<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GRIMWIZ</id>
	<title>GemStone IV Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GRIMWIZ"/>
	<link rel="alternate" type="text/html" href="https://gswiki.play.net/Special:Contributions/GRIMWIZ"/>
	<updated>2026-04-17T01:20:30Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Lore,_Air&amp;diff=186811</id>
		<title>Elemental Lore, Air</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Lore,_Air&amp;diff=186811"/>
		<updated>2023-01-12T05:45:07Z</updated>

		<summary type="html">&lt;p&gt;GRIMWIZ: /* Sorcerer Base */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Elemental Lore, Air&#039;&#039;&#039; is a widely used lore used by mainly bards and wizards for the benefits it adds to many of the Sonic spells used by bards and the increases in various air base spells, such as [[Hand of Tonis]], for wizards.  Sorcerers also often train in this skill minimally for the benefits it adds to [[Dark Catalyst]].&lt;br /&gt;
&lt;br /&gt;
==Minor Elemental==&lt;br /&gt;
;*[[Presence (402)]]&lt;br /&gt;
:Training in Air Lore provides a chance to be able to point out hidden targets. The formula highly favors the hider, but will allow an extremely dedicated Air Elementalists a chance against less skilled hiders.&lt;br /&gt;
&lt;br /&gt;
;*[[Elemental Detection (405)]]&lt;br /&gt;
:30 ranks of Air Lore will give the ability to detect elemental weapon flares, and if an item is [[enhancive]] (but not the properties of said enhancement).&lt;br /&gt;
&lt;br /&gt;
;*[[Elemental Wave (410)]]&lt;br /&gt;
:50 ranks of Air Lore will turn the ability into a spherical wave that can affect flying targets, but will not knock them out of the air.&lt;br /&gt;
&lt;br /&gt;
;*[[Major Elemental Wave (435)]]&lt;br /&gt;
:50 ranks of Air Lore will turn the ability into a spherical wave that can affect flying targets, but will not knock them out of the air.&lt;br /&gt;
&lt;br /&gt;
== Major Elemental ==&lt;br /&gt;
{{Collapselore}}&lt;br /&gt;
;*[[Chromatic Circle (502)]]&lt;br /&gt;
:Targets have a chance to incur a DS penalty (for 15 seconds or 2 attacks) of {{mono|2 per seed 1 summation of ranks }}to successive casts of the Cone of Elements (518) special vacuum bolt, (Tonis Bolt?), and attacks with vacuum-flaring weapons.  Air Lore also determines activation of lightning vulnerability.  In combination with Water Lore, Air Lore determines the DS penalty of follow-up attacks of Minor Shock, Major Shock, and lightning flaring weapons by {{mono|seed 1 summation [(Water Lore + Air Lore ranks) ÷ 2]}}.  &lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Chromatic_Circle_(502)#Lore_Benefit|Not Lightning}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Slow (504)]]&lt;br /&gt;
:A target successfully warded by Slow will have an additional one second of roundtime at 100 skill (24 ranks) of air lore, two seconds at 200 skill (100 ranks), and three seconds at 300 skill (200 ranks) of Air Lore.  &lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Slow_(504)#Lore_Benefits|Air_Lore_Roundtime}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Every 20 ranks adds one target in the open cast version.  Total targets = 1 + ranks/20.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Slow_(504)#Lore_Benefits|Air_Lore_Targets}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Hand of Tonis (505)]]&lt;br /&gt;
:20 ranks of Air Lore unlocks a bolt version of this spell (Tonis Bolt) that deals [[Unbalance critical table|Unbalance]] crits with a high chance of a knockdown and stun. &lt;br /&gt;
:Air Lore ranks also increase the bolt&#039;s [[damage factor]] by .001 per rank for ranks 1 to 50, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks 101 to 200. Total DF bonus is .100 with 200 air lore ranks. &lt;br /&gt;
&lt;br /&gt;
;*[[Celerity (506)]]&lt;br /&gt;
:50 ranks of Air Lore unlocks a group version using [[EVOKE]].  Reduces stamina cost by ...  Reduces roundtime by ...&lt;br /&gt;
&lt;br /&gt;
;*[[Floating Disk (511)]]&lt;br /&gt;
:10 ranks of Air Lore make the Wizard&#039;s disk increase capacity from eight item slots to nine.  A maximum capacity of twenty (8 base + 12 bonus) item slots is achieved at 186 ranks of air lore.  Use seed 10 of the [[summation chart]] to determine the minimum number of ranks required for additional bonus slots.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Floating_Disk_(511)#Lore_Benefit|Air_Lore_Disk_Capacity}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Rapid Fire (515)]]&lt;br /&gt;
