[Warrior]]s can {{mono|[[ASSESS]]}} weapons to determine their exact number of points of critical and/or damage weighting. {{mono|ASSESS}} also provides a verbal description, such as &amp;quot;&#039;&#039;decently&#039;&#039; weighted to inflict more critical blows&amp;quot;, which can be used as an in-character way to describe the property. The relationship between verbal descriptions and combat effectiveness is shown on the table to the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;alert-warning&amp;quot;&amp;gt;As of the [[/saved posts#Weighting, Padding, Sighting Revamp 2017|August 2017 update]], weighting has been changed to a [[item properties|Category C]] item property and can coexist with all other properties, including both critical and damage weighting on the same item.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Critical Weighting==&lt;br /&gt;
Critical weighting increases the critical severity of a successful attack by adding the Combat Effectiveness Rating to the raw HP damage before resolving the critical rank. A weapon with 10 points of critical weighting (&amp;quot;heavily weighted to inflict more critical blows&amp;quot;) adds 10 extra phantom damage. &#039;&#039;&#039;The full critical weighting is added to each attack.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{equation box|{{math|&#039;&#039;&#039;[[Critical|Max Critical Rank]] {{=}} ([[Raw damage|Raw Damage]] + Crit Weighting - [[Padding|Crit Padding]]) / [[Critical divisor|Armor Critical Divisor]]&#039;&#039;&#039;}}}}&lt;br /&gt;
&lt;br /&gt;
Notes: Max critical rank is rounded down ([[trunc]]ated) to a whole number. Weighting values are &#039;&#039;never randomized&#039;&#039; as part of the max critical rank calculation: the full combat effectiveness value is always added. Padding values are randomized for values greater than 6 padding points of combat effectiveness; see [[padding]] for more details.&lt;br /&gt;
&lt;br /&gt;
Characters have natural crit weighting derived from DEX bonus. GILCHRISTR&#039;s research indicates that 1 potential phantom damage is added for each 4 bonus. There are also some abilities that can temporarily bestow crit weighting, such as [[Sigil of Major Bane]]. These effects are applied additively to any weapon weighting and to each other. They apply to ranged and bolt attacks as well (which normally have no weapon-based weighting).&lt;br /&gt;
&lt;br /&gt;
[https://discord.com/channels/226045346399256576/532373273816858636/692611152995418143 According to Naijin], the stat-based crit weighting for swung weapons is:&lt;br /&gt;
&lt;br /&gt;
WEAPON SIZE PENALTY: SUMMATION(WEAPON SPEED + 1 - (OPEN OFF HAND?3:0)) * 2 - STRENGTH BONUS, where SUMMATION is a seed 1 summation.  This penalty cannot go below 0 (i.e. cannot actually be a bonus).  &amp;quot;Open off hand&amp;quot; is considered true for two-handed weapons with an open left hand.&lt;br /&gt;
&lt;br /&gt;
Stat-based crit CER bonus (DEX BONUS - WEAPON SIZE PENALTY) / 4.  (It is unclear if this can go negative, or how this is rounded, if at all).&lt;br /&gt;
&lt;br /&gt;
For a lance, the user needs 56 STR bonus to benefit from their full DEX bonus.  For a spear, it&#039;s 20 STR bonus.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
You attack and hit a creature wearing soft leather armor for 15 raw damage.  Since the [[critical divisor]] of soft leather armor is 6, it would normally have, without any weapon weighting, a max crit rank of {{mono|[[trunc]](15/6) {{=}} 2}}. An attack with a heavily crit weighted weapon (10 points of combat effectiveness rating) will increase the total damage used to calculate the crit rank. To determine the max crit rank divide the sum of the raw and crit damage by the armor crit divisor and truncate the result. In this example it is {{mono|trunc[(15 raw + 10 crit) / 6] {{=}} 4}}. Therefore, the actual maximum crit rank possible has increased from 2 with a non-weighted weapon to 4 when weapon crit weighting is added. Bear in mind that this damage is not actually [[HP]] damage as yet, it is only used to determine the maximum critical rank. The final critical rank is subject to [[critical randomization]].&lt;br /&gt;
&lt;br /&gt;
Critical weighting cannot increase the rank of a hit that would have been a critical rank 0 otherwise.&lt;br /&gt;
&lt;br /&gt;
===Ambush===&lt;br /&gt;
&lt;br /&gt;
[[Ambush]]ing from hiding has additional critical weighting based on training as well as a [[stance]] pushdown effect. The exact formula is not known. It has been estimated that a level 100 rogue fully trained in stealth skills receives around 40 to 50 points of weighting when ambushing with a dagger. This bonus only applies when ambushing from hiding, not open ambush/aiming.&lt;br /&gt;
&lt;br /&gt;
==Damage Weighting==&lt;br /&gt;
&#039;&#039;&#039;Damage weighting&#039;&#039;&#039; is a property of a weapon that causes the weapon to inflict additional hitpoint damage on a target.  Damage weighting does not apply when calculating the critical outcome of an attack. The additional hitpoints from damage weighting are added at the end of the combat resolution calculations. There is no special messaging to indicate that damage weighting is a factor in the attack resolution. In order to determine the amount of weighting added to a particular attack requires calculating the non-damage weighted outcome and comparing this theoretical value to the actual result.&lt;br /&gt;
&lt;br /&gt;
As with crit weighting, there is both a numerical value and a corresponding descriptive message associated with the level of weighting a weapon possesses. However, unlike critical weighting, which requires that the initial raw damage be sufficient to cause a minimum Rank 1 critical before activating, there is no such requirement for damage weighted weapons. Damage weighting will activate with all successful (endrolls greater than 100) attacks.&lt;br /&gt;
&lt;br /&gt;
The amount of damage weighting added to an attack is either fixed or variable depending upon the level of weighting. Weighting levels from &#039;&#039;&#039;Lightly&#039;&#039;&#039; to &#039;&#039;&#039;Somewhat&#039;&#039;&#039; will always add the weapon&#039;s actual weighting. Weighting levels higher than &#039;&#039;&#039;Somewhat&#039;&#039;&#039; will add a variable amount of HP damage but will never be less than &#039;&#039;&#039;Somewhat&#039;&#039;&#039; equivalent weighting.&lt;br /&gt;
&lt;br /&gt;
Adding damage weighting to weapons is NOT available through the [[premium point]] system. Damage weighted weapons are often available in [[player run shop]]s, through special merchants or events, or from private sales by other players. Because of their desirability weighted weapons can be quite expensive. High level weighted weapons can sell for tens of millions of silver or more.&lt;br /&gt;
&lt;br /&gt;
Although not an intrinsic property of a weapon, damage weighting can also be added to [[melee]], [[ranged]] and [[bolt]] attacks by members of the [[Guardians of Sunfist]] society by activating the [[Sigil of Minor Bane]].&lt;br /&gt;
&lt;br /&gt;
=== Damage Weighting Calculation ===&lt;br /&gt;
In order to determine the amount of weighting added to an attack it is necessary to know the weapon [[damage factor]] and the critical damage result. These values can then be used to determine the total theoretical damage (raw damage + critical damage). The amount of damage from the weapon weighting is simply (actual damage - theoretical damage).&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You swing a vultite longsword at a hill troll!&amp;lt;&lt;br /&gt;
  AS: +246 vs DS: +84 with AvD: +42 + d100 roll: +91 = +295&lt;br /&gt;
   ... and hit for 128 points of damage!&lt;br /&gt;
   Massive blow punches a hole through the hill troll&#039;s chest!&lt;br /&gt;
   The hill troll is stunned!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, the weapon damage factor is .275 ([[longsword]] vs. light leather: [[Armor]] Group 2). The raw damage from the attack is (weapon DF * (endroll - 100) which results in (.275 * 195) 56 raw damage. The critical damage can be found by looking up the messaging on the appropriate [[critical table]]. In this case, the critical messaging &amp;lt;i&amp;gt;Massive blow punches a hole through the hill troll&#039;s chest!&amp;lt;/i&amp;gt;, which can be found on the [[crush critical table]], indicates a Rank 8 Chest critical with 65 points of damage. The total theoretical damage is (56 raw + 65 critical) = 119. The actual damage as shown in the combat messaging is 128. Therefore, the amount of damage weighting added to the attack is (128 actual - 119 theoretical) = 9 points of weighting.&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
In this example there is no critical damage. The messaging &amp;lt;i&amp;gt;Light slash to the hill troll&#039;s abdomen! Barely nicked.&amp;lt;/i&amp;gt;, that is found on the [[slash critical table]], corresponds to 0 critical damage. Therefore, the only theoretical damage is the raw damage (weapon DF * (endroll - 100). In this example the raw damage is (.225 * 21) = 5. The difference between the weapon damage factor from examples I and II is due to the different armor worn by the hill trolls, as reflected in the different [[AvD]]s. The troll in Example II is wearing a leather breastplate (Armor Group 3). The weapon weighting is (actual damage - theoretical damage) which in this example is (13 - 5) = 8 points of weighting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You swing a vultite longsword at a hill troll!&lt;br /&gt;
  AS: +163 vs DS: +113 with AvD: +43 + d100 roll: +28 = +121&lt;br /&gt;
   ... and hit for 13 points of damage!&lt;br /&gt;
   Light slash to the hill troll&#039;s abdomen!&lt;br /&gt;
   Barely nicked.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{WPS merchant service}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Item supercharger]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view Weighting and Padding Officials folder]&lt;br /&gt;
[[Category:Weapon Enhancements]]&lt;br /&gt;
[[category: Merchant Services]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Weighting&amp;diff=163451</id>
		<title>Weighting</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Weighting&amp;diff=163451"/>
		<updated>2022-03-20T17:09:32Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Critical Weighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{work-in-progress}}&lt;br /&gt;
{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
| {{Padding weighting table|type=Weighting}}&lt;br /&gt;
|}&lt;br /&gt;
{{Otheruses4|the weapon property that increases damage dealt by attacks|items&#039; physical weights|WEIGHT (verb)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weighting&#039;&#039;&#039; is a rare property on physical weapons that a increases the damage dealt by successful hits. There are two types of weighting: &#039;&#039;&#039;critical weighting&#039;&#039;&#039; increases the potential critical rank of the hit, and &#039;&#039;&#039;damage weighting&#039;&#039;&#039; increases [[health|HP]] damage.&lt;br /&gt;
&lt;br /&gt;
Both types of weighting are measured by &#039;&#039;&#039;Combat Effectiveness Rating&#039;&#039;&#039;, usually from 0 to 50 points.&lt;br /&gt;
&lt;br /&gt;
[[Warrior]]s can {{mono|[[ASSESS]]}} weapons to determine their exact number of points of critical and/or damage weighting. {{mono|ASSESS}} also provides a verbal description, such as &amp;quot;&#039;&#039;decently&#039;&#039; weighted to inflict more critical blows&amp;quot;, which can be used as an in-character way to describe the property. The relationship between verbal descriptions and combat effectiveness is shown on the table to the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;alert-warning&amp;quot;&amp;gt;As of the [[/saved posts#Weighting, Padding, Sighting Revamp 2017|August 2017 update]], weighting has been changed to a [[item properties|Category C]] item property and can coexist with all other properties, including both critical and damage weighting on the same item.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Critical Weighting==&lt;br /&gt;
Critical weighting increases the critical severity of a successful attack by adding the Combat Effectiveness Rating to the raw HP damage before resolving the critical rank. A weapon with 10 points of critical weighting (&amp;quot;heavily weighted to inflict more critical blows&amp;quot;) adds 10 extra phantom damage. &#039;&#039;&#039;The full critical weighting is added to each attack.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{equation box|{{math|&#039;&#039;&#039;[[Critical|Max Critical Rank]] {{=}} ([[Raw damage|Raw Damage]] + Crit Weighting - [[Padding|Crit Padding]]) / [[Critical divisor|Armor Critical Divisor]]&#039;&#039;&#039;}}}}&lt;br /&gt;
&lt;br /&gt;
Notes: Max critical rank is rounded down ([[trunc]]ated) to a whole number. Weighting values are &#039;&#039;never randomized&#039;&#039; as part of the max critical rank calculation: the full combat effectiveness value is always added. Padding values are randomized for values greater than 6 padding points of combat effectiveness; see [[padding]] for more details.&lt;br /&gt;
&lt;br /&gt;
Characters have natural crit weighting derived from DEX bonus. GILCHRISTR&#039;s research indicates that 1 potential phantom damage is added for each 4 bonus. There are also some abilities that can temporarily bestow crit weighting, such as [[Sigil of Major Bane]]. These effects are applied additively to any weapon weighting and to each other. They apply to ranged and bolt attacks as well (which normally have no weapon-based weighting).&lt;br /&gt;
&lt;br /&gt;
[https://discord.com/channels/226045346399256576/532373273816858636/692611152995418143 According to Naijin], the stat-based crit weighting for swung weapons is:&lt;br /&gt;
&lt;br /&gt;
WEAPON SIZE PENALTY: SUMMATION(WEAPON SPEED + 1 - (OPEN OFF HAND?3:0) * 2) - STRENGTH BONUS, where SUMMATION is a seed 1 summation.  This penalty cannot go below 0 (i.e. cannot actually be a bonus).  &amp;quot;Open off hand&amp;quot; is considered true for two-handed weapons with an open left hand.&lt;br /&gt;
&lt;br /&gt;
Stat-based crit CER bonus (DEX BONUS - WEAPON SIZE PENALTY) / 4.  (It is unclear if this can go negative, or how this is rounded, if at all).&lt;br /&gt;
&lt;br /&gt;
For a lance, the user needs 56 STR bonus to benefit from their full DEX bonus.  For a spear, it&#039;s 20 STR bonus.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
You attack and hit a creature wearing soft leather armor for 15 raw damage.  Since the [[critical divisor]] of soft leather armor is 6, it would normally have, without any weapon weighting, a max crit rank of {{mono|[[trunc]](15/6) {{=}} 2}}. An attack with a heavily crit weighted weapon (10 points of combat effectiveness rating) will increase the total damage used to calculate the crit rank. To determine the max crit rank divide the sum of the raw and crit damage by the armor crit divisor and truncate the result. In this example it is {{mono|trunc[(15 raw + 10 crit) / 6] {{=}} 4}}. Therefore, the actual maximum crit rank possible has increased from 2 with a non-weighted weapon to 4 when weapon crit weighting is added. Bear in mind that this damage is not actually [[HP]] damage as yet, it is only used to determine the maximum critical rank. The final critical rank is subject to [[critical randomization]].&lt;br /&gt;
&lt;br /&gt;
Critical weighting cannot increase the rank of a hit that would have been a critical rank 0 otherwise.&lt;br /&gt;
&lt;br /&gt;
===Ambush===&lt;br /&gt;
&lt;br /&gt;
[[Ambush]]ing from hiding has additional critical weighting based on training as well as a [[stance]] pushdown effect. The exact formula is not known. It has been estimated that a level 100 rogue fully trained in stealth skills receives around 40 to 50 points of weighting when ambushing with a dagger. This bonus only applies when ambushing from hiding, not open ambush/aiming.&lt;br /&gt;
&lt;br /&gt;
==Damage Weighting==&lt;br /&gt;
&#039;&#039;&#039;Damage weighting&#039;&#039;&#039; is a property of a weapon that causes the weapon to inflict additional hitpoint damage on a target.  Damage weighting does not apply when calculating the critical outcome of an attack. The additional hitpoints from damage weighting are added at the end of the combat resolution calculations. There is no special messaging to indicate that damage weighting is a factor in the attack resolution. In order to determine the amount of weighting added to a particular attack requires calculating the non-damage weighted outcome and comparing this theoretical value to the actual result.&lt;br /&gt;
&lt;br /&gt;
As with crit weighting, there is both a numerical value and a corresponding descriptive message associated with the level of weighting a weapon possesses. However, unlike critical weighting, which requires that the initial raw damage be sufficient to cause a minimum Rank 1 critical before activating, there is no such requirement for damage weighted weapons. Damage weighting will activate with all successful (endrolls greater than 100) attacks.&lt;br /&gt;
&lt;br /&gt;
The amount of damage weighting added to an attack is either fixed or variable depending upon the level of weighting. Weighting levels from &#039;&#039;&#039;Lightly&#039;&#039;&#039; to &#039;&#039;&#039;Somewhat&#039;&#039;&#039; will always add the weapon&#039;s actual weighting. Weighting levels higher than &#039;&#039;&#039;Somewhat&#039;&#039;&#039; will add a variable amount of HP damage but will never be less than &#039;&#039;&#039;Somewhat&#039;&#039;&#039; equivalent weighting.&lt;br /&gt;
&lt;br /&gt;
Adding damage weighting to weapons is NOT available through the [[premium point]] system. Damage weighted weapons are often available in [[player run shop]]s, through special merchants or events, or from private sales by other players. Because of their desirability weighted weapons can be quite expensive. High level weighted weapons can sell for tens of millions of silver or more.&lt;br /&gt;
&lt;br /&gt;
Although not an intrinsic property of a weapon, damage weighting can also be added to [[melee]], [[ranged]] and [[bolt]] attacks by members of the [[Guardians of Sunfist]] society by activating the [[Sigil of Minor Bane]].&lt;br /&gt;
&lt;br /&gt;
=== Damage Weighting Calculation ===&lt;br /&gt;
In order to determine the amount of weighting added to an attack it is necessary to know the weapon [[damage factor]] and the critical damage result. These values can then be used to determine the total theoretical damage (raw damage + critical damage). The amount of damage from the weapon weighting is simply (actual damage - theoretical damage).&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You swing a vultite longsword at a hill troll!&amp;lt;&lt;br /&gt;
  AS: +246 vs DS: +84 with AvD: +42 + d100 roll: +91 = +295&lt;br /&gt;
   ... and hit for 128 points of damage!&lt;br /&gt;
   Massive blow punches a hole through the hill troll&#039;s chest!&lt;br /&gt;
   The hill troll is stunned!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, the weapon damage factor is .275 ([[longsword]] vs. light leather: [[Armor]] Group 2). The raw damage from the attack is (weapon DF * (endroll - 100) which results in (.275 * 195) 56 raw damage. The critical damage can be found by looking up the messaging on the appropriate [[critical table]]. In this case, the critical messaging &amp;lt;i&amp;gt;Massive blow punches a hole through the hill troll&#039;s chest!&amp;lt;/i&amp;gt;, which can be found on the [[crush critical table]], indicates a Rank 8 Chest critical with 65 points of damage. The total theoretical damage is (56 raw + 65 critical) = 119. The actual damage as shown in the combat messaging is 128. Therefore, the amount of damage weighting added to the attack is (128 actual - 119 theoretical) = 9 points of weighting.&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
In this example there is no critical damage. The messaging &amp;lt;i&amp;gt;Light slash to the hill troll&#039;s abdomen! Barely nicked.&amp;lt;/i&amp;gt;, that is found on the [[slash critical table]], corresponds to 0 critical damage. Therefore, the only theoretical damage is the raw damage (weapon DF * (endroll - 100). In this example the raw damage is (.225 * 21) = 5. The difference between the weapon damage factor from examples I and II is due to the different armor worn by the hill trolls, as reflected in the different [[AvD]]s. The troll in Example II is wearing a leather breastplate (Armor Group 3). The weapon weighting is (actual damage - theoretical damage) which in this example is (13 - 5) = 8 points of weighting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You swing a vultite longsword at a hill troll!&lt;br /&gt;
  AS: +163 vs DS: +113 with AvD: +43 + d100 roll: +28 = +121&lt;br /&gt;
   ... and hit for 13 points of damage!&lt;br /&gt;
   Light slash to the hill troll&#039;s abdomen!&lt;br /&gt;
   Barely nicked.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{WPS merchant service}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Item supercharger]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view Weighting and Padding Officials folder]&lt;br /&gt;
[[Category:Weapon Enhancements]]&lt;br /&gt;
[[category: Merchant Services]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Weighting&amp;diff=163448</id>
		<title>Weighting</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Weighting&amp;diff=163448"/>
		<updated>2022-03-20T17:04:54Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Critical Weighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{work-in-progress}}&lt;br /&gt;
{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
| {{Padding weighting table|type=Weighting}}&lt;br /&gt;
|}&lt;br /&gt;
{{Otheruses4|the weapon property that increases damage dealt by attacks|items&#039; physical weights|WEIGHT (verb)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weighting&#039;&#039;&#039; is a rare property on physical weapons that a increases the damage dealt by successful hits. There are two types of weighting: &#039;&#039;&#039;critical weighting&#039;&#039;&#039; increases the potential critical rank of the hit, and &#039;&#039;&#039;damage weighting&#039;&#039;&#039; increases [[health|HP]] damage.&lt;br /&gt;
&lt;br /&gt;
Both types of weighting are measured by &#039;&#039;&#039;Combat Effectiveness Rating&#039;&#039;&#039;, usually from 0 to 50 points.&lt;br /&gt;
&lt;br /&gt;
[[Warrior]]s can {{mono|[[ASSESS]]}} weapons to determine their exact number of points of critical and/or damage weighting. {{mono|ASSESS}} also provides a verbal description, such as &amp;quot;&#039;&#039;decently&#039;&#039; weighted to inflict more critical blows&amp;quot;, which can be used as an in-character way to describe the property. The relationship between verbal descriptions and combat effectiveness is shown on the table to the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;alert-warning&amp;quot;&amp;gt;As of the [[/saved posts#Weighting, Padding, Sighting Revamp 2017|August 2017 update]], weighting has been changed to a [[item properties|Category C]] item property and can coexist with all other properties, including both critical and damage weighting on the same item.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Critical Weighting==&lt;br /&gt;
Critical weighting increases the critical severity of a successful attack by adding the Combat Effectiveness Rating to the raw HP damage before resolving the critical rank. A weapon with 10 points of critical weighting (&amp;quot;heavily weighted to inflict more critical blows&amp;quot;) adds 10 extra phantom damage. &#039;&#039;&#039;The full critical weighting is added to each attack.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{equation box|{{math|&#039;&#039;&#039;[[Critical|Max Critical Rank]] {{=}} ([[Raw damage|Raw Damage]] + Crit Weighting - [[Padding|Crit Padding]]) / [[Critical divisor|Armor Critical Divisor]]&#039;&#039;&#039;}}}}&lt;br /&gt;
&lt;br /&gt;
Notes: Max critical rank is rounded down ([[trunc]]ated) to a whole number. Weighting values are &#039;&#039;never randomized&#039;&#039; as part of the max critical rank calculation: the full combat effectiveness value is always added. Padding values are randomized for values greater than 6 padding points of combat effectiveness; see [[padding]] for more details.&lt;br /&gt;
&lt;br /&gt;
Characters have natural crit weighting derived from DEX bonus. GILCHRISTR&#039;s research indicates that 1 potential phantom damage is added for each 4 bonus. There are also some abilities that can temporarily bestow crit weighting, such as [[Sigil of Major Bane]]. These effects are applied additively to any weapon weighting and to each other. They apply to ranged and bolt attacks as well (which normally have no weapon-based weighting).&lt;br /&gt;
&lt;br /&gt;
[https://discord.com/channels/226045346399256576/532373273816858636/692611152995418143 According to Naijin], the stat-based crit weighting for swung weapons is:&lt;br /&gt;
&lt;br /&gt;
WEAPON SIZE PENALTY: SUMMATION(WEAPON SPEED + 1 - (OPEN OFF HAND?3:0) * 2), where SUMMATION is a seed 1 summation.  This penalty cannot go below 0 (i.e. cannot actually be a bonus).  &amp;quot;Open off hand&amp;quot; is considered true for two-handed weapons with an open left hand.&lt;br /&gt;
&lt;br /&gt;
Stat-based crit CER bonus (DEX BONUS - WEAPON SIZE PENALTY) / 4.  (It is unclear if this can go negative, or how this is rounded, if at all).&lt;br /&gt;
&lt;br /&gt;
For a lance, the user needs 56 STR bonus to benefit from their full DEX bonus.  For a spear, it&#039;s 20 STR bonus.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
You attack and hit a creature wearing soft leather armor for 15 raw damage.  Since the [[critical divisor]] of soft leather armor is 6, it would normally have, without any weapon weighting, a max crit rank of {{mono|[[trunc]](15/6) {{=}} 2}}. An attack with a heavily crit weighted weapon (10 points of combat effectiveness rating) will increase the total damage used to calculate the crit rank. To determine the max crit rank divide the sum of the raw and crit damage by the armor crit divisor and truncate the result. In this example it is {{mono|trunc[(15 raw + 10 crit) / 6] {{=}} 4}}. Therefore, the actual maximum crit rank possible has increased from 2 with a non-weighted weapon to 4 when weapon crit weighting is added. Bear in mind that this damage is not actually [[HP]] damage as yet, it is only used to determine the maximum critical rank. The final critical rank is subject to [[critical randomization]].&lt;br /&gt;
&lt;br /&gt;
Critical weighting cannot increase the rank of a hit that would have been a critical rank 0 otherwise.&lt;br /&gt;
&lt;br /&gt;
===Ambush===&lt;br /&gt;
&lt;br /&gt;
[[Ambush]]ing from hiding has additional critical weighting based on training as well as a [[stance]] pushdown effect. The exact formula is not known. It has been estimated that a level 100 rogue fully trained in stealth skills receives around 40 to 50 points of weighting when ambushing with a dagger. This bonus only applies when ambushing from hiding, not open ambush/aiming.&lt;br /&gt;
&lt;br /&gt;
==Damage Weighting==&lt;br /&gt;
&#039;&#039;&#039;Damage weighting&#039;&#039;&#039; is a property of a weapon that causes the weapon to inflict additional hitpoint damage on a target.  Damage weighting does not apply when calculating the critical outcome of an attack. The additional hitpoints from damage weighting are added at the end of the combat resolution calculations. There is no special messaging to indicate that damage weighting is a factor in the attack resolution. In order to determine the amount of weighting added to a particular attack requires calculating the non-damage weighted outcome and comparing this theoretical value to the actual result.&lt;br /&gt;
&lt;br /&gt;
As with crit weighting, there is both a numerical value and a corresponding descriptive message associated with the level of weighting a weapon possesses. However, unlike critical weighting, which requires that the initial raw damage be sufficient to cause a minimum Rank 1 critical before activating, there is no such requirement for damage weighted weapons. Damage weighting will activate with all successful (endrolls greater than 100) attacks.&lt;br /&gt;
&lt;br /&gt;
The amount of damage weighting added to an attack is either fixed or variable depending upon the level of weighting. Weighting levels from &#039;&#039;&#039;Lightly&#039;&#039;&#039; to &#039;&#039;&#039;Somewhat&#039;&#039;&#039; will always add the weapon&#039;s actual weighting. Weighting levels higher than &#039;&#039;&#039;Somewhat&#039;&#039;&#039; will add a variable amount of HP damage but will never be less than &#039;&#039;&#039;Somewhat&#039;&#039;&#039; equivalent weighting.&lt;br /&gt;
&lt;br /&gt;
Adding damage weighting to weapons is NOT available through the [[premium point]] system. Damage weighted weapons are often available in [[player run shop]]s, through special merchants or events, or from private sales by other players. Because of their desirability weighted weapons can be quite expensive. High level weighted weapons can sell for tens of millions of silver or more.&lt;br /&gt;
&lt;br /&gt;
Although not an intrinsic property of a weapon, damage weighting can also be added to [[melee]], [[ranged]] and [[bolt]] attacks by members of the [[Guardians of Sunfist]] society by activating the [[Sigil of Minor Bane]].&lt;br /&gt;
&lt;br /&gt;
=== Damage Weighting Calculation ===&lt;br /&gt;
In order to determine the amount of weighting added to an attack it is necessary to know the weapon [[damage factor]] and the critical damage result. These values can then be used to determine the total theoretical damage (raw damage + critical damage). The amount of damage from the weapon weighting is simply (actual damage - theoretical damage).&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You swing a vultite longsword at a hill troll!&amp;lt;&lt;br /&gt;
  AS: +246 vs DS: +84 with AvD: +42 + d100 roll: +91 = +295&lt;br /&gt;
   ... and hit for 128 points of damage!&lt;br /&gt;
   Massive blow punches a hole through the hill troll&#039;s chest!&lt;br /&gt;
   The hill troll is stunned!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, the weapon damage factor is .275 ([[longsword]] vs. light leather: [[Armor]] Group 2). The raw damage from the attack is (weapon DF * (endroll - 100) which results in (.275 * 195) 56 raw damage. The critical damage can be found by looking up the messaging on the appropriate [[critical table]]. In this case, the critical messaging &amp;lt;i&amp;gt;Massive blow punches a hole through the hill troll&#039;s chest!&amp;lt;/i&amp;gt;, which can be found on the [[crush critical table]], indicates a Rank 8 Chest critical with 65 points of damage. The total theoretical damage is (56 raw + 65 critical) = 119. The actual damage as shown in the combat messaging is 128. Therefore, the amount of damage weighting added to the attack is (128 actual - 119 theoretical) = 9 points of weighting.&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
In this example there is no critical damage. The messaging &amp;lt;i&amp;gt;Light slash to the hill troll&#039;s abdomen! Barely nicked.&amp;lt;/i&amp;gt;, that is found on the [[slash critical table]], corresponds to 0 critical damage. Therefore, the only theoretical damage is the raw damage (weapon DF * (endroll - 100). In this example the raw damage is (.225 * 21) = 5. The difference between the weapon damage factor from examples I and II is due to the different armor worn by the hill trolls, as reflected in the different [[AvD]]s. The troll in Example II is wearing a leather breastplate (Armor Group 3). The weapon weighting is (actual damage - theoretical damage) which in this example is (13 - 5) = 8 points of weighting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You swing a vultite longsword at a hill troll!&lt;br /&gt;
  AS: +163 vs DS: +113 with AvD: +43 + d100 roll: +28 = +121&lt;br /&gt;
   ... and hit for 13 points of damage!&lt;br /&gt;
   Light slash to the hill troll&#039;s abdomen!&lt;br /&gt;
   Barely nicked.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{WPS merchant service}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Item supercharger]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view Weighting and Padding Officials folder]&lt;br /&gt;
[[Category:Weapon Enhancements]]&lt;br /&gt;
[[category: Merchant Services]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Weighting&amp;diff=163447</id>
		<title>Weighting</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Weighting&amp;diff=163447"/>
		<updated>2022-03-20T17:04:23Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{work-in-progress}}&lt;br /&gt;
{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
| {{Padding weighting table|type=Weighting}}&lt;br /&gt;
|}&lt;br /&gt;
{{Otheruses4|the weapon property that increases damage dealt by attacks|items&#039; physical weights|WEIGHT (verb)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weighting&#039;&#039;&#039; is a rare property on physical weapons that a increases the damage dealt by successful hits. There are two types of weighting: &#039;&#039;&#039;critical weighting&#039;&#039;&#039; increases the potential critical rank of the hit, and &#039;&#039;&#039;damage weighting&#039;&#039;&#039; increases [[health|HP]] damage.&lt;br /&gt;
&lt;br /&gt;
Both types of weighting are measured by &#039;&#039;&#039;Combat Effectiveness Rating&#039;&#039;&#039;, usually from 0 to 50 points.&lt;br /&gt;
&lt;br /&gt;
[[Warrior]]s can {{mono|[[ASSESS]]}} weapons to determine their exact number of points of critical and/or damage weighting. {{mono|ASSESS}} also provides a verbal description, such as &amp;quot;&#039;&#039;decently&#039;&#039; weighted to inflict more critical blows&amp;quot;, which can be used as an in-character way to describe the property. The relationship between verbal descriptions and combat effectiveness is shown on the table to the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;alert-warning&amp;quot;&amp;gt;As of the [[/saved posts#Weighting, Padding, Sighting Revamp 2017|August 2017 update]], weighting has been changed to a [[item properties|Category C]] item property and can coexist with all other properties, including both critical and damage weighting on the same item.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Critical Weighting==&lt;br /&gt;
Critical weighting increases the critical severity of a successful attack by adding the Combat Effectiveness Rating to the raw HP damage before resolving the critical rank. A weapon with 10 points of critical weighting (&amp;quot;heavily weighted to inflict more critical blows&amp;quot;) adds 10 extra phantom damage. &#039;&#039;&#039;The full critical weighting is added to each attack.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{equation box|{{math|&#039;&#039;&#039;[[Critical|Max Critical Rank]] {{=}} ([[Raw damage|Raw Damage]] + Crit Weighting - [[Padding|Crit Padding]]) / [[Critical divisor|Armor Critical Divisor]]&#039;&#039;&#039;}}}}&lt;br /&gt;
&lt;br /&gt;
Notes: Max critical rank is rounded down ([[trunc]]ated) to a whole number. Weighting values are &#039;&#039;never randomized&#039;&#039; as part of the max critical rank calculation: the full combat effectiveness value is always added. Padding values are randomized for values greater than 6 padding points of combat effectiveness; see [[padding]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
You attack and hit a creature wearing soft leather armor for 15 raw damage.  Since the [[critical divisor]] of soft leather armor is 6, it would normally have, without any weapon weighting, a max crit rank of {{mono|[[trunc]](15/6) {{=}} 2}}. An attack with a heavily crit weighted weapon (10 points of combat effectiveness rating) will increase the total damage used to calculate the crit rank. To determine the max crit rank divide the sum of the raw and crit damage by the armor crit divisor and truncate the result. In this example it is {{mono|trunc[(15 raw + 10 crit) / 6] {{=}} 4}}. Therefore, the actual maximum crit rank possible has increased from 2 with a non-weighted weapon to 4 when weapon crit weighting is added. Bear in mind that this damage is not actually [[HP]] damage as yet, it is only used to determine the maximum critical rank. The final critical rank is subject to [[critical randomization]].&lt;br /&gt;
&lt;br /&gt;
Critical weighting cannot increase the rank of a hit that would have been a critical rank 0 otherwise.&lt;br /&gt;
&lt;br /&gt;
Characters have natural crit weighting derived from DEX bonus. GILCHRISTR&#039;s research indicates that 1 potential phantom damage is added for each 4 bonus. There are also some abilities that can temporarily bestow crit weighting, such as [[Sigil of Major Bane]]. These effects are applied additively to any weapon weighting and to each other. They apply to ranged and bolt attacks as well (which normally have no weapon-based weighting).&lt;br /&gt;
&lt;br /&gt;
[https://discord.com/channels/226045346399256576/532373273816858636/692611152995418143 According to Naijin], the stat-based crit weighting for swung weapons is:&lt;br /&gt;
&lt;br /&gt;
WEAPON SIZE PENALTY: SUMMATION(WEAPON SPEED + 1 - (OPEN OFF HAND?3:0) * 2), where SUMMATION is a seed 1 summation.  This penalty cannot go below 0 (i.e. cannot actually be a bonus).  &amp;quot;Open off hand&amp;quot; is considered true for two-handed weapons with an open left hand.&lt;br /&gt;
&lt;br /&gt;
Stat-based crit CER bonus (DEX BONUS - WEAPON SIZE PENALTY) / 4.  (It is unclear if this can go negative, or how this is rounded, if at all).&lt;br /&gt;
&lt;br /&gt;
For a lance, the user needs 56 STR bonus to benefit from their full DEX bonus.  For a spear, it&#039;s 20 STR bonus.&lt;br /&gt;
&lt;br /&gt;
===Ambush===&lt;br /&gt;
&lt;br /&gt;
[[Ambush]]ing from hiding has additional critical weighting based on training as well as a [[stance]] pushdown effect. The exact formula is not known. It has been estimated that a level 100 rogue fully trained in stealth skills receives around 40 to 50 points of weighting when ambushing with a dagger. This bonus only applies when ambushing from hiding, not open ambush/aiming.&lt;br /&gt;
&lt;br /&gt;
==Damage Weighting==&lt;br /&gt;
&#039;&#039;&#039;Damage weighting&#039;&#039;&#039; is a property of a weapon that causes the weapon to inflict additional hitpoint damage on a target.  Damage weighting does not apply when calculating the critical outcome of an attack. The additional hitpoints from damage weighting are added at the end of the combat resolution calculations. There is no special messaging to indicate that damage weighting is a factor in the attack resolution. In order to determine the amount of weighting added to a particular attack requires calculating the non-damage weighted outcome and comparing this theoretical value to the actual result.&lt;br /&gt;
&lt;br /&gt;
As with crit weighting, there is both a numerical value and a corresponding descriptive message associated with the level of weighting a weapon possesses. However, unlike critical weighting, which requires that the initial raw damage be sufficient to cause a minimum Rank 1 critical before activating, there is no such requirement for damage weighted weapons. Damage weighting will activate with all successful (endrolls greater than 100) attacks.&lt;br /&gt;
&lt;br /&gt;
The amount of damage weighting added to an attack is either fixed or variable depending upon the level of weighting. Weighting levels from &#039;&#039;&#039;Lightly&#039;&#039;&#039; to &#039;&#039;&#039;Somewhat&#039;&#039;&#039; will always add the weapon&#039;s actual weighting. Weighting levels higher than &#039;&#039;&#039;Somewhat&#039;&#039;&#039; will add a variable amount of HP damage but will never be less than &#039;&#039;&#039;Somewhat&#039;&#039;&#039; equivalent weighting.&lt;br /&gt;
&lt;br /&gt;
Adding damage weighting to weapons is NOT available through the [[premium point]] system. Damage weighted weapons are often available in [[player run shop]]s, through special merchants or events, or from private sales by other players. Because of their desirability weighted weapons can be quite expensive. High level weighted weapons can sell for tens of millions of silver or more.&lt;br /&gt;
&lt;br /&gt;
Although not an intrinsic property of a weapon, damage weighting can also be added to [[melee]], [[ranged]] and [[bolt]] attacks by members of the [[Guardians of Sunfist]] society by activating the [[Sigil of Minor Bane]].&lt;br /&gt;
&lt;br /&gt;
=== Damage Weighting Calculation ===&lt;br /&gt;
In order to determine the amount of weighting added to an attack it is necessary to know the weapon [[damage factor]] and the critical damage result. These values can then be used to determine the total theoretical damage (raw damage + critical damage). The amount of damage from the weapon weighting is simply (actual damage - theoretical damage).&lt;br /&gt;
&lt;br /&gt;
==== Example 1 ====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You swing a vultite longsword at a hill troll!&amp;lt;&lt;br /&gt;
  AS: +246 vs DS: +84 with AvD: +42 + d100 roll: +91 = +295&lt;br /&gt;
   ... and hit for 128 points of damage!&lt;br /&gt;
   Massive blow punches a hole through the hill troll&#039;s chest!&lt;br /&gt;
   The hill troll is stunned!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this example, the weapon damage factor is .275 ([[longsword]] vs. light leather: [[Armor]] Group 2). The raw damage from the attack is (weapon DF * (endroll - 100) which results in (.275 * 195) 56 raw damage. The critical damage can be found by looking up the messaging on the appropriate [[critical table]]. In this case, the critical messaging &amp;lt;i&amp;gt;Massive blow punches a hole through the hill troll&#039;s chest!&amp;lt;/i&amp;gt;, which can be found on the [[crush critical table]], indicates a Rank 8 Chest critical with 65 points of damage. The total theoretical damage is (56 raw + 65 critical) = 119. The actual damage as shown in the combat messaging is 128. Therefore, the amount of damage weighting added to the attack is (128 actual - 119 theoretical) = 9 points of weighting.&lt;br /&gt;
&lt;br /&gt;
==== Example 2 ====&lt;br /&gt;
In this example there is no critical damage. The messaging &amp;lt;i&amp;gt;Light slash to the hill troll&#039;s abdomen! Barely nicked.&amp;lt;/i&amp;gt;, that is found on the [[slash critical table]], corresponds to 0 critical damage. Therefore, the only theoretical damage is the raw damage (weapon DF * (endroll - 100). In this example the raw damage is (.225 * 21) = 5. The difference between the weapon damage factor from examples I and II is due to the different armor worn by the hill trolls, as reflected in the different [[AvD]]s. The troll in Example II is wearing a leather breastplate (Armor Group 3). The weapon weighting is (actual damage - theoretical damage) which in this example is (13 - 5) = 8 points of weighting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You swing a vultite longsword at a hill troll!&lt;br /&gt;
  AS: +163 vs DS: +113 with AvD: +43 + d100 roll: +28 = +121&lt;br /&gt;
   ... and hit for 13 points of damage!&lt;br /&gt;
   Light slash to the hill troll&#039;s abdomen!&lt;br /&gt;
   Barely nicked.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{WPS merchant service}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Item supercharger]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view Weighting and Padding Officials folder]&lt;br /&gt;
[[Category:Weapon Enhancements]]&lt;br /&gt;
[[category: Merchant Services]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Padding&amp;diff=163417</id>
		<title>Talk:Padding</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Padding&amp;diff=163417"/>
		<updated>2022-03-20T16:23:26Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The resistances offered by [[620]] aren&#039;t exactly &#039;padding&#039;.  Also, this page needs some work on its layout. - [[User:BELATHUS|Andy]] &amp;lt;sup&amp;gt;[[User talk:BELATHUS|talk]]&amp;lt;/sup&amp;gt; 17:18, 18 May 2007 (EDT)&lt;br /&gt;
:Really not sure why it took so long to remove this section. [[User:VANKRASN39|VANKRASN39]] ([[User talk:VANKRASN39|talk]]) 06:38, 24 June 2015 (CDT)&lt;br /&gt;
The padding/weighting numbers are finally accurate.  [[User:GS4-WYROM|GS4-WYROM]] ([[User talk:GS4-WYROM|talk]]) 13:34, 10 February 2016 (CST)&lt;br /&gt;
&lt;br /&gt;
This page says CON/5 but [https://discord.com/channels/226045346399256576/532373273816858636/692608410356809738 Naijin said CON/6] in March 2020.  Shall we change it, or was the value updated since then? [[User:GOAT|GOAT]], 20 Mar 2022&lt;br /&gt;
&lt;br /&gt;
==Removed Player Research==&lt;br /&gt;
&amp;quot;GILCHRISTR&#039;s research indicates that 1 potential phantom damage is removed for each 4 bonus.&amp;quot;  This is not correct per [http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view/36 GM Estild]. [[User:VANKRASN39|VANKRASN39]] ([[User talk:VANKRASN39|talk]]) 19:42, 30 May 2017 (CDT)&lt;br /&gt;
&lt;br /&gt;
== WPS merchant service update ==&lt;br /&gt;
&lt;br /&gt;
