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	<updated>2026-04-27T12:46:59Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Mindwipe_(1225)&amp;diff=137846</id>
		<title>Mindwipe (1225)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mindwipe_(1225)&amp;diff=137846"/>
		<updated>2020-09-25T18:46:00Z</updated>

		<summary type="html">&lt;p&gt;GRYPES: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
 | mnemonic = mindwipe&lt;br /&gt;
 | base_dur = 30 seconds&lt;br /&gt;
 | add_dur = 0&lt;br /&gt;
 | span = None&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = Warding&lt;br /&gt;
 | target = Mass&lt;br /&gt;
 | dtype = None&lt;br /&gt;
 | ctype = None&lt;br /&gt;
 | interval = One-shot&lt;br /&gt;
 | status = Level Drain&lt;br /&gt;
 | navigation = {{minor mental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mindwipe&#039;&#039;&#039; is a difficult-to-defend [[warding]] [[spell]], with successes reducing the target&#039;s effective [[level]]. Dropping in level implicitly reduces a target&#039;s AS/DS/CS/TD values as well as any directly level-based checks.  This spell will have a 20 TD pushdown for the mass version and a 30 TD pushdown for the single-target version.  The mass version can hit 3 creatures + 1 for every 50 MMC skill bonus.  A failed warding results in a 30 second debuff to the creature target’s level based on warding margin.&lt;br /&gt;
&lt;br /&gt;
A single target version of the spell may be cast for 13 [[mana]], while the multiple-target version costs 25 mana.&lt;br /&gt;
&lt;br /&gt;
The drop in level will not affect [[experience]] or [[Treasure system|treasure]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=15#1225 Minor Mental Spell Circle: Mindwipe], on Play.net&lt;/div&gt;</summary>
		<author><name>GRYPES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mindwipe_(1225)&amp;diff=137838</id>
		<title>Mindwipe (1225)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mindwipe_(1225)&amp;diff=137838"/>
		<updated>2020-09-24T21:16:19Z</updated>

		<summary type="html">&lt;p&gt;GRYPES: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
 | mnemonic = mindwipe&lt;br /&gt;
 | base_dur = 30 seconds&lt;br /&gt;
 | add_dur = 0&lt;br /&gt;
 | span = None&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = Warding&lt;br /&gt;
 | ds = variable&lt;br /&gt;
 | td = variable&lt;br /&gt;
 | skill = variable&lt;br /&gt;
 | components = None&lt;br /&gt;
 | enhancement = &lt;br /&gt;
 | availability = &lt;br /&gt;
 | navigation = {{minor mental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mindwipe&#039;&#039;&#039; is a difficult-to-defend [[warding]] [[spell]], with successes reducing the target&#039;s effective [[level]]. Dropping in level implicitly reduces a target&#039;s AS/DS/CS/TD values as well as any directly level-based checks.  This spell will have a 20 TD pushdown for the mass version and a 30 TD pushdown for the single-target version.  The mass version can hit 3 creatures + 1 for every 50 MMC skill bonus.  A failed warding results in a 30 second debuff to the creature target’s level based on warding margin.&lt;br /&gt;
&lt;br /&gt;
A single target version of the spell may be cast for 13 [[mana]], while the multiple-target version costs 25 mana.&lt;br /&gt;
&lt;br /&gt;
The drop in level will not affect [[experience]] or [[Treasure system|treasure]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=15#1225 Minor Mental Spell Circle: Mindwipe], on Play.net&lt;/div&gt;</summary>
		<author><name>GRYPES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mindwipe_(1225)&amp;diff=137837</id>
		<title>Mindwipe (1225)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mindwipe_(1225)&amp;diff=137837"/>
		<updated>2020-09-24T21:15:18Z</updated>

		<summary type="html">&lt;p&gt;GRYPES: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
 | mnemonic = mindwipe&lt;br /&gt;
 | base_dur =&lt;br /&gt;
 | add_dur = &lt;br /&gt;
 | span = None&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = Warding&lt;br /&gt;
 | ds = &lt;br /&gt;
 | td = &lt;br /&gt;
 | skill =&lt;br /&gt;
 | components = None&lt;br /&gt;
 | enhancement = &lt;br /&gt;
 | availability = &lt;br /&gt;