:Training in Air Lore provides a chance to cause a spell to be CHANNELled without incurring the normal hard RT from channeling based on a seed 1 summation of ranks. When this effect occurs for a warding spell, the caster will be treated as if they were in offensive stance for the purposes of determining the bonus from channeling.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Rapid_Fire_(515)#Lore_Benefits|Air_Lore_Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Cone of Elements (518)]]&lt;br /&gt;
:20 ranks of Air Lore unlocks Air specification, which uses a [[vacuum critical table|vacuum]] based bolt that is currently unique to Cone of Elements.  &lt;br /&gt;
:10 ranks of Air Lore (along with 10 ranks of Water Lore) is also required  to unlock Lightning specification, which uses [[Major Shock (910)]], and gains from Major Shock&#039;s respective lore benefits.&lt;br /&gt;
&lt;br /&gt;
;*[[Mage Armor (520)]]&lt;br /&gt;
:Training in Air Lore will increase the carrying capacity bonus based on a seed 1 [[summation]] of ranks.  The maximum benefit of this aspect is 31 lbs at 231 Air Lore ranks.&lt;br /&gt;
:{{#section:Mage_Armor (520)|Air Lore Bonus}}&lt;br /&gt;
&lt;br /&gt;
;*[[Haste (535)]]&lt;br /&gt;
:Every five ranks of Air Lore increases the roundtime reduction by 1%, capped at 60% at 165 ranks with 35 Major Elemental spell ranks.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Haste_(535)#Lore_Benefits|Air_Lore_Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Time Stop (550)]]&lt;br /&gt;
:Training in Air Lore will increase the amount of roundtime that is removed and the amount of time that is removed from negative effects by (1.5 * seed 1 summation of their EL:A ranks) seconds (e.g. at 28 ranks, it removes an additional 10 seconds; at 55 ranks, it removes an additional 15 seconds, etc).&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Time_Stop_(550)#Elemental_Lore.2C_Air|Air_Lore_Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wizard Base ==&lt;br /&gt;
{{Collapselore}}&lt;br /&gt;
;*[[Minor Shock (901)]]&lt;br /&gt;
:Training in Air Lore increases the damage factor by .001 per two ranks up to rank 100 and .001 per 4 ranks for ranks 101 to 200. Total cumulative bonus of .075 at 200 ranks (300 skill) of air lore. &lt;br /&gt;
:Air Lore also adds a seed 5 summation of skill chance of applying a persistent electrical jolt on the target called Stun Shock, for which the duration of is determined by Water Lore.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Minor_Shock_(901)#Stun_Shock|Air Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Major Shock (910)]]&lt;br /&gt;
:Training in Air Lore increases the damage factor by .001 per two ranks up to rank 100 and .001 per 4 ranks for ranks 101 to 200. Total cumulative bonus of .075 at 200 ranks (300 skill) of air lore.&lt;br /&gt;
:Air Lore also adds a seed 5 summation of skill chance of applying a persistent electrical jolt on the target called Stun Shock, for which the duration of is determined by Water Lore.&lt;br /&gt;
:10 ranks of Air Lore (along with 10 ranks of Water Lore) unlocks lightning element specification, which multi-casts this spell with [[Cone of Elements (518)]].  &lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Major_Shock_(910)#Stun_Shock|Air Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Mass Blur (911)]]&lt;br /&gt;
:Training in Air Lore increases Dodge ranks by +1 per seed 1 summation. This bonus applies to the caster only and not any group members.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Mass_Blur_(911)#Lore_Benefit|Air Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Call Wind (912)]]&lt;br /&gt;
:Training in air lore will give the wizard a chance of forming a windy vortex when casting Call Wind by {{mono|2% per seed 5 summation of ranks}}.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Call_Wind_(912)#Lore_Benefit|Air Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Sandstorm (914)]]&lt;br /&gt;
:Air lore has two effects: it reduces the summoning time and increases [[Unbalance critical table|unbalance]] critical damage per seed 6 [[summation chart|summation]].&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Sandstorm_(914)#Elemental_Lore.2C_Air|Air Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Invisibility (916)]]&lt;br /&gt;