Some thoughts on updating the article after the service update: I think it would be clearer to have two tables, one for the point-to-assess-description under a Mechanics section, and one for points-to-services under a Merchant Services section. The article needs to make it very obvious to someone reading about padding/weighting for the first time that the combat mechanics and service points are completely separate things. (It&#039;s also a very confusing table at the moment because there&#039;s no explanation of what service points are, whether the values are per-step or cumulative, whether it&#039;s possible to service items that have a negative rating, and many other questions that have been asked in the official thread.) [[User:ZHOUY1|ZHOUY1]] ([[User talk:ZHOUY1|talk]]) 21:11, 5 September 2017 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Seems fine to me, and pretty logical overall (esp. to have the concern for people newer to looking at the system).  [[User:GS4-KAIKALA|GS4-KAIKALA]] ([[User talk:GS4-KAIKALA|talk]]) 19:01, 11 September 2017 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Z- Please feel free to pick apart the [[WPS smithy]] page for whatever you need, or let me know what you want me to do. [[User:VANKRASN39|VANKRASN39]] ([[User talk:VANKRASN39|talk]]) 00:38, 12 September 2017 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::Saving an update draft here-- [[User:ZHOUY1|ZHOUY1]] ([[User talk:ZHOUY1|talk]]) 17:20, 19 September 2017 (CDT)&lt;br /&gt;
::::Updated main article. [[User:ZHOUY1|ZHOUY1]] ([[User talk:ZHOUY1|talk]]) 20:49, 23 September 2017 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::Question: For armor accessories, if the base armor and the accessory have exactly the same padding value (say, 10 critical padding) but one of them also has some other enhancement property, is the padding halved? Does it matter which item the other property is on? [[User:ZHOUY1|ZHOUY1]] ([[User talk:ZHOUY1|talk]]) 15:22, 21 September 2017 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::Please also review the service point conversion table. I interpolated some of the values above 20. [[User:ZHOUY1|ZHOUY1]] ([[User talk:ZHOUY1|talk]]) 20:52, 23 September 2017 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::In the process of reviewing. I&#039;m changing some of your terminology to make it consistent with what was used in the release posts and today&#039;s IG update (&amp;quot;combat effective point&amp;quot; and &amp;quot;combat effectiveness rating&amp;quot; vs. &amp;quot;padding point&amp;quot;) and to stop using points for both (&amp;quot;services&amp;quot; vs. &amp;quot;service points&amp;quot;), because that&#039;s really confusing. Using &amp;quot;combat effective&amp;quot; instead of &amp;quot;padding&amp;quot; also allows the sections to be used on the weighting and sighting pages, and I&#039;m going to move it to a template. [[User:VANKRASN39|VANKRASN39]] ([[User talk:VANKRASN39|talk]]) 10:58, 24 September 2017 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::For consistency should it simply be &amp;quot;combat effectiveness&amp;quot; for these articles? Official posts have also called it &amp;quot;combat effectiveness ranks&amp;quot;. [[User:ZHOUY1|ZHOUY1]] ([[User talk:ZHOUY1|talk]]) 15:34, 26 September 2017 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::::In the ASSESS it is: &amp;quot;{{boldmono|a combat effectiveness rating of 7 points of [Critical/Damage] [w/p/s] and a 50.0% chance to have a combat effectiveness rating of 8.  It has 10 of 20 services towards the next full rank of combat effectiveness.}}&amp;quot;  I shortened the points for ease of reading into &amp;quot;combat effective point&amp;quot; so that we&#039;d have a singular unit in talking about a rating, and noted the interchangeability with &amp;quot;combat effectiveness rating,&amp;quot; since we typically refer to an item&#039;s total points anyway (and we can also add ranks to that). The overarching idea was to have a consistency where when we talk &#039;&#039;&#039;points&#039;&#039;&#039;, people know we&#039;re talking about the combat effectiveness of (from the baseline) 0-50 of an item, and when we talk &#039;&#039;&#039;services&#039;&#039;&#039; we&#039;re referring to 0-5000 services on an item, and to be able to use the same terms on all 4 pages.  So I would definitely maintain &amp;quot;combat effectiveness rating&amp;quot; and use &amp;quot;points&amp;quot; in some manner to refer to the unit of combat effectiveness, but I&#039;m open to changing &amp;quot;combat effective points&amp;quot; if you feel that is completely incorrect. [[User:VANKRASN39|VANKRASN39]] ([[User talk:VANKRASN39|talk]]) 17:18, 26 September 2017 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::::It looks like the official term is &#039;&#039;&#039;combat effectiveness rating&#039;&#039;&#039; (CER) which is &#039;&#039;measured&#039;&#039; in points, so we can use CER throughout instead of CER/CEP. (Analogy: &amp;quot;speed&amp;quot; can be measured in MPH, but it would likely be abbreviated &amp;quot;SPD&amp;quot; in a formula rather than &amp;quot;SPDMPH&amp;quot;.) [[User:ZHOUY1|ZHOUY1]] ([[User talk:ZHOUY1|talk]]) 18:12, 26 September 2017 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::::::That is correct; however, good luck undoing 20 years of habit of people calling them points. It&#039;s not going to happen, people are going to call them points, the problem was calling everything points.  The article starts out using CEP bc points are what people are familiar with, then transitions to CER at the merchant services, and the first paragraph of the template spells out again that they are the same thing. If you want to propose an edit, I&#039;m open, because there are always improvements to be made and a vast majority of the time you definitely improve on what I do, but I think how it is now makes it clear what points means (bc people are going to use &amp;quot;points&amp;quot;), also uses the official terminology, uses language that can be put on all 4 pages (the template), and doesn&#039;t use points for both CER and services. [[User:VANKRASN39|VANKRASN39]] ([[User talk:VANKRASN39|talk]]) 10:00, 27 September 2017 (CDT)&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=162530</id>
		<title>Ensorcell (735)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=162530"/>
		<updated>2022-03-02T02:03:45Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Amount Recovered by Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
| name = Ensorcell&lt;br /&gt;
| number = 735&lt;br /&gt;
| mnemonic = ENSORCELL&lt;br /&gt;
| duration = 4 hours real time (temporary)&amp;lt;br&amp;gt;or permanent&lt;br /&gt;
| type = Utility&lt;br /&gt;
| subtype = Weapon/Armor Enhancement &lt;br /&gt;
| skill = None&lt;br /&gt;
| components = None&lt;br /&gt;
| availability = Weapon, Armor, Shield, Runestaff&lt;br /&gt;
| navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&#039;&#039;&#039;Ensorcell&#039;&#039;&#039; allows [[sorcerer]]s to enhance [[weapon]]s, [[Runestaff|runestaves]], [[shield]]s, and [[armor]] by infusing necrotic energy into them. Items may be either temporarily or permanently ensorcelled, with varying benefits depending on the nature of the item and the strength of the ensorcellment. Most weapons, runestaves, shields, and armor are able to accept an ensorcellment (provided they do not resist magic in general), though the difficulty of the skill check increases based on the item&#039;s exact properties. One thing of note is that an ensorcelled weapon may also be blessed.&lt;br /&gt;
&lt;br /&gt;
==Temporary Ensorcellment==&lt;br /&gt;
*{{boldmono|[[PREP]] 735 {{!}} [[EVOKE]] {item} }}with the item in hand&lt;br /&gt;
Temporary ensorcellment allows sorcerers (and sorcerers only) to gain temporary necrotic (life channeling) flares on their weapons and runestaves.  There is no skill check or necrotic energy requirement for adding a temporary ensorcellment, though an item&#039;s properties may prevent it. The flares from temporary and permanent ensorcelled items are exactly the same (see table below).  &lt;br /&gt;
&lt;br /&gt;
According to the official spell description, non-sorcerers may benefit from temporarily ensorcelled gear to perform certain combat and shield maneuvers that require an ensorcelled or anti magic weapon or shield.  Temporarily ensorcelling armor has no current benefit to any profession.&lt;br /&gt;
&lt;br /&gt;
Higher level sorcerers can temporarily ensorcell a weapon/runestaff for lower level sorcerers who cannot yet cast the spell.&lt;br /&gt;
&lt;br /&gt;
===Duration===&lt;br /&gt;
&lt;br /&gt;
A temporary ensorcell lasts four real time hours.  Should the player log off with an active temporary ensorcell and return more than four hours later, the ensorcell will dispel after the first cast/attack.  Temporary ensorcellment can be refreshed without dispelling first.  &lt;br /&gt;
&lt;br /&gt;
===Flare Rate===&lt;br /&gt;
&lt;br /&gt;
Magical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 7 attacks.  Physical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 5 attacks. This is the same rate as an [[Elemental Blade (411)|ebladed weapon]].&lt;br /&gt;
&lt;br /&gt;
==Permanent Ensorcellment==&lt;br /&gt;
{{side box|The items that are difficult/impossible are by design. [Ensorcell] will never be offered as a future merchant service. Not all items are intended to be ensorcelled, especially if they already have a number of high end properties. ~GM Estild August 2017}}&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} [[CHANNEL]] {item} }} (must be done twice (until 4/1/2021, at which point you only need to channel once))&lt;br /&gt;
Permanent ensorcellment can be put on a weapon, armor, shield, or runestaff with the benefits dependent on the type of item ensorcelled, and can be used by members of any profession.  Permanently ensorcelling an item requires necrotic energy, which is gained by absorbing experience. &lt;br /&gt;
&lt;br /&gt;
To permanently ensorcell an item, {{boldmono|PREP 735}} and {{boldmono|CAST}} at the item while holding it.  This will give a message saying how difficult it will be to place a permanent ensorcellment on the item as well as the current tier of ensorcellment already on that item.  Then {{boldmono|CHANNEL}} 735 at the item within 30 seconds to make the Ensorcell attempt.  Enhancive and holy items require the use of a special potion prior to the attempt.  See below for a more detailed [[#Process|process]].&lt;br /&gt;
&lt;br /&gt;
An item that has been permanently ensorcelled will have a strange necrotic haze radiating from it when {{boldmono|[[LOOK]]}}ed at.  The level of ensorcellment can be detected with a cast of [[Elemental Detection (405)]].  Or a bard can determine the sorcerer and ensorcellment by [[Loresinging]] to the item.&lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
&lt;br /&gt;
There are 5 permanent ensorcellment tiers with each tier requiring a separate {{boldmono|[[CHANNEL (verb)|CHANNEL]]}} of 735. Both the [[#Necrotic energy|necrotic energy]] cost and ensorcell benefits increase incrementally with each higher tier. Sorcerers (only) wielding permanently ensorcelled weapons or runestaves also receive a phantom &#039;bonus&#039; tier (for purposes of calculating the flare strength only). For example, a sorcerer with a Tier 5 weapon or runestaff will have an effective tier 6 flare strength (+30 AS/+18 CS).&lt;br /&gt;
&lt;br /&gt;
===Weapons and Runestaves===&lt;br /&gt;
&lt;br /&gt;
Weapons and runestaves that have been permanently ensorcelled gain permanent necrotic (life channeling) flares which can be used by members of any profession (unlike temporary ensorcellment, which can, for the most part, only be used by sorcerers).  The strength of these flares is based on the tier of ensorcellment. &lt;br /&gt;
&lt;br /&gt;
There is no increase in flare frequency with higher tiers as had been previously described in the official spell documentation.&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons are infused with necrotic energy that will flare and affect the wielder in one of four ways: [[Attack strength|attack]]/[[Casting strength|casting]] strength increase (+5/+3 per tier, respectively - [[acuity]]), [[health]], [[mana]] (runestaves) or [[stamina]] (weapons), or [[spirit]], based mostly on random chance.  However, health flares will have a much higher chance of flaring than the others when the wielder is missing health points.  If the wielder is full on health, mana, stamina or spirit, it will not flare for that feature. Runestaves also gain 2 lower CvA per tier of ensorcellment so long as the wielder&#039;s left hand is empty; unlike normal Runestaff defense, this CvA adjustment is NOT applied while holding a magical implement (wand, scroll, trinket).&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons will trigger flares when the weapon is swung at or used on (IE: a bow) an enemy while ensorcelled [[runestaff|runestaves]] will flare when attack spells are cast (successful hits required).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Flare&lt;br /&gt;
!  bgcolor = lightgrey | Message&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Health]]&lt;br /&gt;
| You feel healed!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Mana]]&lt;br /&gt;
| You feel empowered!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Spirit]]&lt;br /&gt;
| You feel rejuvenated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Stamina]]&lt;br /&gt;
| You feel reinvigorated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[acuity flare|Acuity]] (+AS/CS)&lt;br /&gt;
| You feel energized!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Amount Recovered by Tier====&lt;br /&gt;
&lt;br /&gt;
The below information was provided by GM Naijin on Discord:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
! Tier||Stamina returned||Average&lt;br /&gt;
|-&lt;br /&gt;
| T1&lt;br /&gt;
| 6 to 12&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| T2&lt;br /&gt;
| 7 to 14&lt;br /&gt;
| 10.5&lt;br /&gt;
|-&lt;br /&gt;
| T3&lt;br /&gt;
| 8 to 16&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| T4&lt;br /&gt;
| 9 to 18&lt;br /&gt;
| 13.5&lt;br /&gt;
|-&lt;br /&gt;
| T5&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15&lt;br /&gt;
|}&lt;br /&gt;
It is the same amount for mana and health.  Sorcerers&#039; phantom bonus applies as well using the same scaling - a sorcerer with a T5 ensorcelled item will recover 11 to 22 health/mana/stamina.&lt;br /&gt;
&lt;br /&gt;
Flares are predominantly health flares - they make up about 77.5% of all flares.  Mana/stamina flares come up about 17.5% of the time, and spirit flares trigger about 5% of the time.&lt;br /&gt;
&lt;br /&gt;
===Shields and Armor===&lt;br /&gt;
&lt;br /&gt;
Shields and armor that are permanently ensorcelled provide the bearer with 2 lower [[CvA]] per tier of ensorcellment.  This bonus is permanent and no flare is required to activate.  Armor accessories can be permanently ensorcelled for no benefit, similar to their capability to receive an enchant.&lt;br /&gt;
&lt;br /&gt;
===Combat and Shield Maneuvers===&lt;br /&gt;
&lt;br /&gt;
[[Shield Use|Shield]] Maneuvers requiring an ensorcelled shield are [[Spell Block]] and [[Shield Mind]].&lt;br /&gt;
&lt;br /&gt;
[[Combat Maneuvers]] requiring an ensorcelled weapon are [[Spell Cleaving]], [[Spell Thieve]], and [[Spell Parry]].  [[Tainted Bond]] does not require one, but users of ensorcelled weapons receive the benefit of one extra attack before expending the periodic attack boost.&lt;br /&gt;
&lt;br /&gt;
===Success Factors (&amp;amp; Mana Control Benefit) ===&lt;br /&gt;
:&#039;&#039;Numbers provided in this section, except for the material difficulty chart, are player research. A bard may loresing an item to determine its exact ensorcell penalty that must be overcome.&lt;br /&gt;
Primary:&lt;br /&gt;
*[[Level]]: +1 per level&lt;br /&gt;
*[[Sorcerer Base|Sorcerer Spell Ranks]]: +2 per rank up to level, +1 per rank above level (uncapped)&lt;br /&gt;
*[[Wisdom]]: +1 per stat bonus&lt;br /&gt;
*[[Intuition]] +1 per stat bonus&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
*[[Elemental Mana Control]]: +1 per 2 ranks if higher than SMC, otherwise +1 per 4 ranks&lt;br /&gt;
*[[Spiritual Mana Control]]: +1 per 2 ranks if higher than EMC, otherwise +1 per 4 ranks&lt;br /&gt;
*[[Arcane Symbols]]: +1 per 10 ranks&lt;br /&gt;
*[[Magic Item Use]]: +1 per 10 ranks&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
*Each existing tier of ensorcelling hinders by -50, with a -50 penalty to start.&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Ensorcellment||T0 to T1||T1 to T2||T2 to T3||T3 to T4||T4 to T5&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total Penalty||-50||-100||-150||-200||-250&lt;br /&gt;
|}&lt;br /&gt;
*[[Magical workshop]]: +20 bonus&lt;br /&gt;
*[[Wound]]s (hinders)&lt;br /&gt;
*[[Spirit]] (having less then full spirit hinders)&lt;br /&gt;
*Applicable skill and stat [[enhancive]]s (helps)&lt;br /&gt;
*[[Gift of Eonak]] (helps)  &lt;br /&gt;
*[[Voln armor]], ebows, silver, [[krodera]], [[coraesine]] and [[veil iron]] cannot be ensorcelled&lt;br /&gt;
*Some [[:category: Functional Scripts|item scripts]] can outright reject ensorcell (see above), or add to difficulty.&lt;br /&gt;
*Armor resistance does not appear to add to difficulty&lt;br /&gt;
*Forged weapons do not seem to be any more difficult than regular weapons when everything else is equal&lt;br /&gt;
*Properties of the item (including the item&#039;s [[enchantment]], whether it is [[enhancive]], [[sanctified]], [[padding|padded]]/[[weighting|weighted]], if it [[flares]], what material it is, etc.)&lt;br /&gt;
*{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
===Gear Difficulty Modifiers===&lt;br /&gt;
&lt;br /&gt;
{{Material_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Script_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Other_Gear_Difficulty_Modifier}}&lt;br /&gt;
&lt;br /&gt;
====Ensorcell Formula====&lt;br /&gt;
&lt;br /&gt;
Formula based on player research is located [[Research:Ensorcell (735) Formula|here]].&lt;br /&gt;
&lt;br /&gt;
===Paladin bonded weapons===&lt;br /&gt;
&lt;br /&gt;
[[Holy Weapon (1625)]], the spell that bonds a weapon to a [[Paladin]], can make a weapon extremely difficult to ensorcell since the spell adds [[sanctified|sanctification]] and maybe [[flare|flaring]] and enhancive properties to weapons.  Depending on the properties of the weapon, the spell might take the weapon from possible to ensorcell to beyond the capabilities of even the most experienced sorcerer.  Should the weapon become very difficult or impossible to ensorcell, it is recommended that the Paladin remove the bond from the weapon, especially at higher tiers.  Bonded weapons always require the use of an [[inky black potion]] before an ensorcell difficulty test or channel attempt.&lt;br /&gt;
&lt;br /&gt;
===Failure===&lt;br /&gt;
&lt;br /&gt;
*A failed attempt costs 5% of the amount of necrotic energy that would have been required for a successful attempt&lt;br /&gt;
*There is no chance of losing or damaging an item due to a failed attempt&lt;br /&gt;
*A sorcerer may make another attempt immediately after a failed attempt, provided they still have the required amount of necrotic energy&lt;br /&gt;
&lt;br /&gt;
==Necrotic Energy==&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} CAST }}or{{boldmono| INCANT 735 }}to check a sorcerer&#039;s energy level.&lt;br /&gt;
Necrotic energy is the fuel source used to permanently ensorcell an item. All sorcerers with knowledge of Ensorcell (735) and able to cast the spell, will acquire energy by killing like-[[level]] creatures.  The amount of energy required to successfully ensorcell an item depends on the [[#Tiers|tier]] being attempted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In this context a like-level creature is any creature that, when killed, confers [[experience]] on the sorcerer. There is no energy gain with creatures 10 or more levels below the sorcerer&#039;s level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Necrotic Energy Limits===&lt;br /&gt;
&lt;br /&gt;
The limit for how much necrotic energy can be gathered per week is capped at 50,000 units. This is equal to the energy needed for a successful Tier 1 ensorcellment. The energy required for Tiers 2 to 5 increases in increments of 25,000 units. The maximum amount of energy a sorcerer can store at any given time is capped at 200,000 units. After gathering this amount, a sorcerer must attempt an ensorcellment to accumulate energy again.&lt;br /&gt;
&lt;br /&gt;
While there is a cap on both weekly and total necrotic energy gained, a sorcerer will only lose necrotic energy if they attempt to permanently ensorcell an item.&lt;br /&gt;
&lt;br /&gt;
===Gaining Necrotic Energy===&lt;br /&gt;
&lt;br /&gt;
A sorcerer will gain a point of necrotic energy per each point of experience they absorb.&lt;br /&gt;
&lt;br /&gt;
===Checking Stored Energy===&lt;br /&gt;
Sorcerers may check their level of necrotic energy stored by self-casting ensorcell or simply using the [[SENSE]] verb or the [[RESOURCE]] verb.  When a sorcerer has reached his/her maximum for the week, the following message will appear below the accumulated amount:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Your rapid build up of necrotic energy has left you feeling overwhelmed and temporarily unable to absorb any new necrotic power.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The weekly cap resets when the first experience is gained after the [[Gift of Lumnis]] has begun.&lt;br /&gt;
&lt;br /&gt;
When a sorcerer is completely full of energy the energy detection will be as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You sense the build up of necrotic energy within you has reached its limits.  You have enough energy to permanently ensorcell an item for the fifth and final time.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Energy Cost per Tier===&lt;br /&gt;
&lt;br /&gt;
The table below details the energy requirement for each ensorcellment tier.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
! bgcolor = lightgrey | Energy Units&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 75,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 125,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To permanently ensorcell an item from Tier 0 to Tier 5 requires 500,000 energy units and takes a minimum of 10 weeks to gain that amount, barring any failed casts.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
&lt;br /&gt;
Sorcerers training in [[Sorcerous Lore, Necromancy]] receive additional charges of Ensorcell flares:&amp;lt;ref&amp;gt;Baswab, a non-sorcerer, tested 90 ranks of necromancy in Shattered and it did not work to give him multiple strikes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Sorcerous Lore, Necromancy ranks||90||180&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total acuity flare attacks (You feel energized!)||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
&lt;br /&gt;
The ensorcelling process is very straight forward. &lt;br /&gt;
&lt;br /&gt;
#Gather energy, by gaining experience, until a self-cast of Ensorcell (735) gives you the message that you have &#039;&#039;&#039;reached the point necessary to permanently ensorcell an item&#039;&#039;&#039; for whichever tier you are casting.&lt;br /&gt;
#Do a preliminary 735 channel on the item to check for difficulty.  If you (a) get a reading, (b) get the easiest difficulty message of &#039;&#039;&#039;you can only fail if you are horribly unlucky&#039;&#039;&#039;, and (c) are outside of a workshop, skip to the last step.&lt;br /&gt;
#If you do not get a reading (the item resists), or if you know the item is enhanced or sanctified, you will need to pour an inky black potion on it (not required for difficulty testing).  Repeat preliminary channel to get a reading.  Potion pours last approximately 30 minutes.&lt;br /&gt;
#If the item is at all difficult, wear as many applicable skill and stat [[enhancive]]s that you have available to you. &lt;br /&gt;
#Go to a [[magical workshop]] (use the [[sense|SENSE]] verb to check). &lt;br /&gt;
#Prep and channel at the item again.  You may have to repeat if you did any of steps 3-5 above. (Note: if the item is blessed, then you will receive the message &amp;quot;You sense a strange aura of power from within the &amp;lt;item&amp;gt; that disrupts the power of your spell!&amp;quot; In this case you can cast 119 at the item to remove the bless and try again.)&lt;br /&gt;
&lt;br /&gt;
Sorcerers successfully completing an ensorcell receive [[experience]] and [[fame]].&lt;br /&gt;
&lt;br /&gt;
===Difficulties===&lt;br /&gt;
&amp;lt;!-- The difficulty chart is formatted to transclude on the Enchant page only --&amp;gt;&lt;br /&gt;
Sorcerers doing an initial channel on an item will get a reading for one of the following levels of difficulty (from easiest to hardest):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tables provided by GM Estild&#039;&#039;&amp;lt;section begin=difficulty chart /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||~99% (will only fail on a fumble)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you should be able to ensorcell it &amp;lt;/noinclude&amp;gt;easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side&amp;lt;noinclude&amp;gt; to successfully complete the ensorcellment&amp;lt;/noinclude&amp;gt;||75+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you are &amp;lt;/noinclude&amp;gt;more likely than not to succeed&amp;lt;noinclude&amp;gt; on your cast&amp;lt;/noinclude&amp;gt;, but&amp;lt;noinclude&amp;gt; you will&amp;lt;/noinclude&amp;gt; need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;that this ensorcellment will be &amp;lt;/noinclude&amp;gt;nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle&amp;lt;noinclude&amp;gt; to complete this ensorcellment&amp;lt;/noinclude&amp;gt;||Need an open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment is &amp;lt;/noinclude&amp;gt;completely beyond your abilities||0%&lt;br /&gt;
|}&amp;lt;section end=difficulty chart /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=miracle /&amp;gt;When an item &#039;&#039;&#039;needs a miracle&#039;&#039;&#039;, the &amp;lt;noinclude&amp;gt;sorcerer&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;wizard&amp;lt;/includeonly&amp;gt; must roll a 100 on the attempt, after which another [[d100]] roll is made to add to the first result.  The chance of successfully &amp;lt;noinclude&amp;gt;ensorcelling&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;enchanting&amp;lt;/includeonly&amp;gt; a miracle item is between approximately .01-.99%.&amp;lt;section end=miracle /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attempts===&lt;br /&gt;
&lt;br /&gt;
From best to worst, here are the rolls possible on any permanent ensorcell attempt:&lt;br /&gt;
&amp;lt;section begin=attempt table /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly good attempt!||High open roll&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||1+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||Low open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;You make the most horribly incompetent attempt possible!&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Something doesn&#039;t seem right...&amp;lt;/includeonly&amp;gt; ||Fumble&lt;br /&gt;
|}&amp;lt;section end=attempt table /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ensorcell Pricing==&lt;br /&gt;
&lt;br /&gt;
Because of the weekly time increments, many sorcerers price their ensorcell casts by the week, instead of by the tier, not knowing what tier the next customer might need.  Below is a table showing the costs for sorcerers charging 1 million, 2 million, 3 million, and 4 million silvers per week:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Weeks&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 1m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 2m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 3m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 4m/wk&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1m&lt;br /&gt;
| 2m&lt;br /&gt;
| 3m&lt;br /&gt;
| 4m&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1.5&amp;lt;br&amp;gt;2&lt;br /&gt;
| 2&amp;lt;br&amp;gt;3&lt;br /&gt;
| 1.5m T2&amp;lt;br&amp;gt;2m T3&lt;br /&gt;
| 3m T2&amp;lt;br&amp;gt;4m T3&lt;br /&gt;
| 4.5m T2&amp;lt;br&amp;gt;6m T3&lt;br /&gt;
| 6m T2&amp;lt;br&amp;gt;8m T3&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2.5&amp;lt;br&amp;gt;3&lt;br /&gt;
| 4&amp;lt;br&amp;gt;5&lt;br /&gt;
| 2.5m T4&amp;lt;br&amp;gt;3m T5&lt;br /&gt;
| 5m T4&amp;lt;br&amp;gt;6m T5&lt;br /&gt;
| 7.5m T4&amp;lt;br&amp;gt;9m T5&lt;br /&gt;
| 10m T4&amp;lt;br&amp;gt;12m T5&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;small&amp;gt;Total for&amp;lt;br&amp;gt;5 casts&amp;lt;br&amp;gt;(10 weeks)&lt;br /&gt;
| 1-5&lt;br /&gt;
| 10m&lt;br /&gt;
| 20m&lt;br /&gt;
| 30m&lt;br /&gt;
| 40m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sorcerers charging around 1 million per week might be just starting out with the spell, working on easier items.  Sorcerers charging 2 million per week will be working on mid range items.  Sorcerers charging 3 million per week and more might have full enhancive sets and/or use [[Strong Potions of Accelerated Unlearning]] (fixskills), and only work on the most difficult items.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
===Bonuses===&lt;br /&gt;
;The flares appear basically similar, besides their respective messages of feeling.  For example, an acuity flare:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt; ** Necrotic energy from your &amp;lt;weapon&amp;gt; overflows into you! **&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
    You feel energized!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Acuity is the only flare which also wears off (whether used or unused):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel the unnatural surge of necrotic power wane away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will take the hit when dispel magic and hex [[715|curses]] are cast at you (spells without warding rolls):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A hooded figure gestures at you!&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
The elemental aura around you wavers.&lt;br /&gt;
&lt;br /&gt;
An eidolon points a spectral finger at you!&lt;br /&gt;
As the tendril of swirling gray magic leaves the eidolon, it is deflected away from you and dissipates harmlessly into the air.&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will be applied to the hidden CS roll of [[Pestilence (716)]] reactive flares&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
;Temporary Ensorcell success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast at my staff&lt;br /&gt;
You gesture at a drakar-runed ebonwood staff.&lt;br /&gt;
Necrotic energy materializes around your ebonwood staff and sinks onto it like an ethereal film.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of permanently ensorcelled item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my leather&lt;br /&gt;
You gesture at some vruul skin casting leathers.&lt;br /&gt;
Necrotic energy materializes around your casting leathers before being repelled by the stronger necrotic energy already present.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of cursed item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my claidhmore&lt;br /&gt;
You gesture at a black steel claidhmore.&lt;br /&gt;
Necrotic energy materializes around your black steel claidhmore before being disrupted and fading away.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Probable success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the rune-carved crosier has not yet been permanently ensorcelled and that you should be able to ensorcell it easily enough, barring bad luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;channel my crosier&lt;br /&gt;
You channel at a tiny rune-carved crosier.&lt;br /&gt;
Having probed the rune-carved crosier already, you begin to channel your stored necrotic energy at it.  You carefully regulate the flow of energy in order to attempt to overcome its natural resistance while not simultaneously overwhelming yourself...&lt;br /&gt;
&lt;br /&gt;
You make an outstanding attempt!&lt;br /&gt;
&lt;br /&gt;
Success!  You manage to breach the rune-carved crosier&#039;s defenses and pour in enough of your stored necrotic energy to permanently fuse it to the rune-carved crosier&#039;s very structure.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wearing Off===&lt;br /&gt;
;Temporary item ensorcellment wearing off.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The ethereal necrotic film covering your hoarbeam runestaff shrivels away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Failures===&lt;br /&gt;
;Failure message for testing a permanent item (7x @ lvl 36):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at an ice blue tapered faewood runestaff tipped with a smooth bone wand.&lt;br /&gt;
You sense that the tapered faewood runestaff has not yet been permanently ensorcelled and that this ensorcellment will be nearly impossible.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Possible failure for testing (5x @ lvl 37):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the faewood runestaff has not yet been permanently ensorcelled and that you are more likely than not to succeed on your cast, but you will need some luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for permanent item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You make an excellent attempt!&lt;br /&gt;
Failure!  You are unable to overcome the tapered faewood runestaff&#039;s defenses, wasting some of your stored necrotic energy in the fruitless attempt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a sanctified/enhancive item without first pouring an inky black potion:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a double bit eonake handaxe.&lt;br /&gt;
You sense a strange aura of power from within the eonake handaxe that disrupts the power of your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a magic resistant item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a dented veil iron war hammer.&lt;br /&gt;
Your veil iron war hammer resists your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Alchemy]] [[recipes|Recipes]]==&lt;br /&gt;
===Inky Black Potion===&lt;br /&gt;
{{:inky black potion}}&lt;br /&gt;
&lt;br /&gt;
===Glimmering Sanguine Potion===&lt;br /&gt;
{{#section:Glimmering sanguine potion|intro}}&lt;br /&gt;
{{#section:Glimmering sanguine potion|formula}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[The Courtesan: A Reflection on Necrotic Energy]]&lt;br /&gt;
*[http://gsguide.wikia.com/wiki/Ensorcell Dergoatean&#039;s Guide]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?83562-Ensorcell-data-blame-Goat PC: Ensorcell Data Thread]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?80647-I-checked-t1-ensorcell-difficulty-on-a-few-items PC: Item Difficulty Checking Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;br /&gt;
[[category:Weapon Enhancements]]&lt;br /&gt;
[[Category:Armor Enhancements]]&lt;br /&gt;
[[Category:Shield Enhancements]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=162529</id>
		<title>Ensorcell (735)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=162529"/>
		<updated>2022-03-02T02:03:06Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Amount Recovered by Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
| name = Ensorcell&lt;br /&gt;
| number = 735&lt;br /&gt;
| mnemonic = ENSORCELL&lt;br /&gt;
| duration = 4 hours real time (temporary)&amp;lt;br&amp;gt;or permanent&lt;br /&gt;
| type = Utility&lt;br /&gt;
| subtype = Weapon/Armor Enhancement &lt;br /&gt;
| skill = None&lt;br /&gt;
| components = None&lt;br /&gt;
| availability = Weapon, Armor, Shield, Runestaff&lt;br /&gt;
| navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&#039;&#039;&#039;Ensorcell&#039;&#039;&#039; allows [[sorcerer]]s to enhance [[weapon]]s, [[Runestaff|runestaves]], [[shield]]s, and [[armor]] by infusing necrotic energy into them. Items may be either temporarily or permanently ensorcelled, with varying benefits depending on the nature of the item and the strength of the ensorcellment. Most weapons, runestaves, shields, and armor are able to accept an ensorcellment (provided they do not resist magic in general), though the difficulty of the skill check increases based on the item&#039;s exact properties. One thing of note is that an ensorcelled weapon may also be blessed.&lt;br /&gt;
&lt;br /&gt;
==Temporary Ensorcellment==&lt;br /&gt;
*{{boldmono|[[PREP]] 735 {{!}} [[EVOKE]] {item} }}with the item in hand&lt;br /&gt;
Temporary ensorcellment allows sorcerers (and sorcerers only) to gain temporary necrotic (life channeling) flares on their weapons and runestaves.  There is no skill check or necrotic energy requirement for adding a temporary ensorcellment, though an item&#039;s properties may prevent it. The flares from temporary and permanent ensorcelled items are exactly the same (see table below).  &lt;br /&gt;
&lt;br /&gt;
According to the official spell description, non-sorcerers may benefit from temporarily ensorcelled gear to perform certain combat and shield maneuvers that require an ensorcelled or anti magic weapon or shield.  Temporarily ensorcelling armor has no current benefit to any profession.&lt;br /&gt;
&lt;br /&gt;
Higher level sorcerers can temporarily ensorcell a weapon/runestaff for lower level sorcerers who cannot yet cast the spell.&lt;br /&gt;
&lt;br /&gt;
===Duration===&lt;br /&gt;
&lt;br /&gt;
A temporary ensorcell lasts four real time hours.  Should the player log off with an active temporary ensorcell and return more than four hours later, the ensorcell will dispel after the first cast/attack.  Temporary ensorcellment can be refreshed without dispelling first.  &lt;br /&gt;
&lt;br /&gt;
===Flare Rate===&lt;br /&gt;
&lt;br /&gt;
Magical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 7 attacks.  Physical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 5 attacks. This is the same rate as an [[Elemental Blade (411)|ebladed weapon]].&lt;br /&gt;
&lt;br /&gt;
==Permanent Ensorcellment==&lt;br /&gt;
{{side box|The items that are difficult/impossible are by design. [Ensorcell] will never be offered as a future merchant service. Not all items are intended to be ensorcelled, especially if they already have a number of high end properties. ~GM Estild August 2017}}&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} [[CHANNEL]] {item} }} (must be done twice (until 4/1/2021, at which point you only need to channel once))&lt;br /&gt;
Permanent ensorcellment can be put on a weapon, armor, shield, or runestaff with the benefits dependent on the type of item ensorcelled, and can be used by members of any profession.  Permanently ensorcelling an item requires necrotic energy, which is gained by absorbing experience. &lt;br /&gt;
&lt;br /&gt;
To permanently ensorcell an item, {{boldmono|PREP 735}} and {{boldmono|CAST}} at the item while holding it.  This will give a message saying how difficult it will be to place a permanent ensorcellment on the item as well as the current tier of ensorcellment already on that item.  Then {{boldmono|CHANNEL}} 735 at the item within 30 seconds to make the Ensorcell attempt.  Enhancive and holy items require the use of a special potion prior to the attempt.  See below for a more detailed [[#Process|process]].&lt;br /&gt;
&lt;br /&gt;
An item that has been permanently ensorcelled will have a strange necrotic haze radiating from it when {{boldmono|[[LOOK]]}}ed at.  The level of ensorcellment can be detected with a cast of [[Elemental Detection (405)]].  Or a bard can determine the sorcerer and ensorcellment by [[Loresinging]] to the item.&lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
&lt;br /&gt;
There are 5 permanent ensorcellment tiers with each tier requiring a separate {{boldmono|[[CHANNEL (verb)|CHANNEL]]}} of 735. Both the [[#Necrotic energy|necrotic energy]] cost and ensorcell benefits increase incrementally with each higher tier. Sorcerers (only) wielding permanently ensorcelled weapons or runestaves also receive a phantom &#039;bonus&#039; tier (for purposes of calculating the flare strength only). For example, a sorcerer with a Tier 5 weapon or runestaff will have an effective tier 6 flare strength (+30 AS/+18 CS).&lt;br /&gt;
&lt;br /&gt;
===Weapons and Runestaves===&lt;br /&gt;
&lt;br /&gt;
Weapons and runestaves that have been permanently ensorcelled gain permanent necrotic (life channeling) flares which can be used by members of any profession (unlike temporary ensorcellment, which can, for the most part, only be used by sorcerers).  The strength of these flares is based on the tier of ensorcellment. &lt;br /&gt;
&lt;br /&gt;
There is no increase in flare frequency with higher tiers as had been previously described in the official spell documentation.&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons are infused with necrotic energy that will flare and affect the wielder in one of four ways: [[Attack strength|attack]]/[[Casting strength|casting]] strength increase (+5/+3 per tier, respectively - [[acuity]]), [[health]], [[mana]] (runestaves) or [[stamina]] (weapons), or [[spirit]], based mostly on random chance.  However, health flares will have a much higher chance of flaring than the others when the wielder is missing health points.  If the wielder is full on health, mana, stamina or spirit, it will not flare for that feature. Runestaves also gain 2 lower CvA per tier of ensorcellment so long as the wielder&#039;s left hand is empty; unlike normal Runestaff defense, this CvA adjustment is NOT applied while holding a magical implement (wand, scroll, trinket).&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons will trigger flares when the weapon is swung at or used on (IE: a bow) an enemy while ensorcelled [[runestaff|runestaves]] will flare when attack spells are cast (successful hits required).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Flare&lt;br /&gt;
!  bgcolor = lightgrey | Message&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Health]]&lt;br /&gt;
| You feel healed!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Mana]]&lt;br /&gt;
| You feel empowered!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Spirit]]&lt;br /&gt;
| You feel rejuvenated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Stamina]]&lt;br /&gt;
| You feel reinvigorated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[acuity flare|Acuity]] (+AS/CS)&lt;br /&gt;
| You feel energized!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Amount Recovered by Tier====&lt;br /&gt;
&lt;br /&gt;
The below information was provided by GM Naijin on Discord:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
! Tier||Stamina returned||Average&lt;br /&gt;
|-&lt;br /&gt;
| T1&lt;br /&gt;
| 6 to 12&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| T2&lt;br /&gt;
| 7 to 14&lt;br /&gt;
| 10.5&lt;br /&gt;
|-&lt;br /&gt;
| T3&lt;br /&gt;
| 8 to 16&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| T4&lt;br /&gt;
| 9 to 18&lt;br /&gt;
| 13.5&lt;br /&gt;
|-&lt;br /&gt;
| T5&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15&lt;br /&gt;
|}&lt;br /&gt;
It is the same amount for mana and health.  Sorcerers&#039; phantom bonus applies as well using the same scaling.&lt;br /&gt;
&lt;br /&gt;
Flares are predominantly health flares - they make up about 77.5% of all flares.  Mana/stamina flares come up about 17.5% of the time, and spirit flares trigger about 5% of the time.&lt;br /&gt;
&lt;br /&gt;
===Shields and Armor===&lt;br /&gt;
&lt;br /&gt;
Shields and armor that are permanently ensorcelled provide the bearer with 2 lower [[CvA]] per tier of ensorcellment.  This bonus is permanent and no flare is required to activate.  Armor accessories can be permanently ensorcelled for no benefit, similar to their capability to receive an enchant.&lt;br /&gt;
&lt;br /&gt;
===Combat and Shield Maneuvers===&lt;br /&gt;
&lt;br /&gt;
[[Shield Use|Shield]] Maneuvers requiring an ensorcelled shield are [[Spell Block]] and [[Shield Mind]].&lt;br /&gt;
&lt;br /&gt;
[[Combat Maneuvers]] requiring an ensorcelled weapon are [[Spell Cleaving]], [[Spell Thieve]], and [[Spell Parry]].  [[Tainted Bond]] does not require one, but users of ensorcelled weapons receive the benefit of one extra attack before expending the periodic attack boost.&lt;br /&gt;
&lt;br /&gt;
===Success Factors (&amp;amp; Mana Control Benefit) ===&lt;br /&gt;
:&#039;&#039;Numbers provided in this section, except for the material difficulty chart, are player research. A bard may loresing an item to determine its exact ensorcell penalty that must be overcome.&lt;br /&gt;
Primary:&lt;br /&gt;
*[[Level]]: +1 per level&lt;br /&gt;
*[[Sorcerer Base|Sorcerer Spell Ranks]]: +2 per rank up to level, +1 per rank above level (uncapped)&lt;br /&gt;
*[[Wisdom]]: +1 per stat bonus&lt;br /&gt;
*[[Intuition]] +1 per stat bonus&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
*[[Elemental Mana Control]]: +1 per 2 ranks if higher than SMC, otherwise +1 per 4 ranks&lt;br /&gt;
*[[Spiritual Mana Control]]: +1 per 2 ranks if higher than EMC, otherwise +1 per 4 ranks&lt;br /&gt;
*[[Arcane Symbols]]: +1 per 10 ranks&lt;br /&gt;
*[[Magic Item Use]]: +1 per 10 ranks&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
*Each existing tier of ensorcelling hinders by -50, with a -50 penalty to start.&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Ensorcellment||T0 to T1||T1 to T2||T2 to T3||T3 to T4||T4 to T5&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total Penalty||-50||-100||-150||-200||-250&lt;br /&gt;
|}&lt;br /&gt;
*[[Magical workshop]]: +20 bonus&lt;br /&gt;
*[[Wound]]s (hinders)&lt;br /&gt;
*[[Spirit]] (having less then full spirit hinders)&lt;br /&gt;