 | navigation = {{minor mental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mindwipe&#039;&#039;&#039; is a difficult-to-defend [[warding]] [[spell]], with successes reducing the target&#039;s effective [[level]]. Dropping in level implicitly reduces a target&#039;s AS/DS/CS/TD values as well as any directly level-based checks.  This spell will have a 20 TD pushdown for the mass version and a 30 TD pushdown for the single-target version.  The mass version can hit 3 creatures + 1 for every 50 MMC skill bonus.  A failed warding results in a 30 second debuff to the creature target’s level based on warding margin.&lt;br /&gt;
&lt;br /&gt;
A single target version of the spell may be cast for 13 [[mana]], while the multiple-target version costs 25 mana.&lt;br /&gt;
&lt;br /&gt;
The drop in level will not affect [[experience]] or [[Treasure system|treasure]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=15#1225 Minor Mental Spell Circle: Mindwipe], on Play.net&lt;/div&gt;</summary>
		<author><name>GRYPES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=128614</id>
		<title>Enchant (925)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=128614"/>
		<updated>2020-02-19T18:10:20Z</updated>

		<summary type="html">&lt;p&gt;GRYPES: /* Enhancive and Holy Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant&lt;br /&gt;
 | number = 925&lt;br /&gt;
 | mnemonic = ENCHANT&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Permanent Enchantment&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = [[Enchanting potions]]&lt;br /&gt;
 | availability = Channel at held item&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}} &lt;br /&gt;
:&#039;&#039;{{Redirect|Enchant}}&#039;&#039;&lt;br /&gt;
:&#039;&#039;This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
The &#039;&#039;&#039;Enchant&#039;&#039;&#039; spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent +1 bonus to the item&#039;s [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. &lt;br /&gt;
&lt;br /&gt;
==Essence==&lt;br /&gt;
Enchanting now requires the gathering of [[Essence]] by a wizard and expending it to increase the enchantment of an item. You can [[SENSE]] how much essence you have accumulated and how strong of an enchantment you can complete.&lt;br /&gt;
&lt;br /&gt;
===Generation===&lt;br /&gt;
&lt;br /&gt;
====Gathering====&lt;br /&gt;
&lt;br /&gt;
A wizard character may earn static essence from killing creatures and will passively convert a portion of that static essence into usable enchanting essence on each mana pulse they receive.&lt;br /&gt;
&lt;br /&gt;
Gathering static essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and kill a creature of an appropriate level for the player&#039;s level. However, without 26 ranks in Elemental Mana Control, you will not be able to convert static essence into usable enchanting essence.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of static essence a player can have gathered is equal to 500 + their maximum mana.&lt;br /&gt;
&lt;br /&gt;
The amount of static essence earned when killing a creature will vary depending on the difference in level between the wizard and creature and how much mana was spent. The base amount of static essence earned per kill is 33 with a bonus of up to +12 from mana spent in the process of the kill (at a rate of 1 mana to 1 static essence); this total is then adjusted for wizard/creature level difference. For each creature level below the wizard&#039;s level the kill will yield 10% less static essence down to a minimum of 0%. For each level above the wizard&#039;s the kill will yield an additional +1 static essence up to a maximum of +10. The maximum amount of static essence that may be earned from a single kill is 55 (33 + 12 + 10) while the minimum is, of course, 0.&lt;br /&gt;
&lt;br /&gt;
As a wizard&#039;s static essence pool fills it become more difficult to add more to it. For every 20 points of static essence already in the wizard’s pool, 1% of the static essence that would be earned for that kill is instead lost. For example, you have been out hunting and have gathered 200 static essence in your pool. If your next kill would normally award you 55 static essence, it will be reduced by ((200 / 20) = 10)%, earning (90% of 55 = 49) static essence.&lt;br /&gt;