:50 ranks of Air Lore will unlock a [[group]] version that will make everyone in the group invisible for 2 minutes, and also disband the group.  This is cast using [[EVOKE]].&lt;br /&gt;
&lt;br /&gt;
;*[[Call Familiar (920)]]&lt;br /&gt;
:Every 100 skill bonus of Air Lore will decrease the amount of time it takes for a familiar to find a player, with the maximum benefit occurring at 200 skill.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Call_Familiar_(920)#Elemental_Lore.2C_Air|Air Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*[[Core Tap (950)]]&lt;br /&gt;
:Training in Air Lore allows for a chance to CHANNEL the spells cast (without having to be in offensive stance or receiving the RT) using a seed 1 summation with a 5 multiplier, such that 50 ranks it&#039;s 47% chance, at 100 ranks, it&#039;s 68%, etc.&lt;br /&gt;
{{Collapselore-1}}&lt;br /&gt;
{{#section:Core_Tap_(950)#Elemental_Lore.2C_Air|Air Lore Bonus}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bard Base ==&lt;br /&gt;
;*[[Stunning Shout (1008)]]&lt;br /&gt;
:Every three (3) ranks of EL:Air lore will increase the damage inflicted by a successful result by one (1) additional Hit Point.&lt;br /&gt;
&lt;br /&gt;
;*[[Sonic Shield Song (1009)]]&lt;br /&gt;
:At twenty (20) ranks of EL:Air skill, the &#039;&#039;effective&#039;&#039; size--for purposes of calculating hindrance to [[Dodge]]--of a Bard&#039;s Sonic Shield is reduced by one (1) step, so a Tower sized Sonic Shield would only hinder the Bard to the extent that a normal Large shield would.&lt;br /&gt;
:At fifty (50) ranks of EL:Air skill, the &#039;&#039;effective&#039;&#039; size is reduced by one (1) more (a total of -2 size reduction), so a Tower sized Sonic Shield would hinder as a normal Medium shield.&lt;br /&gt;
:At one hundred (100) ranks of EL:Air skill, the &#039;&#039;effective&#039;&#039; size is further reduced by one (1) (a total of -3 size reduction), so a Tower sized Sonic Shield would hinder the Bard&#039;s Dodge as though it were a normal Small shield.&lt;br /&gt;
&lt;br /&gt;
;*[[Sonic Weapon Song (1012)]]&lt;br /&gt;
:Training in EL:Air will first give, and then increase, the possibility of a Bard&#039;s chosen Sonic Weapon flaring a second time.  Sonic Weapon Song already has the best inherent flares in the game: they have the possibility of flaring on consecutive swings, and that is &#039;&#039;very&#039;&#039; uncommon outside of ridiculously rare/expensive items.&lt;br /&gt;
:The second flare that Sonic Weapon Song has is &#039;&#039;&#039;independent&#039;&#039;&#039; of the first flare, and the two flares have different messaging; the second flare is indicated by &amp;quot;With a loud snap&amp;quot; (and then additional text which I do not recall).  Since this flare is independent, it is possible to have a swing which generates no flare, one (normal) flare, one (second) flare, or two (one each normal and second) flares.  While this is superficially similar to the [[Paladin]] spell which also confers second flares, the [[Paladin]]s can &#039;&#039;&#039;only&#039;&#039;&#039; get their second flare on a swing which generates the primary flare.&lt;br /&gt;
:Both flares draw from the same critical hit chart, so it is entirely possible to get only minor hits (add 5 hit points of damage) for both...  or to get major hits (add 40-75 hit points of damage, break/sever limbs, instant death) for both.  (If the primary flare kills, of course, the second never gets a chance to activate.)&lt;br /&gt;
&lt;br /&gt;
;*[[Sonic Armor Song (1014)]]&lt;br /&gt;
:Sonic Armor&#039;s heat, cold, and electrical resistances will improve with training in Elemental Lore, Air.&lt;br /&gt;
&lt;br /&gt;
;*[[Song of Tonis (1035)]]&lt;br /&gt;
:This Song normally provides some ranks of Dodge to the Bard&#039;s group while it is active; with additional training in EL:Air these ranks are increased.  The rank progression does &#039;&#039;&#039;not&#039;&#039;&#039; follow one of the normal Lore &amp;quot;seed&amp;quot; patterns.  One (1) additional rank of Dodge is conferred at one (1) rank of EL:Air; a maximum of twenty (20) additional ranks of Dodge are conferred at ninety six (96) ranks of EL:Air.&lt;br /&gt;
:At thirty (30) ranks of EL:Air, Song of Tonis gives an additional one (1) second of [[roundtime]] reduction to the Bard&#039;s party (-1s is inherent in the spell effect; a total of -2s at this skill level).&lt;br /&gt;