*Applicable skill and stat [[enhancive]]s (helps)&lt;br /&gt;
*[[Gift of Eonak]] (helps)  &lt;br /&gt;
*[[Voln armor]], ebows, silver, [[krodera]], [[coraesine]] and [[veil iron]] cannot be ensorcelled&lt;br /&gt;
*Some [[:category: Functional Scripts|item scripts]] can outright reject ensorcell (see above), or add to difficulty.&lt;br /&gt;
*Armor resistance does not appear to add to difficulty&lt;br /&gt;
*Forged weapons do not seem to be any more difficult than regular weapons when everything else is equal&lt;br /&gt;
*Properties of the item (including the item&#039;s [[enchantment]], whether it is [[enhancive]], [[sanctified]], [[padding|padded]]/[[weighting|weighted]], if it [[flares]], what material it is, etc.)&lt;br /&gt;
*{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
===Gear Difficulty Modifiers===&lt;br /&gt;
&lt;br /&gt;
{{Material_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Script_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Other_Gear_Difficulty_Modifier}}&lt;br /&gt;
&lt;br /&gt;
====Ensorcell Formula====&lt;br /&gt;
&lt;br /&gt;
Formula based on player research is located [[Research:Ensorcell (735) Formula|here]].&lt;br /&gt;
&lt;br /&gt;
===Paladin bonded weapons===&lt;br /&gt;
&lt;br /&gt;
[[Holy Weapon (1625)]], the spell that bonds a weapon to a [[Paladin]], can make a weapon extremely difficult to ensorcell since the spell adds [[sanctified|sanctification]] and maybe [[flare|flaring]] and enhancive properties to weapons.  Depending on the properties of the weapon, the spell might take the weapon from possible to ensorcell to beyond the capabilities of even the most experienced sorcerer.  Should the weapon become very difficult or impossible to ensorcell, it is recommended that the Paladin remove the bond from the weapon, especially at higher tiers.  Bonded weapons always require the use of an [[inky black potion]] before an ensorcell difficulty test or channel attempt.&lt;br /&gt;
&lt;br /&gt;
===Failure===&lt;br /&gt;
&lt;br /&gt;
*A failed attempt costs 5% of the amount of necrotic energy that would have been required for a successful attempt&lt;br /&gt;
*There is no chance of losing or damaging an item due to a failed attempt&lt;br /&gt;
*A sorcerer may make another attempt immediately after a failed attempt, provided they still have the required amount of necrotic energy&lt;br /&gt;
&lt;br /&gt;
==Necrotic Energy==&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} CAST }}or{{boldmono| INCANT 735 }}to check a sorcerer&#039;s energy level.&lt;br /&gt;
Necrotic energy is the fuel source used to permanently ensorcell an item. All sorcerers with knowledge of Ensorcell (735) and able to cast the spell, will acquire energy by killing like-[[level]] creatures.  The amount of energy required to successfully ensorcell an item depends on the [[#Tiers|tier]] being attempted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In this context a like-level creature is any creature that, when killed, confers [[experience]] on the sorcerer. There is no energy gain with creatures 10 or more levels below the sorcerer&#039;s level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Necrotic Energy Limits===&lt;br /&gt;
&lt;br /&gt;
The limit for how much necrotic energy can be gathered per week is capped at 50,000 units. This is equal to the energy needed for a successful Tier 1 ensorcellment. The energy required for Tiers 2 to 5 increases in increments of 25,000 units. The maximum amount of energy a sorcerer can store at any given time is capped at 200,000 units. After gathering this amount, a sorcerer must attempt an ensorcellment to accumulate energy again.&lt;br /&gt;
&lt;br /&gt;
While there is a cap on both weekly and total necrotic energy gained, a sorcerer will only lose necrotic energy if they attempt to permanently ensorcell an item.&lt;br /&gt;
&lt;br /&gt;
===Gaining Necrotic Energy===&lt;br /&gt;
&lt;br /&gt;
A sorcerer will gain a point of necrotic energy per each point of experience they absorb.&lt;br /&gt;
&lt;br /&gt;
===Checking Stored Energy===&lt;br /&gt;
Sorcerers may check their level of necrotic energy stored by self-casting ensorcell or simply using the [[SENSE]] verb or the [[RESOURCE]] verb.  When a sorcerer has reached his/her maximum for the week, the following message will appear below the accumulated amount:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Your rapid build up of necrotic energy has left you feeling overwhelmed and temporarily unable to absorb any new necrotic power.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The weekly cap resets when the first experience is gained after the [[Gift of Lumnis]] has begun.&lt;br /&gt;
&lt;br /&gt;
When a sorcerer is completely full of energy the energy detection will be as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You sense the build up of necrotic energy within you has reached its limits.  You have enough energy to permanently ensorcell an item for the fifth and final time.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Energy Cost per Tier===&lt;br /&gt;
&lt;br /&gt;
The table below details the energy requirement for each ensorcellment tier.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
! bgcolor = lightgrey | Energy Units&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 75,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 125,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To permanently ensorcell an item from Tier 0 to Tier 5 requires 500,000 energy units and takes a minimum of 10 weeks to gain that amount, barring any failed casts.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
&lt;br /&gt;
Sorcerers training in [[Sorcerous Lore, Necromancy]] receive additional charges of Ensorcell flares:&amp;lt;ref&amp;gt;Baswab, a non-sorcerer, tested 90 ranks of necromancy in Shattered and it did not work to give him multiple strikes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Sorcerous Lore, Necromancy ranks||90||180&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total acuity flare attacks (You feel energized!)||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
&lt;br /&gt;
The ensorcelling process is very straight forward. &lt;br /&gt;
&lt;br /&gt;
#Gather energy, by gaining experience, until a self-cast of Ensorcell (735) gives you the message that you have &#039;&#039;&#039;reached the point necessary to permanently ensorcell an item&#039;&#039;&#039; for whichever tier you are casting.&lt;br /&gt;
#Do a preliminary 735 channel on the item to check for difficulty.  If you (a) get a reading, (b) get the easiest difficulty message of &#039;&#039;&#039;you can only fail if you are horribly unlucky&#039;&#039;&#039;, and (c) are outside of a workshop, skip to the last step.&lt;br /&gt;
#If you do not get a reading (the item resists), or if you know the item is enhanced or sanctified, you will need to pour an inky black potion on it (not required for difficulty testing).  Repeat preliminary channel to get a reading.  Potion pours last approximately 30 minutes.&lt;br /&gt;
#If the item is at all difficult, wear as many applicable skill and stat [[enhancive]]s that you have available to you. &lt;br /&gt;
#Go to a [[magical workshop]] (use the [[sense|SENSE]] verb to check). &lt;br /&gt;
#Prep and channel at the item again.  You may have to repeat if you did any of steps 3-5 above. (Note: if the item is blessed, then you will receive the message &amp;quot;You sense a strange aura of power from within the &amp;lt;item&amp;gt; that disrupts the power of your spell!&amp;quot; In this case you can cast 119 at the item to remove the bless and try again.)&lt;br /&gt;
&lt;br /&gt;
Sorcerers successfully completing an ensorcell receive [[experience]] and [[fame]].&lt;br /&gt;
&lt;br /&gt;
===Difficulties===&lt;br /&gt;
&amp;lt;!-- The difficulty chart is formatted to transclude on the Enchant page only --&amp;gt;&lt;br /&gt;
Sorcerers doing an initial channel on an item will get a reading for one of the following levels of difficulty (from easiest to hardest):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tables provided by GM Estild&#039;&#039;&amp;lt;section begin=difficulty chart /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||~99% (will only fail on a fumble)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you should be able to ensorcell it &amp;lt;/noinclude&amp;gt;easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side&amp;lt;noinclude&amp;gt; to successfully complete the ensorcellment&amp;lt;/noinclude&amp;gt;||75+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you are &amp;lt;/noinclude&amp;gt;more likely than not to succeed&amp;lt;noinclude&amp;gt; on your cast&amp;lt;/noinclude&amp;gt;, but&amp;lt;noinclude&amp;gt; you will&amp;lt;/noinclude&amp;gt; need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;that this ensorcellment will be &amp;lt;/noinclude&amp;gt;nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle&amp;lt;noinclude&amp;gt; to complete this ensorcellment&amp;lt;/noinclude&amp;gt;||Need an open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment is &amp;lt;/noinclude&amp;gt;completely beyond your abilities||0%&lt;br /&gt;
|}&amp;lt;section end=difficulty chart /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=miracle /&amp;gt;When an item &#039;&#039;&#039;needs a miracle&#039;&#039;&#039;, the &amp;lt;noinclude&amp;gt;sorcerer&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;wizard&amp;lt;/includeonly&amp;gt; must roll a 100 on the attempt, after which another [[d100]] roll is made to add to the first result.  The chance of successfully &amp;lt;noinclude&amp;gt;ensorcelling&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;enchanting&amp;lt;/includeonly&amp;gt; a miracle item is between approximately .01-.99%.&amp;lt;section end=miracle /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attempts===&lt;br /&gt;
&lt;br /&gt;
From best to worst, here are the rolls possible on any permanent ensorcell attempt:&lt;br /&gt;
&amp;lt;section begin=attempt table /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly good attempt!||High open roll&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||1+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||Low open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;You make the most horribly incompetent attempt possible!&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Something doesn&#039;t seem right...&amp;lt;/includeonly&amp;gt; ||Fumble&lt;br /&gt;
|}&amp;lt;section end=attempt table /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ensorcell Pricing==&lt;br /&gt;
&lt;br /&gt;
Because of the weekly time increments, many sorcerers price their ensorcell casts by the week, instead of by the tier, not knowing what tier the next customer might need.  Below is a table showing the costs for sorcerers charging 1 million, 2 million, 3 million, and 4 million silvers per week:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Weeks&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 1m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 2m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 3m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 4m/wk&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1m&lt;br /&gt;
| 2m&lt;br /&gt;
| 3m&lt;br /&gt;
| 4m&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1.5&amp;lt;br&amp;gt;2&lt;br /&gt;
| 2&amp;lt;br&amp;gt;3&lt;br /&gt;
| 1.5m T2&amp;lt;br&amp;gt;2m T3&lt;br /&gt;
| 3m T2&amp;lt;br&amp;gt;4m T3&lt;br /&gt;
| 4.5m T2&amp;lt;br&amp;gt;6m T3&lt;br /&gt;
| 6m T2&amp;lt;br&amp;gt;8m T3&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2.5&amp;lt;br&amp;gt;3&lt;br /&gt;
| 4&amp;lt;br&amp;gt;5&lt;br /&gt;
| 2.5m T4&amp;lt;br&amp;gt;3m T5&lt;br /&gt;
| 5m T4&amp;lt;br&amp;gt;6m T5&lt;br /&gt;
| 7.5m T4&amp;lt;br&amp;gt;9m T5&lt;br /&gt;
| 10m T4&amp;lt;br&amp;gt;12m T5&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;small&amp;gt;Total for&amp;lt;br&amp;gt;5 casts&amp;lt;br&amp;gt;(10 weeks)&lt;br /&gt;
| 1-5&lt;br /&gt;
| 10m&lt;br /&gt;
| 20m&lt;br /&gt;
| 30m&lt;br /&gt;
| 40m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sorcerers charging around 1 million per week might be just starting out with the spell, working on easier items.  Sorcerers charging 2 million per week will be working on mid range items.  Sorcerers charging 3 million per week and more might have full enhancive sets and/or use [[Strong Potions of Accelerated Unlearning]] (fixskills), and only work on the most difficult items.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
===Bonuses===&lt;br /&gt;
;The flares appear basically similar, besides their respective messages of feeling.  For example, an acuity flare:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt; ** Necrotic energy from your &amp;lt;weapon&amp;gt; overflows into you! **&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
    You feel energized!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Acuity is the only flare which also wears off (whether used or unused):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel the unnatural surge of necrotic power wane away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will take the hit when dispel magic and hex [[715|curses]] are cast at you (spells without warding rolls):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A hooded figure gestures at you!&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
The elemental aura around you wavers.&lt;br /&gt;
&lt;br /&gt;
An eidolon points a spectral finger at you!&lt;br /&gt;
As the tendril of swirling gray magic leaves the eidolon, it is deflected away from you and dissipates harmlessly into the air.&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will be applied to the hidden CS roll of [[Pestilence (716)]] reactive flares&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
;Temporary Ensorcell success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast at my staff&lt;br /&gt;
You gesture at a drakar-runed ebonwood staff.&lt;br /&gt;
Necrotic energy materializes around your ebonwood staff and sinks onto it like an ethereal film.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of permanently ensorcelled item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my leather&lt;br /&gt;
You gesture at some vruul skin casting leathers.&lt;br /&gt;
Necrotic energy materializes around your casting leathers before being repelled by the stronger necrotic energy already present.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of cursed item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my claidhmore&lt;br /&gt;
You gesture at a black steel claidhmore.&lt;br /&gt;
Necrotic energy materializes around your black steel claidhmore before being disrupted and fading away.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Probable success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the rune-carved crosier has not yet been permanently ensorcelled and that you should be able to ensorcell it easily enough, barring bad luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;channel my crosier&lt;br /&gt;
You channel at a tiny rune-carved crosier.&lt;br /&gt;
Having probed the rune-carved crosier already, you begin to channel your stored necrotic energy at it.  You carefully regulate the flow of energy in order to attempt to overcome its natural resistance while not simultaneously overwhelming yourself...&lt;br /&gt;
&lt;br /&gt;
You make an outstanding attempt!&lt;br /&gt;
&lt;br /&gt;
Success!  You manage to breach the rune-carved crosier&#039;s defenses and pour in enough of your stored necrotic energy to permanently fuse it to the rune-carved crosier&#039;s very structure.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wearing Off===&lt;br /&gt;
;Temporary item ensorcellment wearing off.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The ethereal necrotic film covering your hoarbeam runestaff shrivels away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Failures===&lt;br /&gt;
;Failure message for testing a permanent item (7x @ lvl 36):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at an ice blue tapered faewood runestaff tipped with a smooth bone wand.&lt;br /&gt;
You sense that the tapered faewood runestaff has not yet been permanently ensorcelled and that this ensorcellment will be nearly impossible.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Possible failure for testing (5x @ lvl 37):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the faewood runestaff has not yet been permanently ensorcelled and that you are more likely than not to succeed on your cast, but you will need some luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for permanent item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You make an excellent attempt!&lt;br /&gt;
Failure!  You are unable to overcome the tapered faewood runestaff&#039;s defenses, wasting some of your stored necrotic energy in the fruitless attempt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a sanctified/enhancive item without first pouring an inky black potion:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a double bit eonake handaxe.&lt;br /&gt;
You sense a strange aura of power from within the eonake handaxe that disrupts the power of your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a magic resistant item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a dented veil iron war hammer.&lt;br /&gt;
Your veil iron war hammer resists your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Alchemy]] [[recipes|Recipes]]==&lt;br /&gt;
===Inky Black Potion===&lt;br /&gt;
{{:inky black potion}}&lt;br /&gt;
&lt;br /&gt;
===Glimmering Sanguine Potion===&lt;br /&gt;
{{#section:Glimmering sanguine potion|intro}}&lt;br /&gt;
{{#section:Glimmering sanguine potion|formula}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[The Courtesan: A Reflection on Necrotic Energy]]&lt;br /&gt;
*[http://gsguide.wikia.com/wiki/Ensorcell Dergoatean&#039;s Guide]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?83562-Ensorcell-data-blame-Goat PC: Ensorcell Data Thread]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?80647-I-checked-t1-ensorcell-difficulty-on-a-few-items PC: Item Difficulty Checking Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;br /&gt;
[[category:Weapon Enhancements]]&lt;br /&gt;
[[Category:Armor Enhancements]]&lt;br /&gt;
[[Category:Shield Enhancements]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=162528</id>
		<title>Ensorcell (735)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=162528"/>
		<updated>2022-03-02T02:02:26Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Stamina Recovered by Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
| name = Ensorcell&lt;br /&gt;
| number = 735&lt;br /&gt;
| mnemonic = ENSORCELL&lt;br /&gt;
| duration = 4 hours real time (temporary)&amp;lt;br&amp;gt;or permanent&lt;br /&gt;
| type = Utility&lt;br /&gt;
| subtype = Weapon/Armor Enhancement &lt;br /&gt;
| skill = None&lt;br /&gt;
| components = None&lt;br /&gt;
| availability = Weapon, Armor, Shield, Runestaff&lt;br /&gt;
| navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&#039;&#039;&#039;Ensorcell&#039;&#039;&#039; allows [[sorcerer]]s to enhance [[weapon]]s, [[Runestaff|runestaves]], [[shield]]s, and [[armor]] by infusing necrotic energy into them. Items may be either temporarily or permanently ensorcelled, with varying benefits depending on the nature of the item and the strength of the ensorcellment. Most weapons, runestaves, shields, and armor are able to accept an ensorcellment (provided they do not resist magic in general), though the difficulty of the skill check increases based on the item&#039;s exact properties. One thing of note is that an ensorcelled weapon may also be blessed.&lt;br /&gt;
&lt;br /&gt;
==Temporary Ensorcellment==&lt;br /&gt;
*{{boldmono|[[PREP]] 735 {{!}} [[EVOKE]] {item} }}with the item in hand&lt;br /&gt;
Temporary ensorcellment allows sorcerers (and sorcerers only) to gain temporary necrotic (life channeling) flares on their weapons and runestaves.  There is no skill check or necrotic energy requirement for adding a temporary ensorcellment, though an item&#039;s properties may prevent it. The flares from temporary and permanent ensorcelled items are exactly the same (see table below).  &lt;br /&gt;
&lt;br /&gt;
According to the official spell description, non-sorcerers may benefit from temporarily ensorcelled gear to perform certain combat and shield maneuvers that require an ensorcelled or anti magic weapon or shield.  Temporarily ensorcelling armor has no current benefit to any profession.&lt;br /&gt;
&lt;br /&gt;
Higher level sorcerers can temporarily ensorcell a weapon/runestaff for lower level sorcerers who cannot yet cast the spell.&lt;br /&gt;
&lt;br /&gt;
===Duration===&lt;br /&gt;
&lt;br /&gt;
A temporary ensorcell lasts four real time hours.  Should the player log off with an active temporary ensorcell and return more than four hours later, the ensorcell will dispel after the first cast/attack.  Temporary ensorcellment can be refreshed without dispelling first.  &lt;br /&gt;
&lt;br /&gt;
===Flare Rate===&lt;br /&gt;
&lt;br /&gt;
Magical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 7 attacks.  Physical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 5 attacks. This is the same rate as an [[Elemental Blade (411)|ebladed weapon]].&lt;br /&gt;
&lt;br /&gt;
==Permanent Ensorcellment==&lt;br /&gt;
{{side box|The items that are difficult/impossible are by design. [Ensorcell] will never be offered as a future merchant service. Not all items are intended to be ensorcelled, especially if they already have a number of high end properties. ~GM Estild August 2017}}&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} [[CHANNEL]] {item} }} (must be done twice (until 4/1/2021, at which point you only need to channel once))&lt;br /&gt;
Permanent ensorcellment can be put on a weapon, armor, shield, or runestaff with the benefits dependent on the type of item ensorcelled, and can be used by members of any profession.  Permanently ensorcelling an item requires necrotic energy, which is gained by absorbing experience. &lt;br /&gt;
&lt;br /&gt;
To permanently ensorcell an item, {{boldmono|PREP 735}} and {{boldmono|CAST}} at the item while holding it.  This will give a message saying how difficult it will be to place a permanent ensorcellment on the item as well as the current tier of ensorcellment already on that item.  Then {{boldmono|CHANNEL}} 735 at the item within 30 seconds to make the Ensorcell attempt.  Enhancive and holy items require the use of a special potion prior to the attempt.  See below for a more detailed [[#Process|process]].&lt;br /&gt;
&lt;br /&gt;
An item that has been permanently ensorcelled will have a strange necrotic haze radiating from it when {{boldmono|[[LOOK]]}}ed at.  The level of ensorcellment can be detected with a cast of [[Elemental Detection (405)]].  Or a bard can determine the sorcerer and ensorcellment by [[Loresinging]] to the item.&lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
&lt;br /&gt;
There are 5 permanent ensorcellment tiers with each tier requiring a separate {{boldmono|[[CHANNEL (verb)|CHANNEL]]}} of 735. Both the [[#Necrotic energy|necrotic energy]] cost and ensorcell benefits increase incrementally with each higher tier. Sorcerers (only) wielding permanently ensorcelled weapons or runestaves also receive a phantom &#039;bonus&#039; tier (for purposes of calculating the flare strength only). For example, a sorcerer with a Tier 5 weapon or runestaff will have an effective tier 6 flare strength (+30 AS/+18 CS).&lt;br /&gt;
&lt;br /&gt;
===Weapons and Runestaves===&lt;br /&gt;
&lt;br /&gt;
Weapons and runestaves that have been permanently ensorcelled gain permanent necrotic (life channeling) flares which can be used by members of any profession (unlike temporary ensorcellment, which can, for the most part, only be used by sorcerers).  The strength of these flares is based on the tier of ensorcellment. &lt;br /&gt;
&lt;br /&gt;
There is no increase in flare frequency with higher tiers as had been previously described in the official spell documentation.&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons are infused with necrotic energy that will flare and affect the wielder in one of four ways: [[Attack strength|attack]]/[[Casting strength|casting]] strength increase (+5/+3 per tier, respectively - [[acuity]]), [[health]], [[mana]] (runestaves) or [[stamina]] (weapons), or [[spirit]], based mostly on random chance.  However, health flares will have a much higher chance of flaring than the others when the wielder is missing health points.  If the wielder is full on health, mana, stamina or spirit, it will not flare for that feature. Runestaves also gain 2 lower CvA per tier of ensorcellment so long as the wielder&#039;s left hand is empty; unlike normal Runestaff defense, this CvA adjustment is NOT applied while holding a magical implement (wand, scroll, trinket).&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons will trigger flares when the weapon is swung at or used on (IE: a bow) an enemy while ensorcelled [[runestaff|runestaves]] will flare when attack spells are cast (successful hits required).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Flare&lt;br /&gt;
!  bgcolor = lightgrey | Message&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Health]]&lt;br /&gt;
| You feel healed!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Mana]]&lt;br /&gt;
| You feel empowered!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Spirit]]&lt;br /&gt;
| You feel rejuvenated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Stamina]]&lt;br /&gt;
| You feel reinvigorated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[acuity flare|Acuity]] (+AS/CS)&lt;br /&gt;
| You feel energized!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Amount Recovered by Tier====&lt;br /&gt;
&lt;br /&gt;
The below information was provided by GM Naijin on Discord:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
! Tier||Stamina returned||Average&lt;br /&gt;
|-&lt;br /&gt;
| T1&lt;br /&gt;
| 6 to 12&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| T2&lt;br /&gt;
| 7 to 14&lt;br /&gt;
| 10.5&lt;br /&gt;
|-&lt;br /&gt;
| T3&lt;br /&gt;
| 8 to 16&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| T4&lt;br /&gt;
| 9 to 18&lt;br /&gt;
| 13.5&lt;br /&gt;
|-&lt;br /&gt;
| T5&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15&lt;br /&gt;
|}&lt;br /&gt;
It is the same amount for mana and health.&lt;br /&gt;
&lt;br /&gt;
Sorcerers&#039; phantom bonus applies as well using the same scaling.&lt;br /&gt;
&lt;br /&gt;
===Shields and Armor===&lt;br /&gt;
&lt;br /&gt;
Shields and armor that are permanently ensorcelled provide the bearer with 2 lower [[CvA]] per tier of ensorcellment.  This bonus is permanent and no flare is required to activate.  Armor accessories can be permanently ensorcelled for no benefit, similar to their capability to receive an enchant.&lt;br /&gt;
&lt;br /&gt;
===Combat and Shield Maneuvers===&lt;br /&gt;
&lt;br /&gt;
[[Shield Use|Shield]] Maneuvers requiring an ensorcelled shield are [[Spell Block]] and [[Shield Mind]].&lt;br /&gt;
&lt;br /&gt;
[[Combat Maneuvers]] requiring an ensorcelled weapon are [[Spell Cleaving]], [[Spell Thieve]], and [[Spell Parry]].  [[Tainted Bond]] does not require one, but users of ensorcelled weapons receive the benefit of one extra attack before expending the periodic attack boost.&lt;br /&gt;
&lt;br /&gt;
===Success Factors (&amp;amp; Mana Control Benefit) ===&lt;br /&gt;
:&#039;&#039;Numbers provided in this section, except for the material difficulty chart, are player research. A bard may loresing an item to determine its exact ensorcell penalty that must be overcome.&lt;br /&gt;
Primary:&lt;br /&gt;
*[[Level]]: +1 per level&lt;br /&gt;
*[[Sorcerer Base|Sorcerer Spell Ranks]]: +2 per rank up to level, +1 per rank above level (uncapped)&lt;br /&gt;
*[[Wisdom]]: +1 per stat bonus&lt;br /&gt;
*[[Intuition]] +1 per stat bonus&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
*[[Elemental Mana Control]]: +1 per 2 ranks if higher than SMC, otherwise +1 per 4 ranks&lt;br /&gt;
*[[Spiritual Mana Control]]: +1 per 2 ranks if higher than EMC, otherwise +1 per 4 ranks&lt;br /&gt;
*[[Arcane Symbols]]: +1 per 10 ranks&lt;br /&gt;
*[[Magic Item Use]]: +1 per 10 ranks&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
*Each existing tier of ensorcelling hinders by -50, with a -50 penalty to start.&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Ensorcellment||T0 to T1||T1 to T2||T2 to T3||T3 to T4||T4 to T5&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total Penalty||-50||-100||-150||-200||-250&lt;br /&gt;
|}&lt;br /&gt;
*[[Magical workshop]]: +20 bonus&lt;br /&gt;
*[[Wound]]s (hinders)&lt;br /&gt;
*[[Spirit]] (having less then full spirit hinders)&lt;br /&gt;
*Applicable skill and stat [[enhancive]]s (helps)&lt;br /&gt;
*[[Gift of Eonak]] (helps)  &lt;br /&gt;
*[[Voln armor]], ebows, silver, [[krodera]], [[coraesine]] and [[veil iron]] cannot be ensorcelled&lt;br /&gt;
*Some [[:category: Functional Scripts|item scripts]] can outright reject ensorcell (see above), or add to difficulty.&lt;br /&gt;
*Armor resistance does not appear to add to difficulty&lt;br /&gt;
*Forged weapons do not seem to be any more difficult than regular weapons when everything else is equal&lt;br /&gt;
*Properties of the item (including the item&#039;s [[enchantment]], whether it is [[enhancive]], [[sanctified]], [[padding|padded]]/[[weighting|weighted]], if it [[flares]], what material it is, etc.)&lt;br /&gt;
*{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
===Gear Difficulty Modifiers===&lt;br /&gt;
&lt;br /&gt;
{{Material_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Script_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Other_Gear_Difficulty_Modifier}}&lt;br /&gt;
&lt;br /&gt;
====Ensorcell Formula====&lt;br /&gt;
&lt;br /&gt;
Formula based on player research is located [[Research:Ensorcell (735) Formula|here]].&lt;br /&gt;
&lt;br /&gt;
===Paladin bonded weapons===&lt;br /&gt;
&lt;br /&gt;
[[Holy Weapon (1625)]], the spell that bonds a weapon to a [[Paladin]], can make a weapon extremely difficult to ensorcell since the spell adds [[sanctified|sanctification]] and maybe [[flare|flaring]] and enhancive properties to weapons.  Depending on the properties of the weapon, the spell might take the weapon from possible to ensorcell to beyond the capabilities of even the most experienced sorcerer.  Should the weapon become very difficult or impossible to ensorcell, it is recommended that the Paladin remove the bond from the weapon, especially at higher tiers.  Bonded weapons always require the use of an [[inky black potion]] before an ensorcell difficulty test or channel attempt.&lt;br /&gt;
&lt;br /&gt;
===Failure===&lt;br /&gt;
&lt;br /&gt;
*A failed attempt costs 5% of the amount of necrotic energy that would have been required for a successful attempt&lt;br /&gt;
*There is no chance of losing or damaging an item due to a failed attempt&lt;br /&gt;
*A sorcerer may make another attempt immediately after a failed attempt, provided they still have the required amount of necrotic energy&lt;br /&gt;
&lt;br /&gt;
==Necrotic Energy==&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} CAST }}or{{boldmono| INCANT 735 }}to check a sorcerer&#039;s energy level.&lt;br /&gt;
Necrotic energy is the fuel source used to permanently ensorcell an item. All sorcerers with knowledge of Ensorcell (735) and able to cast the spell, will acquire energy by killing like-[[level]] creatures.  The amount of energy required to successfully ensorcell an item depends on the [[#Tiers|tier]] being attempted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In this context a like-level creature is any creature that, when killed, confers [[experience]] on the sorcerer. There is no energy gain with creatures 10 or more levels below the sorcerer&#039;s level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Necrotic Energy Limits===&lt;br /&gt;
&lt;br /&gt;
The limit for how much necrotic energy can be gathered per week is capped at 50,000 units. This is equal to the energy needed for a successful Tier 1 ensorcellment. The energy required for Tiers 2 to 5 increases in increments of 25,000 units. The maximum amount of energy a sorcerer can store at any given time is capped at 200,000 units. After gathering this amount, a sorcerer must attempt an ensorcellment to accumulate energy again.&lt;br /&gt;
&lt;br /&gt;
While there is a cap on both weekly and total necrotic energy gained, a sorcerer will only lose necrotic energy if they attempt to permanently ensorcell an item.&lt;br /&gt;
&lt;br /&gt;
===Gaining Necrotic Energy===&lt;br /&gt;
&lt;br /&gt;
A sorcerer will gain a point of necrotic energy per each point of experience they absorb.&lt;br /&gt;
&lt;br /&gt;
===Checking Stored Energy===&lt;br /&gt;
Sorcerers may check their level of necrotic energy stored by self-casting ensorcell or simply using the [[SENSE]] verb or the [[RESOURCE]] verb.  When a sorcerer has reached his/her maximum for the week, the following message will appear below the accumulated amount:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Your rapid build up of necrotic energy has left you feeling overwhelmed and temporarily unable to absorb any new necrotic power.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The weekly cap resets when the first experience is gained after the [[Gift of Lumnis]] has begun.&lt;br /&gt;
&lt;br /&gt;
When a sorcerer is completely full of energy the energy detection will be as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You sense the build up of necrotic energy within you has reached its limits.  You have enough energy to permanently ensorcell an item for the fifth and final time.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Energy Cost per Tier===&lt;br /&gt;
&lt;br /&gt;
The table below details the energy requirement for each ensorcellment tier.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
! bgcolor = lightgrey | Energy Units&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 75,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 125,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To permanently ensorcell an item from Tier 0 to Tier 5 requires 500,000 energy units and takes a minimum of 10 weeks to gain that amount, barring any failed casts.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
&lt;br /&gt;
Sorcerers training in [[Sorcerous Lore, Necromancy]] receive additional charges of Ensorcell flares:&amp;lt;ref&amp;gt;Baswab, a non-sorcerer, tested 90 ranks of necromancy in Shattered and it did not work to give him multiple strikes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Sorcerous Lore, Necromancy ranks||90||180&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total acuity flare attacks (You feel energized!)||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
&lt;br /&gt;
The ensorcelling process is very straight forward. &lt;br /&gt;
&lt;br /&gt;
#Gather energy, by gaining experience, until a self-cast of Ensorcell (735) gives you the message that you have &#039;&#039;&#039;reached the point necessary to permanently ensorcell an item&#039;&#039;&#039; for whichever tier you are casting.&lt;br /&gt;
#Do a preliminary 735 channel on the item to check for difficulty.  If you (a) get a reading, (b) get the easiest difficulty message of &#039;&#039;&#039;you can only fail if you are horribly unlucky&#039;&#039;&#039;, and (c) are outside of a workshop, skip to the last step.&lt;br /&gt;
#If you do not get a reading (the item resists), or if you know the item is enhanced or sanctified, you will need to pour an inky black potion on it (not required for difficulty testing).  Repeat preliminary channel to get a reading.  Potion pours last approximately 30 minutes.&lt;br /&gt;
#If the item is at all difficult, wear as many applicable skill and stat [[enhancive]]s that you have available to you. &lt;br /&gt;
#Go to a [[magical workshop]] (use the [[sense|SENSE]] verb to check). &lt;br /&gt;
#Prep and channel at the item again.  You may have to repeat if you did any of steps 3-5 above. (Note: if the item is blessed, then you will receive the message &amp;quot;You sense a strange aura of power from within the &amp;lt;item&amp;gt; that disrupts the power of your spell!&amp;quot; In this case you can cast 119 at the item to remove the bless and try again.)&lt;br /&gt;
&lt;br /&gt;
Sorcerers successfully completing an ensorcell receive [[experience]] and [[fame]].&lt;br /&gt;
&lt;br /&gt;
===Difficulties===&lt;br /&gt;
&amp;lt;!-- The difficulty chart is formatted to transclude on the Enchant page only --&amp;gt;&lt;br /&gt;
Sorcerers doing an initial channel on an item will get a reading for one of the following levels of difficulty (from easiest to hardest):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tables provided by GM Estild&#039;&#039;&amp;lt;section begin=difficulty chart /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||~99% (will only fail on a fumble)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you should be able to ensorcell it &amp;lt;/noinclude&amp;gt;easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side&amp;lt;noinclude&amp;gt; to successfully complete the ensorcellment&amp;lt;/noinclude&amp;gt;||75+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you are &amp;lt;/noinclude&amp;gt;more likely than not to succeed&amp;lt;noinclude&amp;gt; on your cast&amp;lt;/noinclude&amp;gt;, but&amp;lt;noinclude&amp;gt; you will&amp;lt;/noinclude&amp;gt; need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;that this ensorcellment will be &amp;lt;/noinclude&amp;gt;nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle&amp;lt;noinclude&amp;gt; to complete this ensorcellment&amp;lt;/noinclude&amp;gt;||Need an open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment is &amp;lt;/noinclude&amp;gt;completely beyond your abilities||0%&lt;br /&gt;
|}&amp;lt;section end=difficulty chart /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=miracle /&amp;gt;When an item &#039;&#039;&#039;needs a miracle&#039;&#039;&#039;, the &amp;lt;noinclude&amp;gt;sorcerer&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;wizard&amp;lt;/includeonly&amp;gt; must roll a 100 on the attempt, after which another [[d100]] roll is made to add to the first result.  The chance of successfully &amp;lt;noinclude&amp;gt;ensorcelling&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;enchanting&amp;lt;/includeonly&amp;gt; a miracle item is between approximately .01-.99%.&amp;lt;section end=miracle /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attempts===&lt;br /&gt;
&lt;br /&gt;
From best to worst, here are the rolls possible on any permanent ensorcell attempt:&lt;br /&gt;
&amp;lt;section begin=attempt table /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly good attempt!||High open roll&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||1+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||Low open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;You make the most horribly incompetent attempt possible!&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Something doesn&#039;t seem right...&amp;lt;/includeonly&amp;gt; ||Fumble&lt;br /&gt;
|}&amp;lt;section end=attempt table /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ensorcell Pricing==&lt;br /&gt;
&lt;br /&gt;
Because of the weekly time increments, many sorcerers price their ensorcell casts by the week, instead of by the tier, not knowing what tier the next customer might need.  Below is a table showing the costs for sorcerers charging 1 million, 2 million, 3 million, and 4 million silvers per week:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Weeks&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 1m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 2m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 3m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 4m/wk&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1m&lt;br /&gt;
| 2m&lt;br /&gt;
| 3m&lt;br /&gt;
| 4m&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1.5&amp;lt;br&amp;gt;2&lt;br /&gt;
| 2&amp;lt;br&amp;gt;3&lt;br /&gt;
| 1.5m T2&amp;lt;br&amp;gt;2m T3&lt;br /&gt;
| 3m T2&amp;lt;br&amp;gt;4m T3&lt;br /&gt;
| 4.5m T2&amp;lt;br&amp;gt;6m T3&lt;br /&gt;
| 6m T2&amp;lt;br&amp;gt;8m T3&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2.5&amp;lt;br&amp;gt;3&lt;br /&gt;
| 4&amp;lt;br&amp;gt;5&lt;br /&gt;
| 2.5m T4&amp;lt;br&amp;gt;3m T5&lt;br /&gt;
| 5m T4&amp;lt;br&amp;gt;6m T5&lt;br /&gt;
| 7.5m T4&amp;lt;br&amp;gt;9m T5&lt;br /&gt;
| 10m T4&amp;lt;br&amp;gt;12m T5&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;small&amp;gt;Total for&amp;lt;br&amp;gt;5 casts&amp;lt;br&amp;gt;(10 weeks)&lt;br /&gt;
| 1-5&lt;br /&gt;
| 10m&lt;br /&gt;
| 20m&lt;br /&gt;
| 30m&lt;br /&gt;
| 40m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sorcerers charging around 1 million per week might be just starting out with the spell, working on easier items.  Sorcerers charging 2 million per week will be working on mid range items.  Sorcerers charging 3 million per week and more might have full enhancive sets and/or use [[Strong Potions of Accelerated Unlearning]] (fixskills), and only work on the most difficult items.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
===Bonuses===&lt;br /&gt;
;The flares appear basically similar, besides their respective messages of feeling.  For example, an acuity flare:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt; ** Necrotic energy from your &amp;lt;weapon&amp;gt; overflows into you! **&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
    You feel energized!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Acuity is the only flare which also wears off (whether used or unused):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel the unnatural surge of necrotic power wane away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will take the hit when dispel magic and hex [[715|curses]] are cast at you (spells without warding rolls):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A hooded figure gestures at you!&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
The elemental aura around you wavers.&lt;br /&gt;
&lt;br /&gt;
An eidolon points a spectral finger at you!&lt;br /&gt;
As the tendril of swirling gray magic leaves the eidolon, it is deflected away from you and dissipates harmlessly into the air.&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will be applied to the hidden CS roll of [[Pestilence (716)]] reactive flares&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
;Temporary Ensorcell success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast at my staff&lt;br /&gt;
You gesture at a drakar-runed ebonwood staff.&lt;br /&gt;
Necrotic energy materializes around your ebonwood staff and sinks onto it like an ethereal film.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of permanently ensorcelled item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my leather&lt;br /&gt;
You gesture at some vruul skin casting leathers.&lt;br /&gt;
Necrotic energy materializes around your casting leathers before being repelled by the stronger necrotic energy already present.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of cursed item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my claidhmore&lt;br /&gt;
You gesture at a black steel claidhmore.&lt;br /&gt;
Necrotic energy materializes around your black steel claidhmore before being disrupted and fading away.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Probable success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the rune-carved crosier has not yet been permanently ensorcelled and that you should be able to ensorcell it easily enough, barring bad luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;channel my crosier&lt;br /&gt;
You channel at a tiny rune-carved crosier.&lt;br /&gt;
Having probed the rune-carved crosier already, you begin to channel your stored necrotic energy at it.  You carefully regulate the flow of energy in order to attempt to overcome its natural resistance while not simultaneously overwhelming yourself...&lt;br /&gt;
&lt;br /&gt;
You make an outstanding attempt!&lt;br /&gt;
&lt;br /&gt;
Success!  You manage to breach the rune-carved crosier&#039;s defenses and pour in enough of your stored necrotic energy to permanently fuse it to the rune-carved crosier&#039;s very structure.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wearing Off===&lt;br /&gt;
;Temporary item ensorcellment wearing off.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The ethereal necrotic film covering your hoarbeam runestaff shrivels away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Failures===&lt;br /&gt;
;Failure message for testing a permanent item (7x @ lvl 36):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at an ice blue tapered faewood runestaff tipped with a smooth bone wand.&lt;br /&gt;
You sense that the tapered faewood runestaff has not yet been permanently ensorcelled and that this ensorcellment will be nearly impossible.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Possible failure for testing (5x @ lvl 37):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the faewood runestaff has not yet been permanently ensorcelled and that you are more likely than not to succeed on your cast, but you will need some luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for permanent item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You make an excellent attempt!&lt;br /&gt;