&lt;br /&gt;
The messaging from [[SENSE]] indicates what percentage of their maximum amount of static essence a wizard has accumulated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel a (AMOUNT) accumulation of static essence around you.&amp;lt;/pre&amp;gt;&lt;br /&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;
! Amount Description||% of Pool Accumulated&lt;br /&gt;
|- &lt;br /&gt;
| faint||1-9%&lt;br /&gt;
|-&lt;br /&gt;
| weak ||10-24%&lt;br /&gt;
|-&lt;br /&gt;
| growing ||25-49%&lt;br /&gt;
|-&lt;br /&gt;
| moderate ||50-74%&lt;br /&gt;
|-&lt;br /&gt;
| significant ||75-89%&lt;br /&gt;
|-&lt;br /&gt;
| strong ||90-94%&lt;br /&gt;
|-&lt;br /&gt;
| saturated ||95-100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Converting====&lt;br /&gt;
&lt;br /&gt;
Converting static essence into usable enchanting essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and have at least 26 ranks of Elemental Mana Control.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of static essence that can be converted to enchanting essence per pulse is equal to 33 + (Effective EMC Bonus / 11) + (Elemental Lore: Fire Bonus / 37). No more than this amount of static essence will be converted on a mana pulse.&lt;br /&gt;
&lt;br /&gt;
The wizard&#039;s Effective EMC Bonus only considers ranks of Elemental Mana Control beyond the initial 26 required to convert essence. Calculate the effective EMC ranks by subtracting 26 and determine the skill bonus for that number of ranks (e.g. 27 ranks is 1 effective rank is 5 effective bonus, 76 ranks is 50 effective ranks is 150 effective bonus, beyond 50 effective ranks the bonus is equal to 100 + effective ranks.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Static Essence Gained Per Mana Pulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Mana Control Ranks||0||29||31||33||35||38||40||43||46||49||53||57||62||69||80||91||102||113||124||135||146||157||168||179||190||201||212||223||234||245&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22||23||24||25||26||27||28||29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore:Fire Ranks||0||8||16||27||48||85||122||159||196||233&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the wizard is not on a natural mana node when they receive a mana pulse, they can only a percentage of static essence that they normally would (the remainder stays in their pool). Only 50% + 1% per 10 Bonus of Elemental Lore: Water of the static essence will be absorbed outside of a natural mana node. Wizards can use the [[SENSE]] verb to determine if a natural mana node is present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;% of Essence Pulse Absorbed When Not on a Natural Mana Node&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore: Water Ranks||0||2||4||6||8||10||13||15||18||20||24||27||30||35||40||50||60||70||80||90||100||110||120||130||140||150||160||170||180||190||200||210||220||230||240||250&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Percent of Absorb Rate||50||51||52||53||54||55||56||57||58||59||60||61||62||63||64||65||66||67||68||69||70||71||72||73||74||75||76||77||78||79||80||81||82||83||84||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.&lt;br /&gt;
&lt;br /&gt;
===Cost to Enchant===&lt;br /&gt;
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is 100 essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 2400 essence plus 2400 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 2400 essence; from +49 to +50 costs 62400 essence; from +0 to +1 costs zero essence. &lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Essence Cost to Enchant per Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +0 to +1||0&lt;br /&gt;
|-&lt;br /&gt;
| +1 to +2||100&lt;br /&gt;
|-&lt;br /&gt;
| +2 to +3||200&lt;br /&gt;
|-&lt;br /&gt;
| +3 to +4||300&lt;br /&gt;
|-&lt;br /&gt;
| +4 to +5||400&lt;br /&gt;
|-&lt;br /&gt;
| +5 to +6||500&lt;br /&gt;
|-&lt;br /&gt;
| +6 to +7||600&lt;br /&gt;
|-&lt;br /&gt;
| +7 to +8||700&lt;br /&gt;
|-&lt;br /&gt;
| +8 to +9||800&lt;br /&gt;
|-&lt;br /&gt;