:At seventy five (75) ranks of EL:Air, Song of Tonis gives still another one (1) second (a total of -2s from this skill and -1s from the spell, for -3s total) reduction.&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Base ==&lt;br /&gt;
;*[[Energy Maelstrom (710)]]&lt;br /&gt;
:Training in Air Lore will increase the damage of lightning cycles (and not vacuum).  Any combination of Elemental Lore ranks will speed up the formation of the storm at 5, 15, 30, 50, and 75 total ranks, with the storm forming in less than 10 seconds at 75 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Dark Catalyst (719)]]&lt;br /&gt;
:At 12 ranks of a given lore, the critical rank of the relevant damage cycle is increased by one level; at 50 ranks, it is increased by 2 levels; and at 100 lore ranks, it is increased by 3 levels. This flat modifier is unaffected by the warding margin.&lt;br /&gt;
&lt;br /&gt;
;*[[Animate Dead (730)]]&lt;br /&gt;
:Training in Air Lore will increase the damage of an animate corpse explosion for air-attuned sorcerers.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Elemental Lore]]&lt;br /&gt;
*[[Elemental Lore, Earth]]&lt;br /&gt;
*[[Elemental Lore, Fire]]&lt;br /&gt;
*[[Elemental Lore, Water]]&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
*[[Elemental lore review (saved posts)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores|Elemental Lores]]&lt;/div&gt;</summary>
		<author><name>GRIMWIZ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enormous_rift_crawler&amp;diff=185786</id>
		<title>Enormous rift crawler</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enormous_rift_crawler&amp;diff=185786"/>
		<updated>2022-12-24T19:14:25Z</updated>

		<summary type="html">&lt;p&gt;GRIMWIZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 103&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Worm&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Extraplanar &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Living&lt;br /&gt;
| otherclass3 = Magical&lt;br /&gt;
| area = The Rift&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 449&lt;br /&gt;
| PA2 = Charge (attack)&lt;br /&gt;
| PAB = 447&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = Burrow &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = [[slash critical table|Slash]] damage&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
| AB2 = Tail slam&lt;br /&gt;
| ABB = [[RT]] Knockdown&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12N&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 483&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 388 - 397&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 420 - 429&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 442&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 406&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = Yes&lt;br /&gt;
 | skin = a jagged rift crawler tooth&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;This creature&#039;s monstrous form has the appearance of liquid, distorted glass overlying a fog-swamped night.  Its outer flesh is translucent and glossy, run through with thready veins of black and purple.  Beneath, the creature seems to have a secondary skin of darkest grey.  Not scaled, but segmented, the body within its vitreous shell undulates in a way only smoke can.  It roils and shifts as though it were an insubstantial core within a confining barrier.  Its maw is a gaping round of ring upon ring of jagged, obsidian-like teeth.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
An enormous rift crawler burrowing when it will later erupt from the ground (sanctify to negate any potential damage):&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A high-pitched hum fills the air as an enormous rift crawler twists along the ground.  As if in response, the earth beneath it ripples impossibly, like the face of a still pond in the wake of a thrown stone.  The greyed interior of the crawler&#039;s body roils, and it flings itself backward only to dive into the ground, disappearing entirely.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An enormous rift crawler indicating that it is currently stalking a player, upon whom it will soon erupt:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;The ground seems to distort and shudder beneath your feet.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The rift crawler can perform its burrow maneuver upon spawning.  