Failure!  You are unable to overcome the tapered faewood runestaff&#039;s defenses, wasting some of your stored necrotic energy in the fruitless attempt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a sanctified/enhancive item without first pouring an inky black potion:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a double bit eonake handaxe.&lt;br /&gt;
You sense a strange aura of power from within the eonake handaxe that disrupts the power of your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a magic resistant item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a dented veil iron war hammer.&lt;br /&gt;
Your veil iron war hammer resists your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Alchemy]] [[recipes|Recipes]]==&lt;br /&gt;
===Inky Black Potion===&lt;br /&gt;
{{:inky black potion}}&lt;br /&gt;
&lt;br /&gt;
===Glimmering Sanguine Potion===&lt;br /&gt;
{{#section:Glimmering sanguine potion|intro}}&lt;br /&gt;
{{#section:Glimmering sanguine potion|formula}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[The Courtesan: A Reflection on Necrotic Energy]]&lt;br /&gt;
*[http://gsguide.wikia.com/wiki/Ensorcell Dergoatean&#039;s Guide]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?83562-Ensorcell-data-blame-Goat PC: Ensorcell Data Thread]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?80647-I-checked-t1-ensorcell-difficulty-on-a-few-items PC: Item Difficulty Checking Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;br /&gt;
[[category:Weapon Enhancements]]&lt;br /&gt;
[[Category:Armor Enhancements]]&lt;br /&gt;
[[Category:Shield Enhancements]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=162527</id>
		<title>Ensorcell (735)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=162527"/>
		<updated>2022-03-02T02:01:24Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Stamina Recovered by Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
| name = Ensorcell&lt;br /&gt;
| number = 735&lt;br /&gt;
| mnemonic = ENSORCELL&lt;br /&gt;
| duration = 4 hours real time (temporary)&amp;lt;br&amp;gt;or permanent&lt;br /&gt;
| type = Utility&lt;br /&gt;
| subtype = Weapon/Armor Enhancement &lt;br /&gt;
| skill = None&lt;br /&gt;
| components = None&lt;br /&gt;
| availability = Weapon, Armor, Shield, Runestaff&lt;br /&gt;
| navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&#039;&#039;&#039;Ensorcell&#039;&#039;&#039; allows [[sorcerer]]s to enhance [[weapon]]s, [[Runestaff|runestaves]], [[shield]]s, and [[armor]] by infusing necrotic energy into them. Items may be either temporarily or permanently ensorcelled, with varying benefits depending on the nature of the item and the strength of the ensorcellment. Most weapons, runestaves, shields, and armor are able to accept an ensorcellment (provided they do not resist magic in general), though the difficulty of the skill check increases based on the item&#039;s exact properties. One thing of note is that an ensorcelled weapon may also be blessed.&lt;br /&gt;
&lt;br /&gt;
==Temporary Ensorcellment==&lt;br /&gt;
*{{boldmono|[[PREP]] 735 {{!}} [[EVOKE]] {item} }}with the item in hand&lt;br /&gt;
Temporary ensorcellment allows sorcerers (and sorcerers only) to gain temporary necrotic (life channeling) flares on their weapons and runestaves.  There is no skill check or necrotic energy requirement for adding a temporary ensorcellment, though an item&#039;s properties may prevent it. The flares from temporary and permanent ensorcelled items are exactly the same (see table below).  &lt;br /&gt;
&lt;br /&gt;
According to the official spell description, non-sorcerers may benefit from temporarily ensorcelled gear to perform certain combat and shield maneuvers that require an ensorcelled or anti magic weapon or shield.  Temporarily ensorcelling armor has no current benefit to any profession.&lt;br /&gt;
&lt;br /&gt;
Higher level sorcerers can temporarily ensorcell a weapon/runestaff for lower level sorcerers who cannot yet cast the spell.&lt;br /&gt;
&lt;br /&gt;
===Duration===&lt;br /&gt;
&lt;br /&gt;
A temporary ensorcell lasts four real time hours.  Should the player log off with an active temporary ensorcell and return more than four hours later, the ensorcell will dispel after the first cast/attack.  Temporary ensorcellment can be refreshed without dispelling first.  &lt;br /&gt;
&lt;br /&gt;
===Flare Rate===&lt;br /&gt;
&lt;br /&gt;
Magical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 7 attacks.  Physical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 5 attacks. This is the same rate as an [[Elemental Blade (411)|ebladed weapon]].&lt;br /&gt;
&lt;br /&gt;
==Permanent Ensorcellment==&lt;br /&gt;
{{side box|The items that are difficult/impossible are by design. [Ensorcell] will never be offered as a future merchant service. Not all items are intended to be ensorcelled, especially if they already have a number of high end properties. ~GM Estild August 2017}}&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} [[CHANNEL]] {item} }} (must be done twice (until 4/1/2021, at which point you only need to channel once))&lt;br /&gt;
Permanent ensorcellment can be put on a weapon, armor, shield, or runestaff with the benefits dependent on the type of item ensorcelled, and can be used by members of any profession.  Permanently ensorcelling an item requires necrotic energy, which is gained by absorbing experience. &lt;br /&gt;
&lt;br /&gt;
To permanently ensorcell an item, {{boldmono|PREP 735}} and {{boldmono|CAST}} at the item while holding it.  This will give a message saying how difficult it will be to place a permanent ensorcellment on the item as well as the current tier of ensorcellment already on that item.  Then {{boldmono|CHANNEL}} 735 at the item within 30 seconds to make the Ensorcell attempt.  Enhancive and holy items require the use of a special potion prior to the attempt.  See below for a more detailed [[#Process|process]].&lt;br /&gt;
&lt;br /&gt;
An item that has been permanently ensorcelled will have a strange necrotic haze radiating from it when {{boldmono|[[LOOK]]}}ed at.  The level of ensorcellment can be detected with a cast of [[Elemental Detection (405)]].  Or a bard can determine the sorcerer and ensorcellment by [[Loresinging]] to the item.&lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
&lt;br /&gt;
There are 5 permanent ensorcellment tiers with each tier requiring a separate {{boldmono|[[CHANNEL (verb)|CHANNEL]]}} of 735. Both the [[#Necrotic energy|necrotic energy]] cost and ensorcell benefits increase incrementally with each higher tier. Sorcerers (only) wielding permanently ensorcelled weapons or runestaves also receive a phantom &#039;bonus&#039; tier (for purposes of calculating the flare strength only). For example, a sorcerer with a Tier 5 weapon or runestaff will have an effective tier 6 flare strength (+30 AS/+18 CS).&lt;br /&gt;
&lt;br /&gt;
===Weapons and Runestaves===&lt;br /&gt;
&lt;br /&gt;
Weapons and runestaves that have been permanently ensorcelled gain permanent necrotic (life channeling) flares which can be used by members of any profession (unlike temporary ensorcellment, which can, for the most part, only be used by sorcerers).  The strength of these flares is based on the tier of ensorcellment. &lt;br /&gt;
&lt;br /&gt;
There is no increase in flare frequency with higher tiers as had been previously described in the official spell documentation.&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons are infused with necrotic energy that will flare and affect the wielder in one of four ways: [[Attack strength|attack]]/[[Casting strength|casting]] strength increase (+5/+3 per tier, respectively - [[acuity]]), [[health]], [[mana]] (runestaves) or [[stamina]] (weapons), or [[spirit]], based mostly on random chance.  However, health flares will have a much higher chance of flaring than the others when the wielder is missing health points.  If the wielder is full on health, mana, stamina or spirit, it will not flare for that feature. Runestaves also gain 2 lower CvA per tier of ensorcellment so long as the wielder&#039;s left hand is empty; unlike normal Runestaff defense, this CvA adjustment is NOT applied while holding a magical implement (wand, scroll, trinket).&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons will trigger flares when the weapon is swung at or used on (IE: a bow) an enemy while ensorcelled [[runestaff|runestaves]] will flare when attack spells are cast (successful hits required).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Flare&lt;br /&gt;
!  bgcolor = lightgrey | Message&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Health]]&lt;br /&gt;
| You feel healed!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Mana]]&lt;br /&gt;
| You feel empowered!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Spirit]]&lt;br /&gt;
| You feel rejuvenated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Stamina]]&lt;br /&gt;
| You feel reinvigorated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[acuity flare|Acuity]] (+AS/CS)&lt;br /&gt;
| You feel energized!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stamina Recovered by Tier====&lt;br /&gt;
&lt;br /&gt;
The below information was provided by GM Naijin on Discord:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
! Tier||Stamina returned||Average&lt;br /&gt;
|-&lt;br /&gt;
| T1&lt;br /&gt;
| 6 to 12&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| T2&lt;br /&gt;
| 7 to 14&lt;br /&gt;
| 10.5&lt;br /&gt;
|-&lt;br /&gt;
| T3&lt;br /&gt;
| 8 to 16&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| T4&lt;br /&gt;
| 9 to 18&lt;br /&gt;
| 13.5&lt;br /&gt;
|-&lt;br /&gt;
| T5&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15&lt;br /&gt;
|}&lt;br /&gt;
It is the same amount for mana and health.&lt;br /&gt;
&lt;br /&gt;
Sorcerers&#039; phantom bonus applies as well using the same scaling.&lt;br /&gt;
&lt;br /&gt;
===Shields and Armor===&lt;br /&gt;
&lt;br /&gt;
Shields and armor that are permanently ensorcelled provide the bearer with 2 lower [[CvA]] per tier of ensorcellment.  This bonus is permanent and no flare is required to activate.  Armor accessories can be permanently ensorcelled for no benefit, similar to their capability to receive an enchant.&lt;br /&gt;
&lt;br /&gt;
===Combat and Shield Maneuvers===&lt;br /&gt;
&lt;br /&gt;
[[Shield Use|Shield]] Maneuvers requiring an ensorcelled shield are [[Spell Block]] and [[Shield Mind]].&lt;br /&gt;
&lt;br /&gt;
[[Combat Maneuvers]] requiring an ensorcelled weapon are [[Spell Cleaving]], [[Spell Thieve]], and [[Spell Parry]].  [[Tainted Bond]] does not require one, but users of ensorcelled weapons receive the benefit of one extra attack before expending the periodic attack boost.&lt;br /&gt;
&lt;br /&gt;
===Success Factors (&amp;amp; Mana Control Benefit) ===&lt;br /&gt;
:&#039;&#039;Numbers provided in this section, except for the material difficulty chart, are player research. A bard may loresing an item to determine its exact ensorcell penalty that must be overcome.&lt;br /&gt;
Primary:&lt;br /&gt;
*[[Level]]: +1 per level&lt;br /&gt;
*[[Sorcerer Base|Sorcerer Spell Ranks]]: +2 per rank up to level, +1 per rank above level (uncapped)&lt;br /&gt;
*[[Wisdom]]: +1 per stat bonus&lt;br /&gt;
*[[Intuition]] +1 per stat bonus&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
*[[Elemental Mana Control]]: +1 per 2 ranks if higher than SMC, otherwise +1 per 4 ranks&lt;br /&gt;
*[[Spiritual Mana Control]]: +1 per 2 ranks if higher than EMC, otherwise +1 per 4 ranks&lt;br /&gt;
*[[Arcane Symbols]]: +1 per 10 ranks&lt;br /&gt;
*[[Magic Item Use]]: +1 per 10 ranks&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
*Each existing tier of ensorcelling hinders by -50, with a -50 penalty to start.&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Ensorcellment||T0 to T1||T1 to T2||T2 to T3||T3 to T4||T4 to T5&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total Penalty||-50||-100||-150||-200||-250&lt;br /&gt;
|}&lt;br /&gt;
*[[Magical workshop]]: +20 bonus&lt;br /&gt;
*[[Wound]]s (hinders)&lt;br /&gt;
*[[Spirit]] (having less then full spirit hinders)&lt;br /&gt;
*Applicable skill and stat [[enhancive]]s (helps)&lt;br /&gt;
*[[Gift of Eonak]] (helps)  &lt;br /&gt;
*[[Voln armor]], ebows, silver, [[krodera]], [[coraesine]] and [[veil iron]] cannot be ensorcelled&lt;br /&gt;
*Some [[:category: Functional Scripts|item scripts]] can outright reject ensorcell (see above), or add to difficulty.&lt;br /&gt;
*Armor resistance does not appear to add to difficulty&lt;br /&gt;
*Forged weapons do not seem to be any more difficult than regular weapons when everything else is equal&lt;br /&gt;
*Properties of the item (including the item&#039;s [[enchantment]], whether it is [[enhancive]], [[sanctified]], [[padding|padded]]/[[weighting|weighted]], if it [[flares]], what material it is, etc.)&lt;br /&gt;
*{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
===Gear Difficulty Modifiers===&lt;br /&gt;
&lt;br /&gt;
{{Material_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Script_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Other_Gear_Difficulty_Modifier}}&lt;br /&gt;
&lt;br /&gt;
====Ensorcell Formula====&lt;br /&gt;
&lt;br /&gt;
Formula based on player research is located [[Research:Ensorcell (735) Formula|here]].&lt;br /&gt;
&lt;br /&gt;
===Paladin bonded weapons===&lt;br /&gt;
&lt;br /&gt;
[[Holy Weapon (1625)]], the spell that bonds a weapon to a [[Paladin]], can make a weapon extremely difficult to ensorcell since the spell adds [[sanctified|sanctification]] and maybe [[flare|flaring]] and enhancive properties to weapons.  Depending on the properties of the weapon, the spell might take the weapon from possible to ensorcell to beyond the capabilities of even the most experienced sorcerer.  Should the weapon become very difficult or impossible to ensorcell, it is recommended that the Paladin remove the bond from the weapon, especially at higher tiers.  Bonded weapons always require the use of an [[inky black potion]] before an ensorcell difficulty test or channel attempt.&lt;br /&gt;
&lt;br /&gt;
===Failure===&lt;br /&gt;
&lt;br /&gt;
*A failed attempt costs 5% of the amount of necrotic energy that would have been required for a successful attempt&lt;br /&gt;
*There is no chance of losing or damaging an item due to a failed attempt&lt;br /&gt;
*A sorcerer may make another attempt immediately after a failed attempt, provided they still have the required amount of necrotic energy&lt;br /&gt;
&lt;br /&gt;
==Necrotic Energy==&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} CAST }}or{{boldmono| INCANT 735 }}to check a sorcerer&#039;s energy level.&lt;br /&gt;
Necrotic energy is the fuel source used to permanently ensorcell an item. All sorcerers with knowledge of Ensorcell (735) and able to cast the spell, will acquire energy by killing like-[[level]] creatures.  The amount of energy required to successfully ensorcell an item depends on the [[#Tiers|tier]] being attempted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In this context a like-level creature is any creature that, when killed, confers [[experience]] on the sorcerer. There is no energy gain with creatures 10 or more levels below the sorcerer&#039;s level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Necrotic Energy Limits===&lt;br /&gt;
&lt;br /&gt;
The limit for how much necrotic energy can be gathered per week is capped at 50,000 units. This is equal to the energy needed for a successful Tier 1 ensorcellment. The energy required for Tiers 2 to 5 increases in increments of 25,000 units. The maximum amount of energy a sorcerer can store at any given time is capped at 200,000 units. After gathering this amount, a sorcerer must attempt an ensorcellment to accumulate energy again.&lt;br /&gt;
&lt;br /&gt;
While there is a cap on both weekly and total necrotic energy gained, a sorcerer will only lose necrotic energy if they attempt to permanently ensorcell an item.&lt;br /&gt;
&lt;br /&gt;
===Gaining Necrotic Energy===&lt;br /&gt;
&lt;br /&gt;
A sorcerer will gain a point of necrotic energy per each point of experience they absorb.&lt;br /&gt;
&lt;br /&gt;
===Checking Stored Energy===&lt;br /&gt;
Sorcerers may check their level of necrotic energy stored by self-casting ensorcell or simply using the [[SENSE]] verb or the [[RESOURCE]] verb.  When a sorcerer has reached his/her maximum for the week, the following message will appear below the accumulated amount:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Your rapid build up of necrotic energy has left you feeling overwhelmed and temporarily unable to absorb any new necrotic power.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The weekly cap resets when the first experience is gained after the [[Gift of Lumnis]] has begun.&lt;br /&gt;
&lt;br /&gt;
When a sorcerer is completely full of energy the energy detection will be as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You sense the build up of necrotic energy within you has reached its limits.  You have enough energy to permanently ensorcell an item for the fifth and final time.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Energy Cost per Tier===&lt;br /&gt;
&lt;br /&gt;
The table below details the energy requirement for each ensorcellment tier.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
! bgcolor = lightgrey | Energy Units&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 75,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 125,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To permanently ensorcell an item from Tier 0 to Tier 5 requires 500,000 energy units and takes a minimum of 10 weeks to gain that amount, barring any failed casts.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
&lt;br /&gt;
Sorcerers training in [[Sorcerous Lore, Necromancy]] receive additional charges of Ensorcell flares:&amp;lt;ref&amp;gt;Baswab, a non-sorcerer, tested 90 ranks of necromancy in Shattered and it did not work to give him multiple strikes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Sorcerous Lore, Necromancy ranks||90||180&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total acuity flare attacks (You feel energized!)||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
&lt;br /&gt;
The ensorcelling process is very straight forward. &lt;br /&gt;
&lt;br /&gt;
#Gather energy, by gaining experience, until a self-cast of Ensorcell (735) gives you the message that you have &#039;&#039;&#039;reached the point necessary to permanently ensorcell an item&#039;&#039;&#039; for whichever tier you are casting.&lt;br /&gt;
#Do a preliminary 735 channel on the item to check for difficulty.  If you (a) get a reading, (b) get the easiest difficulty message of &#039;&#039;&#039;you can only fail if you are horribly unlucky&#039;&#039;&#039;, and (c) are outside of a workshop, skip to the last step.&lt;br /&gt;
#If you do not get a reading (the item resists), or if you know the item is enhanced or sanctified, you will need to pour an inky black potion on it (not required for difficulty testing).  Repeat preliminary channel to get a reading.  Potion pours last approximately 30 minutes.&lt;br /&gt;
#If the item is at all difficult, wear as many applicable skill and stat [[enhancive]]s that you have available to you. &lt;br /&gt;
#Go to a [[magical workshop]] (use the [[sense|SENSE]] verb to check). &lt;br /&gt;
#Prep and channel at the item again.  You may have to repeat if you did any of steps 3-5 above. (Note: if the item is blessed, then you will receive the message &amp;quot;You sense a strange aura of power from within the &amp;lt;item&amp;gt; that disrupts the power of your spell!&amp;quot; In this case you can cast 119 at the item to remove the bless and try again.)&lt;br /&gt;
&lt;br /&gt;
Sorcerers successfully completing an ensorcell receive [[experience]] and [[fame]].&lt;br /&gt;
&lt;br /&gt;
===Difficulties===&lt;br /&gt;
&amp;lt;!-- The difficulty chart is formatted to transclude on the Enchant page only --&amp;gt;&lt;br /&gt;
Sorcerers doing an initial channel on an item will get a reading for one of the following levels of difficulty (from easiest to hardest):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tables provided by GM Estild&#039;&#039;&amp;lt;section begin=difficulty chart /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||~99% (will only fail on a fumble)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you should be able to ensorcell it &amp;lt;/noinclude&amp;gt;easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side&amp;lt;noinclude&amp;gt; to successfully complete the ensorcellment&amp;lt;/noinclude&amp;gt;||75+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you are &amp;lt;/noinclude&amp;gt;more likely than not to succeed&amp;lt;noinclude&amp;gt; on your cast&amp;lt;/noinclude&amp;gt;, but&amp;lt;noinclude&amp;gt; you will&amp;lt;/noinclude&amp;gt; need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;that this ensorcellment will be &amp;lt;/noinclude&amp;gt;nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle&amp;lt;noinclude&amp;gt; to complete this ensorcellment&amp;lt;/noinclude&amp;gt;||Need an open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment is &amp;lt;/noinclude&amp;gt;completely beyond your abilities||0%&lt;br /&gt;
|}&amp;lt;section end=difficulty chart /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=miracle /&amp;gt;When an item &#039;&#039;&#039;needs a miracle&#039;&#039;&#039;, the &amp;lt;noinclude&amp;gt;sorcerer&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;wizard&amp;lt;/includeonly&amp;gt; must roll a 100 on the attempt, after which another [[d100]] roll is made to add to the first result.  The chance of successfully &amp;lt;noinclude&amp;gt;ensorcelling&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;enchanting&amp;lt;/includeonly&amp;gt; a miracle item is between approximately .01-.99%.&amp;lt;section end=miracle /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attempts===&lt;br /&gt;
&lt;br /&gt;
From best to worst, here are the rolls possible on any permanent ensorcell attempt:&lt;br /&gt;
&amp;lt;section begin=attempt table /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly good attempt!||High open roll&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||1+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||Low open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;You make the most horribly incompetent attempt possible!&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Something doesn&#039;t seem right...&amp;lt;/includeonly&amp;gt; ||Fumble&lt;br /&gt;
|}&amp;lt;section end=attempt table /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ensorcell Pricing==&lt;br /&gt;
&lt;br /&gt;
Because of the weekly time increments, many sorcerers price their ensorcell casts by the week, instead of by the tier, not knowing what tier the next customer might need.  Below is a table showing the costs for sorcerers charging 1 million, 2 million, 3 million, and 4 million silvers per week:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Weeks&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 1m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 2m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 3m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 4m/wk&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1m&lt;br /&gt;
| 2m&lt;br /&gt;
| 3m&lt;br /&gt;
| 4m&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1.5&amp;lt;br&amp;gt;2&lt;br /&gt;
| 2&amp;lt;br&amp;gt;3&lt;br /&gt;
| 1.5m T2&amp;lt;br&amp;gt;2m T3&lt;br /&gt;
| 3m T2&amp;lt;br&amp;gt;4m T3&lt;br /&gt;
| 4.5m T2&amp;lt;br&amp;gt;6m T3&lt;br /&gt;
| 6m T2&amp;lt;br&amp;gt;8m T3&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2.5&amp;lt;br&amp;gt;3&lt;br /&gt;
| 4&amp;lt;br&amp;gt;5&lt;br /&gt;
| 2.5m T4&amp;lt;br&amp;gt;3m T5&lt;br /&gt;
| 5m T4&amp;lt;br&amp;gt;6m T5&lt;br /&gt;
| 7.5m T4&amp;lt;br&amp;gt;9m T5&lt;br /&gt;
| 10m T4&amp;lt;br&amp;gt;12m T5&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;small&amp;gt;Total for&amp;lt;br&amp;gt;5 casts&amp;lt;br&amp;gt;(10 weeks)&lt;br /&gt;
| 1-5&lt;br /&gt;
| 10m&lt;br /&gt;
| 20m&lt;br /&gt;
| 30m&lt;br /&gt;
| 40m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sorcerers charging around 1 million per week might be just starting out with the spell, working on easier items.  Sorcerers charging 2 million per week will be working on mid range items.  Sorcerers charging 3 million per week and more might have full enhancive sets and/or use [[Strong Potions of Accelerated Unlearning]] (fixskills), and only work on the most difficult items.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
===Bonuses===&lt;br /&gt;
;The flares appear basically similar, besides their respective messages of feeling.  For example, an acuity flare:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt; ** Necrotic energy from your &amp;lt;weapon&amp;gt; overflows into you! **&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
    You feel energized!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Acuity is the only flare which also wears off (whether used or unused):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel the unnatural surge of necrotic power wane away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will take the hit when dispel magic and hex [[715|curses]] are cast at you (spells without warding rolls):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A hooded figure gestures at you!&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
The elemental aura around you wavers.&lt;br /&gt;
&lt;br /&gt;
An eidolon points a spectral finger at you!&lt;br /&gt;
As the tendril of swirling gray magic leaves the eidolon, it is deflected away from you and dissipates harmlessly into the air.&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will be applied to the hidden CS roll of [[Pestilence (716)]] reactive flares&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
;Temporary Ensorcell success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast at my staff&lt;br /&gt;
You gesture at a drakar-runed ebonwood staff.&lt;br /&gt;
Necrotic energy materializes around your ebonwood staff and sinks onto it like an ethereal film.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of permanently ensorcelled item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my leather&lt;br /&gt;
You gesture at some vruul skin casting leathers.&lt;br /&gt;
Necrotic energy materializes around your casting leathers before being repelled by the stronger necrotic energy already present.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of cursed item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my claidhmore&lt;br /&gt;
You gesture at a black steel claidhmore.&lt;br /&gt;
Necrotic energy materializes around your black steel claidhmore before being disrupted and fading away.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Probable success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the rune-carved crosier has not yet been permanently ensorcelled and that you should be able to ensorcell it easily enough, barring bad luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;channel my crosier&lt;br /&gt;
You channel at a tiny rune-carved crosier.&lt;br /&gt;
Having probed the rune-carved crosier already, you begin to channel your stored necrotic energy at it.  You carefully regulate the flow of energy in order to attempt to overcome its natural resistance while not simultaneously overwhelming yourself...&lt;br /&gt;
&lt;br /&gt;
You make an outstanding attempt!&lt;br /&gt;
&lt;br /&gt;
Success!  You manage to breach the rune-carved crosier&#039;s defenses and pour in enough of your stored necrotic energy to permanently fuse it to the rune-carved crosier&#039;s very structure.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wearing Off===&lt;br /&gt;
;Temporary item ensorcellment wearing off.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The ethereal necrotic film covering your hoarbeam runestaff shrivels away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Failures===&lt;br /&gt;
;Failure message for testing a permanent item (7x @ lvl 36):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at an ice blue tapered faewood runestaff tipped with a smooth bone wand.&lt;br /&gt;
You sense that the tapered faewood runestaff has not yet been permanently ensorcelled and that this ensorcellment will be nearly impossible.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Possible failure for testing (5x @ lvl 37):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the faewood runestaff has not yet been permanently ensorcelled and that you are more likely than not to succeed on your cast, but you will need some luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for permanent item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You make an excellent attempt!&lt;br /&gt;
Failure!  You are unable to overcome the tapered faewood runestaff&#039;s defenses, wasting some of your stored necrotic energy in the fruitless attempt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a sanctified/enhancive item without first pouring an inky black potion:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a double bit eonake handaxe.&lt;br /&gt;
You sense a strange aura of power from within the eonake handaxe that disrupts the power of your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a magic resistant item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a dented veil iron war hammer.&lt;br /&gt;
Your veil iron war hammer resists your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Alchemy]] [[recipes|Recipes]]==&lt;br /&gt;
===Inky Black Potion===&lt;br /&gt;
{{:inky black potion}}&lt;br /&gt;
&lt;br /&gt;
===Glimmering Sanguine Potion===&lt;br /&gt;
{{#section:Glimmering sanguine potion|intro}}&lt;br /&gt;
{{#section:Glimmering sanguine potion|formula}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[The Courtesan: A Reflection on Necrotic Energy]]&lt;br /&gt;
*[http://gsguide.wikia.com/wiki/Ensorcell Dergoatean&#039;s Guide]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?83562-Ensorcell-data-blame-Goat PC: Ensorcell Data Thread]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?80647-I-checked-t1-ensorcell-difficulty-on-a-few-items PC: Item Difficulty Checking Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;br /&gt;
[[category:Weapon Enhancements]]&lt;br /&gt;
[[Category:Armor Enhancements]]&lt;br /&gt;
[[Category:Shield Enhancements]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rotflares&amp;diff=154871</id>
		<title>Rotflares</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rotflares&amp;diff=154871"/>
		<updated>2021-10-17T17:46:58Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Mechanics */ accidentally a word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;RotFlares&#039;&#039;&#039; are a rare type of script [[flare]].  They are unusual in that they increase in frequency and severity with necromancy training, do damage over time, and can be added to weapons that already have another script (for many but not all scripts).  They are applied to weapons and runestaves.&lt;br /&gt;
&lt;br /&gt;
==Release and Availability==&lt;br /&gt;
Rotflares were released by Skyrn at [[Ebon Gate]] 2014.  He added rotflares to 5 weapons in Prime through a variety of distribution methods, including a contest for who had the most necromancy ranks and a silent auction.  That same event, a +25 RotFlares bastard sword was found while digging.&lt;br /&gt;
&lt;br /&gt;
Rotflares have since been available at multiple runs of Duskruin Arena, either as pre-made weapons, or as a service added on to an existing weapon.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
When RotFlares trigger, they do damage from the [[disruption critical table]].  For weapons, rotflares trigger at the following observed rates:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ranks of necromancy&lt;br /&gt;
! Flares&lt;br /&gt;
! Hits&lt;br /&gt;
! Rate&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 53&lt;br /&gt;
| 28%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 13&lt;br /&gt;
| 39&lt;br /&gt;
| 33%&lt;br /&gt;
|-&lt;br /&gt;
| 136&lt;br /&gt;
| 42&lt;br /&gt;
| 100&lt;br /&gt;
| 42%&lt;br /&gt;
|-&lt;br /&gt;
| 171&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
Wyrom confirmed that the ranks in the table above are the specific threshold ranks.  Also also confirmed that the rank thresholds apply to any profession equally.  Years later (2019), we learned from Wyrom that &amp;quot;it uses the same seed as ensorcell.&amp;quot;  His later comments seemed to suggest that this table was accurate for flare rate, and the ensorcell seed applied to hidden disease damage, but he was not crystal clear about it.&lt;br /&gt;
&lt;br /&gt;
RotFlares also apply a [[disease]] to the target, if the target is not already diseased.  The disease damage per round is somewhat randomized, and scales with necromancy ranks.  With 0 ranks, the disease does about 10 damage per round.  With 180 ranks of necromancy, the disease inflicts more like 70 damage per round.  This disease first inflicts damage approximately 3 seconds after it is applied, then every 30 seconds thereafter.  This disease does not provide messaging when it deals damage.&lt;br /&gt;
&lt;br /&gt;
Finally, RotFlares apply a relatively modest damage-over-time (DoT) effect, separate from the disease effect.  Similar to the disease effect, it is applied only if the target is not already under the effect of a RotFlares DoT effect, and it triggers 3 seconds after it is applied.  It triggers again every 10 seconds thereafter.  The effect is visible, and can cause stuns and knockdowns.  It causes roughly 7 damage per trigger on average, and is seemingly not affected by the users&#039; necromancy ranks.&lt;br /&gt;
&lt;br /&gt;
RotFlares applies only to creatures with blood, which is roughly equivalent to non-undead crittable creatures, with some exceptions.&lt;br /&gt;
&lt;br /&gt;
==Script Incompatibility==&lt;br /&gt;
While RotFlares can be applied to most scripted weapons, there are a few scripts that it doesn&#039;t function with.&lt;br /&gt;
&lt;br /&gt;
* Greater and Lesser [[Coraesine]]&lt;br /&gt;
* [[ShadowDeath weapon]]&lt;br /&gt;
* [[Sorrow]]&lt;br /&gt;
* [[Fusion]]&lt;br /&gt;
* Sword canes&lt;br /&gt;
* [[Chronomage dagger|ChronoFlares]]&lt;br /&gt;
* Bandolier weapon&lt;br /&gt;
* [[Elemental bow|Ebows]]&lt;br /&gt;
* [[Spirit gauntlet|Spirit bows]]&lt;br /&gt;
* [[Chainspear|Chainspears]]&lt;br /&gt;
* [[Briar flare|Briar flares]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[Rotflares/saved posts]]&lt;br /&gt;
* [http://forum.gsplayers.com/showthread.php?97542-Rotflares-by-the-numbers&amp;amp;highlight=numbers| Goat&#039;s PC Post]&lt;br /&gt;
&lt;br /&gt;
[[Category:Item Scripts]]&lt;br /&gt;
[[Category:Scripted Items]]&lt;br /&gt;
[[Category:Functional Scripts]]&lt;br /&gt;
[[category:Weapon Enhancements]]&lt;br /&gt;
[[category:Merchant Services]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Item_properties&amp;diff=154870</id>
		<title>Item properties</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Item_properties&amp;diff=154870"/>
		<updated>2021-10-17T17:44:11Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
==Official Information==&lt;br /&gt;
:&amp;lt;small&amp;gt;Confirmed by GM Finros 27 August 2017. See the [[/saved posts|saved posts]] for the unedited original 2014 version.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;!--DO NOT EDIT THE MECHANICAL INFORMATION IN THIS SECTION IF YOU ARE NOT SURE THAT THE INFORMATION IS OFFICIAL. OFFICIAL MEANS INFORMATION DIRECTLY POSTED BY OR EMAILED FROM A DEVELOPMENT GM. PLEASE INCLUDE A LINK TO OR DESCRIPTION OF THE REFERENCE IN YOUR EDIT SUMMARY--&amp;gt;&lt;br /&gt;
This information is best used to determine what properties can definitely not be combined with each other. There is no guarantee that any two (or more) particular properties may be combined onto a single item at an event, or ever, even where this post indicates that it is technically possible. This information is not to be used as a justification to protest when turned down for a service.&lt;br /&gt;
&lt;br /&gt;
Take care to read the caveats following the list of properties; some apparent exceptions to the rules are explained. Any property marked with a &amp;quot;[*]&amp;quot; has a specific note associated with it.&lt;br /&gt;
&lt;br /&gt;
This listing is divided into four categories.  [[#Category A|Category A]] consists of properties which every piece of gear has.  [[#Category B|Category B]] consists of properties that are all mutually exclusive to each other.  [[#Category C|Category C]] consists of properties that are independent of each other, and of properties in any other category.  [[#Category D|Category D]] consists of scripts. Properties that apply only to weapons or armor are marked as such; otherwise assume that the property can apply to both (though it may come into play through different means). [[Shield]]s are considered [[armor]] unless specifically disclaimed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;From my perspective, Category A and C are pretty much the same.  They&#039;re just properties that we add or set on an item.&amp;quot; - Estild&lt;br /&gt;
&lt;br /&gt;
===Category A - Properties===&lt;br /&gt;
{{big|Present on all equipment; magnitude may vary in some cases}}&lt;br /&gt;
*Appearance&lt;br /&gt;
*[[Enchantment]] (usually 0-50, can also be negative)&lt;br /&gt;
*Ability/inability to attack/affect magical creatures [*]&lt;br /&gt;
*[[Sanctified]]/non-sanctified status&lt;br /&gt;
*[[Forging]] modifiers (if forged by a player)&lt;br /&gt;
*[[Material]] properties [*]&lt;br /&gt;
&lt;br /&gt;
===Category B - Abilities===&lt;br /&gt;
{{big|Only ONE may be present; magnitude may vary in some cases, may be temporary or permanent in some cases}}&lt;br /&gt;
*[[Defensive bonus]] from weapons (commonly known as &amp;quot;Defender weapons&amp;quot;) [weapons]&lt;br /&gt;
*[[Offensive bonus]] from armor [armor]&lt;br /&gt;
*Magical defense (TD) [armor]&lt;br /&gt;
*[[Minor Elemental Edging (902)]] [weapons]&lt;br /&gt;
*Temporary [[Bless (304)|blessing]], with or without holy water flares&lt;br /&gt;
*Conventional [[permabless]]ing (e.g. not [[undead bane]])&lt;br /&gt;
*Fire [[flare]]s&lt;br /&gt;
*Cold flares&lt;br /&gt;
*Lightning flares&lt;br /&gt;
*Acid flares&lt;br /&gt;
*Vibration (earth, impact) flares&lt;br /&gt;
*Disintegration flares&lt;br /&gt;
*Disruption flares&lt;br /&gt;
*Vacuum (void) flares&lt;br /&gt;
*Plasma flares&lt;br /&gt;
*Steam flares&lt;br /&gt;
*Water flares&lt;br /&gt;
*Magma flares&lt;br /&gt;
*Unbalance (burst of force) flares&lt;br /&gt;
*Grapple (tendril of force) flares&lt;br /&gt;
*Dispel flares&lt;br /&gt;
*[[Mechanical flare|Mechanical]] (three varieties: slash, puncture, crush) flares&lt;br /&gt;
*[[Mana flare]]s [weapons *runestaffs]&lt;br /&gt;
*[[Acuity flare]]s [weapons *runestaffs]&lt;br /&gt;
&lt;br /&gt;
===Category C - Other Properties===&lt;br /&gt;
{{big|Any number may be present; magnitude may vary in some cases; may be temporary or permanent in some cases}}&lt;br /&gt;
*Damage [[padding]] [armor &amp;amp; accessories, but not shields]&lt;br /&gt;
*Damage [[weighting]] [weapons]&lt;br /&gt;
*Critical padding [armor &amp;amp; accessories, but not shields]&lt;br /&gt;
*Critical weighting [weapons]&lt;br /&gt;
*[[Sighting]] [bows and crossbows]&lt;br /&gt;
*[[Enhancive item|Enhancives]]&lt;br /&gt;
*[[Resistance]]s [armor]&lt;br /&gt;
*[[Bane weapon|Creature Bane]] [*]&lt;br /&gt;
*Spikes [armor &amp;amp; accessories, and also shields]&lt;br /&gt;
*[[Ensorcell]]ment&lt;br /&gt;
*[[Weapon Bonding]] (either spell or cman) [weapons]&lt;br /&gt;
&lt;br /&gt;
===Category D - Scripts===&lt;br /&gt;
{{big|Only ONE may be present}}&lt;br /&gt;
*Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].&lt;br /&gt;
&lt;br /&gt;
===Notes=== &lt;br /&gt;
{{big|Regarding [*] marks in the above list:}}&lt;br /&gt;
*The ability to attack/affect magical creatures is only partially implemented with regard to armor and shields. Some offensive maneuvers require magical gear, others do not. This will likely be made consistent in requiring magical gear, over the long term.&lt;br /&gt;
*Material properties are relatively new in Gemstone. Modern gear made out of particular materials, such as [[adamantine]] or [[high steel]]&#039;s anti-fade ability, are likely to have their special abilities as an inherent property. Older gear may use a script to accomplish similar effects from Category D, which of course occupies the script ability of the equipment.  Materials like [[zelnorn]] and [[kroderine]] use Category B to achieve their properties.&lt;br /&gt;
*Creature Bane items may grant damage/critical padding/weighting or flares, separate from anything in Category B. Only one Creature Bane foe type and one Creature Bane effect may be present.&lt;br /&gt;
&lt;br /&gt;
The greatest caveat is in regard to Category D, scripts. Scripts have great flexibility in what they can do and may include the application or modification of one or more Category B items, in addition to whatever other effects they may have.&lt;br /&gt;
&lt;br /&gt;
[[Rotflares]] are a special Category D ability that can co-exist with many (but not all) other category D abilities.&lt;br /&gt;
&lt;br /&gt;
If a particular special ability is not listed in Categories A-C, it is almost certainly a Category D (script) ability, of which there are quite literally hundreds.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Charts of Clarity==&lt;br /&gt;
While the above is official and applies to all types of items, many players have found it useful to break items down by type and &#039;&#039;&#039;item slot&#039;&#039;&#039; and have developed these tables.  The lists of scripts are not complete.&lt;br /&gt;
===Weapon===&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]], [[Forging#Usefulness_of_Forging|Forging Modifiers]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || [[Flares|Common Flares and Uncommon Flares]], All [[Acuity]] Levels, All [[Mana_flare|Mana Flare]] Levels, Pure Black Ora, [[902|Minor Elemental Edging]], [[304|Bless]], [[defender weapon|Defender]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Weighting]], [[Sighting]], [[Enhancives]], [[Bane_weapon|Creature Bane]], [[735|Ensorcellment]], [[Weapon_Bonding|Weapon Bonding]] || As many as you want, but only 1 creature bane can be on an item&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].  Including, but not limited to, [[Blink weapon]], [[Bubble flare]]s, Chronomage flares, [[Ironwright]]&#039;s holy flares, [[Knockout flare]]s, Poleaxe Flares, Vial flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|5. Category B &amp;amp; D || Rotating flares, [[Greater_elemental_flare|Greater Elemental Flares]], [[ShadowDeath weapon]].  This list may be incomplete. || 1 per item, but nothing else from Cat. B or D can be put on it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Padding]], [[Enhancives]], [[735|Ensorcellment]], [[Resistance]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Enhancives]], [[735|Ensorcellment]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nota Bene==&lt;br /&gt;
Regardless of the mechanical functioning, actual services given to players are &#039;&#039;&#039;always&#039;&#039;&#039; subject to any event-specific, GM-specific, merchant-specific, and/or whim-specific restrictions. Even though it can be done, that may not mean that &#039;&#039;&#039;you&#039;&#039;&#039; get to do it.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Script]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Items%20and%20Inventory/view Items and Inventory Officials folder]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1yMIGz0e_cL3l6NUP36csGP0awW0olho0IrIWi_JLSgM/edit?usp=sharing/ 2021 Chart of Clarity (Google Doc)]&lt;br /&gt;
&lt;br /&gt;
[[category: Merchant Services| ]]&lt;br /&gt;
[[Category: Functional Scripts| ]]&lt;br /&gt;
[[Category: Item Mechanics| ]]&lt;br /&gt;
[[Category: Item Enhancements| ]]&lt;br /&gt;
[[Category: Weapon Enhancements| ]]&lt;br /&gt;
[[Category: Armor Enhancements| ]]&lt;br /&gt;
[[Category: Shield Enhancements| ]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Aim&amp;diff=153159</id>
		<title>Aim</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Aim&amp;diff=153159"/>
		<updated>2021-09-11T02:53:17Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Success and Failure==&lt;br /&gt;
&lt;br /&gt;
The factors that influence the chance of successfully attacking the body part aimed for include:&lt;br /&gt;
* difficulty of the particular body part targeted (smaller and more critical parts of the body are harder to aim for)&lt;br /&gt;
* the difficulty modifier for the weapon used (larger weapons are harder to aim)&lt;br /&gt;
* difference in attacker and target [[level]] (ranged only)&lt;br /&gt;
* the attacker&#039;s [[Ambush]] skill&lt;br /&gt;
* the attacker&#039;s [[Combat Maneuvers]] skill (when aiming from the open, as opposed to from hiding)&lt;br /&gt;
* any eye or bleeding head [[wound]]s the attacker may have&lt;br /&gt;
&lt;br /&gt;
Failure to hit the desired body part will result in attacking a different part of the target&#039;s body, or, at low skill levels, may result in the attacker being unable to find an opening for an attack yet still incurring roundtime.&lt;br /&gt;
&lt;br /&gt;
== Aiming Formula: Melee and Hurling ==&lt;br /&gt;
&lt;br /&gt;
An initial d100 is made. If you roll &amp;lt;= 5, you auto fumble. If you do not auto fumble, the D100 roll is used in the skill check:&lt;br /&gt;