| +9 to +10||900&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +10 to +11||1000&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +12||1100&lt;br /&gt;
|-&lt;br /&gt;
| +12 to +13||1200&lt;br /&gt;
|-&lt;br /&gt;
| +13 to +14||1300&lt;br /&gt;
|-&lt;br /&gt;
| +14 to +15||1400&lt;br /&gt;
|-&lt;br /&gt;
| +15 to +16||1500&lt;br /&gt;
|-&lt;br /&gt;
| +16 to +17||1600&lt;br /&gt;
|-&lt;br /&gt;
| +17 to +18||1700&lt;br /&gt;
|-&lt;br /&gt;
| +18 to +19||1800&lt;br /&gt;
|-&lt;br /&gt;
| +19 to +20||1900&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +20 to +21||2000&lt;br /&gt;
|-&lt;br /&gt;
| +21 to +22||2100&lt;br /&gt;
|-&lt;br /&gt;
| +22 to +23||2200&lt;br /&gt;
|-&lt;br /&gt;
| +23 to +24||2300&lt;br /&gt;
|-&lt;br /&gt;
| +24 to +25||2400&lt;br /&gt;
|-&lt;br /&gt;
| +25 to +26||4800&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +27||7200&lt;br /&gt;
|-&lt;br /&gt;
| +27 to +28||9600&lt;br /&gt;
|-&lt;br /&gt;
| +28 to +29||12000&lt;br /&gt;
|-&lt;br /&gt;
| +29 to +30||14400&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +30 to +31||16800&lt;br /&gt;
|-&lt;br /&gt;
| +31 to +32||19200&lt;br /&gt;
|-&lt;br /&gt;
| +32 to +33||21600&lt;br /&gt;
|-&lt;br /&gt;
| +33 to +34||24000&lt;br /&gt;
|-&lt;br /&gt;
| +34 to +35||26400&lt;br /&gt;
|-&lt;br /&gt;
| +35 to +36||28800&lt;br /&gt;
|-&lt;br /&gt;
| +36 to +37||31200&lt;br /&gt;
|-&lt;br /&gt;
| +37 to +38||33600&lt;br /&gt;
|-&lt;br /&gt;
| +38 to +39||36000&lt;br /&gt;
|-&lt;br /&gt;
| +39 to +40||38400&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +40 to +41||40800&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +42||43200&lt;br /&gt;
|-&lt;br /&gt;
| +42 to +43||45600&lt;br /&gt;
|-&lt;br /&gt;
| +43 to +44||48000&lt;br /&gt;
|-&lt;br /&gt;
| +44 to +45||50400&lt;br /&gt;
|-&lt;br /&gt;
| +45 to +46||52800&lt;br /&gt;
|-&lt;br /&gt;
| +46 to +47||55200&lt;br /&gt;
|-&lt;br /&gt;
| +47 to +48||57600&lt;br /&gt;
|-&lt;br /&gt;
| +48 to +49||60000&lt;br /&gt;
|-&lt;br /&gt;
| +49 to +50||62400&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Essence &amp;amp; Weekly Cost for Full Enchant Tier&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 1000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 1x to 2x || 3500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 2x to 3x || 6000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 3x to 4x || 8500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 4x to 5x || 11000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 5x to 6x || 48000 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 6x to 7x || 108000 || 6.75&lt;br /&gt;
|-&lt;br /&gt;
| 7x to 8x || 168000 || 10.5&lt;br /&gt;
|-&lt;br /&gt;
| 8x to 9x || 228000 || 14.25&lt;br /&gt;
|-&lt;br /&gt;
| 9x to 10x || 288000 || 18&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 1000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 2x || 4500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 3x || 10500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 4x || 19000 || 1.1875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 5x || 30000 || 1.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 6x || 78000 || 4.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 7x || 186000 || 11.625&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 8x || 354000 || 22.125&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 9x || 582000 || 36.375&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 10x || 870000 || 54.375&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Using Essence to Enchant===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you begin any project with the new style enchanting system, you will NOT be able to use the old style enchant system again!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item.  This is done via the various color ayan&#039;eth potions now available at the various wizard guild shops.  The color of each potion corresponds to the ROYGBIV colors associated with the [[AI crystal]], where green equates up to +20 and so on.&lt;br /&gt;
&lt;br /&gt;