The burrow maneuver causes [[Slash Critical Table|slash critical damage]], and getting [[slash protection]] from a warrior is extremely helpful in preventing death.  Unlike a [[roa&#039;ter]], a rift crawler&#039;s burrow may target more than one victim at once:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The floor begins to shiver slightly, casting thin ripples across the landscape. As the protuberances increase in intensity, an enormous rift crawler launches to the surface from within! The crawler&#039;s massive maw lies agape, its glistening obsidian teeth gnashing at everything in their path!&lt;br /&gt;
Person seems to be caught completely off guard as he falls into the path of the crawler&#039;s deadly jaws!&lt;br /&gt;
 ... 120 points of damage!&lt;br /&gt;
 Incredible slash to Person&#039;s neck!&lt;br /&gt;
 Throat and vocal cords destroyed!&lt;br /&gt;
 Zero chance of survival.&lt;br /&gt;
&lt;br /&gt;
 * Person drops dead at your feet!&lt;br /&gt;
&lt;br /&gt;
A brief flash of teeth and shadow is all you are able to perceive before you are caught in the path of the crawler&#039;s deadly jaws!&lt;br /&gt;
 ... 125 points of damage!&lt;br /&gt;
 Powerful slash leaves you without a left leg!&lt;br /&gt;
 You are stunned for 12 rounds!&lt;br /&gt;
Your surroundings become a blur as you are sent careening awkwardly through the air! Finally, you come crashing painfully to the floor!&lt;br /&gt;
 ... 55 points of damage!&lt;br /&gt;
 Blow to your head removes your skull. That&#039;s got to hurt!&lt;br /&gt;
&lt;br /&gt;
It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...&lt;br /&gt;
&lt;br /&gt;
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An enormous rift crawler may also swallow an opponent whole, requiring the victim to [[ATTACK]] the creature&#039;s stomach with a dagger.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You feel a rumble come from beneath your feet.&lt;br /&gt;
The ground begins to shiver slightly, casting thin ripples across the landscape. As the protuberances increase in intensity, an enormous rift crawler launches to the surface from within! The crawler&#039;s massive maw lies agape, its glistening obsidian teeth gnashing at everything in their path!&lt;br /&gt;
A brief flash of teeth and shadow is all you are able to perceive before you are caught in the path of the crawler&#039;s deadly jaws!&lt;br /&gt;
 ... 80 points of damage!&lt;br /&gt;
 Awesome slash severs your left arm!&lt;br /&gt;
 A jagged stump is all that remains!&lt;br /&gt;
 You are stunned for 10 rounds!&lt;br /&gt;
You catch one last glimpse of your surroundings as darkness closes in on you...&lt;br /&gt;
&lt;br /&gt;
[The Belly of the Beast]&lt;br /&gt;
The murky interior of the crawler&#039;s stomach is comprised of amorphous walls that have a nearly insubstatial texture, yet manage to restrict all but the most minor of movements. A pervasive cold bites at your extremities, while the minimal volume of air twists and shudders, churning violently all around you. You also see the crawler&#039;s stomach wall.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
!S&amp;gt;&lt;br /&gt;
The air shifts and is sucked violently away from around you!&lt;br /&gt;
 ... 15 points of damage!&lt;br /&gt;
 Chest swells, breaking ribs!&lt;br /&gt;
!S&amp;gt;&lt;br /&gt;
A sudden burst of cold flares from the walls surrounding you!&lt;br /&gt;
 ... 5 points of damage!&lt;br /&gt;
 Chilly blast to the head. Where is that cap Mom knitted for you!?&lt;br /&gt;
!S&amp;gt;&lt;br /&gt;
The air shifts and is sucked violently away from around you!&lt;br /&gt;
 ... 5 points of damage!&lt;br /&gt;
 Veins in arm stand out briefly!&lt;br /&gt;
!&amp;gt;get dagg&lt;br /&gt;
You remove a drake dagger from in your golden brown boots.&lt;br /&gt;
!&amp;gt;stab wall&lt;br /&gt;
You can&#039;t do that while being digested!&lt;br /&gt;
!&amp;gt;att wall&lt;br /&gt;
You strike at the stomach wall with your drake dagger managing to cut a small way into the crawler&#039;s stomach wall.&lt;br /&gt;