&lt;br /&gt;
MIN(95, (&#039;&#039;&#039;Skill&#039;&#039;&#039; + &#039;&#039;&#039;Stats&#039;&#039;&#039; + &#039;&#039;&#039;Weapon Modifier&#039;&#039;&#039;)/2) + &#039;&#039;&#039;Area modifier&#039;&#039;&#039; + &#039;&#039;&#039;Target Status&#039;&#039;&#039; + d100 = &#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Level is not taken into account for aiming success chance. A comparison between Target size and attacker size is included in the area modifier.&lt;br /&gt;
&lt;br /&gt;
==== Result ====&lt;br /&gt;
 &amp;gt; 100: Success&lt;br /&gt;
 &amp;lt;100 and &amp;gt;66: you miss the location but still find an opening to attack&lt;br /&gt;
 &amp;lt;=66: You fail to find an opening&lt;br /&gt;
&lt;br /&gt;
==== Skill ====&lt;br /&gt;
Melee&lt;br /&gt;
: Aiming from hidden = Ambush Bonus&lt;br /&gt;
: Open aiming = TRUNC((CM Bonus + Ambush Bonus + 1) / 2)&lt;br /&gt;
Hurling&lt;br /&gt;
:TRUNC(TRUNC((cman + ambush + 1) / 2) * (3 / 2))&lt;br /&gt;
:Effectively the same as Melee * 3/2&lt;br /&gt;
&lt;br /&gt;
==== Stats ====&lt;br /&gt;
Melee&lt;br /&gt;
: Dex Bonus + TRUNC((Int Bonus + 1) / 2)&lt;br /&gt;
&lt;br /&gt;
Hurling&lt;br /&gt;
: Int bonus + TRUNC((Dex Bonus + 1) / 2)&lt;br /&gt;
&lt;br /&gt;
==== Weapon Modifier ==== &lt;br /&gt;
Varies based on weapon. Large/slow weapons have more penalty. Small and maneuverable weapons have a bonus.&lt;br /&gt;
&lt;br /&gt;
Table added at the bottom of the page&lt;br /&gt;
&lt;br /&gt;
==== Area Modifier ====&lt;br /&gt;
 Head: -10&lt;br /&gt;
 Neck: -15&lt;br /&gt;
 Arms: +10&lt;br /&gt;
 Legs: +15&lt;br /&gt;
 Hands: +5&lt;br /&gt;
 Eyes: -25&lt;br /&gt;
 Other: 0&lt;br /&gt;
&lt;br /&gt;
*[[Predator&#039;s Eye]] adds into the calculation as part of the location modifier.&lt;br /&gt;
*The area modifier is also modified by attacker/target size. Attacking a target bigger than attacker is easier, a target smaller than attacker is more difficult.&lt;br /&gt;
&lt;br /&gt;
==== Target Status ====&lt;br /&gt;
Sitting/Prone: +10 if head/neck/eyes, +25 otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ==== &lt;br /&gt;
202 CM + Lance (-50 aim) aiming at the head, &lt;br /&gt;
&lt;br /&gt;
  d100 = 84&lt;br /&gt;
  Skill = ((302 + 0 + 1) / 2) = 151&lt;br /&gt;
  Stats = (20 + (22 + 1) / 2) = 31&lt;br /&gt;
  Attacker modifier = 0 &lt;br /&gt;
  Weapon Modifier = -50&lt;br /&gt;
&lt;br /&gt;
 Result = MIN(95, (Skill + Stats + Weapon Modifier)/2) + Area + Target Status + d100 = MIN(95, (151 + 31 - 50)/2) - 10 + 0 + 84 = 140&lt;br /&gt;
 140 &amp;gt; 100 = Success&lt;br /&gt;
&lt;br /&gt;
== Aiming Formula: Ranged ==&lt;br /&gt;
&lt;br /&gt;
Below is copied from Discord, formatting to come:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
d100, &amp;lt;= 25 automatic failure&lt;br /&gt;
rolling a 1 is a major fumble and shot flies wide of the target, otherwise you just miss your locaton&lt;br /&gt;
&lt;br /&gt;
Base Skill:&lt;br /&gt;
    Hidden = TRUNC((Perception Ranks + Ambush Ranks) / 2) + TRUNC(Ranged Weapons / 4)&lt;br /&gt;
      Open = TRUNC(Perception Ranks / 2) + TRUNC(Ranged Weapons / 4)&lt;br /&gt;
&lt;br /&gt;
Location Penalty:&lt;br /&gt;
     Head: 10&lt;br /&gt;
     Neck: 12&lt;br /&gt;
    Limbs: 2&lt;br /&gt;
    Hands: 5&lt;br /&gt;
    Torso: 2&lt;br /&gt;
     Eyes: 20&lt;br /&gt;
&lt;br /&gt;
Penalty = ((3 * Target Level * Location Modifier) / Base Skill)&lt;br /&gt;
&lt;br /&gt;
Target Status:&lt;br /&gt;
Prone/Sitting: -10&lt;br /&gt;
&lt;br /&gt;
Size Mod (target):&lt;br /&gt;
      Tiny: -10&lt;br /&gt;
     Small: -5&lt;br /&gt;
    Medium: +5&lt;br /&gt;
     Large: +15&lt;br /&gt;
&lt;br /&gt;
Spells (on attacker):&lt;br /&gt;
    607: -20&lt;br /&gt;
    613: 15 + (Ranger ranks over 13)&lt;br /&gt;
    404: +5&lt;br /&gt;
    412: -10&lt;br /&gt;
   1001: -10&lt;br /&gt;
&lt;br /&gt;
Crossbow:&lt;br /&gt;
    Standing: +5&lt;br /&gt;
    Kneeling: +20&lt;br /&gt;
&lt;br /&gt;
+sighting&lt;br /&gt;
&amp;gt; 100 = Success&lt;br /&gt;
&amp;gt;= 50 minor failure, missed location but shot succeeds&lt;br /&gt;
&amp;lt; 50 major failure, shot flies wide of the target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example: 2x perception + 2x ranged firing from open at left eye. Target is level 100 and normal size (0 modifier)&lt;br /&gt;
d100 = 50&lt;br /&gt;
Base aim skill = TRUNC(202 / 2) + TRUNC(202 / 4) = 151&lt;br /&gt;
Left Eye penalty = ((3 * 100 * 20) / 151) = 39&lt;br /&gt;
Area adjusted skill = 151 - 39 = 112&lt;br /&gt;
Sighting = 0&lt;br /&gt;
Final skill = Adjusted Skill + d100 = 112 + 50 = 162 &amp;gt; 0 = success&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Modifier Table: Melee == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Weapon&lt;br /&gt;
! style=&amp;quot;text-align:right;&amp;quot; | Aim Modifier&lt;br /&gt;
! Reach (ft)&lt;br /&gt;
|-&lt;br /&gt;
| dagger&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| falchion&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| handaxe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| main gauche&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| rapier&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| broadsword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| short sword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| longsword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| fist&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| tiger claw&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| club&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| war hammer&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| mace&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| morning star&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| whip&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| battle axe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| flail&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -40&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| war mattock&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| quarterstaff&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| Runestaff&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| two-handed sword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -30&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| javelin&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -50&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| lance&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -50&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| spear&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| spear (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| military pick&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| awl pike&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -55&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| claidhmore&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -30&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| backsword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| estoc&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| bastard sword (1h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -15&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| bastard sword (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| crowbill&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| flamberge&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| hammer of kai&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -35&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| jeddart-axe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -35&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| ball &amp;amp; chain&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -35&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| pilum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| naginata&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| cestus&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| paingrip&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| razorpaw&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| knuckle-duster&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| hook-knife&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| blackjack&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| knuckle-blade&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| yierka-spur&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 20&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| troll-claw&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| fist-scythe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| jack-blade&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| katar&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| katana (1h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| katana (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| maul&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| sai&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| trident&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| trident (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| whip-blade&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| jab (UCS)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| punch (UCS)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| grapple (UCS)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| kick (UCS)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 0ft&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Aim&amp;diff=153158</id>
		<title>Aim</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Aim&amp;diff=153158"/>
		<updated>2021-09-11T02:52:34Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Success and Failure==&lt;br /&gt;
&lt;br /&gt;
The factors that influence the chance of successfully attacking the body part aimed for include:&lt;br /&gt;
* difficulty of the particular body part targeted (smaller and more critical parts of the body are harder to aim for)&lt;br /&gt;
* the difficulty modifier for the weapon used (larger weapons are harder to aim)&lt;br /&gt;
* difference in attacker and target [[level]] (ranged only)&lt;br /&gt;
* the attacker&#039;s [[Ambush]] skill&lt;br /&gt;
* the attacker&#039;s [[Combat Maneuvers]] skill (when aiming from the open, as opposed to from hiding)&lt;br /&gt;
* any eye or bleeding head [[wound]]s the attacker may have&lt;br /&gt;
&lt;br /&gt;
Failure to hit the desired body part will result in attacking a different part of the target&#039;s body, or, at low skill levels, may result in the attacker being unable to find an opening for an attack yet still incurring roundtime.&lt;br /&gt;
&lt;br /&gt;
== Aiming Formula: Melee and Hurling ==&lt;br /&gt;
&lt;br /&gt;
An initial d100 is made. If you roll &amp;lt;= 5, you auto fumble. If you do not auto fumble, the D100 roll is used in the skill check:&lt;br /&gt;
&lt;br /&gt;
MIN(95, (&#039;&#039;&#039;Skill&#039;&#039;&#039; + &#039;&#039;&#039;Stats&#039;&#039;&#039; + &#039;&#039;&#039;Weapon Modifier&#039;&#039;&#039;)/2) + &#039;&#039;&#039;Area modifier&#039;&#039;&#039; + &#039;&#039;&#039;Target Status&#039;&#039;&#039; + d100 = &#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Level is not taken into account for aiming success chance. A comparison between Target size and attacker size is included in the area modifier.&lt;br /&gt;
&lt;br /&gt;
==== Result ====&lt;br /&gt;
 &amp;gt; 100: Success&lt;br /&gt;
 &amp;lt;100 and &amp;gt;66: you miss the location but still find an opening to attack&lt;br /&gt;
 &amp;lt;=66: You fail to find an opening&lt;br /&gt;
&lt;br /&gt;
==== Skill ====&lt;br /&gt;
Melee&lt;br /&gt;
: Aiming from hidden = Ambush Bonus&lt;br /&gt;
: Open aiming = TRUNC((CM Bonus + Ambush Bonus + 1) / 2)&lt;br /&gt;
Hurling&lt;br /&gt;
:TRUNC(TRUNC((cman + ambush + 1) / 2) * (3 / 2))&lt;br /&gt;
:Effectively the same as Melee * 3/2&lt;br /&gt;
&lt;br /&gt;
==== Stats ====&lt;br /&gt;
Melee&lt;br /&gt;
: Dex Bonus + TRUNC(Int Bonus + 1) / 2))&lt;br /&gt;
&lt;br /&gt;
Hurling&lt;br /&gt;
: Int bonus + TRUNC(Dex Bonus + 1) /2))&lt;br /&gt;
&lt;br /&gt;
==== Weapon Modifier ==== &lt;br /&gt;
Varies based on weapon. Large/slow weapons have more penalty. Small and maneuverable weapons have a bonus.&lt;br /&gt;
&lt;br /&gt;
Table added at the bottom of the page&lt;br /&gt;
&lt;br /&gt;
==== Area Modifier ====&lt;br /&gt;
 Head: -10&lt;br /&gt;
 Neck: -15&lt;br /&gt;
 Arms: +10&lt;br /&gt;
 Legs: +15&lt;br /&gt;
 Hands: +5&lt;br /&gt;
 Eyes: -25&lt;br /&gt;
 Other: 0&lt;br /&gt;
&lt;br /&gt;
*[[Predator&#039;s Eye]] adds into the calculation as part of the location modifier.&lt;br /&gt;
*The area modifier is also modified by attacker/target size. Attacking a target bigger than attacker is easier, a target smaller than attacker is more difficult.&lt;br /&gt;
&lt;br /&gt;
==== Target Status ====&lt;br /&gt;
Sitting/Prone: +10 if head/neck/eyes, +25 otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example ==== &lt;br /&gt;
202 CM + Lance (-50 aim) aiming at the head, &lt;br /&gt;
&lt;br /&gt;
  d100 = 84&lt;br /&gt;
  Skill = ((302 + 0 + 1) / 2) = 151&lt;br /&gt;
  Stats = (20 + (22 + 1) / 2) = 31&lt;br /&gt;
  Attacker modifier = 0 &lt;br /&gt;
  Weapon Modifier = -50&lt;br /&gt;
&lt;br /&gt;
 Result = MIN(95, (Skill + Stats + Weapon Modifier)/2) + Area + Target Status + d100 = MIN(95, (151 + 31 - 50)/2) - 10 + 0 + 84 = 140&lt;br /&gt;
 140 &amp;gt; 100 = Success&lt;br /&gt;
&lt;br /&gt;
== Aiming Formula: Ranged ==&lt;br /&gt;
&lt;br /&gt;
Below is copied from Discord, formatting to come:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
d100, &amp;lt;= 25 automatic failure&lt;br /&gt;
rolling a 1 is a major fumble and shot flies wide of the target, otherwise you just miss your locaton&lt;br /&gt;
&lt;br /&gt;
Base Skill:&lt;br /&gt;
    Hidden = TRUNC((Perception Ranks + Ambush Ranks) / 2) + TRUNC(Ranged Weapons / 4)&lt;br /&gt;
      Open = TRUNC(Perception Ranks / 2) + TRUNC(Ranged Weapons / 4)&lt;br /&gt;
&lt;br /&gt;
Location Penalty:&lt;br /&gt;
     Head: 10&lt;br /&gt;
     Neck: 12&lt;br /&gt;
    Limbs: 2&lt;br /&gt;
    Hands: 5&lt;br /&gt;
    Torso: 2&lt;br /&gt;
     Eyes: 20&lt;br /&gt;
&lt;br /&gt;
Penalty = ((3 * Target Level * Location Modifier) / Base Skill)&lt;br /&gt;
&lt;br /&gt;
Target Status:&lt;br /&gt;
Prone/Sitting: -10&lt;br /&gt;
&lt;br /&gt;
Size Mod (target):&lt;br /&gt;
      Tiny: -10&lt;br /&gt;
     Small: -5&lt;br /&gt;
    Medium: +5&lt;br /&gt;
     Large: +15&lt;br /&gt;
&lt;br /&gt;
Spells (on attacker):&lt;br /&gt;
    607: -20&lt;br /&gt;
    613: 15 + (Ranger ranks over 13)&lt;br /&gt;
    404: +5&lt;br /&gt;
    412: -10&lt;br /&gt;
   1001: -10&lt;br /&gt;
&lt;br /&gt;
Crossbow:&lt;br /&gt;
    Standing: +5&lt;br /&gt;
    Kneeling: +20&lt;br /&gt;
&lt;br /&gt;
+sighting&lt;br /&gt;
&amp;gt; 100 = Success&lt;br /&gt;
&amp;gt;= 50 minor failure, missed location but shot succeeds&lt;br /&gt;
&amp;lt; 50 major failure, shot flies wide of the target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example: 2x perception + 2x ranged firing from open at left eye. Target is level 100 and normal size (0 modifier)&lt;br /&gt;
d100 = 50&lt;br /&gt;
Base aim skill = TRUNC(202 / 2) + TRUNC(202 / 4) = 151&lt;br /&gt;
Left Eye penalty = ((3 * 100 * 20) / 151) = 39&lt;br /&gt;
Area adjusted skill = 151 - 39 = 112&lt;br /&gt;
Sighting = 0&lt;br /&gt;
Final skill = Adjusted Skill + d100 = 112 + 50 = 162 &amp;gt; 0 = success&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Modifier Table: Melee == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Weapon&lt;br /&gt;
! style=&amp;quot;text-align:right;&amp;quot; | Aim Modifier&lt;br /&gt;
! Reach (ft)&lt;br /&gt;
|-&lt;br /&gt;
| dagger&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| falchion&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| handaxe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| main gauche&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| rapier&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| broadsword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| short sword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| longsword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| fist&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| tiger claw&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| club&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| war hammer&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| mace&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| morning star&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| whip&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| battle axe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| flail&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -40&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| war mattock&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| quarterstaff&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| Runestaff&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| two-handed sword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -30&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| javelin&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -50&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| lance&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -50&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| spear&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| spear (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| military pick&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| awl pike&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -55&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| claidhmore&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -30&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| backsword&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| estoc&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| bastard sword (1h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -15&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| bastard sword (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| crowbill&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| flamberge&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| hammer of kai&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -35&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| jeddart-axe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -35&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| ball &amp;amp; chain&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -35&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| pilum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| naginata&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -25&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| cestus&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| paingrip&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| razorpaw&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| knuckle-duster&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| hook-knife&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| blackjack&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| knuckle-blade&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| yierka-spur&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 20&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| troll-claw&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| fist-scythe&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| jack-blade&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| katar&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| katana (1h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| katana (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| maul&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| sai&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| trident&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| trident (2h)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -20&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| whip-blade&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| jab (UCS)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| punch (UCS)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| grapple (UCS)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| kick (UCS)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -10&lt;br /&gt;
| 0ft&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Goat%27s_Mutant_Sorcerer_Guide&amp;diff=153080</id>
		<title>Goat&#039;s Mutant Sorcerer Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Goat%27s_Mutant_Sorcerer_Guide&amp;diff=153080"/>
		<updated>2021-09-10T04:00:13Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a crosspost from my post on the Player&#039;s Corner Forums found [http://forum.gsplayers.com/showthread.php?93777-Goat-s-mutant-sorcerer-guide Here].  It was initially written in 2014, and has not been updated much since then.  A few things are out of date, but most of it still stands.&lt;br /&gt;
&lt;br /&gt;
So you want to be a mutant?&lt;br /&gt;
== Preface ==&lt;br /&gt;
At level 82 I [[fixskills|fixskilled]] my sorcerer to swing a lance. It has been fun, and sometimes people ask about it, so here&#039;s a guide. I can&#039;t tell you from experience that this works before 82. You&#039;ll have to ask Caelric (Takhooshi) about that. You could also ask Xoryl, but he followed a substantially more physical training path (e.g. 1.5x spells, .5x MoC) and got frustrated with it in his early 40s.&lt;br /&gt;
&lt;br /&gt;
Before reading this, read [[Guides by Whirlin: So you want to be a pure? Whirlin&#039;s Guide to Sorcerers|Whirlin&#039;s sorcerer guide]]. I&#039;m not going to go into detail much on stuff he has already covered - he already said it well enough. Take special note of his section on why not to do weapon training. It is accurate, but has one major assumption that differs from this guide. He runs his calculations with the assumption that you won&#039;t get outside spells from scrolls. However, scroll infusion makes it practical to use a lot of scroll spells every hunt. Without Whirlin&#039;s assumption, swinging is immensely more practical.&lt;br /&gt;
&lt;br /&gt;
You might also read my two previous posts on my own training choices and experiences, which include advice on specific high-level hunting grounds.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
This guide assumes 2.0x spell training, and as such, isn&#039;t really describing a &amp;quot;mutant&amp;quot; build in a strict sense of the word. That is, you&#039;re living within the bounds of what gemstone&#039;s designers want to support, and they&#039;ve laid out the world to let you successfully hunt like-level creatures from 0 to 100. A true mutant build would be something like 1.5x spells and .5x [[Harness Power]]. That might be technically doable, but you&#039;d probably struggle to ward creatures successfully, while still not being able to rely entirely on your physical skills to get the job done. Instead of a true mutant, consider this a guide a way to make a sorcerer with a lot of hunting options - you&#039;ll still be able to hunt with a [[runestaff]] just about everywhere, but you&#039;ll have the option of swinging, too.&lt;br /&gt;
&lt;br /&gt;
Of course, at 2.0x spells, your [[casting strength]] (CS) will be lower than normal pure sorcerers. If you&#039;re going for maximum killing power, forget the weapons. Train 3x in spell research. With a lot of effort, using a weapon is occasionally more efficient than being a normal pure, but for the most part, this path is only for people who think it&#039;s fun to be different and poke around at the edges of GemStone&#039;s design.&lt;br /&gt;
&lt;br /&gt;
To make swinging work, you&#039;ll want a great big [[scroll]] collection. This will be an enormous pain to manage if you don&#039;t write scripts. I have scripts to easily find and stow scrolls in multiple packs that weigh just less than my phasing limit. I have scripts to help with the recharging process. I have a script that find/invoke/cast/stow a scroll, and a script that defines different lists of spells, that calls that last script to spell me up for a particular hunting area or situation. That makes it all quite manageable. The good news is you&#039;ll start out not needing them, and then gradually add to your collection as you are able to work with higher level scrolls, and you can gradually add to your script collection along with it. (I might upload mine someday, but they&#039;re specific to my character and fragile. Don&#039;t get your hopes up.)&lt;br /&gt;
&lt;br /&gt;
When swinging, my most common hunting strategy is to disable with a spell, then swing to kill. Most commonly, that means using [[Limb Disruption (708)]], aimed at a leg. Having your enemy on the ground and stunned makes up for a lot the [[attack strength]] (AS) different between me and squares.&lt;br /&gt;
&lt;br /&gt;
Oh, and one more thing - you can do all kinds of crazy stuff with 15m exp, but in this guide I&#039;m focusing what you do before you have tons of TPs to spare.&lt;br /&gt;
&lt;br /&gt;
== Which race? ==&lt;br /&gt;
Pick based on what kind of character you want to play, of course, but also know what you&#039;re getting yourself into. All stats normal sorcerers care about still matter, but for swingers, [[Agility]] (AGI), [[Dexterity]] (DEX), and [[Strength]] (STR) bonuses get increased importance. AGI and DEX are important for swinging big weapons in 5 seconds. STR is important for swinging AS.&lt;br /&gt;
&lt;br /&gt;
[[Dark elf|Dark elves]] have a big CS boost, and they also have +15 [[AGIDEX]] and no strength penalty, so they&#039;re still a very strong option. [[Elf]], [[burghal gnome]], and [[halfling]] all have better AGIDEX, though [[halfling]]s and burghals have a -15 STR penalty to consider.&lt;br /&gt;
&lt;br /&gt;
Of course, the other capped swinging sorcerer I know about is a [[half-krolvin]]. You can probably make any race work if you really want to.&lt;br /&gt;
&lt;br /&gt;
== Which weapon? ==&lt;br /&gt;
=== [[Polearm Weapons]] - 14/3 per rank ===&lt;br /&gt;
This is what I&#039;ve chosen. If you&#039;re paying the 14/3 for pole arms, you&#039;re going to be swinging two-handed. You don&#039;t want to pay 13/0 for [[Shield Use]]. If you really really want a shield, train edged or blunt. Pole arms have two &amp;quot;best&amp;quot; weapon types - [[naginata]] and [[lance]]. Naginatas have a base [[RT]] of 6, so you can swing them in 5 seconds even at very low levels. At higher levels, they will become attractive for two-target mstrikes. Naginatas have great [[AvD]] values, but their [[damage factor]]s (DF) aren&#039;t that great. Lances have solid AvDs too, though less impressive against light armor. They have the best DF profile in game, more or less. The problem is their 9 second base RT. You&#039;ll need your AGI bonus + DEX bonus to be 53 in order to swing it in 5 seconds. Mstrike is much less attractive with a lance - you&#039;re unlikely to get below 10 RT on two swings (or 11, depending on your race). That eliminates a lot of the point. I would recommend starting with a naginata and then switching to a lance at higher levels (and/or with a bunch of AGI and DEX enhancives).&lt;br /&gt;
&lt;br /&gt;
=== [[Ranged Weapons]] - 14/3 per rank ===&lt;br /&gt;
This is perhaps the most practical choice. Ranged DS is usually quite a bit lower than normal physical DS, so you don&#039;t need as much AS to land a decent shot. Also, perception is the secondary AS skill for ranged, rather than combat maneuvers. 2x [[Perception]] costs 0/9 compared to 12/8 for ranks of [[Combat Maneuvers]] (CM). Furthermore, if you get a 6x [[bow]] with [[411|ebladed]] arrows, you are effectively firing a 10x weapon, and for 10% or less of the cost of a real 10x weapon. I haven&#039;t tried this simply because dealing with arrows seems like a pain.&lt;br /&gt;
&lt;br /&gt;
=== [[Two-handed Weapons]] (THW) - 14/3 per rank ===&lt;br /&gt;
There&#039;s a lot to commend two-handed weapons. They give you access to a [[claidhmore]], which can be fun - they have 40 points of [[critical weighting]]. That&#039;s 4 times as much as heavily sought-after heavily crit-weighted weapons. However, If you want a claid with better than a +12 enchant, you&#039;ll going to be spending a lot - 8 figures, at least. Since your AS will already be low, this is a tough trade-off. Their damage factor is not quite as high as lances&#039;, but they have a base RT of 8 seconds compared to 9 seconds with a lance.&lt;br /&gt;
&lt;br /&gt;
Mauls are popular among squares, but they are popular specifically because you can guarantee a kill with a sufficiently high end roll and a shot to the head (on crittable critters). [[Ambush]] is required to aim two-handed weapons decently (along with combat maneuvers), and it costs 15/14 per rank, so I don&#039;t expect many sorcerers to benefit from that. (Note that with 101 ranks combat maneuvers and no ambush, against a like-level foe, you&#039;ll successfully aim for the head roughly 30% of the time with a naginata, and somewhat less with a lance. I understand two-handed weapons can be a bit easier.)&lt;br /&gt;
&lt;br /&gt;
One cute option with THW is that you can actually swing your [[runestaff]]. Runestaves are terrible, terrible weapons, but it could nice to finish off a critter that you know is almost dead, or just to have something fun to show off to your hunting buddies.&lt;br /&gt;
&lt;br /&gt;
=== One-handed edged/blunt with shield use - 6/2 per rank + 12/0 per rank ===&lt;br /&gt;
These skills are way cheaper than two-handed weapons, but if you train in them, you&#039;ll want to train in shields as well. Those two skills together are effectively 2/0 more expensive per level than THW/Pole/Ranged. One-handed weapons figure to be easier to aim or mstrike than two-handed ones, but again, I don&#039;t expect people to be spending a ton on ambush or MoC before cap. A shield will improve your DS, but with my giant scroll collection, I&#039;m usually not that worried about my DS. Admittedly I could use more DS against vvrael destroyers, but I also appreciate killing them as quickly as possible with my high-DF lance.&lt;br /&gt;
&lt;br /&gt;
=== Brawling with shield use - 10/2 per rank + 12/0 per rank ===&lt;br /&gt;
Brawling is already practiced by a few sorcerers (mostly, but not exclusively, after cap), though generally not for physical offense. With an open right hand, you can&#039;t get disarmed, and you can channel 702 for extra damage. Brawlers will generally train in shield use as well. I don&#039;t know much at all about brawling offensively as a sorcerer. Someone want to fill me in?&lt;br /&gt;
&lt;br /&gt;
=== Two-weapon combat - 12/12 per rank, plus edged/blunt training ===&lt;br /&gt;
Too expensive. Probably not gonna work. I think Taakhooshi started out as TWC and Caelric switched him to THW after finding it not so great.&lt;br /&gt;
&lt;br /&gt;
=== Thrown - 9/3 per rank, plus edged/blunt training, plus shield training ===&lt;br /&gt;
Get yourself a self-returner and go hurling. 30m silver ought to get you headed in the right direction. Thrown DSes are real low, which is nice, but you probably want a shield for DS, as well as edged or blunt for parry DS, too. Seems like a very post-cap thing.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
I&#039;m going to assume a polearm build the rest of the way, because it&#039;s what I know. &lt;br /&gt;
&lt;br /&gt;
=== Must-haves ===&lt;br /&gt;
*2x spell research&lt;br /&gt;
*1x harness power&lt;br /&gt;
*1x pole arm&lt;br /&gt;
*2x Arcane Symbols up to 150 ranks&lt;br /&gt;
*1.5x Magic Item user up to 100 ranks&lt;br /&gt;
*~30 ranks of physical fitness, to max out health&lt;br /&gt;
*8 ranks of armor use (double leather)&lt;br /&gt;
*24 ranks of spiritual mana control&lt;br /&gt;
*24 ranks of elemental mana control&lt;br /&gt;
&lt;br /&gt;
That&#039;s 33 PTP and 47 MTP at level 0, gradually shifting down to 18 PTP and 31 MTP by level 75.&lt;br /&gt;
&lt;br /&gt;
Skew your spell training away from MnS and towards MnE. MnE gets you +25 AS from 425, and an additional +1 AS for every two ranks after that. Go for 20 ranks of MnS as you need DS, and then keep MnE at 2/3 * your level up to cap. Put the rest in sorcerer spells. That gets you to 114/67/20 at cap, with one more 0/16 spell in the circle of your choice (it won&#039;t up your CS).&lt;br /&gt;
&lt;br /&gt;
Note that the AS/MIU training really is a core part of the build. With scrolls found normally within the treasure system, you can get:&lt;br /&gt;
&lt;br /&gt;
* +70 physical AS&lt;br /&gt;
* +65 bolt AS (some of it at the cost of physical AS)&lt;br /&gt;
* +127 physical DS, 137/152 bolt DS depending on the bolt (elemental or not)&lt;br /&gt;
* More TD than you&#039;ll ever need, except in invasions - then you&#039;ll be glad it&#039;s there.&lt;br /&gt;
* Enough maneuver defense to make a difference (blurs, prayer, mobility)&lt;br /&gt;
&lt;br /&gt;
That 70 AS closes a substantial percentage of the gap between you and pures/semis, and the DS will help make up for your leather armor and complete lack of redux.&lt;br /&gt;
&lt;br /&gt;
The mana control ranks get you 100% efficiency on infusing _most_ scrolls (no mana lost). There&#039;s also the basic ability to send and receive mana to/from other characters.&lt;br /&gt;
&lt;br /&gt;
You can potentially get by on less than 1x HP at later levels, but you&#039;ll probably find it worth it to stick to 1x.&lt;br /&gt;
&lt;br /&gt;
=== Strongly recommended ===&lt;br /&gt;
*1x physical fitness&lt;br /&gt;
*2x spell aim&lt;br /&gt;
*combat maneuvers as you stop training in other skills. I was at 70 ranks at cap.&lt;br /&gt;
&lt;br /&gt;
Not including combat maneuvers, this is an extra 13 PTP/4 MTP per level, which makes 50 PTP / 50 MTP at low levels, and you&#039;ll only have about 44 PTP / 44 MTP to start with if you&#039;re set for perfect stats at cap. You&#039;ll have to do some prioritizing at first. The good news, of course, is that you can push your TPs around however you like for your first 20 levels. You might skip AS, MIU, EMC, SMC, or armor use early on, until your stats improve or you&#039;re ready to slow down on some other skill.&lt;br /&gt;
&lt;br /&gt;
PF is your biggest factor in avoiding standard maneuver rolls, and those are a pure&#039;s biggest vulnerability, so it&#039;s worth spending the points. &lt;br /&gt;
&lt;br /&gt;
2x spell aim is helpful in a lot of ways, but for swinging, the main use is aiming limb disruption at a specific limb with no CS penalty (or a low penalty, if up-hunting). I have tried 708ing without aiming, and being able to target a leg was much more effective overall. Blowing off a hand or arm just doesn&#039;t drop a creature&#039;s DS like making it fall over, and if you blow off a right arm it may turtle. (That said, sometimes you *do* want to take off the right arm instead of a leg, because it neutralizes more threats.) Besides 708, focused implosion can be very useful, and I used focused maelstrom semi-regularly around levels 25 to 50. Bolting is handy, maybe not in day-to-day hunting, but certainly in invasions.&lt;br /&gt;
&lt;br /&gt;
Combat maneuvers ranks are expensive - 12/8 per train, and it takes 2 ranks of it for one measly point of AS. Still, you&#039;ll need all the AS you can get, and learning CMANs is quite helpful. At 42 ranks, can have 3 ranks of disarm (+45 disarm defense) and 3 ranks of cdefense (+9 to all CMAN defense). This won&#039;t keep you from being disarmed, but it will make them miss sometimes, and reduce your disarm roundtime substantially when they hit. You may also choose to shift into feint at some point, which becomes somewhat useful offensively with 4 ranks, and sometimes even with just 3.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
*Perception - helps with maneuvers and getting into places (broken lands, wehntoph, etc.) I dropped to 0 ranks once I no longer needed to get into places. 740 can help somewhat with this - as long as you can search out your opening once, you can sense a pattern inside.&lt;br /&gt;
*Armor use - 20 ranks for LBP, 110 ranks (requires enhancives) for brig. Take a look at the damage factors for soft leather vs scale on a bunch of different weapons. There&#039;s not much of a difference. You&#039;re mainly wearing scale for the crit divisor. I think it&#039;s more important to have low spell failure.&lt;br /&gt;
*Multi-Opponent Combat - 5 ranks is already rather nice to improve splash on 111/713/720, and reduce force-on-force a bit. If you&#039;re swinging, you get the added benefit of a two-target mstrike. That said, with a lance, it doesn&#039;t make much sense. With 53-67 AGIDEX, you swing once in 5 seconds, or twice in 10. If you opt for a naginata instead of a lance, this could be a really nice option.&lt;br /&gt;
*Demonology - 12 ranks lets you phase 16 pound containers. Two lockable 15 pound containers should hold your whole scroll collection, as well as your lance (when you hunt with your runestaff). I haven&#039;t gone further than that since going mutant.&lt;br /&gt;
*Necromancy - I&#039;d say animating is slightly nicer for a mutant, because you&#039;ll already be lowering critter DS for yourself, and that makes animate more effective as well. But for the most part, train or don&#039;t train in this for the same reasons as a normal sorcerer.&lt;br /&gt;
Air lore - 48 ranks (672 PTP) gets you 2-second swings with haste. Haste is incredibly useful, but a pain to use regularly, since it only lasts a minute. It&#039;s up to you if you want to emphasize it that much.&lt;br /&gt;
&lt;br /&gt;
== Scroll Collection ==&lt;br /&gt;
*Offense: 211, 215, 307, 509, 606, 1605&lt;br /&gt;
*Defense from scrolls that generally last a while and are easy to infuse and are broadly useful: 202, 303, 310, 503, 507, 509, 601, 905, 1204, 1601.&lt;br /&gt;
*More defense: 219, 313, 508, 602, 613, 618, 911, 913, 1119, 1208, 1215, 1712&lt;br /&gt;
Other stuff you may want to have around: 506, 1711, 511, 1701, 207&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want to pick and choose based on your defensive needs, [[spellburst]], the attacks from the critters you&#039;re hunting, etc.&lt;br /&gt;
[[Category: Sorcerer]]&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Duskruin_primer&amp;diff=151961</id>
		<title>Duskruin primer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Duskruin_primer&amp;diff=151961"/>
		<updated>2021-08-01T05:31:05Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Dealing with Loot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;A primer for the Duskruin event&lt;br /&gt;
by Newsby and Dergoatean, from the [[TownCrier]] Team&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Twice a year, a significant portion of the Elanthian population stops their usual pursuits and heads to Bloodriven Village, home of The [[Duskruin Arena]], The Duskruin Sewers, Duskruin Heist, The Slab Generator, The Smithy, [[Duskruin_Arena#Treasure_Trove|The Treasure Trove]], and The Shops at [[Bloodriven Village]].&lt;br /&gt;
&lt;br /&gt;
You may find the usual local services more difficult to find in your favorite towns and communities because of this. It really does feel like there&#039;s a collective HOLD on regular life during Duskruin runs.&lt;br /&gt;
&lt;br /&gt;
* April 2016 Duskruin Arena, The Sewers, &amp;amp; Bloodriven Village Shopping&lt;br /&gt;
* June 2016: Duskruin Dig, Bloodriven Village Shopping&lt;br /&gt;
* August 2016: Duskruin Arena, The Sewers, &amp;amp; Bloodriven Village Shopping&lt;br /&gt;
* December 2016: Duskruin Dig, Bloodriven village Shopping&lt;br /&gt;
* April 2017: Duskruin Arena, the Sewers, Bloodriven Village Shopping&lt;br /&gt;
* August 2017: Duskruin Arena &amp;amp; the Sewers, Smithy, Bloodriven Village Shopping &amp;amp; Slab Generator&lt;br /&gt;
* February 2018: Duskruin Dig &amp;amp; the Sewers, Smithy, Bloodriven Village Shopping &amp;amp; Slab Generator&lt;br /&gt;
* June 2018: Duskruin Dig, The Sewers, Introduction to Duskruin Heist, Bloodriven Village Shopping open, the Smithy, and the Slab Generator&lt;br /&gt;
* December 2018: Duskruin Arena, the Sewers, Duskruin Heist, Bloodriven Village Shopping, The Smithy, and the all-new [[Duskruin_Arena#Treasure_Trove|Treasure Trove]]&lt;br /&gt;
* February 2019: Duskruin Arena, the Sewers, Duskruin Heist, the Smithy, the ancient demon arena reveal, and Bloodriven Village Shopping&lt;br /&gt;
* August 2019:  Duskruin Arena, the Sewers, Duskruin Heist, the Smithy, the Treasure Trove, Bloodriven Village Shopping, and Wyrom&#039;s Shenanigans&lt;br /&gt;
* February 2020:  Duskruin Arena, the Sewers, Duskruin Heist, the Smithy, the Treasure Trove, Bloodriven Village Shopping, and Wyrom&#039;s Fun Time on Feb 23.&lt;br /&gt;
&lt;br /&gt;
== News and Updates ==&lt;br /&gt;
&lt;br /&gt;
The GemStone GMs are always tweaking Duskruin with updates, changes, and additions. The TownCrier keeps a news and info page for each Duskruin.&lt;br /&gt;
* [[Duskruin Teasers Archive by The TownCrier/2021 August]] with news, teasers, previews, and other event specific info.&lt;br /&gt;
* [[Duskruin Teasers Archive by The TownCrier/2021 February]] with news, teasers, and other information.&lt;br /&gt;
* [https://gstowncrier.com/special_reports/duskruin-february-2020-previews/ February 2020] News, Updates, and Previews&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Duskruin runs on [[bloodscrip]], the currency of Bloodriven Village. All business in Duskruin - Shops, Merchants, Services, and Auctions - are all conducted in bloodscrip. Use the TICKET command to see your bloodscrip balance, deposit into it, or withdraw from it. Nearly all transactions, including special spins and auctions, will use what used to be call &amp;quot;redeemed&amp;quot; scrip - that is what the balance is when you see TICKET BALANCE. If you have Bloodscrip in physical form, you will need to use the command TICKET DEPOSIT for purchases&lt;br /&gt;
&lt;br /&gt;
While Duskruin is open, here&#039;s how you get to this elusive destination from every major city: &lt;br /&gt;
:&amp;gt; QUEST TRANSPORT DUSKRUIN&lt;br /&gt;
&lt;br /&gt;
The Countinghouse ([[Lich (software)|Lich]] room #24673) in Duskruin serves as the Duskruin Bank and has access to your bank account from whatever city you entered. It&#039;s the Duskruin Bank.&lt;br /&gt;
&lt;br /&gt;
The exit out of Duskruin is the circle of wagons to the very south - outside the Village Gate and all the way southwards. You&#039;ll end up in the city from which you entered. (With Lich, ;go2 exit)&lt;br /&gt;
&lt;br /&gt;
The village is open to everyone, there is no entry fee to get in.&lt;br /&gt;
&lt;br /&gt;
Access to the Duskruin Arena, the Duskruin Heist, and the Duskruin Sewers requires a token or a slip from the [[Simucoin store]]. All three activities will take either one slip from the booklet or one token from the jar. They are interchangeable. (Jars have been discontinued.)&lt;br /&gt;
&lt;br /&gt;
There are usually people who sell booklets for silvers or bloodscrip if you&#039;d prefer. Watch the Merchant channels for these offerings.&lt;br /&gt;
&lt;br /&gt;
As a whole event, Duskruin Arena&#039;s claim to fame as a favorite GemStone offering is two-fold: the amazing items/services for sale, and the random treasure. Some of the treasure finds are good. Some of it good for pawning. Some of it is awesome, and a limited number of things are just downright amazing. The loot you find has no bearing on your level; it&#039;s all random. &lt;br /&gt;
&lt;br /&gt;
There are usually items for sale in the shops which you cannot find any other time of year. Like expensive, unusual boons for your gear. There may be services offered from merchants which happen no other time of year, too. Usually expensive ones. So your bloodscrip stash has lots of things to look forward to.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;High End Shop&amp;quot; or &amp;quot;[[Scrip Shop]]&amp;quot; or High End Scrip Shop (HESS) - (Even though they all take scrip...) has some prices that increase with every purchase of the item, called scaling. So planning your purchases to begin with from that store will save you a lot. More Village shops have started having special items with scaling prices, too. Read all the signs.&lt;br /&gt;
&lt;br /&gt;
The Duskruin sewers offer about 125 scrip per run, whereas the arena offers up to 275 bloodscrip. Even the less combat-oriented among us figure to get more from the arena, but it can take 8 minutes or more. The sewers go by much faster - much, much faster.&lt;br /&gt;
&lt;br /&gt;
There is one super node in Bloodriven Village that we know of, at The Viridian Coil Tavern (26841).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;S&amp;gt;If you don&#039;t want to redeem all your bloodscrip, and you don&#039;t want to manually manage bundling it into the right sized quantity, you can buy a scrip pouch that will let you store your scrip and pull out just what you need. It costs 500 bloodscrip and is sold in [[Bloodriven_Village#The_Mar_and_Scar|The Mar and Scar]] shop&#039;s entry room (Lich #23801, Room 13; a stucco-faced dark stone building).  The Countinghouse (Lich 24673) also offers un-redeeming services, for a small fee of 1%.&amp;lt;/S&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scrip Pouches are a thing of the past now with the updated TICKET command. Withdraw and deposit Bloodscrip now without any extra charges. You need it deposited to purchase things, though. A fist full of bloodscrip will not get you far with any purchase.&lt;br /&gt;