Unlock potions must be used in order, starting with green.  Green ayan&#039;eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20.  So, if enchanting a steel weapon, the green ayan&#039;eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour.  After that, a single pour of the blue ayan&#039;eth potion will unlock its maximum enchant further to +25.&lt;br /&gt;
&lt;br /&gt;
The current maximum enchant unlock can be checked by a wizard via 405:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body...&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20.&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A wizard can cast also use 405 to determine the precise current enchant.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Color intensity&lt;br /&gt;
 !Enchant value&lt;br /&gt;
 |-&lt;br /&gt;
 | faint&lt;br /&gt;
 | color value -4&lt;br /&gt;
 |-&lt;br /&gt;
 | muted&lt;br /&gt;
 | color value -3&lt;br /&gt;
 |-&lt;br /&gt;
 | hazy&lt;br /&gt;
 | color value -2&lt;br /&gt;
 |-&lt;br /&gt;
 | soft&lt;br /&gt;
 | color value -1&lt;br /&gt;
 |-&lt;br /&gt;
 | vibrant&lt;br /&gt;
 | full color value&lt;br /&gt;
|}&lt;br /&gt;
Thus, an item that registers as yellow with the AI crystal (+11 to +15) would have a faint yellow aura if +11, a hazy yellow aura if +13, and a vibrant yellow aura if a full +15.  Once it reaches +16, the item then has a faint green aura.&lt;br /&gt;
&lt;br /&gt;
There is no tempering time associated with maximum enchant potential unlocks.  As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it.  The maximum unlock is permanent and never fades.  The item can be used in combat at any point during new style enchanting process.  The item cannot be &amp;quot;locked&amp;quot; as with old style enchants, and it cannot be destroyed in a catastrophic failure.  The item is not associated with any individual wizard&#039;s project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.&lt;br /&gt;
&lt;br /&gt;
Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using CHANNEL on the item.  Each enchant channel increases the item&#039;s enchant by +1.  Each channel enchant also reduces the wizard&#039;s available essence by that individual step amount, referenced in the above essence charts.  If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.&lt;br /&gt;
&lt;br /&gt;
==Difficulty Detection==&lt;br /&gt;
A wizard&#039;s chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item.  This can be done without first unlocking the item for enchantment.&lt;br /&gt;
&lt;br /&gt;
:{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable|1=font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||97% (will only fail on a &#039;&#039;&#039;[[#Fumble|fumble]]&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| you should be able to enchant it easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side to successfully complete the enchantment||75+%&lt;br /&gt;
|-&lt;br /&gt;
| you are more likely than not to succeed on your cast, but you will need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| that this enchantment will be nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle to complete this enchantment||-100+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment is completely beyond your abilities||less than -100%&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable|1=font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly good attempt!||100+ ([[Open roll]])&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||2+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||1&lt;br /&gt;
|-&lt;br /&gt;
| Something doesn&#039;t seem right... ||Fumble&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following table lists all known factors (positive or negative), in no particular order.  &#039;&#039;&#039;At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Positive Factors&lt;br /&gt;
 !Negative Factors&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Wizard Base]] ranks&lt;br /&gt;
 |Existing enchant bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Level]] of enchanter&lt;br /&gt;
 |[[Ensorcell (735)|Ensorcell]] tier&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magic Item Use]] ranks&lt;br /&gt;