Roundtime: 6 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the enormous rift crawler goes to travel to a different plane, it does this:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;In a pitch that might shatter glass, a sound emits from the crawler&#039;s open maw, and the air distorts and rips like a seam stretched too tight. The creature squirms its way toward the opening and disappears within the whirling anomaly. In one soundless motion, the rip reseals, changing the pressure of the surrounding air.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The rift crawler can also slams its tail onto the ground that may cause you to fall down.  Such as this:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;An enormous rift crawler lifts up the end of its huge tail and slams it into the ground, shaking everything violently!&lt;br /&gt;
You lose your footing and fall to the ground!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rift crawlers have a [[sheer fear]]-like ability that is not limited by opponent&#039;s level.  &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
An enormous rift crawler stares upward for a moment, seemingly focusing on a distant point. The area around its head begins to distort as an incredible high-frequency pulse ripples through the air, assailing your senses with a savage aural assault!&lt;br /&gt;
You quake uncontrollably, convulsing with terrified shivers!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This attack may also impart a lesser [[roundtime]] penalty, or make one run to the next room.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
An enormous rift crawler stares upward for a moment, seemingly focusing on a distant point.  The area around its head begins to distort as an incredible high-frequency pulse ripples through the air, assailing your senses with a savage aural assault!&lt;br /&gt;
Your heart leaps into your throat in reaction to the tremendous sound!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
A fallen crusader trembles while cowering away from the crawler!&lt;br /&gt;
A fallen crusader bolts northeast!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
An &#039;&#039;&#039;enormous rift crawler&#039;&#039;&#039; can be found primarily on Plane 4 of the Rift, though they can burrow to an &amp;quot;adjacent&amp;quot; plane.  This is a huge worm whose gaping maw pierces through planar dimensions within the Rift.  It is able to swallow its victims whole by catching them unawares, sometimes emitting a telepathic blast to incapacitate them.&lt;br /&gt;
&lt;br /&gt;
Enormous rift crawlers are extraplanar beings.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/ Enormous rift crawler is not listed on the Play.net bestiary]&lt;br /&gt;
* [[Extraplanar beings (saved post)]]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 101&lt;br /&gt;
|levelm1 = 102&lt;br /&gt;
|level = 103&lt;br /&gt;
|levelp1 = 104&lt;br /&gt;
|levelp2 = 105&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GRIMWIZ</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Flail&amp;diff=185711</id>
		<title>Flail</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Flail&amp;diff=185711"/>
		<updated>2022-12-21T12:02:26Z</updated>

		<summary type="html">&lt;p&gt;GRIMWIZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[flail]] is a [[Two-Handed Weapons|two-handed weapon]] similar in construction to the one-handed [[blunt]] [[ball and chain]]. It consists of a spiked rod or ball suspended from a haft by a chain. The flail, however, is considerably more massive and requires both hands to wield.  Flails are designed to crush an unarmored target or to puncture armored opponents.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Alternate Names==&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
*military flail&lt;br /&gt;
*spiked-staff&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
The flail is wielded two-handed and requires training in the [[Two-Handed Weapons|two-handed]] weapons skill to use effectively. The potential damage from the flail is about average when compared to other two-handed weapons.&lt;br /&gt;
&lt;br /&gt;
{{Weapon table start}}&lt;br /&gt;
{{Weapon table flail}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
&lt;br /&gt;
The standard flail has a weight of 8 lbs.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: To edit this table go to [[Template:Weapon table flail]]&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
*[[Forging]]&lt;br /&gt;
*[[Two-Handed Weapons]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/twohanded.asp#Flail Official Documentation &amp;gt;&amp;gt; Flail]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>GRIMWIZ</name></author>
	</entry>
</feed>