&lt;br /&gt;
== The Shops of Bloodriven Village ==&lt;br /&gt;
&lt;br /&gt;
The village where the Duskruin Arena, Sewers, and more is called [[Bloodriven Village]]. It is full of shops with amazing things of all kinds for this little out of the way place. You will find things for sale here which cannot be purchased any other time or place, only when Duskruin is open. There are legendary treasures, there will be new, amazing things, and you can find high value utility items for your adventuring needs here, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shopping tips:&#039;&#039;&#039;&lt;br /&gt;
# Read all the signs&lt;br /&gt;
# Use the wiki page listing for the shops, [[Bloodriven Village]], to double check, remember which items were where, and reference easily.&lt;br /&gt;
# Carefully look at/on/in the shop display noun and make copious use of INSPECT and ANALYZE (sometimes READ, too) to make sure you are getting what you wish to buy. Sometimes there are slightly different ones that can fool a hasty buyer.&lt;br /&gt;
# If you are purchasing a certificate, remember to reach for the correct one.&lt;br /&gt;
# Some shops have one or more things which will increase in price the more people buy them. It is called price scaling. It can be a sticker shock when you go back for the item. Scaling prices are usually noted on a sign, but not always. They happen in both the High End [[Scrip Shop]] (HESS) and in the regular shops of the village.&lt;br /&gt;
# Here is a PSA directly from GM Valyrka: &amp;quot;When you ask for a HESS service, (redeeming certificates, etc.) we can be really fast completing them IF you have your item on you. So, for the fastest service on your HESS purchase, remember to keep the item with you. Otherwise we have to track you down, bug you, and interrupt whatever you&#039;re in the middle of doing.&amp;quot;&lt;br /&gt;
# Read and double check all purchases, especially from the HESS. From Feb 2020 on, there will be a fee assessed of 1000 bloodscrip if you purchase the wrong thing and ask for a refund. We&#039;re calling it a restocking fee. You can just call it OOPS if this ends up being you.&lt;br /&gt;
# Pro Tip for shopping, turn on your links, and let your mouse do some of the hard/exacting work for you. You can click on an item for sale to avoid having to enter get fourth certificate on third table. Using the links, you can look, read, analyze, inspect, and ... yes, buy!&lt;br /&gt;
&lt;br /&gt;
== The Duskruin Sewers, aka Ratacombs ==&lt;br /&gt;
&lt;br /&gt;
There is no combat in the Sewers. You search through the place for ... stuff. And there&#039;s lots of that stuff. Empty out your containers, trim down, and bring a disk.&lt;br /&gt;
&lt;br /&gt;
Start your sewer searching in Lich room 23758, room 11 on the wiki map. That rubble looks sort of suspicious to me!&lt;br /&gt;
&lt;br /&gt;
1 token/slip gets you 10 searches inside the Sewers. There&#039;s no area of the sewers that are better than another. All discoveries in here are random. You will find 1 thing per search:&lt;br /&gt;
* Bloodscrip (up to 125ish for the whole run, if you are lucky, including selling any common moonshards - see below)&lt;br /&gt;
* &amp;lt;S&amp;gt;Moonshard pieces, these are the parts needed to complete the moons to put into a Moonshard Pendant that becomes a glamour crystal.&amp;lt;/s&amp;gt; These are no longer available. See: [[MoonShard pendant]]&lt;br /&gt;
** &amp;lt;S&amp;gt;Some of these pieces are very rare, and you can sell them for many silvers on the open market if you do not need them, like the thin kakore strip and the even more rare reticulated crystal-edged golvern segment&amp;lt;/S&amp;gt;&lt;br /&gt;
* [[Sewer rat|A Rat]]: rats can be found, they&#039;re pretty rare, and as of 2017, you are limited to finding only one during an event. Not guaranteed, though.&lt;br /&gt;
* A cache of bloodscrip that one of the local bandits hid. Lucky you if you find one, there aren&#039;t many! But watch out for the owners to defend that cache, too.  According to Wyrom, caches can yield 1000x what the bloodscrip find would have been, but can also be much less.&lt;br /&gt;
* Random gear/jewelry/loot. These could be awesome or no-enchant plain. It could be a major enhancive bonus win, too. It&#039;s really random. See the looting section below for tips.&lt;br /&gt;
* &amp;lt;S&amp;gt;Flat etched stones, [[MoonShard_pendant#Bloodrunes|Bloodrune stones]]. Some of these have a market value, some are very common. Read them. &amp;lt;/S&amp;gt;&lt;br /&gt;
* Smithy Invite: An invite only spawns in your treasure if you have none stored up. Use this to add weighting, padding, or sighting to your gear at the Smithy. They do not add up, you can have only 1 at a time, and if you have one stored, you cannot earn another in your treasure finds.&lt;br /&gt;
* New with Duskruin Heist in June 2018, you can find special pieces that act as upgrade items for the [[Bag of Holding]] Heist prize.&lt;br /&gt;
* New with the Treasure Trove introduction: you can find a raffle token to use there.&lt;br /&gt;
&lt;br /&gt;
If you find a black ora or other cursed item in the sewers, it is uncursed in a flash of … well, uncursing.&lt;br /&gt;
&lt;br /&gt;
There is a lich script to use to search in the sewers from 2016, Hazado uploaded it. It won&#039;t alert you of the new things - the cache of scrip and the new updated rat behavior - but it should speed you through the sewer without ruining your wrists (more than they are already) and stow your finds.&lt;br /&gt;
	;repository info duskruin_sewer&lt;br /&gt;
&lt;br /&gt;
Sell your unneeded moonshard pieces to the Archaeologist in the dig below the Arena. He will give you a bit of bloodscrip for them. There&#039;s a lich script for this:&lt;br /&gt;
	;repository info archaeologist&lt;br /&gt;
&lt;br /&gt;
Sell your unwanted rats to the rat collector in the sewers, he will pay you bloodscrip for them. Or sell it on the open market.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; for the sewers include having enough empty space in your pack to stash stuff, and pausing to pick up something laying on the ground that someone discarded.&lt;br /&gt;
&lt;br /&gt;
== The Duskruin Arena ==&lt;br /&gt;
&lt;br /&gt;
First, I&#039;m going to get rid of a misconception. You do not need to be capped to win in the Arena. Some professions and some builds will be better/worse at it at various levels. That&#039;s someone else&#039;s primer. I&#039;m not an expert at this, by any means, but this should at least get you started.&lt;br /&gt;
&lt;br /&gt;
Time is not your friend in the Arena; there are 25 foes waiting to kill you, each grouping is progressively a little more challenging. But wait, that&#039;s not all. Every fifth opponent is a Champion. These champions make your Grizzled bounty critters look easy. The champions won&#039;t stun, don&#039;t usually die from the usual death crits and have &#039;&#039;lots&#039;&#039; of extra health points.&lt;br /&gt;
&lt;br /&gt;
About death crits on champions: &amp;quot;If you hit left eye, right eye, and both are crit kill shots, it drops on the second one 100% of the time. Or chest/chest, or head/neck, or eye/head.&amp;quot; -- Nairdin&#039;s player&lt;br /&gt;
&lt;br /&gt;
And you get 8 minutes in which to do &#039;&#039;all&#039;&#039; of this. As of Feb 2020, you have more than 8 minutes, but will face increasingly more difficult foes after 8 minutes.&lt;br /&gt;
&lt;br /&gt;
There are some things you don&#039;t have to worry about, though. There is nothing undead. There is no disarming. It is only 1 critter at a time, and they are scaled to your level. So my critters will challenge me, and your critters will challenge you, but I won&#039;t be overwhelmed by things that are 10-20 levels above me. When you exit, you are healed/resurrected as needed and your mana restored.&lt;br /&gt;
&lt;br /&gt;
If you have deeds, you do not lose your spells if you die in the arena. Use SPELL ACTIVE if your displays and stuff need to be re-synced in your front end after an Arena Death.&lt;br /&gt;
&lt;br /&gt;
Watch a couple fights from the stands. You will find spectator seating on the outer ring of the arena. WATCH LIST to see who is currently fighting, WATCH NAMEofPERSON to select the person you want to see. Pick someone from your own profession. You will find people have different hunting styles and tactics, depending on their build. Find someone who is similar to yours and learn from their successes and mistakes.&lt;br /&gt;
&lt;br /&gt;
=== Get Ready - preparation is everything ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leave ALL THE STUFF at home.&#039;&#039;&#039; Trim down. Walk into the arena with zero encumbrance. Weight kills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Get ALL THE SPELLS.&#039;&#039;&#039; Defensive spells, offensive buffs, maneuvering, recovery, whatever. There&#039;s probably something that will crop up in there that you wished you had THAT spell going.  ;tune dreavening to be alerted when Dreaven is going to use his small army to give everyone all the spells.  Use a gold coin, I have seen random dispels, but not often.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring ALL THE TRICKS&#039;&#039;&#039;. [[Blue crystal]]s to hit those really difficult to hit things (and there are some...), Other magical things that help you, [[Heavy quartz orb|quartz orbs]], [[Solid moonstone cube|moonstone cubes]], [[ruby amulet]]s.  In Bloodriven Village, [[Bloodriven_Village#Under_the_Counter|Under the Counter]] (Lich #23810, Room 17: a tidy establishment) offers drinks containing Bravery, Heroism, Dauntless, and Empathic Focus. They&#039;re expensive, but might be worth it if it means you can finish the arena. If you have &amp;gt;30 ranks of Magic Item Use skill, the single-rub items in [[Bloodriven_Village#Khloake_and_Dagger|Khloake and Dagger]] (Lich #23808, Room 17: a dingy wooden shop) may be more cost-effective. There are also Bravery crystals (10 rubs) in [[Bloodriven_Village#Gamac.27s_Goods|Gamac&#039;s Goods]], Back room (Lich #23817, Room 21; a leaning stone shop) that you can buy for 20 bloodscrip. Consider comparing the pricing of bravery items with the cost of a [[pure potion]] - there&#039;s no bloodscrip needed for pure potions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use your [[BOOST|BOOSTs]]&#039;&#039;&#039; that you want to use, and know when to use them. Careful timing of a boost can get you through 2 arena runs.&lt;br /&gt;
* &#039;&#039;&#039;BOOST LUCK&#039;&#039;&#039; gives you a second chance on any combat roll 10 or under.&lt;br /&gt;
* &#039;&#039;&#039;BOOST SUPERCHARGE&#039;&#039;&#039; gives your enchanted gear a 50% increase, your flares will flare more often, and your weighting/padding/sighting will get better.&lt;br /&gt;
* &#039;&#039;&#039;BOOST ENHANCIVE&#039;&#039;&#039; has an option to boost your stats or your stamina/mana regen. It&#039;s not just for pausing enhancives.&lt;br /&gt;
* &#039;&#039;&#039;BOOST LONGTERM&#039;&#039;&#039; relieves you of 500 [[experience]] points when your exp approaches MUST REST and you are not even half-way through your matches yet. You&#039;ll get 250 exp placed into [[long-term experience]] for general, slower, absorbing. Remember, you learn zero from combat once your mind gets to MUST REST&lt;br /&gt;
* &#039;&#039;&#039;BOOST ABSORB&#039;&#039;&#039; clears your mind of 1000 exp points and tosses them into your already absorbed, permanent exp.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BOOST GODS LORMINSTRA&#039;&#039;&#039; grants extra deeds. This could be important to Voln members who frequently use symbol of mana without waiting for the cooldown period. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use [[enhancives]]&#039;&#039;&#039; to help you over the rough spots: more mana, more stamina, more spirit, more strength, defense boons, health/mana/stamina recovery, sheer skill bonuses for your relevant skill set, and whatever extra spells you may need along the way in scrolls, imbeddables, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t forget&#039;&#039;&#039; about those things you only use every once in awhile. You&#039;ve been saving them for a rainy day in some locker/mule somewhere. Guess what? IT&#039;S RAINING! The [[Bravery]]/[[Heroism]] spells, that [[enruned black ora heart]] from Ebon Gate, the [[Prismatic Guard]] spell in that pin you have been saving. [[Celerity]] for extra speed when you need it. Even a [[ruby amulet]] or 10 can come in handy.&lt;br /&gt;
&lt;br /&gt;
This might also be the time to &#039;&#039;&#039;bring out&#039;&#039;&#039; your unlocked [[Arkati box]] for a stat boost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evaluate&#039;&#039;&#039; your [[society]] abilities list. Maybe there is one in there you don&#039;t use very often but will be really handy for this huge fight you are about to face.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Get the [[scrolls]]&#039;&#039;&#039; of spells ready that you need. Order them ahead of time from your favorite sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buy/make [[potions]]&#039;&#039;&#039; you will need to defeat 25 things in 8 minutes. Remember they only appear one at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Get your magic items&#039;&#039;&#039; [[charge]]d - statues, quartz orbs, blue crystals, wands, moonstone cubes, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Get embeds done&#039;&#039;&#039; of handy spells from clerics, sorcerers, and wizards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farm extra favor&#039;&#039;&#039; if you belong to the Order of Voln. Consider a few trips to Reim with your friends for maximum favor gain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review your spells&#039;&#039;&#039;, even ones you might have forgotten about. Did you know that 106 gives +30 DS to both you and the enemy and is perfect for pure warding clerics, empaths, or sorcerers to start the round with? Clerics and empaths can also evoke 205 for another +20!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plan your tactics&#039;&#039;&#039; and macro/script needs for before, during, and after your Arena contest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Re-charge all the magic items&#039;&#039;&#039; that you use. Find a wizard, bring all the mana, and bring a few high quality orb gems. No one is going to have time during Duskruin to do it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== In The Arena - tactics are everything ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;S&amp;gt;&#039;&#039;&#039;WATCH&#039;&#039;&#039; for traps and tricks with each new opponent. Take evasive action as required. This saves you time (Round times), stuns, and injuries. There&#039;s a lich script for it ;repository info duskruin_watch&amp;lt;/S&amp;gt; Traps and watching done away with as of Feb 2020 Duskruin run.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PRAY&#039;&#039;&#039; You have 3 &#039;&#039;free&#039;&#039; PRAY commands for some mana and stamina to be restored during your Arena challenge if you need to.  &amp;lt;S&amp;gt;Using PRAY takes ~30 seconds off your Arena timer&amp;lt;/S&amp;gt; (PRAY updated for Feb 2020) After the third PRAY command, subsequent ones will increase opponent difficulty and the 5th one will cost half your spirit plus random wounds. The fourth one has a slight chance of summoning a demon, too! Team Matches get 3 PRAY commands for the group, plus 1 extra for each teammate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use your multiple attack&#039;&#039;&#039; options as often as you need to/can. Time is everything here. If you can accomplish 2 hits in 6 seconds instead of 2 5-second round times for 2 separate attacks, it will add up. And I know lots of you know ways to attack more than twice. :)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pro Tip:&#039;&#039;&#039; Champions are the most difficult, you may want to space out your special abilities and tricks to use on them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Similarly, aimed attacks&#039;&#039;&#039; can end a fight much faster than swinging at any old body part.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana, Stamina, and/or Spirit management&#039;&#039;&#039; are critical to many people. Figure out your strategy for what you will need and have your plan ready in advance to boost yours when it falls to low levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use maneuvers, moves, and spells based on the opponent&#039;&#039;&#039; you are facing. Some cast spells, some use huge weapons, some wear light armor, some wear heavy, etc.&lt;br /&gt;
&lt;br /&gt;
Read through [[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/4604 this thread at the Officials from 2016]] that discusses maximizing your bloodscrip award in the Arena.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you&#039;ll win in the Arena:&#039;&#039;&#039;&lt;br /&gt;
* Bloodscrip: more for a win than not, up to 275 scrip (extra max added Aug 2019)&lt;br /&gt;
* &amp;lt;s&amp;gt;A promissory note for some random amount of silvers. Nothing you&#039;ll get rich from, though.&amp;lt;/s&amp;gt; (removed Aug 2019)&lt;br /&gt;
* Smithy Invite: will only spawn in your treasure if you have none stored up. Use this to add weighting, padding, or sighting to your gear at the Smithy. They do not add up, you can have only 1 at a time, and if you have one stored, you cannot earn another in your treasure finds.&lt;br /&gt;
* If your score is high enough, an item of loot; could be gear, could be jewelry, might be enhancive&lt;br /&gt;
* Saturated exp&lt;br /&gt;
* If an automaton appeared as one of your champions, and you defeated it, you&#039;ll get a piece of ore of the same metal type as the automaton. The ores are for altering the appearance of characters using a completed [[moonshard pendant]]&lt;br /&gt;
* A chance for a Treasure Trove Token to be included in your winnings.&lt;br /&gt;
&lt;br /&gt;
== The Bank Heist ==&lt;br /&gt;
Hinted at since the beginning of Duskruin (2015), The Heist finished production at the June 2018 Duskruin Arena event. You can choose to aid in the heist, stop the heist, or stop those who are trying to prevent the heist. This is a solo adventure, and requires one entry slip from the stamped voucher booklet (only). It&#039;s a mix of puzzles (mild) and combat (vs. like-level and bosses). Some of the tasks are skill-based, but have optional ways to complete if you are without the proper skill. &lt;br /&gt;
&lt;br /&gt;
The TownCrier archived [http://gstowncrier.com/knowledge-base/wyrom-writes-a-primer-for-the-bank-heist-at-duskruin/ Wyrom&#039;s post about getting started] on the Heist which is kind of long for this.&lt;br /&gt;
&lt;br /&gt;
There will be some unique rewards that tie in with the arena and sewers. Bloodscrip is earned, there is incidental loot, and a new collectible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wyrom&#039;&#039;&#039; offered this overview and starting tips when he introduced the Heist in June of 2018:&lt;br /&gt;
&amp;lt;BLOCKQUOTE&amp;gt;When we rolled out the Bank Heist, we wanted it to be a more immersive experience with discovery. The Bank Heist takes place in three secret hideouts for the three factions.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Silent Investors&#039;&#039;&#039; can be found somewhere in the Hushed Park.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Poisoned Heretics&#039;&#039;&#039; are rumored to be on Pewter Road. Some have been found hanging around The Dented Phylactery.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ophidian Cabal&#039;&#039;&#039; tend to hang out off Copper Road in a tavern named the Keg of the Bloody Asp.&lt;br /&gt;
&lt;br /&gt;
Look in these places to find clues how to access the hideouts.&lt;br /&gt;
&lt;br /&gt;
When joining each group, during the first &amp;quot;stage&amp;quot; of the heist, you will receive clues on how to understand the flow of the event. It&#039;s not too difficult, but the way to complete it isn&#039;t quite a cookie cutter guess-the-verb puzzle.&amp;lt;/BLOCKQUOTE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This Primer is looking for some solid Heist advice for each of the factions!&#039;&#039;&#039; If you don&#039;t wiki, contact Newsby and one of the TownCrier team members can get it added for the faction you know about. We&#039;ll make it pretty for you!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You analyze your toxin-covered misericord and sense that the item cannot be altered in any way.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
&lt;br /&gt;
This can be used inside the bank heist at Bloodriven Village.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
  STAB misericord     - This will kill the first enemy in the Bank of Bloodriven.&lt;br /&gt;
&lt;br /&gt;
The misericord cannot be lightened.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Items you can find in the sewers/heists can be used in the sewers/heists to help (such as the misericord above).&lt;br /&gt;
&lt;br /&gt;
===Silent Investors (SI) (27162)===&lt;br /&gt;
&#039;&#039;The Silent Investers are a hired militia/vigilantes that are tasked to stop the bank heist from happening. They’re targeting the OC, but they also have to deal with the Poisoned Heretics. Their job is to find and track the threats inside the bank. Once they complete their mission (or maybe failed), they will be awarded with a prize pouch.&#039;&#039; ~Wyrom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primer Advice from Arianiss:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
260 bloodscrip&lt;br /&gt;
&lt;br /&gt;
COMMANDS: listen, track, guard, ???&lt;br /&gt;
&lt;br /&gt;
SKILLS: perception (2x+), survival (1x+)&lt;br /&gt;
&lt;br /&gt;
Listen for the enemy (uses perception skill; you get hit with a poison dart (Poison Resistance (105) prevents the poison) if you fail). Kill the enemy. Track to advance (uses survival skill; you get attacked by an asp if you fail).&lt;br /&gt;
&lt;br /&gt;
0x perception -- You attempt to listen for any threats within the bank, but aren&#039;t very successful.&lt;br /&gt;
&lt;br /&gt;
1x perception -- You attempt to listen for any threats within the bank, but aren&#039;t very successful.&lt;br /&gt;
&lt;br /&gt;
2x perception -- You hear something nearby.&lt;br /&gt;
&lt;br /&gt;
3x perception -- ??? (maybe something about guarding an object or preparing to be attacked)&lt;br /&gt;
&lt;br /&gt;
0x survival -- You attempt to track any threats within the bank, but aren&#039;t very successful. (yes asp)&lt;br /&gt;
&lt;br /&gt;
1x survival -- You attempt to track any threats within the bank, but only find some old footprints. (no asp)&lt;br /&gt;
&lt;br /&gt;
2x survival -- You spot some footprints nearby. (no asp)&lt;br /&gt;
&lt;br /&gt;
===Poisoned Heretics (PH) (27168)===&lt;br /&gt;
&#039;&#039;The Poisoned Heretics are a band of assassins that are working to stop the Silent Investors. They aren’t allied with the Ophidian Cabal, and their motives are unknown. Their job is to watch and sneak around the bank and assassinate the Silent Investor marauders. Like above, they will be rewarded with a prize pouch.&#039;&#039; ~Wyrom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prime Advice from Arianiss:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
?260 bloodscrip?&lt;br /&gt;
&lt;br /&gt;
COMMANDS: watch, sneak, ???&lt;br /&gt;
&lt;br /&gt;
SKILLS: perception (1x+), stalking and hiding (???)&lt;br /&gt;
&lt;br /&gt;
Get out of sight through whatever means necessary (invisibility, hiding, Spirit Fog) and watch the room (uses perception; you get hit by an explosion from a glass sphere if you don&#039;t do it from hiding). Kill the enemy. Get out of sight and sneak to advance.&lt;br /&gt;
&lt;br /&gt;
===Ophidian Cabal (OC) (27160)===&lt;br /&gt;
&#039;&#039;The Ophidian Cabal are bandits who just want one thing. The riches inside the vault. They observe their surroundings, looking for things to steal. Unlike the above, they aren’t awarded a prize pouch, but whatever they steal they keep.&#039;&#039; ~Wyrom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primer Advice from Milax:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ophidian Cabal portion of the Heist consists of progressing through five rooms to a final vault room. In order to receive the maximum reward, you need to &#039;&#039;enter the vault before five minutes is up&#039;&#039;. Once you enter the vault, there&#039;s no time limit to finish. &lt;br /&gt;
&lt;br /&gt;
* In each room, you need to HIDE (or cast [[Invisibility]]), then OBSERVE, then STEAL, which reveals bloodscrip hidden in the room.&lt;br /&gt;
** GM Haxus, from Discord underscored this with: &amp;quot;...in the heist where you have to steal the bloodscrip, make sure you are always doing some kind of hiding if you want the full 65 per search.&amp;quot;&lt;br /&gt;
** Pro tip for non-hiders and those who do not know the Invisibility spell - get a glass amulet from your local alchemist shop.&lt;br /&gt;
* Combat won&#039;t initiate until you OBSERVE in each room. After observing, enemies will enter the room.&lt;br /&gt;
* The Guards scale in level with your own, but they aren&#039;t too tricky if you&#039;re careful and know how to hunt well.&lt;br /&gt;
* The enemies get progressively more challenging in each room, and they&#039;ll eventually start to summon guard dogs to assist them, which can overwhelm you fairly quickly. Dispatch the guards as quickly as possible so the dogs don&#039;t overwhelm you. &lt;br /&gt;
* The guards can induce roundtime.&lt;br /&gt;
* Disablers are useful here; opening with something like [[709]] (grasp of the grave) allows you to guard against too many dogs being summoned.&lt;br /&gt;
* If you don&#039;t hide before observing, you&#039;ll be spotted, and you&#039;ll suffer damage--usually with a minor wound--and get a smaller reward for succeeding in eliminating all enemies in the room.&lt;br /&gt;
* After completing the final room, you&#039;ll get a final search in the vault, which gives you a trinket reward that can be turned in to the Ophidian Cabal leader for additional bloodscrip or exchanged for a [[Bag of Holding]] (once all components are assembled).&lt;br /&gt;
* There&#039;s also a very small chance in the vault to find a multifaceted blood crystal, which is the most valuable part of the Bag of Holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primer Advice from Arianiss:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
260 bloodscrip&lt;br /&gt;
&lt;br /&gt;
COMMANDS: observe, steal, pace, ???&lt;br /&gt;
&lt;br /&gt;
SKILLS: perception (1x+), a way to not be seen&lt;br /&gt;
&lt;br /&gt;
Get out of sight through whatever means necessary (invisibility, hiding, Spirit Fog) and observe the room (uses perception; you get hit by an explosion from a glass sphere if you fail; you get more bloodscrip if you &amp;quot;successfully&amp;quot; observe from &amp;quot;hiding&amp;quot;). Kill the enemy or pace to create a misleading trail of footsteps. Steal the loot to advance.&lt;br /&gt;
&lt;br /&gt;
== The WPS Smithy ==&lt;br /&gt;
You&#039;ll find the [[WPS smithy|Weighting, Padding, and Sighting Smithy]] under the Arena (Bloodforge, Workshop - room 26091). There is an assistant there who will give you a quote on your gear before entering the arch for the Smithy. Have everything ready, going into the arch will use up your Smithy Invitation, whether you get work done or not. All work at this Duskruin Smithy costs bloodscrip. The same WPS &amp;quot;window&amp;quot; pricing applies to your gear as any traveling WPS Smithy wagon.&lt;br /&gt;
&lt;br /&gt;
== The Slab Generator ==&lt;br /&gt;
&lt;br /&gt;
Across from the Smithy, under the Arena (Room 25388), is a miner. He will sell ore to you for 5 bloodscrip, which you can put in the crucible. (Ask miner about ore, twice.) After the elapsed roundtime, the crucible produces a metal slab for you, returning it right to your hand. It might be a rare metal slab, it might be not so rare, or it might turn out to be plain old iron. This is what we call the Slab Generator, and it is the only source of the rarest metal slabs for forging, outside of special raffles.&lt;br /&gt;
&lt;br /&gt;
== The Duskruin Gem Pile ==&lt;br /&gt;
&lt;br /&gt;
There is a pile of gems (room 26093) under the Arena that you can search for any of the random Duskruin Gems. Each search costs 10 bloodscrip. You can scan the saved list of [[Duskruin Arena/digging prizes#Gems|Duskruin gems]] at the old Duskruin Dig page. Remember, the Dig is defunct and no more. Only the gems survive as a mark that it ever existed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BLOCKQUOTE&amp;gt;&#039;&#039;&#039;&amp;amp;gt; SEARCH GEMS&#039;&#039;&#039;&amp;lt;BR /&amp;gt;&lt;br /&gt;
You begin to search through a pile of gems and realize the sign says it costs 10 bloodscrip.  You could try searching again if you agree with that price.&amp;lt;/BLOCKQUOTE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These gems are suitable for alterations, gem-accepting items (Joola, etc), lapidary boxes, gem cutters, etc. They do not jar, and the gemshop does not purchase them. They are all unique to Duskruin.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Loot ==&lt;br /&gt;
&#039;&#039;&#039;Nowadays, Duskruin loot comes out (temporarily) loresung!  Just RECALL the item to see its properties.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;re running through the sewers, digging in the dig, or struggling valiantly in the arena, after you&#039;ve been at it awhile, you&#039;ll have quite a pile of loot.  Most will be [[pawnshop]] fodder, a few rare pieces will be worth millions, and other items will bring you more than the pawnshop will offer.  If you&#039;re really in a hurry to accumulate bloodscrip, you could just drop it all.  However, loot represents perhaps 20% of the value you&#039;ll pull out of the sewers (when you include the rare high-value stuff), so you probably want to take the time to sort through it.&lt;br /&gt;
&lt;br /&gt;
[[Loresinging|Loresingers]] are in high demand during and after Duskruin, and your locker space is not infinite.  You&#039;ll really want to pare down the loot before storing it, getting it sung, and selling it (or using it yourself).  Here&#039;s a basic procedure you can follow:&lt;br /&gt;
* Exchange your common ores at the Archaeologist in the dig below the Arena. He will exchange it for a [[MoonShard_pendant#Bloodrunes|carved ur-barath totem]] that is needed to carve the bloodrunes. (The totem can then be sold to the Archaeologist for a few scrip).&lt;br /&gt;
* Use Elemental Detection [[405]] if you know it to determine what you can about it.&lt;br /&gt;
* Take all jewelry (crowns, armbands, necklaces, etc) to the jeweler and appraise.  If it is worth less than 10,000 silvers, it&#039;s pretty safe to sell.  If it&#039;s worth 10000-25000, it may be mage rechargeable. You might choose to get it sung, but you&#039;re unlikely to miss out on a lot of value by selling it right now.  &lt;br /&gt;
* If it&#039;s worth 25000+, but still appraisable, it may have a small enhancive on it.  Wear it to see if you can tell what it is.  If it enhances something nice (e.g. strength, aura) and/or is in a nice slot (e.g. pin good, head bad), it&#039;s worth holding onto for resale.  If you see no enhancive, it could still potentially be something like health, mana, stamina, or spirit regen, but it&#039;s probably safe to toss.  If the jeweler refuses to throw out a number, it&#039;s almost certainly enhancive.  You should probably get it sung to even if it&#039;s not obvious what the enhancive is.&lt;br /&gt;
* Take everything else to the pawnshop and appraise, preferably one that provides an estimated value for items that get a 35k (max) offer.  Wehnimer&#039;s Landing does this, as well as Icemule Trace if you&#039;re a citizen.&lt;br /&gt;
* Deal with a pawnshop that gives you the best price. This varies by race so there&#039;s no one right answer for everyone. Refer to the chart about [[trading]].&lt;br /&gt;
* If the offer is less than 35k, it&#039;s safe to pawn.  If it&#039;s more than 35k, try to figure out why.  Look at it to see if it&#039;s enchanted more than normal (you&#039;ll see an enchanter&#039;s mark).  Hold it (weapon) or wear it (armor) to see if it has obvious enhancive properties.  Consider a trip to the [[Abandoned Inn crystal]], which can reveal properties like sanctification, weighting, padding, and enchant level.&lt;br /&gt;
** Note: It is common for heavier armor (studded leather and up) to appraise for 35k even if it&#039;s just +20 enchant and otherwise plain.  If you can&#039;t find anything special about it, it may be safe to pawn.&lt;br /&gt;
* Now that you&#039;ve sold the fodder, get a bard to sing to what&#039;s left. Take notes of what the bard reveals with a complete description of the item. Especially a runestaff. Because the glossy ancient fireleaf runestaff might be the valuable one and the silvery ancient fireleaf runestaff might just be +22. There are &#039;&#039;so many&#039;&#039; runestaff finds in the sewer.&lt;br /&gt;
* &amp;lt;s&amp;gt;Is it a golvern segment (sewers only) or a four-ringed metal pendant (arena only)?  It&#039;s worth millions.  Hold onto it.&amp;lt;/s&amp;gt; (These have been removed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point, you may have identified some valuable stuff that you can&#039;t use yourself.  Time to sell!&lt;br /&gt;
* Check out prices at [[https://ps.lichproject.org/ player shops]] to find comparable items.  These prices generally represent an upper bound for the value of the item - they&#039;re the price that items aren&#039;t selling for.&lt;br /&gt;
* Search [[http://forum.gsplayers.com/forumdisplay.php?11-GSIV-Merchant-s-Market The Gemstone IV Players&#039; Corner]] for sales of similar items.&lt;br /&gt;
* You can ask around on LNet for what other people think it&#039;s worth, but people may quickly tire of doing your homework for you.&lt;br /&gt;
* List your item:&lt;br /&gt;
** If you have your own player shop, you might want to make use of it.&lt;br /&gt;
** You might list it as an auction or flat price offering at the Players&#039; Corner.&lt;br /&gt;
** You could auction it live on the LNet Merchant channel.  This will be more convenient and quicker, but possibly less lucrative.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;The Duskruin Dig&amp;lt;/s&amp;gt; ==&lt;br /&gt;
&#039;&#039;The dig is gone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;S&amp;gt;The Duskruin Dig event takes place under the arena where the excavation of the old site full of treasures is located. You dig with a pickaxe (purchased from the [[SimuCoin store]]) in the appropriate areas for boxes. Pickaxes are sold with a set number of uses. A &amp;quot;use&amp;quot; ticks off when you find a box.&lt;br /&gt;
&lt;br /&gt;
You dig, dig, and dig until you find something. Move to the next area to dig again.&lt;br /&gt;
&lt;br /&gt;
ANALYZE your pickaxe to see how many more uses are on it.&lt;br /&gt;
&lt;br /&gt;
The boxes have various names, and the fancier they look, the better the loot is inside of them. Boxes can contain coins, gems, and prizes. There is a prize feeder of increasing values that people refer to as tiers. Probably tiers 1-4. Plus an additional level referred to as a Jackpot, where the best prizes are found. Many Simucoin shop items will be in the boxes, too. Look at the list from the Spring 2017 [[Duskruin_Arena/digging_prizes#Gems|Duskruin Dig]].&lt;br /&gt;
&lt;br /&gt;
The shops of [[Bloodriven Village]] will be open where you can spend any [[bloodscrip]] you have. Note that they do not take silvers, except for the one tattoo shop. Previous events will give you an idea of their offerings. Shops close, open, and/or rotate inventory for each event.&lt;br /&gt;
&lt;br /&gt;
Note also that there is no bloodscrip in the Dig. You will need to participate in an accompanying venue that is open to earn bloodscrip, like the Arena or the Sewers.&lt;br /&gt;
&lt;br /&gt;
With a large warning that you should be responsive and at the keyboard at all times, there seem to be two Duskruin Dig scripts for lich: ;duskdigbin and ;ddig. That should help your wrists. I know they help mine.&amp;lt;/S&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Duskruin Arena]][[Category: TownCrier]][[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Duskruin_primer&amp;diff=151960</id>
		<title>Duskruin primer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Duskruin_primer&amp;diff=151960"/>
		<updated>2021-08-01T05:30:34Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* Dealing with Loot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;A primer for the Duskruin event&lt;br /&gt;
by Newsby and Dergoatean, from the [[TownCrier]] Team&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Twice a year, a significant portion of the Elanthian population stops their usual pursuits and heads to Bloodriven Village, home of The [[Duskruin Arena]], The Duskruin Sewers, Duskruin Heist, The Slab Generator, The Smithy, [[Duskruin_Arena#Treasure_Trove|The Treasure Trove]], and The Shops at [[Bloodriven Village]].&lt;br /&gt;
&lt;br /&gt;
You may find the usual local services more difficult to find in your favorite towns and communities because of this. It really does feel like there&#039;s a collective HOLD on regular life during Duskruin runs.&lt;br /&gt;
&lt;br /&gt;
* April 2016 Duskruin Arena, The Sewers, &amp;amp; Bloodriven Village Shopping&lt;br /&gt;
* June 2016: Duskruin Dig, Bloodriven Village Shopping&lt;br /&gt;
* August 2016: Duskruin Arena, The Sewers, &amp;amp; Bloodriven Village Shopping&lt;br /&gt;
* December 2016: Duskruin Dig, Bloodriven village Shopping&lt;br /&gt;
* April 2017: Duskruin Arena, the Sewers, Bloodriven Village Shopping&lt;br /&gt;
* August 2017: Duskruin Arena &amp;amp; the Sewers, Smithy, Bloodriven Village Shopping &amp;amp; Slab Generator&lt;br /&gt;
* February 2018: Duskruin Dig &amp;amp; the Sewers, Smithy, Bloodriven Village Shopping &amp;amp; Slab Generator&lt;br /&gt;
* June 2018: Duskruin Dig, The Sewers, Introduction to Duskruin Heist, Bloodriven Village Shopping open, the Smithy, and the Slab Generator&lt;br /&gt;
* December 2018: Duskruin Arena, the Sewers, Duskruin Heist, Bloodriven Village Shopping, The Smithy, and the all-new [[Duskruin_Arena#Treasure_Trove|Treasure Trove]]&lt;br /&gt;
* February 2019: Duskruin Arena, the Sewers, Duskruin Heist, the Smithy, the ancient demon arena reveal, and Bloodriven Village Shopping&lt;br /&gt;
* August 2019:  Duskruin Arena, the Sewers, Duskruin Heist, the Smithy, the Treasure Trove, Bloodriven Village Shopping, and Wyrom&#039;s Shenanigans&lt;br /&gt;
* February 2020:  Duskruin Arena, the Sewers, Duskruin Heist, the Smithy, the Treasure Trove, Bloodriven Village Shopping, and Wyrom&#039;s Fun Time on Feb 23.&lt;br /&gt;
&lt;br /&gt;
== News and Updates ==&lt;br /&gt;
&lt;br /&gt;
The GemStone GMs are always tweaking Duskruin with updates, changes, and additions. The TownCrier keeps a news and info page for each Duskruin.&lt;br /&gt;
* [[Duskruin Teasers Archive by The TownCrier/2021 August]] with news, teasers, previews, and other event specific info.&lt;br /&gt;
* [[Duskruin Teasers Archive by The TownCrier/2021 February]] with news, teasers, and other information.&lt;br /&gt;
* [https://gstowncrier.com/special_reports/duskruin-february-2020-previews/ February 2020] News, Updates, and Previews&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Duskruin runs on [[bloodscrip]], the currency of Bloodriven Village. All business in Duskruin - Shops, Merchants, Services, and Auctions - are all conducted in bloodscrip. Use the TICKET command to see your bloodscrip balance, deposit into it, or withdraw from it. Nearly all transactions, including special spins and auctions, will use what used to be call &amp;quot;redeemed&amp;quot; scrip - that is what the balance is when you see TICKET BALANCE. If you have Bloodscrip in physical form, you will need to use the command TICKET DEPOSIT for purchases&lt;br /&gt;
&lt;br /&gt;
While Duskruin is open, here&#039;s how you get to this elusive destination from every major city: &lt;br /&gt;
:&amp;gt; QUEST TRANSPORT DUSKRUIN&lt;br /&gt;
&lt;br /&gt;
The Countinghouse ([[Lich (software)|Lich]] room #24673) in Duskruin serves as the Duskruin Bank and has access to your bank account from whatever city you entered. It&#039;s the Duskruin Bank.&lt;br /&gt;
&lt;br /&gt;
The exit out of Duskruin is the circle of wagons to the very south - outside the Village Gate and all the way southwards. You&#039;ll end up in the city from which you entered. (With Lich, ;go2 exit)&lt;br /&gt;
&lt;br /&gt;
The village is open to everyone, there is no entry fee to get in.&lt;br /&gt;
&lt;br /&gt;
Access to the Duskruin Arena, the Duskruin Heist, and the Duskruin Sewers requires a token or a slip from the [[Simucoin store]]. All three activities will take either one slip from the booklet or one token from the jar. They are interchangeable. (Jars have been discontinued.)&lt;br /&gt;
&lt;br /&gt;
There are usually people who sell booklets for silvers or bloodscrip if you&#039;d prefer. Watch the Merchant channels for these offerings.&lt;br /&gt;
&lt;br /&gt;
As a whole event, Duskruin Arena&#039;s claim to fame as a favorite GemStone offering is two-fold: the amazing items/services for sale, and the random treasure. Some of the treasure finds are good. Some of it good for pawning. Some of it is awesome, and a limited number of things are just downright amazing. The loot you find has no bearing on your level; it&#039;s all random. &lt;br /&gt;
&lt;br /&gt;
There are usually items for sale in the shops which you cannot find any other time of year. Like expensive, unusual boons for your gear. There may be services offered from merchants which happen no other time of year, too. Usually expensive ones. So your bloodscrip stash has lots of things to look forward to.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;High End Shop&amp;quot; or &amp;quot;[[Scrip Shop]]&amp;quot; or High End Scrip Shop (HESS) - (Even though they all take scrip...) has some prices that increase with every purchase of the item, called scaling. So planning your purchases to begin with from that store will save you a lot. More Village shops have started having special items with scaling prices, too. Read all the signs.&lt;br /&gt;
&lt;br /&gt;
The Duskruin sewers offer about 125 scrip per run, whereas the arena offers up to 275 bloodscrip. Even the less combat-oriented among us figure to get more from the arena, but it can take 8 minutes or more. The sewers go by much faster - much, much faster.&lt;br /&gt;
&lt;br /&gt;
There is one super node in Bloodriven Village that we know of, at The Viridian Coil Tavern (26841).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;S&amp;gt;If you don&#039;t want to redeem all your bloodscrip, and you don&#039;t want to manually manage bundling it into the right sized quantity, you can buy a scrip pouch that will let you store your scrip and pull out just what you need. It costs 500 bloodscrip and is sold in [[Bloodriven_Village#The_Mar_and_Scar|The Mar and Scar]] shop&#039;s entry room (Lich #23801, Room 13; a stucco-faced dark stone building).  The Countinghouse (Lich 24673) also offers un-redeeming services, for a small fee of 1%.&amp;lt;/S&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scrip Pouches are a thing of the past now with the updated TICKET command. Withdraw and deposit Bloodscrip now without any extra charges. You need it deposited to purchase things, though. A fist full of bloodscrip will not get you far with any purchase.&lt;br /&gt;
&lt;br /&gt;
== The Shops of Bloodriven Village ==&lt;br /&gt;
&lt;br /&gt;
The village where the Duskruin Arena, Sewers, and more is called [[Bloodriven Village]]. It is full of shops with amazing things of all kinds for this little out of the way place. You will find things for sale here which cannot be purchased any other time or place, only when Duskruin is open. There are legendary treasures, there will be new, amazing things, and you can find high value utility items for your adventuring needs here, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shopping tips:&#039;&#039;&#039;&lt;br /&gt;
# Read all the signs&lt;br /&gt;
# Use the wiki page listing for the shops, [[Bloodriven Village]], to double check, remember which items were where, and reference easily.&lt;br /&gt;
# Carefully look at/on/in the shop display noun and make copious use of INSPECT and ANALYZE (sometimes READ, too) to make sure you are getting what you wish to buy. Sometimes there are slightly different ones that can fool a hasty buyer.&lt;br /&gt;
# If you are purchasing a certificate, remember to reach for the correct one.&lt;br /&gt;
# Some shops have one or more things which will increase in price the more people buy them. It is called price scaling. It can be a sticker shock when you go back for the item. Scaling prices are usually noted on a sign, but not always. They happen in both the High End [[Scrip Shop]] (HESS) and in the regular shops of the village.&lt;br /&gt;
# Here is a PSA directly from GM Valyrka: &amp;quot;When you ask for a HESS service, (redeeming certificates, etc.) we can be really fast completing them IF you have your item on you. So, for the fastest service on your HESS purchase, remember to keep the item with you. Otherwise we have to track you down, bug you, and interrupt whatever you&#039;re in the middle of doing.&amp;quot;&lt;br /&gt;
# Read and double check all purchases, especially from the HESS. From Feb 2020 on, there will be a fee assessed of 1000 bloodscrip if you purchase the wrong thing and ask for a refund. We&#039;re calling it a restocking fee. You can just call it OOPS if this ends up being you.&lt;br /&gt;
# Pro Tip for shopping, turn on your links, and let your mouse do some of the hard/exacting work for you. You can click on an item for sale to avoid having to enter get fourth certificate on third table. Using the links, you can look, read, analyze, inspect, and ... yes, buy!&lt;br /&gt;
&lt;br /&gt;
== The Duskruin Sewers, aka Ratacombs ==&lt;br /&gt;
&lt;br /&gt;
There is no combat in the Sewers. You search through the place for ... stuff. And there&#039;s lots of that stuff. Empty out your containers, trim down, and bring a disk.&lt;br /&gt;
&lt;br /&gt;
Start your sewer searching in Lich room 23758, room 11 on the wiki map. That rubble looks sort of suspicious to me!&lt;br /&gt;
&lt;br /&gt;
1 token/slip gets you 10 searches inside the Sewers. There&#039;s no area of the sewers that are better than another. All discoveries in here are random. You will find 1 thing per search:&lt;br /&gt;
* Bloodscrip (up to 125ish for the whole run, if you are lucky, including selling any common moonshards - see below)&lt;br /&gt;
* &amp;lt;S&amp;gt;Moonshard pieces, these are the parts needed to complete the moons to put into a Moonshard Pendant that becomes a glamour crystal.&amp;lt;/s&amp;gt; These are no longer available. See: [[MoonShard pendant]]&lt;br /&gt;
** &amp;lt;S&amp;gt;Some of these pieces are very rare, and you can sell them for many silvers on the open market if you do not need them, like the thin kakore strip and the even more rare reticulated crystal-edged golvern segment&amp;lt;/S&amp;gt;&lt;br /&gt;
* [[Sewer rat|A Rat]]: rats can be found, they&#039;re pretty rare, and as of 2017, you are limited to finding only one during an event. Not guaranteed, though.&lt;br /&gt;
* A cache of bloodscrip that one of the local bandits hid. Lucky you if you find one, there aren&#039;t many! But watch out for the owners to defend that cache, too.  According to Wyrom, caches can yield 1000x what the bloodscrip find would have been, but can also be much less.&lt;br /&gt;
* Random gear/jewelry/loot. These could be awesome or no-enchant plain. It could be a major enhancive bonus win, too. It&#039;s really random. See the looting section below for tips.&lt;br /&gt;
* &amp;lt;S&amp;gt;Flat etched stones, [[MoonShard_pendant#Bloodrunes|Bloodrune stones]]. Some of these have a market value, some are very common. Read them. &amp;lt;/S&amp;gt;&lt;br /&gt;
* Smithy Invite: An invite only spawns in your treasure if you have none stored up. Use this to add weighting, padding, or sighting to your gear at the Smithy. They do not add up, you can have only 1 at a time, and if you have one stored, you cannot earn another in your treasure finds.&lt;br /&gt;
* New with Duskruin Heist in June 2018, you can find special pieces that act as upgrade items for the [[Bag of Holding]] Heist prize.&lt;br /&gt;
* New with the Treasure Trove introduction: you can find a raffle token to use there.&lt;br /&gt;
&lt;br /&gt;
If you find a black ora or other cursed item in the sewers, it is uncursed in a flash of … well, uncursing.&lt;br /&gt;
&lt;br /&gt;
There is a lich script to use to search in the sewers from 2016, Hazado uploaded it. It won&#039;t alert you of the new things - the cache of scrip and the new updated rat behavior - but it should speed you through the sewer without ruining your wrists (more than they are already) and stow your finds.&lt;br /&gt;
	;repository info duskruin_sewer&lt;br /&gt;
&lt;br /&gt;
Sell your unneeded moonshard pieces to the Archaeologist in the dig below the Arena. He will give you a bit of bloodscrip for them. There&#039;s a lich script for this:&lt;br /&gt;
	;repository info archaeologist&lt;br /&gt;
&lt;br /&gt;
Sell your unwanted rats to the rat collector in the sewers, he will pay you bloodscrip for them. Or sell it on the open market.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; for the sewers include having enough empty space in your pack to stash stuff, and pausing to pick up something laying on the ground that someone discarded.&lt;br /&gt;
&lt;br /&gt;
== The Duskruin Arena ==&lt;br /&gt;
&lt;br /&gt;
First, I&#039;m going to get rid of a misconception. You do not need to be capped to win in the Arena. Some professions and some builds will be better/worse at it at various levels. That&#039;s someone else&#039;s primer. I&#039;m not an expert at this, by any means, but this should at least get you started.&lt;br /&gt;
&lt;br /&gt;
Time is not your friend in the Arena; there are 25 foes waiting to kill you, each grouping is progressively a little more challenging. But wait, that&#039;s not all. Every fifth opponent is a Champion. These champions make your Grizzled bounty critters look easy. The champions won&#039;t stun, don&#039;t usually die from the usual death crits and have &#039;&#039;lots&#039;&#039; of extra health points.&lt;br /&gt;
&lt;br /&gt;
About death crits on champions: &amp;quot;If you hit left eye, right eye, and both are crit kill shots, it drops on the second one 100% of the time. Or chest/chest, or head/neck, or eye/head.&amp;quot; -- Nairdin&#039;s player&lt;br /&gt;
&lt;br /&gt;
And you get 8 minutes in which to do &#039;&#039;all&#039;&#039; of this. As of Feb 2020, you have more than 8 minutes, but will face increasingly more difficult foes after 8 minutes.&lt;br /&gt;
&lt;br /&gt;
There are some things you don&#039;t have to worry about, though. There is nothing undead. There is no disarming. It is only 1 critter at a time, and they are scaled to your level. So my critters will challenge me, and your critters will challenge you, but I won&#039;t be overwhelmed by things that are 10-20 levels above me. When you exit, you are healed/resurrected as needed and your mana restored.&lt;br /&gt;
&lt;br /&gt;
If you have deeds, you do not lose your spells if you die in the arena. Use SPELL ACTIVE if your displays and stuff need to be re-synced in your front end after an Arena Death.&lt;br /&gt;
&lt;br /&gt;
Watch a couple fights from the stands. You will find spectator seating on the outer ring of the arena. WATCH LIST to see who is currently fighting, WATCH NAMEofPERSON to select the person you want to see. Pick someone from your own profession. You will find people have different hunting styles and tactics, depending on their build. Find someone who is similar to yours and learn from their successes and mistakes.&lt;br /&gt;
&lt;br /&gt;
=== Get Ready - preparation is everything ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leave ALL THE STUFF at home.&#039;&#039;&#039; Trim down. Walk into the arena with zero encumbrance. Weight kills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Get ALL THE SPELLS.&#039;&#039;&#039; Defensive spells, offensive buffs, maneuvering, recovery, whatever. There&#039;s probably something that will crop up in there that you wished you had THAT spell going.  ;tune dreavening to be alerted when Dreaven is going to use his small army to give everyone all the spells.  Use a gold coin, I have seen random dispels, but not often.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring ALL THE TRICKS&#039;&#039;&#039;. [[Blue crystal]]s to hit those really difficult to hit things (and there are some...), Other magical things that help you, [[Heavy quartz orb|quartz orbs]], [[Solid moonstone cube|moonstone cubes]], [[ruby amulet]]s.  In Bloodriven Village, [[Bloodriven_Village#Under_the_Counter|Under the Counter]] (Lich #23810, Room 17: a tidy establishment) offers drinks containing Bravery, Heroism, Dauntless, and Empathic Focus. They&#039;re expensive, but might be worth it if it means you can finish the arena. If you have &amp;gt;30 ranks of Magic Item Use skill, the single-rub items in [[Bloodriven_Village#Khloake_and_Dagger|Khloake and Dagger]] (Lich #23808, Room 17: a dingy wooden shop) may be more cost-effective. There are also Bravery crystals (10 rubs) in [[Bloodriven_Village#Gamac.27s_Goods|Gamac&#039;s Goods]], Back room (Lich #23817, Room 21; a leaning stone shop) that you can buy for 20 bloodscrip. Consider comparing the pricing of bravery items with the cost of a [[pure potion]] - there&#039;s no bloodscrip needed for pure potions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use your [[BOOST|BOOSTs]]&#039;&#039;&#039; that you want to use, and know when to use them. Careful timing of a boost can get you through 2 arena runs.&lt;br /&gt;
* &#039;&#039;&#039;BOOST LUCK&#039;&#039;&#039; gives you a second chance on any combat roll 10 or under.&lt;br /&gt;
* &#039;&#039;&#039;BOOST SUPERCHARGE&#039;&#039;&#039; gives your enchanted gear a 50% increase, your flares will flare more often, and your weighting/padding/sighting will get better.&lt;br /&gt;
* &#039;&#039;&#039;BOOST ENHANCIVE&#039;&#039;&#039; has an option to boost your stats or your stamina/mana regen. It&#039;s not just for pausing enhancives.&lt;br /&gt;
* &#039;&#039;&#039;BOOST LONGTERM&#039;&#039;&#039; relieves you of 500 [[experience]] points when your exp approaches MUST REST and you are not even half-way through your matches yet. You&#039;ll get 250 exp placed into [[long-term experience]] for general, slower, absorbing. Remember, you learn zero from combat once your mind gets to MUST REST&lt;br /&gt;
* &#039;&#039;&#039;BOOST ABSORB&#039;&#039;&#039; clears your mind of 1000 exp points and tosses them into your already absorbed, permanent exp.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BOOST GODS LORMINSTRA&#039;&#039;&#039; grants extra deeds. This could be important to Voln members who frequently use symbol of mana without waiting for the cooldown period. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use [[enhancives]]&#039;&#039;&#039; to help you over the rough spots: more mana, more stamina, more spirit, more strength, defense boons, health/mana/stamina recovery, sheer skill bonuses for your relevant skill set, and whatever extra spells you may need along the way in scrolls, imbeddables, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t forget&#039;&#039;&#039; about those things you only use every once in awhile. You&#039;ve been saving them for a rainy day in some locker/mule somewhere. Guess what? IT&#039;S RAINING! The [[Bravery]]/[[Heroism]] spells, that [[enruned black ora heart]] from Ebon Gate, the [[Prismatic Guard]] spell in that pin you have been saving. [[Celerity]] for extra speed when you need it. Even a [[ruby amulet]] or 10 can come in handy.&lt;br /&gt;
&lt;br /&gt;
This might also be the time to &#039;&#039;&#039;bring out&#039;&#039;&#039; your unlocked [[Arkati box]] for a stat boost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evaluate&#039;&#039;&#039; your [[society]] abilities list. Maybe there is one in there you don&#039;t use very often but will be really handy for this huge fight you are about to face.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Get the [[scrolls]]&#039;&#039;&#039; of spells ready that you need. Order them ahead of time from your favorite sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buy/make [[potions]]&#039;&#039;&#039; you will need to defeat 25 things in 8 minutes. Remember they only appear one at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Get your magic items&#039;&#039;&#039; [[charge]]d - statues, quartz orbs, blue crystals, wands, moonstone cubes, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Get embeds done&#039;&#039;&#039; of handy spells from clerics, sorcerers, and wizards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Farm extra favor&#039;&#039;&#039; if you belong to the Order of Voln. Consider a few trips to Reim with your friends for maximum favor gain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review your spells&#039;&#039;&#039;, even ones you might have forgotten about. Did you know that 106 gives +30 DS to both you and the enemy and is perfect for pure warding clerics, empaths, or sorcerers to start the round with? Clerics and empaths can also evoke 205 for another +20!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plan your tactics&#039;&#039;&#039; and macro/script needs for before, during, and after your Arena contest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Re-charge all the magic items&#039;&#039;&#039; that you use. Find a wizard, bring all the mana, and bring a few high quality orb gems. No one is going to have time during Duskruin to do it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== In The Arena - tactics are everything ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;S&amp;gt;&#039;&#039;&#039;WATCH&#039;&#039;&#039; for traps and tricks with each new opponent. Take evasive action as required. This saves you time (Round times), stuns, and injuries. There&#039;s a lich script for it ;repository info duskruin_watch&amp;lt;/S&amp;gt; Traps and watching done away with as of Feb 2020 Duskruin run.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PRAY&#039;&#039;&#039; You have 3 &#039;&#039;free&#039;&#039; PRAY commands for some mana and stamina to be restored during your Arena challenge if you need to.  &amp;lt;S&amp;gt;Using PRAY takes ~30 seconds off your Arena timer&amp;lt;/S&amp;gt; (PRAY updated for Feb 2020) After the third PRAY command, subsequent ones will increase opponent difficulty and the 5th one will cost half your spirit plus random wounds. The fourth one has a slight chance of summoning a demon, too! Team Matches get 3 PRAY commands for the group, plus 1 extra for each teammate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use your multiple attack&#039;&#039;&#039; options as often as you need to/can. Time is everything here. If you can accomplish 2 hits in 6 seconds instead of 2 5-second round times for 2 separate attacks, it will add up. And I know lots of you know ways to attack more than twice. :)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pro Tip:&#039;&#039;&#039; Champions are the most difficult, you may want to space out your special abilities and tricks to use on them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Similarly, aimed attacks&#039;&#039;&#039; can end a fight much faster than swinging at any old body part.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana, Stamina, and/or Spirit management&#039;&#039;&#039; are critical to many people. Figure out your strategy for what you will need and have your plan ready in advance to boost yours when it falls to low levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use maneuvers, moves, and spells based on the opponent&#039;&#039;&#039; you are facing. Some cast spells, some use huge weapons, some wear light armor, some wear heavy, etc.&lt;br /&gt;
&lt;br /&gt;
Read through [[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/4604 this thread at the Officials from 2016]] that discusses maximizing your bloodscrip award in the Arena.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you&#039;ll win in the Arena:&#039;&#039;&#039;&lt;br /&gt;
* Bloodscrip: more for a win than not, up to 275 scrip (extra max added Aug 2019)&lt;br /&gt;
* &amp;lt;s&amp;gt;A promissory note for some random amount of silvers. Nothing you&#039;ll get rich from, though.&amp;lt;/s&amp;gt; (removed Aug 2019)&lt;br /&gt;
* Smithy Invite: will only spawn in your treasure if you have none stored up. Use this to add weighting, padding, or sighting to your gear at the Smithy. They do not add up, you can have only 1 at a time, and if you have one stored, you cannot earn another in your treasure finds.&lt;br /&gt;
* If your score is high enough, an item of loot; could be gear, could be jewelry, might be enhancive&lt;br /&gt;
* Saturated exp&lt;br /&gt;
* If an automaton appeared as one of your champions, and you defeated it, you&#039;ll get a piece of ore of the same metal type as the automaton. The ores are for altering the appearance of characters using a completed [[moonshard pendant]]&lt;br /&gt;
* A chance for a Treasure Trove Token to be included in your winnings.&lt;br /&gt;
&lt;br /&gt;
== The Bank Heist ==&lt;br /&gt;
Hinted at since the beginning of Duskruin (2015), The Heist finished production at the June 2018 Duskruin Arena event. You can choose to aid in the heist, stop the heist, or stop those who are trying to prevent the heist. This is a solo adventure, and requires one entry slip from the stamped voucher booklet (only). It&#039;s a mix of puzzles (mild) and combat (vs. like-level and bosses). Some of the tasks are skill-based, but have optional ways to complete if you are without the proper skill. &lt;br /&gt;
&lt;br /&gt;
The TownCrier archived [http://gstowncrier.com/knowledge-base/wyrom-writes-a-primer-for-the-bank-heist-at-duskruin/ Wyrom&#039;s post about getting started] on the Heist which is kind of long for this.&lt;br /&gt;
&lt;br /&gt;
There will be some unique rewards that tie in with the arena and sewers. Bloodscrip is earned, there is incidental loot, and a new collectible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wyrom&#039;&#039;&#039; offered this overview and starting tips when he introduced the Heist in June of 2018:&lt;br /&gt;
&amp;lt;BLOCKQUOTE&amp;gt;When we rolled out the Bank Heist, we wanted it to be a more immersive experience with discovery. The Bank Heist takes place in three secret hideouts for the three factions.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Silent Investors&#039;&#039;&#039; can be found somewhere in the Hushed Park.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Poisoned Heretics&#039;&#039;&#039; are rumored to be on Pewter Road. Some have been found hanging around The Dented Phylactery.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ophidian Cabal&#039;&#039;&#039; tend to hang out off Copper Road in a tavern named the Keg of the Bloody Asp.&lt;br /&gt;
&lt;br /&gt;
Look in these places to find clues how to access the hideouts.&lt;br /&gt;
&lt;br /&gt;
When joining each group, during the first &amp;quot;stage&amp;quot; of the heist, you will receive clues on how to understand the flow of the event. It&#039;s not too difficult, but the way to complete it isn&#039;t quite a cookie cutter guess-the-verb puzzle.&amp;lt;/BLOCKQUOTE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This Primer is looking for some solid Heist advice for each of the factions!&#039;&#039;&#039; If you don&#039;t wiki, contact Newsby and one of the TownCrier team members can get it added for the faction you know about. We&#039;ll make it pretty for you!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You analyze your toxin-covered misericord and sense that the item cannot be altered in any way.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
&lt;br /&gt;
This can be used inside the bank heist at Bloodriven Village.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
  STAB misericord     - This will kill the first enemy in the Bank of Bloodriven.&lt;br /&gt;
&lt;br /&gt;
The misericord cannot be lightened.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Items you can find in the sewers/heists can be used in the sewers/heists to help (such as the misericord above).&lt;br /&gt;
&lt;br /&gt;
===Silent Investors (SI) (27162)===&lt;br /&gt;
&#039;&#039;The Silent Investers are a hired militia/vigilantes that are tasked to stop the bank heist from happening. They’re targeting the OC, but they also have to deal with the Poisoned Heretics. Their job is to find and track the threats inside the bank. Once they complete their mission (or maybe failed), they will be awarded with a prize pouch.&#039;&#039; ~Wyrom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primer Advice from Arianiss:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
260 bloodscrip&lt;br /&gt;
&lt;br /&gt;
COMMANDS: listen, track, guard, ???&lt;br /&gt;
&lt;br /&gt;
SKILLS: perception (2x+), survival (1x+)&lt;br /&gt;
&lt;br /&gt;
Listen for the enemy (uses perception skill; you get hit with a poison dart (Poison Resistance (105) prevents the poison) if you fail). Kill the enemy. Track to advance (uses survival skill; you get attacked by an asp if you fail).&lt;br /&gt;
&lt;br /&gt;
0x perception -- You attempt to listen for any threats within the bank, but aren&#039;t very successful.&lt;br /&gt;
&lt;br /&gt;
1x perception -- You attempt to listen for any threats within the bank, but aren&#039;t very successful.&lt;br /&gt;
&lt;br /&gt;
2x perception -- You hear something nearby.&lt;br /&gt;
&lt;br /&gt;
3x perception -- ??? (maybe something about guarding an object or preparing to be attacked)&lt;br /&gt;
&lt;br /&gt;
0x survival -- You attempt to track any threats within the bank, but aren&#039;t very successful. (yes asp)&lt;br /&gt;
&lt;br /&gt;
1x survival -- You attempt to track any threats within the bank, but only find some old footprints. (no asp)&lt;br /&gt;
&lt;br /&gt;
2x survival -- You spot some footprints nearby. (no asp)&lt;br /&gt;
&lt;br /&gt;
===Poisoned Heretics (PH) (27168)===&lt;br /&gt;
&#039;&#039;The Poisoned Heretics are a band of assassins that are working to stop the Silent Investors. They aren’t allied with the Ophidian Cabal, and their motives are unknown. Their job is to watch and sneak around the bank and assassinate the Silent Investor marauders. Like above, they will be rewarded with a prize pouch.&#039;&#039; ~Wyrom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prime Advice from Arianiss:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
?260 bloodscrip?&lt;br /&gt;
&lt;br /&gt;
COMMANDS: watch, sneak, ???&lt;br /&gt;
&lt;br /&gt;
SKILLS: perception (1x+), stalking and hiding (???)&lt;br /&gt;
&lt;br /&gt;
Get out of sight through whatever means necessary (invisibility, hiding, Spirit Fog) and watch the room (uses perception; you get hit by an explosion from a glass sphere if you don&#039;t do it from hiding). Kill the enemy. Get out of sight and sneak to advance.&lt;br /&gt;
&lt;br /&gt;
===Ophidian Cabal (OC) (27160)===&lt;br /&gt;
&#039;&#039;The Ophidian Cabal are bandits who just want one thing. The riches inside the vault. They observe their surroundings, looking for things to steal. Unlike the above, they aren’t awarded a prize pouch, but whatever they steal they keep.&#039;&#039; ~Wyrom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primer Advice from Milax:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ophidian Cabal portion of the Heist consists of progressing through five rooms to a final vault room. In order to receive the maximum reward, you need to &#039;&#039;enter the vault before five minutes is up&#039;&#039;. Once you enter the vault, there&#039;s no time limit to finish. &lt;br /&gt;
&lt;br /&gt;
* In each room, you need to HIDE (or cast [[Invisibility]]), then OBSERVE, then STEAL, which reveals bloodscrip hidden in the room.&lt;br /&gt;
** GM Haxus, from Discord underscored this with: &amp;quot;...in the heist where you have to steal the bloodscrip, make sure you are always doing some kind of hiding if you want the full 65 per search.&amp;quot;&lt;br /&gt;
** Pro tip for non-hiders and those who do not know the Invisibility spell - get a glass amulet from your local alchemist shop.&lt;br /&gt;
* Combat won&#039;t initiate until you OBSERVE in each room. After observing, enemies will enter the room.&lt;br /&gt;
* The Guards scale in level with your own, but they aren&#039;t too tricky if you&#039;re careful and know how to hunt well.&lt;br /&gt;
* The enemies get progressively more challenging in each room, and they&#039;ll eventually start to summon guard dogs to assist them, which can overwhelm you fairly quickly. Dispatch the guards as quickly as possible so the dogs don&#039;t overwhelm you. &lt;br /&gt;
* The guards can induce roundtime.&lt;br /&gt;
* Disablers are useful here; opening with something like [[709]] (grasp of the grave) allows you to guard against too many dogs being summoned.&lt;br /&gt;
* If you don&#039;t hide before observing, you&#039;ll be spotted, and you&#039;ll suffer damage--usually with a minor wound--and get a smaller reward for succeeding in eliminating all enemies in the room.&lt;br /&gt;
* After completing the final room, you&#039;ll get a final search in the vault, which gives you a trinket reward that can be turned in to the Ophidian Cabal leader for additional bloodscrip or exchanged for a [[Bag of Holding]] (once all components are assembled).&lt;br /&gt;
* There&#039;s also a very small chance in the vault to find a multifaceted blood crystal, which is the most valuable part of the Bag of Holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primer Advice from Arianiss:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
260 bloodscrip&lt;br /&gt;
&lt;br /&gt;
COMMANDS: observe, steal, pace, ???&lt;br /&gt;
&lt;br /&gt;
SKILLS: perception (1x+), a way to not be seen&lt;br /&gt;
&lt;br /&gt;
Get out of sight through whatever means necessary (invisibility, hiding, Spirit Fog) and observe the room (uses perception; you get hit by an explosion from a glass sphere if you fail; you get more bloodscrip if you &amp;quot;successfully&amp;quot; observe from &amp;quot;hiding&amp;quot;). Kill the enemy or pace to create a misleading trail of footsteps. Steal the loot to advance.&lt;br /&gt;
&lt;br /&gt;
== The WPS Smithy ==&lt;br /&gt;
You&#039;ll find the [[WPS smithy|Weighting, Padding, and Sighting Smithy]] under the Arena (Bloodforge, Workshop - room 26091). There is an assistant there who will give you a quote on your gear before entering the arch for the Smithy. Have everything ready, going into the arch will use up your Smithy Invitation, whether you get work done or not. All work at this Duskruin Smithy costs bloodscrip. The same WPS &amp;quot;window&amp;quot; pricing applies to your gear as any traveling WPS Smithy wagon.&lt;br /&gt;
&lt;br /&gt;
== The Slab Generator ==&lt;br /&gt;
&lt;br /&gt;
Across from the Smithy, under the Arena (Room 25388), is a miner. He will sell ore to you for 5 bloodscrip, which you can put in the crucible. (Ask miner about ore, twice.) After the elapsed roundtime, the crucible produces a metal slab for you, returning it right to your hand. It might be a rare metal slab, it might be not so rare, or it might turn out to be plain old iron. This is what we call the Slab Generator, and it is the only source of the rarest metal slabs for forging, outside of special raffles.&lt;br /&gt;
&lt;br /&gt;
== The Duskruin Gem Pile ==&lt;br /&gt;
&lt;br /&gt;
There is a pile of gems (room 26093) under the Arena that you can search for any of the random Duskruin Gems. Each search costs 10 bloodscrip. You can scan the saved list of [[Duskruin Arena/digging prizes#Gems|Duskruin gems]] at the old Duskruin Dig page. Remember, the Dig is defunct and no more. Only the gems survive as a mark that it ever existed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BLOCKQUOTE&amp;gt;&#039;&#039;&#039;&amp;amp;gt; SEARCH GEMS&#039;&#039;&#039;&amp;lt;BR /&amp;gt;&lt;br /&gt;
You begin to search through a pile of gems and realize the sign says it costs 10 bloodscrip.  You could try searching again if you agree with that price.&amp;lt;/BLOCKQUOTE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These gems are suitable for alterations, gem-accepting items (Joola, etc), lapidary boxes, gem cutters, etc. They do not jar, and the gemshop does not purchase them. They are all unique to Duskruin.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Loot ==&lt;br /&gt;
* Nowadays, Duskruin loot comes out (temporarily) loresung!  Just RECALL the item to see its properties.*&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;re running through the sewers, digging in the dig, or struggling valiantly in the arena, after you&#039;ve been at it awhile, you&#039;ll have quite a pile of loot.  Most will be [[pawnshop]] fodder, a few rare pieces will be worth millions, and other items will bring you more than the pawnshop will offer.  If you&#039;re really in a hurry to accumulate bloodscrip, you could just drop it all.  However, loot represents perhaps 20% of the value you&#039;ll pull out of the sewers (when you include the rare high-value stuff), so you probably want to take the time to sort through it.&lt;br /&gt;
&lt;br /&gt;
[[Loresinging|Loresingers]] are in high demand during and after Duskruin, and your locker space is not infinite.  You&#039;ll really want to pare down the loot before storing it, getting it sung, and selling it (or using it yourself).  Here&#039;s a basic procedure you can follow:&lt;br /&gt;
* Exchange your common ores at the Archaeologist in the dig below the Arena. He will exchange it for a [[MoonShard_pendant#Bloodrunes|carved ur-barath totem]] that is needed to carve the bloodrunes. (The totem can then be sold to the Archaeologist for a few scrip).&lt;br /&gt;
* Use Elemental Detection [[405]] if you know it to determine what you can about it.&lt;br /&gt;
* Take all jewelry (crowns, armbands, necklaces, etc) to the jeweler and appraise.  If it is worth less than 10,000 silvers, it&#039;s pretty safe to sell.  If it&#039;s worth 10000-25000, it may be mage rechargeable. You might choose to get it sung, but you&#039;re unlikely to miss out on a lot of value by selling it right now.  &lt;br /&gt;
* If it&#039;s worth 25000+, but still appraisable, it may have a small enhancive on it.  Wear it to see if you can tell what it is.  If it enhances something nice (e.g. strength, aura) and/or is in a nice slot (e.g. pin good, head bad), it&#039;s worth holding onto for resale.  If you see no enhancive, it could still potentially be something like health, mana, stamina, or spirit regen, but it&#039;s probably safe to toss.  If the jeweler refuses to throw out a number, it&#039;s almost certainly enhancive.  You should probably get it sung to even if it&#039;s not obvious what the enhancive is.&lt;br /&gt;
* Take everything else to the pawnshop and appraise, preferably one that provides an estimated value for items that get a 35k (max) offer.  Wehnimer&#039;s Landing does this, as well as Icemule Trace if you&#039;re a citizen.&lt;br /&gt;
* Deal with a pawnshop that gives you the best price. This varies by race so there&#039;s no one right answer for everyone. Refer to the chart about [[trading]].&lt;br /&gt;
* If the offer is less than 35k, it&#039;s safe to pawn.  If it&#039;s more than 35k, try to figure out why.  Look at it to see if it&#039;s enchanted more than normal (you&#039;ll see an enchanter&#039;s mark).  Hold it (weapon) or wear it (armor) to see if it has obvious enhancive properties.  Consider a trip to the [[Abandoned Inn crystal]], which can reveal properties like sanctification, weighting, padding, and enchant level.&lt;br /&gt;
** Note: It is common for heavier armor (studded leather and up) to appraise for 35k even if it&#039;s just +20 enchant and otherwise plain.  If you can&#039;t find anything special about it, it may be safe to pawn.&lt;br /&gt;
* Now that you&#039;ve sold the fodder, get a bard to sing to what&#039;s left. Take notes of what the bard reveals with a complete description of the item. Especially a runestaff. Because the glossy ancient fireleaf runestaff might be the valuable one and the silvery ancient fireleaf runestaff might just be +22. There are &#039;&#039;so many&#039;&#039; runestaff finds in the sewer.&lt;br /&gt;
* &amp;lt;s&amp;gt;Is it a golvern segment (sewers only) or a four-ringed metal pendant (arena only)?  It&#039;s worth millions.  Hold onto it.&amp;lt;/s&amp;gt; (These have been removed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point, you may have identified some valuable stuff that you can&#039;t use yourself.  Time to sell!&lt;br /&gt;
* Check out prices at [[https://ps.lichproject.org/ player shops]] to find comparable items.  These prices generally represent an upper bound for the value of the item - they&#039;re the price that items aren&#039;t selling for.&lt;br /&gt;
* Search [[http://forum.gsplayers.com/forumdisplay.php?11-GSIV-Merchant-s-Market The Gemstone IV Players&#039; Corner]] for sales of similar items.&lt;br /&gt;
* You can ask around on LNet for what other people think it&#039;s worth, but people may quickly tire of doing your homework for you.&lt;br /&gt;
* List your item:&lt;br /&gt;
** If you have your own player shop, you might want to make use of it.&lt;br /&gt;
** You might list it as an auction or flat price offering at the Players&#039; Corner.&lt;br /&gt;
** You could auction it live on the LNet Merchant channel.  This will be more convenient and quicker, but possibly less lucrative.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;The Duskruin Dig&amp;lt;/s&amp;gt; ==&lt;br /&gt;
&#039;&#039;The dig is gone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;S&amp;gt;The Duskruin Dig event takes place under the arena where the excavation of the old site full of treasures is located. You dig with a pickaxe (purchased from the [[SimuCoin store]]) in the appropriate areas for boxes. Pickaxes are sold with a set number of uses. A &amp;quot;use&amp;quot; ticks off when you find a box.&lt;br /&gt;
&lt;br /&gt;
You dig, dig, and dig until you find something. Move to the next area to dig again.&lt;br /&gt;
&lt;br /&gt;
ANALYZE your pickaxe to see how many more uses are on it.&lt;br /&gt;
&lt;br /&gt;
The boxes have various names, and the fancier they look, the better the loot is inside of them. Boxes can contain coins, gems, and prizes. There is a prize feeder of increasing values that people refer to as tiers. Probably tiers 1-4. Plus an additional level referred to as a Jackpot, where the best prizes are found. Many Simucoin shop items will be in the boxes, too. Look at the list from the Spring 2017 [[Duskruin_Arena/digging_prizes#Gems|Duskruin Dig]].&lt;br /&gt;
&lt;br /&gt;
The shops of [[Bloodriven Village]] will be open where you can spend any [[bloodscrip]] you have. Note that they do not take silvers, except for the one tattoo shop. Previous events will give you an idea of their offerings. Shops close, open, and/or rotate inventory for each event.&lt;br /&gt;
&lt;br /&gt;
Note also that there is no bloodscrip in the Dig. You will need to participate in an accompanying venue that is open to earn bloodscrip, like the Arena or the Sewers.&lt;br /&gt;
&lt;br /&gt;
With a large warning that you should be responsive and at the keyboard at all times, there seem to be two Duskruin Dig scripts for lich: ;duskdigbin and ;ddig. That should help your wrists. I know they help mine.&amp;lt;/S&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Duskruin Arena]][[Category: TownCrier]][[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Goat%27s_Mutant_Sorcerer_Guide&amp;diff=147459</id>
		<title>Goat&#039;s Mutant Sorcerer Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Goat%27s_Mutant_Sorcerer_Guide&amp;diff=147459"/>
		<updated>2021-04-23T15:45:27Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a crosspost from my post on the Player&#039;s Corner Forums found [http://forum.gsplayers.com/showthread.php?93777-Goat-s-mutant-sorcerer-guide Here]&lt;br /&gt;
&lt;br /&gt;
So you want to be a mutant?&lt;br /&gt;
== Preface ==&lt;br /&gt;
At level 82 I [[fixskills|fixskilled]] my sorcerer to swing a lance. It has been fun, and sometimes people ask about it, so here&#039;s a guide. I can&#039;t tell you from experience that this works before 82. You&#039;ll have to ask Caelric (Takhooshi) about that. You could also ask Xoryl, but he followed a substantially more physical training path (e.g. 1.5x spells, .5x MoC) and got frustrated with it in his early 40s.&lt;br /&gt;
&lt;br /&gt;
Before reading this, read [[Guides by Whirlin: So you want to be a pure? Whirlin&#039;s Guide to Sorcerers|Whirlin&#039;s sorcerer guide]]. I&#039;m not going to go into detail much on stuff he has already covered - he already said it well enough. Take special note of his section on why not to do weapon training. It is accurate, but has one major assumption that differs from this guide. He runs his calculations with the assumption that you won&#039;t get outside spells from scrolls. However, scroll infusion makes it practical to use a lot of scroll spells every hunt. Without Whirlin&#039;s assumption, swinging is immensely more practical.&lt;br /&gt;
&lt;br /&gt;
You might also read my two previous posts on my own training choices and experiences, which include advice on specific high-level hunting grounds.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
This guide assumes 2.0x spell training, and as such, isn&#039;t really describing a &amp;quot;mutant&amp;quot; build in a strict sense of the word. That is, you&#039;re living within the bounds of what gemstone&#039;s designers want to support, and they&#039;ve laid out the world to let you successfully hunt like-level creatures from 0 to 100. A true mutant build would be something like 1.5x spells and .5x [[Harness Power]]. That might be technically doable, but you&#039;d probably struggle to ward creatures successfully, while still not being able to rely entirely on your physical skills to get the job done. Instead of a true mutant, consider this a guide a way to make a sorcerer with a lot of hunting options - you&#039;ll still be able to hunt with a [[runestaff]] just about everywhere, but you&#039;ll have the option of swinging, too.&lt;br /&gt;
&lt;br /&gt;
Of course, at 2.0x spells, your [[casting strength]] (CS) will be lower than normal pure sorcerers. If you&#039;re going for maximum killing power, forget the weapons. Train 3x in spell research. With a lot of effort, using a weapon is occasionally more efficient than being a normal pure, but for the most part, this path is only for people who think it&#039;s fun to be different and poke around at the edges of GemStone&#039;s design.&lt;br /&gt;
&lt;br /&gt;
To make swinging work, you&#039;ll want a great big [[scroll]] collection. This will be an enormous pain to manage if you don&#039;t write scripts. I have scripts to easily find and stow scrolls in multiple packs that weigh just less than my phasing limit. I have scripts to help with the recharging process. I have a script that find/invoke/cast/stow a scroll, and a script that defines different lists of spells, that calls that last script to spell me up for a particular hunting area or situation. That makes it all quite manageable. The good news is you&#039;ll start out not needing them, and then gradually add to your collection as you are able to work with higher level scrolls, and you can gradually add to your script collection along with it. (I might upload mine someday, but they&#039;re specific to my character and fragile. Don&#039;t get your hopes up.)&lt;br /&gt;
&lt;br /&gt;
When swinging, my most common hunting strategy is to disable with a spell, then swing to kill. Most commonly, that means using [[Limb Disruption (708)]], aimed at a leg. Having your enemy on the ground and stunned makes up for a lot the [[attack strength]] (AS) different between me and squares.&lt;br /&gt;
&lt;br /&gt;
Oh, and one more thing - you can do all kinds of crazy stuff with 15m exp, but in this guide I&#039;m focusing what you do before you have tons of TPs to spare.&lt;br /&gt;
&lt;br /&gt;
== Which race? ==&lt;br /&gt;
Pick based on what kind of character you want to play, of course, but also know what you&#039;re getting yourself into. All stats normal sorcerers care about still matter, but for swingers, [[Agility]] (AGI), [[Dexterity]] (DEX), and [[Strength]] (STR) bonuses get increased importance. AGI and DEX are important for swinging big weapons in 5 seconds. STR is important for swinging AS.&lt;br /&gt;
&lt;br /&gt;
[[Dark elf|Dark elves]] have a big CS boost, and they also have +15 [[AGIDEX]] and no strength penalty, so they&#039;re still a very strong option. [[Elf]], [[burghal gnome]], and [[halfling]] all have better AGIDEX, though [[halfling]]s and burghals have a -15 STR penalty to consider.&lt;br /&gt;
&lt;br /&gt;
Of course, the other capped swinging sorcerer I know about is a [[half-krolvin]]. You can probably make any race work if you really want to.&lt;br /&gt;
&lt;br /&gt;
== Which weapon? ==&lt;br /&gt;
=== [[Polearm Weapons]] - 14/3 per rank ===&lt;br /&gt;
This is what I&#039;ve chosen. If you&#039;re paying the 14/3 for pole arms, you&#039;re going to be swinging two-handed. You don&#039;t want to pay 13/0 for [[Shield Use]]. If you really really want a shield, train edged or blunt. Pole arms have two &amp;quot;best&amp;quot; weapon types - [[naginata]] and [[lance]]. Naginatas have a base [[RT]] of 6, so you can swing them in 5 seconds even at very low levels. At higher levels, they will become attractive for two-target mstrikes. Naginatas have great [[AvD]] values, but their [[damage factor]]s (DF) aren&#039;t that great. Lances have solid AvDs too, though less impressive against light armor. They have the best DF profile in game, more or less. The problem is their 9 second base RT. You&#039;ll need your AGI bonus + DEX bonus to be 53 in order to swing it in 5 seconds. Mstrike is much less attractive with a lance - you&#039;re unlikely to get below 10 RT on two swings (or 11, depending on your race). That eliminates a lot of the point. I would recommend starting with a naginata and then switching to a lance at higher levels (and/or with a bunch of AGI and DEX enhancives).&lt;br /&gt;
&lt;br /&gt;
=== [[Ranged Weapons]] - 14/3 per rank ===&lt;br /&gt;
This is perhaps the most practical choice. Ranged DS is usually quite a bit lower than normal physical DS, so you don&#039;t need as much AS to land a decent shot. Also, perception is the secondary AS skill for ranged, rather than combat maneuvers. 2x [[Perception]] costs 0/9 compared to 12/8 for ranks of [[Combat Maneuvers]] (CM). Furthermore, if you get a 6x [[bow]] with [[411|ebladed]] arrows, you are effectively firing a 10x weapon, and for 10% or less of the cost of a real 10x weapon. I haven&#039;t tried this simply because dealing with arrows seems like a pain.&lt;br /&gt;
&lt;br /&gt;
=== [[Two-handed Weapons]] (THW) - 14/3 per rank ===&lt;br /&gt;
There&#039;s a lot to commend two-handed weapons. They give you access to a [[claidhmore]], which can be fun - they have 40 points of [[critical weighting]]. That&#039;s 4 times as much as heavily sought-after heavily crit-weighted weapons. However, If you want a claid with better than a +12 enchant, you&#039;ll going to be spending a lot - 8 figures, at least. Since your AS will already be low, this is a tough trade-off. Their damage factor is not quite as high as lances&#039;, but they have a base RT of 8 seconds compared to 9 seconds with a lance.&lt;br /&gt;
&lt;br /&gt;
Mauls are popular among squares, but they are popular specifically because you can guarantee a kill with a sufficiently high end roll and a shot to the head (on crittable critters). [[Ambush]] is required to aim two-handed weapons decently (along with combat maneuvers), and it costs 15/14 per rank, so I don&#039;t expect many sorcerers to benefit from that. (Note that with 101 ranks combat maneuvers and no ambush, against a like-level foe, you&#039;ll successfully aim for the head roughly 30% of the time with a naginata, and somewhat less with a lance. I understand two-handed weapons can be a bit easier.)&lt;br /&gt;
&lt;br /&gt;
One cute option with THW is that you can actually swing your [[runestaff]]. Runestaves are terrible, terrible weapons, but it could nice to finish off a critter that you know is almost dead, or just to have something fun to show off to your hunting buddies.&lt;br /&gt;
&lt;br /&gt;
=== One-handed edged/blunt with shield use - 6/2 per rank + 12/0 per rank ===&lt;br /&gt;
These skills are way cheaper than two-handed weapons, but if you train in them, you&#039;ll want to train in shields as well. Those two skills together are effectively 2/0 more expensive per level than THW/Pole/Ranged. One-handed weapons figure to be easier to aim or mstrike than two-handed ones, but again, I don&#039;t expect people to be spending a ton on ambush or MoC before cap. A shield will improve your DS, but with my giant scroll collection, I&#039;m usually not that worried about my DS. Admittedly I could use more DS against vvrael destroyers, but I also appreciate killing them as quickly as possible with my high-DF lance.&lt;br /&gt;
&lt;br /&gt;
=== Brawling with shield use - 10/2 per rank + 12/0 per rank ===&lt;br /&gt;
Brawling is already practiced by a few sorcerers (mostly, but not exclusively, after cap), though generally not for physical offense. With an open right hand, you can&#039;t get disarmed, and you can channel 702 for extra damage. Brawlers will generally train in shield use as well. I don&#039;t know much at all about brawling offensively as a sorcerer. Someone want to fill me in?&lt;br /&gt;
&lt;br /&gt;
=== Two-weapon combat - 12/12 per rank, plus edged/blunt training ===&lt;br /&gt;
Too expensive. Probably not gonna work. I think Taakhooshi started out as TWC and Caelric switched him to THW after finding it not so great.&lt;br /&gt;
&lt;br /&gt;
=== Thrown - 9/3 per rank, plus edged/blunt training, plus shield training ===&lt;br /&gt;
Get yourself a self-returner and go hurling. 30m silver ought to get you headed in the right direction. Thrown DSes are real low, which is nice, but you probably want a shield for DS, as well as edged or blunt for parry DS, too. Seems like a very post-cap thing.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
I&#039;m going to assume a polearm build the rest of the way, because it&#039;s what I know. &lt;br /&gt;
&lt;br /&gt;
=== Must-haves ===&lt;br /&gt;
*2x spell research&lt;br /&gt;
*1x harness power&lt;br /&gt;
*1x pole arm&lt;br /&gt;
*2x Arcane Symbols up to 150 ranks&lt;br /&gt;
*1.5x Magic Item user up to 100 ranks&lt;br /&gt;
*~30 ranks of physical fitness, to max out health&lt;br /&gt;
*8 ranks of armor use (double leather)&lt;br /&gt;
*24 ranks of spiritual mana control&lt;br /&gt;
*24 ranks of elemental mana control&lt;br /&gt;
&lt;br /&gt;
That&#039;s 33 PTP and 47 MTP at level 0, gradually shifting down to 18 PTP and 31 MTP by level 75.&lt;br /&gt;
&lt;br /&gt;
Skew your spell training away from MnS and towards MnE. MnE gets you +25 AS from 425, and an additional +1 AS for every two ranks after that. Go for 20 ranks of MnS as you need DS, and then keep MnE at 2/3 * your level up to cap. Put the rest in sorcerer spells. That gets you to 114/67/20 at cap, with one more 0/16 spell in the circle of your choice (it won&#039;t up your CS).&lt;br /&gt;
&lt;br /&gt;
Note that the AS/MIU training really is a core part of the build. With scrolls found normally within the treasure system, you can get:&lt;br /&gt;
&lt;br /&gt;
* +70 physical AS&lt;br /&gt;
* +65 bolt AS (some of it at the cost of physical AS)&lt;br /&gt;
* +127 physical DS, 137/152 bolt DS depending on the bolt (elemental or not)&lt;br /&gt;
* More TD than you&#039;ll ever need, except in invasions - then you&#039;ll be glad it&#039;s there.&lt;br /&gt;
* Enough maneuver defense to make a difference (blurs, prayer, mobility)&lt;br /&gt;
&lt;br /&gt;
That 70 AS closes a substantial percentage of the gap between you and pures/semis, and the DS will help make up for your leather armor and complete lack of redux.&lt;br /&gt;
&lt;br /&gt;
The mana control ranks get you 100% efficiency on infusing _most_ scrolls (no mana lost). There&#039;s also the basic ability to send and receive mana to/from other characters.&lt;br /&gt;
&lt;br /&gt;
You can potentially get by on less than 1x HP at later levels, but you&#039;ll probably find it worth it to stick to 1x.&lt;br /&gt;
&lt;br /&gt;
=== Strongly recommended ===&lt;br /&gt;
*1x physical fitness&lt;br /&gt;
*2x spell aim&lt;br /&gt;
*combat maneuvers as you stop training in other skills. I was at 70 ranks at cap.&lt;br /&gt;
&lt;br /&gt;
Not including combat maneuvers, this is an extra 13 PTP/4 MTP per level, which makes 50 PTP / 50 MTP at low levels, and you&#039;ll only have about 44 PTP / 44 MTP to start with if you&#039;re set for perfect stats at cap. You&#039;ll have to do some prioritizing at first. The good news, of course, is that you can push your TPs around however you like for your first 20 levels. You might skip AS, MIU, EMC, SMC, or armor use early on, until your stats improve or you&#039;re ready to slow down on some other skill.&lt;br /&gt;
&lt;br /&gt;
PF is your biggest factor in avoiding standard maneuver rolls, and those are a pure&#039;s biggest vulnerability, so it&#039;s worth spending the points. &lt;br /&gt;
&lt;br /&gt;
2x spell aim is helpful in a lot of ways, but for swinging, the main use is aiming limb disruption at a specific limb with no CS penalty (or a low penalty, if up-hunting). I have tried 708ing without aiming, and being able to target a leg was much more effective overall. Blowing off a hand or arm just doesn&#039;t drop a creature&#039;s DS like making it fall over, and if you blow off a right arm it may turtle. (That said, sometimes you *do* want to take off the right arm instead of a leg, because it neutralizes more threats.) Besides 708, focused implosion can be very useful, and I used focused maelstrom semi-regularly around levels 25 to 50. Bolting is handy, maybe not in day-to-day hunting, but certainly in invasions.&lt;br /&gt;
&lt;br /&gt;
Combat maneuvers ranks are expensive - 12/8 per train, and it takes 2 ranks of it for one measly point of AS. Still, you&#039;ll need all the AS you can get, and learning CMANs is quite helpful. At 42 ranks, can have 3 ranks of disarm (+45 disarm defense) and 3 ranks of cdefense (+9 to all CMAN defense). This won&#039;t keep you from being disarmed, but it will make them miss sometimes, and reduce your disarm roundtime substantially when they hit. You may also choose to shift into feint at some point, which becomes somewhat useful offensively with 4 ranks, and sometimes even with just 3.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
*Perception - helps with maneuvers and getting into places (broken lands, wehntoph, etc.) I dropped to 0 ranks once I no longer needed to get into places. 740 can help somewhat with this - as long as you can search out your opening once, you can sense a pattern inside.&lt;br /&gt;
*Armor use - 20 ranks for LBP, 110 ranks (requires enhancives) for brig. Take a look at the damage factors for soft leather vs scale on a bunch of different weapons. There&#039;s not much of a difference. You&#039;re mainly wearing scale for the crit divisor. I think it&#039;s more important to have low spell failure.&lt;br /&gt;
*Multi-Opponent Combat - 5 ranks is already rather nice to improve splash on 111/713/720, and reduce force-on-force a bit. If you&#039;re swinging, you get the added benefit of a two-target mstrike. That said, with a lance, it doesn&#039;t make much sense. With 53-67 AGIDEX, you swing once in 5 seconds, or twice in 10. If you opt for a naginata instead of a lance, this could be a really nice option.&lt;br /&gt;
*Demonology - 12 ranks lets you phase 16 pound containers. Two lockable 15 pound containers should hold your whole scroll collection, as well as your lance (when you hunt with your runestaff). I haven&#039;t gone further than that since going mutant.&lt;br /&gt;
*Necromancy - I&#039;d say animating is slightly nicer for a mutant, because you&#039;ll already be lowering critter DS for yourself, and that makes animate more effective as well. But for the most part, train or don&#039;t train in this for the same reasons as a normal sorcerer.&lt;br /&gt;
Air lore - 48 ranks (672 PTP) gets you 2-second swings with haste. Haste is incredibly useful, but a pain to use regularly, since it only lasts a minute. It&#039;s up to you if you want to emphasize it that much.&lt;br /&gt;
&lt;br /&gt;
== Scroll Collection ==&lt;br /&gt;
*Offense: 211, 215, 307, 509, 606, 1605&lt;br /&gt;
*Defense from scrolls that generally last a while and are easy to infuse and are broadly useful: 202, 303, 310, 503, 507, 509, 601, 905, 1204, 1601.&lt;br /&gt;
*More defense: 219, 313, 508, 602, 613, 618, 911, 913, 1119, 1208, 1215, 1712&lt;br /&gt;
Other stuff you may want to have around: 506, 1711, 511, 1701, 207&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want to pick and choose based on your defensive needs, [[spellburst]], the attacks from the critters you&#039;re hunting, etc.&lt;br /&gt;
[[Category: Sorcerer]]&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Goat%27s_Mutant_Sorcerer_Guide&amp;diff=147458</id>
		<title>Goat&#039;s Mutant Sorcerer Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Goat%27s_Mutant_Sorcerer_Guide&amp;diff=147458"/>
		<updated>2021-04-23T15:42:37Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a crosspost from my post on the Player&#039;s Corner Forums found [http://forum.gsplayers.com/showthread.php?93777-Goat-s-mutant-sorcerer-guide Here]&lt;br /&gt;
&lt;br /&gt;
So you want to be a mutant?&lt;br /&gt;
== Preface ==&lt;br /&gt;
At level 82 I [[fixskills|fixskilled]] my sorcerer to swing a lance. It has been fun, and sometimes people ask about it, so here&#039;s a guide. I can&#039;t tell you from experience that this works before 82. You&#039;ll have to ask Caelric (Takhooshi) about that. You could also ask Xoryl, but he followed a substantially more physical training path (e.g. 1.5x spells, .5x MoC) and got frustrated with it in his early 40s.&lt;br /&gt;
&lt;br /&gt;
Before reading this, read [[Guides by Whirlin: So you want to be a pure? Whirlin&#039;s Guide to Sorcerers|Whirlin&#039;s sorcerer guide]]. I&#039;m not going to go into detail much on stuff he has already covered - he already said it well enough. Take special note of his section on why not to do weapon training. It is accurate, but has one major assumption that differs from this guide. He runs his calculations with the assumption that you won&#039;t get outside spells from scrolls. However, scroll infusion makes it practical to use a lot of scroll spells every hunt. Without Whirlin&#039;s assumption, swinging is immensely more practical.&lt;br /&gt;
&lt;br /&gt;
You might also read my two previous posts on my own training choices and experiences, which include advice on specific high-level hunting grounds.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
This guide assumes 2.0x spell training, and as such, isn&#039;t really describing a &amp;quot;mutant&amp;quot; build in a strict sense of the word. That is, you&#039;re living within the bounds of what gemstone&#039;s designers want to support, and they&#039;ve laid out the world to let you successfully hunt like-level creatures from 0 to 100. A true mutant build would be something like 1.5x spells and .5x [[Harness Power]]. That might be technically doable, but you&#039;d probably struggle to ward creatures successfully, while still not being able to rely entirely on your physical skills to get the job done. Instead of a true mutant, consider this a guide a way to make a sorcerer with a lot of hunting options - you&#039;ll still be able to hunt with a [[runestaff]] just about everywhere, but you&#039;ll have the option of swinging, too.&lt;br /&gt;
&lt;br /&gt;
Of course, at 2.0x spells, your [[casting strength]] (CS) will be lower than normal pure sorcerers. If you&#039;re going for maximum killing power, forget the weapons. Train 3x in spell research. With a lot of effort, using a weapon is occasionally more efficient than being a normal pure, but for the most part, this path is only for people who think it&#039;s fun to be different and poke around at the edges of GemStone&#039;s design.&lt;br /&gt;
&lt;br /&gt;
To make swinging work, you&#039;ll want a great big [[scroll]] collection. This will be an enormous pain to manage if you don&#039;t write scripts. I have scripts to easily find and stow scrolls in multiple packs that weigh just less than my phasing limit. I have scripts to help with the recharging process. I have a script that find/invoke/cast/stow a scroll, and a script that defines different lists of spells, that calls that last script to spell me up for a particular hunting area or situation. That makes it all quite manageable. The good news is you&#039;ll start out not needing them, and then gradually add to your collection as you are able to work with higher level scrolls, and you can gradually add to your script collection along with it. (I might upload mine someday, but they&#039;re specific to my character and fragile. Don&#039;t get your hopes up.)&lt;br /&gt;
&lt;br /&gt;
When swinging, my most common hunting strategy is to disable with a spell, then swing to kill. Most commonly, that means using [[Limb Disruption (708)]], aimed at a leg. Having your enemy on the ground and stunned makes up for a lot the [[attack strength]] (AS) different between me and squares.&lt;br /&gt;
&lt;br /&gt;
Oh, and one more thing - you can do all kinds of crazy stuff with 15m exp, but in this guide I&#039;m focusing what you do before you have tons of TPs to spare.&lt;br /&gt;
&lt;br /&gt;
== Which race? ==&lt;br /&gt;
Pick based on what kind of character you want to play, of course, but also know what you&#039;re getting yourself into. All stats normal sorcerers care about still matter, but for swingers, [[Agility]] (AGI), [[Dexterity]] (DEX), and [[Strength]] (STR) bonuses get increased importance. AGI and DEX are important for swinging big weapons in 5 seconds. STR is important for swinging AS.&lt;br /&gt;
&lt;br /&gt;
[[Dark elf|Dark elves]] have a big CS boost, and they also have +15 [[AGIDEX]] and no strength penalty, so they&#039;re still a very strong option. [[Elf]], [[burghal gnome]], and [[halfling]] all have better AGIDEX, though [[halfling]]s and burghals have a -15 STR penalty to consider.&lt;br /&gt;
&lt;br /&gt;
Of course, the other capped swinging sorcerer I know about is a [[half-krolvin]]. You can probably make any race work if you really want to.&lt;br /&gt;
&lt;br /&gt;
== Which weapon? ==&lt;br /&gt;
=== [[Polearm Weapons]] - 14/3 per rank ===&lt;br /&gt;
This is what I&#039;ve chosen. If you&#039;re paying the 14/3 for pole arms, you&#039;re going to be swinging two-handed. You don&#039;t want to pay 13/0 for [[Shield Use]]. If you really really want a shield, train edged or blunt. Pole arms have two &amp;quot;best&amp;quot; weapon types - [[naginata]] and [[lance]]. Naginatas have a base [[RT]] of 6, so you can swing them in 5 seconds even at very low levels. At higher levels, they will become attractive for two-target mstrikes. Naginatas have great [[AvD]] values, but their [[damage factor]]s (DF) aren&#039;t that great. Lances have solid AvDs too, though less impressive against light armor. They have the best DF profile in game, more or less. The problem is their 9 second base RT. You&#039;ll need your AGI bonus + DEX bonus to be 53 in order to swing it in 5 seconds. Mstrike is much less attractive with a lance - you&#039;re unlikely to get below 10 RT on two swings (or 11, depending on your race). That eliminates a lot of the point. I would recommend starting with a naginata and then switching to a lance at higher levels (and/or with a bunch of AGI and DEX enhancives).&lt;br /&gt;
&lt;br /&gt;
=== [[Ranged Weapons]] - 14/3 per rank ===&lt;br /&gt;
This is perhaps the most practical choice. Ranged DS is usually quite a bit lower than normal physical DS, so you don&#039;t need as much AS to land a decent shot. Also, perception is the secondary AS skill for ranged, rather than combat maneuvers. 2x [[Perception]] costs 0/9 compared to 12/8 for ranks of [[Combat Maneuvers]] (CM). Furthermore, if you get a 6x [[bow]] with [[411|ebladed]] arrows, you are effectively firing a 10x weapon, and for 10% or less of the cost of a real 10x weapon. I haven&#039;t tried this simply because dealing with arrows seems like a pain.&lt;br /&gt;
&lt;br /&gt;
=== [[Two-handed Weapons]] (THW) - 14/3 per rank ===&lt;br /&gt;
There&#039;s a lot to commend two-handed weapons. They give you access to a [[claidhmore]], which can be fun - they have 40 points of [[critical weighting]]. That&#039;s 4 times as much as heavily sought-after heavily crit-weighted weapons. However, If you want a claid with better than a +12 enchant, you&#039;ll going to be spending a lot - 8 figures, at least. Since your AS will already be low, this is a tough trade-off. Their damage factor is not quite as high as lances&#039;, but they have a base RT of 8 seconds compared to 9 seconds with a lance.&lt;br /&gt;
&lt;br /&gt;
Mauls are popular among squares, but they are popular specifically because you can guarantee a kill with a sufficiently high end roll and a shot to the head (on crittable critters). [[Ambush]] is required to aim two-handed weapons decently (along with combat maneuvers), and it costs 15/14 per rank, so I don&#039;t expect many sorcerers to benefit from that. (Note that with 101 ranks combat maneuvers and no ambush, against a like-level foe, you&#039;ll successfully aim for the head roughly 30% of the time with a naginata, and somewhat less with a lance. I understand two-handed weapons can be a bit easier.)&lt;br /&gt;
&lt;br /&gt;
One cute option with THW is that you can actually swing your [[runestaff]]. Runestaves are terrible, terrible weapons, but it could nice to finish off a critter that you know is almost dead, or just to have something fun to show off to your hunting buddies.&lt;br /&gt;
&lt;br /&gt;
=== One-handed edged/blunt with shield use - 6/2 per rank + 12/0 per rank ===&lt;br /&gt;
These skills are way cheaper than two-handed weapons, but if you train in them, you&#039;ll want to train in shields as well. Those two skills together are effectively 2/0 more expensive per level than THW/Pole/Ranged. One-handed weapons figure to be easier to aim or mstrike than two-handed ones, but again, I don&#039;t expect people to be spending a ton on ambush or MoC before cap. A shield will improve your DS, but with my giant scroll collection, I&#039;m usually not that worried about my DS. Admittedly I could use more DS against vvrael destroyers, but I also appreciate killing them as quickly as possible with my high-DF lance.&lt;br /&gt;
&lt;br /&gt;
=== Brawling with shield use - 10/2 per rank + 12/0 per rank ===&lt;br /&gt;
Brawling is already practiced by a few sorcerers (mostly, but not exclusively, after cap), though generally not for physical offense. With an open right hand, you can&#039;t get disarmed, and you can channel 702 for extra damage. Brawlers will generally train in shield use as well. I don&#039;t know much at all about brawling offensively as a sorcerer. Someone want to fill me in?&lt;br /&gt;
&lt;br /&gt;
=== Two-weapon combat - 12/12 per rank, plus edged/blunt training ===&lt;br /&gt;
Too expensive. Probably not gonna work. I think Taakhooshi started out as TWC and Caelric switched him to THW after finding it not so great.&lt;br /&gt;
&lt;br /&gt;
=== Thrown - 9/3 per rank, plus edged/blunt training, plus shield training ===&lt;br /&gt;
Get yourself a self-returner and go hurling. 30m silver ought to get you headed in the right direction. Thrown DSes are real low, which is nice, but you probably want a shield for DS, as well as edged or blunt for parry DS, too. Seems like a very post-cap thing.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
I&#039;m going to assume a polearm build the rest of the way, because it&#039;s what I know. &lt;br /&gt;
&lt;br /&gt;
=== Must-haves ===&lt;br /&gt;
*2x spell research&lt;br /&gt;
*1x harness power&lt;br /&gt;
*1x pole arm&lt;br /&gt;
*2x Arcane Symbols up to 150 ranks&lt;br /&gt;
*1.5x Magic Item user up to 100 ranks&lt;br /&gt;
*~30 ranks of physical fitness, to max out health&lt;br /&gt;
*8 ranks of armor use (double leather)&lt;br /&gt;
*24 ranks of spiritual mana control&lt;br /&gt;
*24 ranks of elemental mana control&lt;br /&gt;
&lt;br /&gt;
That&#039;s 33 PTP and 47 MTP at level 0, gradually shifting down to 18 PTP and 31 MTP by level 75.&lt;br /&gt;
&lt;br /&gt;
Skew your spell training away from MnS and towards MnE. MnE gets you +25 AS from 425, and an additional +1 AS for every two ranks after that. Go for 20 ranks of MnS as you need DS, and then keep MnE at 2/3 * your level up to cap. Put the rest in sorcerer spells. That gets you to 114/67/20 at cap, with one more 0/16 spell in the circle of your choice (it won&#039;t up your CS).&lt;br /&gt;
&lt;br /&gt;
Note that the AS/MIU training really is a core part of the build. With scrolls found normally within the treasure system, you can get:&lt;br /&gt;
&lt;br /&gt;
* +70 physical AS&lt;br /&gt;
* +65 bolt AS (some of it at the cost of physical AS)&lt;br /&gt;
* +127 physical DS, 137/152 bolt DS depending on the bolt (elemental or not)&lt;br /&gt;
* More TD than you&#039;ll ever need, except in invasions - then you&#039;ll be glad it&#039;s there.&lt;br /&gt;
* Enough maneuver defense to make a difference (blurs, prayer, mobility)&lt;br /&gt;
&lt;br /&gt;
That 70 AS closes a substantial percentage of the gap between you and pures/semis, and the DS will help make up for your leather armor and complete lack of redux.&lt;br /&gt;
&lt;br /&gt;
The mana control ranks get you 100% efficiency on infusing _most_ scrolls (no mana lost). There&#039;s also the basic ability to send and receive mana to/from other characters.&lt;br /&gt;
&lt;br /&gt;
You can potentially get by on less than 1x HP at later levels, but you&#039;ll probably find it worth it to stick to 1x.&lt;br /&gt;
&lt;br /&gt;
=== Strongly recommended ===&lt;br /&gt;
*1x physical fitness&lt;br /&gt;
*2x spell aim&lt;br /&gt;
*combat maneuvers as you stop training in other skills. I was at 70 ranks at cap.&lt;br /&gt;
&lt;br /&gt;
Not including combat maneuvers, this is an extra 13 PTP/4 MTP per level, which makes 50 PTP / 50 MTP at low levels, and you&#039;ll only have about 44 PTP / 44 MTP to start with if you&#039;re set for perfect stats at cap. You&#039;ll have to do some prioritizing at first. The good news, of course, is that you can push your TPs around however you like for your first 20 levels. You might skip AS, MIU, EMC, SMC, or armor use early on, until your stats improve or you&#039;re ready to slow down on some other skill.&lt;br /&gt;
&lt;br /&gt;
PF is your biggest factor in avoiding standard maneuver rolls, and those are a pure&#039;s biggest vulnerability, so it&#039;s worth spending the points. &lt;br /&gt;
&lt;br /&gt;
2x spell aim is helpful in a lot of ways, but for swinging, the main use is aiming limb disruption at a specific limb with no CS penalty (or a low penalty, if up-hunting). I have tried 708ing without aiming, and being able to target a leg was much more effective overall. Blowing off a hand or arm just doesn&#039;t drop a creature&#039;s DS like making it fall over, and if you blow off a right arm it may turtle. (That said, sometimes you *do* want to take off the right arm instead of a leg, because it neaturalizes more threats.) Besides 708, focused implosion can be very useful, and I used focused maelstrom semi-regularly around levels 25 to 50. Bolting is handy, maybe not in day-to-day hunting, but certainly in invasions.&lt;br /&gt;
&lt;br /&gt;
Combat maneuvers ranks are expensive - 12/8 per train, and it takes 2 ranks of it for one measly point of AS. Still, you&#039;ll need all the AS you can get, and learning CMANs is quite helpful. At 42 ranks, can have 3 ranks of disarm (+45 disarm defense) and 3 ranks of cdefense (+9 to all CMAN defense). This won&#039;t keep you from being disarmed, but it will make them miss sometimes, and reduce your disarm roundtime substantially when they hit. You may also choose to shift into feint at some point, which becomes somewhat useful offensively with 4 ranks, and sometimes even with just 3.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
*Perception - helps with maneuvers and getting into places (broken lands, wehntoph, etc.) I dropped to 0 ranks once I no longer needed to get into places. 740 can help somewhat with this - as long as you can search out your opening once, you can sense a pattern inside.&lt;br /&gt;
*Armor use - 20 ranks for LBP, 110 ranks (requires enhancives) for brig. Take a look at the damage factors for soft leather vs scale on a bunch of different weapons. There&#039;s not much of a difference. You&#039;re mainly wearing scale for the crit divisor. I think it&#039;s more important to have low spell failure.&lt;br /&gt;
*Multi-Opponent Combat - 5 ranks is already rather nice to improve splash on 111/713/720, and reduce force-on-force a bit. If you&#039;re swinging, you get the added benefit of a two-target mstrike. That said, with a lance, it doesn&#039;t make much sense. With 53-67 AGIDEX, you swing once in 5 seconds, or twice in 10. If you opt for a naginata instead of a lance, this could be a really nice option.&lt;br /&gt;
*Demonology - 12 ranks lets you phase 16 pound containers. Two lockable 15 pound containers should hold your whole scroll collection, as well as your lance (when you hunt with your runestaff). I haven&#039;t gone further than that since going mutant.&lt;br /&gt;
*Necromancy - I&#039;d say animating is slightly nicer for a mutant, because you&#039;ll already be lowering critter DS for yourself, and that makes animate more effective as well. But for the most part, train or don&#039;t train in this for the same reasons as a normal sorcerer.&lt;br /&gt;
Air lore - 48 ranks (672 PTP) gets you 2-second swings with haste. Haste is incredibly useful, but a pain to use regularly, since it only lasts a minute. It&#039;s up to you if you want to emphasize it that much.&lt;br /&gt;
&lt;br /&gt;
== Scroll Collection ==&lt;br /&gt;
*Offense: 211, 215, 307, 509, 606, 1605&lt;br /&gt;
*Defense from scrolls that generally last a while and are easy to infuse and are broadly useful: 202, 303, 310, 503, 507, 509, 601, 905, 1204, 1601.&lt;br /&gt;
*More defense: 219, 313, 508, 602, 613, 618, 911, 913, 1119, 1208, 1215, 1712&lt;br /&gt;
Other stuff you may want to have around: 506, 1711, 511, 1701, 207&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want to pick and choose based on your defensive needs, [[spellburst]], the attacks from the critters you&#039;re hunting, etc.&lt;br /&gt;
[[Category: Sorcerer]]&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=High_End_Scrip_Shop/shop_list_February_2021&amp;diff=144831</id>
		<title>High End Scrip Shop/shop list February 2021</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=High_End_Scrip_Shop/shop_list_February_2021&amp;diff=144831"/>
		<updated>2021-02-16T07:39:33Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Previous HESS Prize lists==&lt;br /&gt;
&lt;br /&gt;
{{#section:Bloodriven_Village_-_Historical|prize list links}}&lt;br /&gt;
&lt;br /&gt;
In the wooden treasure chest:&lt;br /&gt;
other (49): a fusion adding agreement, a folded shield resize bill, a heavy mana flare bill, a red and white target defense board, a Tier 3 Nervestave book, a dispel boost booklet, a white sanctifying card, an enhancive removal certificate, a defensive boost charter, a greater undead bane charter, a curled enhancive bonus checklist, a purple acuity flare chit, a pristine common flare chit, a pristine Nervestave contract, an opaque bubble flare debenture, a green rotflare debenture, a maroon knockout flare debenture, a cyan polearm flare debenture, a silvery flat mana deed, a thorny disc, an opalescent bubble-shaped document, a stained single enchant document, a multicolored sphere of swirling energy, a multicolored greater element envelope, a crumpled rare flare epistle, a Tier 4 Nervestave flyer, a blue Voln Armor invoice, a simple sigil staff label, a fresh defender label, an Ithzir unlock letter, some orb-shaped fused links, a lesser transmutation message, a silver forked note, a Tier 2 Nervestave note, a chunk of xazkruvrixis ore, a chunk of low steel ore, a chunk of high steel ore, an engorged and fleshy parasite, a silvery asg change proclamation, a faded activator receipt, a master instrument sheet, a green Ithzir Armor sheet, a furry creature bane slip, a defender boost slip, a leather spellbook, a silver-based sleek crystal sphere, a torn resistance stub, a smooth de-fusion tablet, a puce flat acuity ticket.&lt;br /&gt;
scroll (5): a tiny bane boost paper, an old enhancive max paper, a stained enhancive stat papyrus, a fork-shaped papyrus, a translucent combiner vellum.&lt;br /&gt;
jewelry (1): an enhancive recovery plate.&lt;br /&gt;
uncommon (3): a chunk of kroderine ore, a chunk of adamantine ore, a chunk of zelnorn ore.&lt;br /&gt;
gem (1): a long chainspear spiral.&lt;br /&gt;
magic (2): a mana-infused crystal, a sprite-shaped statuette.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Duskruin Arena]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bloodriven_Village_-_Historical&amp;diff=144830</id>
		<title>Bloodriven Village - Historical</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bloodriven_Village_-_Historical&amp;diff=144830"/>
		<updated>2021-02-16T07:38:06Z</updated>

		<summary type="html">&lt;p&gt;GOAT: /* High End Prize Lists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-info&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Editors: Edit shops via the [[:Category: Bloodriven Village Shops]].  On each shop page one can edit both the current and archive inventory and it will show up in the appropriate page automatically.  Please note the last revised/confirmed date as inventory MAY change between runs.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{TOCright|limit=2}}&#039;&#039;&#039;Bloodriven Village&#039;&#039;&#039; is where [[Duskruin Arena]] is located.  All purchases are made with [[bloodscrip]].&lt;br /&gt;
*[http://i.imgur.com/ZZWWOdj.png Bloodriven Village Map by Rozy]&lt;br /&gt;
*[[Bloodriven Village archive]] lists removed items.&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view Duskruin Arena Officials folder]&lt;br /&gt;
===High End Prize Lists===&lt;br /&gt;
&amp;lt;section begin=prize list links /&amp;gt;&lt;br /&gt;
*[[Duskruin Arena/August 2015 prize list|August 2015]]&lt;br /&gt;
*[[Duskruin Arena/April 2016 prize list‎|April 2016]]&lt;br /&gt;
*[[Duskruin Arena/August 2016 prize list|August/September 2016]]&lt;br /&gt;
*[[Duskruin Arena/April 2017 prize list|April 2017]]&lt;br /&gt;
*[[Duskruin Arena/August 2017 prize list|August 2017]]&lt;br /&gt;
*[[Duskruin Arena/February 2018 prize list|February 2018]]&lt;br /&gt;
*[[Duskruin Arena/June 2018 prize list|June 2018]]&lt;br /&gt;
*[[Duskruin Arena/December 2018 prize list|December 2018]]&lt;br /&gt;
*[[Duskruin Arena/August 2019 prize list|August 2019]]&lt;br /&gt;
*[[Duskruin Arena/February 2020 prize list|February 2020]]&lt;br /&gt;
*[[Duskruin Arena/August_2020_High_End_Scrip_Shop_List|August 2020]]&lt;br /&gt;
*[[Duskruin Arena/February_2021_High_End_Scrip_Shop_List|February 2021]]&lt;br /&gt;
&amp;lt;section end=prize list links /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Portals===&lt;br /&gt;
{{#section:Duskruin Arena|portals}}&lt;br /&gt;
{{#section:BVShop:A Mist Opportunity|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:A Moment in Time|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Accessories of Crime|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Art of Lore|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Autumnal Den|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Bare Aggression|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Best Tressed|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Be Warez|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Blood Red Rose|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Bloodriven Bowery|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Bundle Up|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Cacographic Critters|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Covert Couriers|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Crosswinds and Crosshairs|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Cultural Cuts|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Cut and Dried|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Dark and Dangerous|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Drawing the Line|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Dunh&#039;s Lab|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Gamac&#039;s Goods|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Hand-N-Hand|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:High Spirits|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Just For Kicks|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Madder Hats Tea Room|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Make Your Mark|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Mar and Scar|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Messy Alchemist|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Ode to Resistance|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:On the Other Hand|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Out of the Bleak|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Penitent Petitioner|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Rock Solid|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Shield Thyself|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Sigil Shop|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Smoke Screen|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:So Shifty|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Spellbound|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Sprite Club|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Stay Awhile and Glisten|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Temple of Tentacles|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:The Cover Up|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:The Librarium|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:The Sable Quietus|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Under the Counter|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Vambrace Yourself|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Veiled Purpose|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:What Goes Around|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
{{#section:BVShop:Written Word|current}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Duskruin Arena]]&lt;br /&gt;
[[Category: Bloodriven Village Shops| ]]&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nerve_staff/saved_posts&amp;diff=144089</id>
		<title>Nerve staff/saved posts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nerve_staff/saved_posts&amp;diff=144089"/>
		<updated>2021-02-03T05:02:08Z</updated>

		<summary type="html">&lt;p&gt;GOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Nerve staves&#039;&#039;&#039; were introduced at [[Duskruin Arena]].&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Game Design Discussions&lt;br /&gt;
| topic = Items and Inventory&lt;br /&gt;
| messagenum = 1575&lt;br /&gt;
| author = GS4-REIDYN&lt;br /&gt;
| date = 03/01/2015 01:22 PM EST&lt;br /&gt;
| subject = Introducing a New Runestaff Script: NerveStaves&lt;br /&gt;
}}I announced this late last night in the Duskruin Arena topic and it occurs to me that I should probably post it over here as well, or at least point interested peoples (that&#039;s you!) in the right direction. The TL;DR version:&lt;br /&gt;
&lt;br /&gt;
* There&#039;s a new runestaff script, yay! It&#039;s debut venue is the upcoming Duskruin Arena. More yay! &lt;br /&gt;
* It is a mechanical, combat oriented script with special [[flare]]s and stuff. But you can [[enchant]] it. YAY!&lt;br /&gt;
* It is tiered, and it also introduces its own version of bonding called Affinity. Until it likes you it can be a little mean to you. Give it time, it will come around.&lt;br /&gt;
* Baseline, it comes with a defensive type flare that grants a temp Combat Maneuver Ranks enhancive effect. Inspired by Bubble Flares.&lt;br /&gt;
* Offensive flares available at Tier 2 if it stick likes you enough (a lot, it has to like you a lot). You know how it was mean to you before? Well now it&#039;s mean to the poor, poor things you go hunt with it. It&#039;s the circle of life, or something.&lt;br /&gt;
* When it&#039;s fully unlocked and it really, really likes you it gains a 1x/day Adrenal Surge(ish) ability what will fix popped muscles, break stuns, webs, binds, and get you to your feet if prone.&lt;br /&gt;
&lt;br /&gt;
==ORIGINAL ANNOUNCEMENT==&lt;br /&gt;
&lt;br /&gt;
I&#039;m pleased to announce the upcoming release of a new runestaff script at Duskruin Arena! As it is a new script and its debut venue will operate without live merchant interaction, I thought it best to lay things out so that people could make an informed decision with their hard earned [[bloodscrip]].&lt;br /&gt;
&lt;br /&gt;
Some of you may be familiar with example of my other work, specifically Veola&#039;s and Voln Armor. This isn&#039;t anything like that, except for the fact that the script does a lot and is pretty complicated. What I&#039;m saying is, go get a snack and maybe something to drink, because this is going to be long. I&#039;ll wait.... Okay!&lt;br /&gt;
&lt;br /&gt;
The functionality of the script can be broken down into three basic categories: AFFINITY, BACKLASH, and FLARES. This is also a tiered script with 4 Tier levels including off-the-shelf(OTS), with additional benefits provided at each tier.&lt;br /&gt;
&lt;br /&gt;
==AFFINITY==&lt;br /&gt;
A custom sort of attunement and bonding that effects the benefits and penalties conferred by the runestaff. The first successful hit* against a like level foe* while wielding the runestaff will result in the staff &#039;attuning&#039; to the wielder. For lack of a better term, that person is then the owner of the runestaff. &lt;br /&gt;
&lt;br /&gt;
Once the runestaff has attuned, Affinity points begin to accrue when further successful hits against like level foes are landed while wielding the runestaff, where one hit equals one point. There are five ranks in total: (Analyze messaging is in parenthesis.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Level 1: 1-199 points&#039;&#039;&#039; :(The _____ runestaff shares a slight Affinity with you!  This will result in a bonus of 5 to Combat Maneuver Ranks being applied when the Muscle Memory flare is successfully triggered.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Level 2: 200-999 points&#039;&#039;&#039; :(The _____  runestaff shares a partial Affinity with you!  This will result in a bonus of 6 to Combat Maneuver Ranks being applied when the Muscle Memory flare is successfully triggered.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Level 3: 1000-2999 points&#039;&#039;&#039; :(The _____runestaff shares a moderate Affinity with you!  This will result in a bonus of 7 to Combat Maneuver Ranks being applied when the Muscle Memory flare is successfully triggered.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Level 4: 3000-9999 points:&#039;&#039;&#039; :(The _____runestaff shares a considerable Affinity with you!  This will result in a bonus of 8 to Combat Maneuver Ranks being applied when the Muscle Memory flare is successfully triggered.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Level 5: 10000 points&#039;&#039;&#039; :(The _____ runestaff shares a complete Affinity with you!  This will result in a bonus of 10 to Combat Maneuver Ranks being applied when the Muscle Memory flare is successfully triggered.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Affinity can be worked off, and works in essentially the exact same way as gaining it does only in reverse. If a successful hit is landed against a like level foe by anyone other than the current owner then an Affinity point will be lost instead of gained. Affinity would only begin to accrue again once all the Affinity for the previous owner had been worked off. It is not meant to be easy, but absolutely possible if some one wants to badly enough.&lt;br /&gt;
&lt;br /&gt;
Example message for gaining an affinity level:&lt;br /&gt;
&lt;br /&gt;
You and your runestaff now enjoy a considerable affinity.&lt;br /&gt;
&lt;br /&gt;
==BACKLASH==&lt;br /&gt;
Until such a time that a full Affinity is shared between a runestaff and its owner, there will exist a small chance for backlashes to occur. As Affinity levels are gained the likelihood of these backlashes occurring decreases until being eliminated completely at full Affinity. The Backlash timer fires every 1 1/2 minutes while the runestaff is held. The base chance for a Backlash to occur is 4% at Affinity level 1 and decreases 1% per Affinity level gained. &lt;br /&gt;
&lt;br /&gt;
Fine Print: Backlashes are much more likely to occur when the runestaff if being wielded by someone other than its current owner.&lt;br /&gt;
&lt;br /&gt;
There are three distinct types of Backlashes that can occur:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pain&#039;&#039;&#039;: 5-10 second stun &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Several thin, fibrous red filaments erupt from your &amp;lt;runestaff&amp;gt; and bore viciously into your wrist and palm. Instantly, each nerve and fiber within your being is alight with incandescent pain. Moments stretch into eternity, until a final wave of unbearable suffering crashes over you and leaves you reeling and stunned!&lt;br /&gt;
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*&#039;&#039;&#039;Shock&#039;&#039;&#039;: Nervous System Damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Several thin, fibrous white filaments erupt from your &amp;lt;runestaff&amp;gt; and bore viciously into your wrist and palm. A subtle, almost electric, force ripples through you, the current awakening a vague tingling within. Building rapidly, the faint tingling gives way to intense, wracking convulsions that subside only after the build up is released in a jarring explosion within your very nervous system.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paralyze&#039;&#039;&#039;: 5-10 second immobilization&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Several thin, fibrous black filaments erupt from your &amp;lt;runestaff&amp;gt; and bore viciously into your wrist and palm. In response, a powerful discordance emerges from somewhere deep within your core and permeates every cell. Suddenly a stranger to your own body, you are quickly overwhelmed and are rendered unable to move!&lt;br /&gt;
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==FLARES==&lt;br /&gt;
&lt;br /&gt;
Two basic flare types, one the &#039;baseline&#039; defensive flare available on Tier 1(OTS) runestaffs, and the second an offensive flare that is only available on Tier 2 and above runestaffs that share a full Affinity with their wielder.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Muscle Memory Flare&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
Grants a brief Combat Maneuver ranks enhancive benefit. Baseline chance for flare to trigger is 20%, with each unlocked Tier providing an additional 5%. Baseline benefit is +5 CM Ranks at Affinity level 1, +6 at Affinity level 2, +7 at Affinity level 3, +8 at Affinity level 4, and +10 at Affinity level 5. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misery Unleashed Flare&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Offensive flare that essentially redirects the Backlash effects towards foes. The standard flare rate formula is used to determine if a flare will occur, and then a second roll is used to determine which flare effect will be used with some flares being more likely to occur.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Pain&#039;&#039;&#039; 70% | Random Impact Criticals&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Several thin, fibrous red filaments erupt from your &amp;lt;runestaff&amp;gt; and swirl around each other in a chaotic dance. Straining to reach a &amp;lt;critter&amp;gt;, they unleash a wave unmitigated pain upon the object of their wrath.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Paralyze&#039;&#039;&#039; 20% | 6-12 seconds RT&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Several thin, fibrous black filaments erupt from your &amp;lt;runestaff&amp;gt; and swirl around each other in a chaotic dance. Straining to reach a &amp;lt;critter&amp;gt;, they unleash an overpowering cacophony of sensation upon the object of their wrath and render &amp;lt;it&amp;gt; unable to move!&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Shock&#039;&#039;&#039; 10% | Electrical Criticals to the dome&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Several thin, fibrous white filaments erupt from your &amp;lt;runestaff&amp;gt; and swirl around each other in a chaotic dance. Straining to reach $X1, they unleash a powerful surge of electrical current upon the object of their wrath!&lt;br /&gt;
&lt;br /&gt;
Additionally, fully unlocked (Tier 4) runestaffs gain the benefit of a 1x/day Adrenal Surge(ish) effect. This effect will ease &#039;popped&#039; muscles, break webs, stuns, and binds, and return you to your feet.&lt;br /&gt;
&lt;br /&gt;
==VERBS==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clench&#039;&#039;&#039;: Availability = Tier 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gripping your &amp;lt;runestaff&amp;gt; firmly in hand, a powerful tingling sensation travels up the length of your arm. At first only mildly painful, the pins and needles penetrate deeper into your flesh, forcing you to summon all your willpower to maintain your hold on the &amp;lt;runestaff&amp;gt;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Touch&#039;&#039;&#039;: Availability = Tier 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No sooner than your fingers graze the surface of your &amp;lt;runestaff&amp;gt;, is your mind filled with hazy fragments of memory both foreign and familiar. One memory bleeds into the next, boundaries lost and meaningless. Gradually they begin to fade and allow your mind to still.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stare&#039;&#039;&#039;: Availability = Tier 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chaos, in the form of swirling red, black, and white motes of light, momentarily occludes your vision. The kaleidoscope of color fades in and out of focus, each hue embodying a raw, primal emotion that evokes a near visceral response, before your vision finally clears.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Listen&#039;&#039;&#039;: Availability = Tier 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Opening yourself to the full force of your &amp;lt;runestaff&amp;gt;, a distant and indecipherable whisper teases the dark corners of your mind. Powerful emotions -- rage, joy, sorrow, and love -- fill your consciousness as you realize you host fragments of a psyche not your own. Felt no less deeply for not being your own, the cacophony of feeling swirls within and rocks you to your core before quietly fading, leaving you your mind as your own once more.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Berserk&#039;&#039;&#039;: Availability = Tier 4 | 1x/day Adrenal Surge(ish) ability activator&lt;br /&gt;
&lt;br /&gt;
So that, in a (very, very big) nutshell is it.&lt;br /&gt;
&lt;br /&gt;
GM Reidyn&lt;/div&gt;</summary>
		<author><name>GOAT</name></author>
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