 |[[Material]] of the item&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Arcane Symbols]] ranks&lt;br /&gt;
 |[[Resistance]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]]&lt;br /&gt;
 |[[Bane weapon|Creature bane]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 |Holy&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Public workshop]]&lt;br /&gt;
 |[[WPS|Weighting, Padding, and/or Sighting]]&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 |Health or Spirit Loss, Injuries&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |[[Flares]], [[TD bonus]], AS/DS bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |[[Enhancive item]], [[Fusion]], Scripted item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Difficulty Chart===&lt;br /&gt;
{{#section:Material|material chart}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Script Difficulty Chart===&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
! Script !! Penalty (based on unlock tier) || Owner&lt;br /&gt;
|-&lt;br /&gt;
|Energy Staff || -350 || Retser&lt;br /&gt;
|-&lt;br /&gt;
|Greater Elemental Flares|| -150 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
|Sigil Staff || -270 || Estild&lt;br /&gt;
|-&lt;br /&gt;
|Sprite Weapon || -350 || Retser&lt;br /&gt;
|-&lt;br /&gt;
|Twin weapons || -65/135/200 || Retser&lt;br /&gt;
|-&lt;br /&gt;
|Voln Armor || -70/140/200/200 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weighting/Padding Difficulty===&lt;br /&gt;
Difficulty is the square of CER, truncated, i.e. trunc(CER²).  Whatever the percent to reach the next CER level is also used.  Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty.  Mixed types are the sum of each type&#039;s square - i.e.  [crit trunc(CER²)] + [dmg trunc(CER²)]&lt;br /&gt;
&lt;br /&gt;
==Failures==&lt;br /&gt;
It is not possible to destroy an item during the enchanting process.  Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.&lt;br /&gt;
&lt;br /&gt;
==Pre-Temper Potions==&lt;br /&gt;
Pre-temper potions currently have a limited duration once successfully applied to an item. These potions are poured prior to [[Channel]]ing the Enchant spell.&lt;br /&gt;
&lt;br /&gt;
===Flaring Items===&lt;br /&gt;
{{main|Pre-tempering potions}}&lt;br /&gt;
Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion. No [[Elemental Lore]] skills are required to apply an appropriate pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
===Enhancive and Holy Items===&lt;br /&gt;
{{main|Pre-tempering potions}}&lt;br /&gt;
No lore training is required to enchant either enhancive or holy items, but these items will be more difficult to enchant than plain items.  The potion required is the [[urven&#039;eth potion]].&lt;br /&gt;
&lt;br /&gt;
Special Note: Unlike ayveneh and eoveneh potions, urven&#039;eth potions are not restricted to 35 and lower enchants.&lt;br /&gt;
&lt;br /&gt;
{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
==Enchant Unlocking==&lt;br /&gt;
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is permanently unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item.&lt;br /&gt;
&lt;br /&gt;
==Rewards for Enchanting==&lt;br /&gt;
Successful enchantments earn experience, and potentially large amounts of [[silver]]. &lt;br /&gt;
&lt;br /&gt;
While the enchantment process does not directly reward the wizard in silver, many items are enchanted with the intent of sale.  By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.&lt;br /&gt;
&lt;br /&gt;
==Negative Bonus Items==&lt;br /&gt;
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.&lt;br /&gt;
&lt;br /&gt;
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan&#039;eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.&lt;br /&gt;
&lt;br /&gt;
== Functional Item Scripts ==&lt;br /&gt;
:&#039;&#039;Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted.  Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;These are player-created lists and are not complete.  [[:Category: Functional Scripts|See here]] for more functional scripts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CAN be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)&lt;br /&gt;
*[[Blink_weapon|Blink Weapons]]&lt;br /&gt;
*[[Briar_flare|Briar Flaring Weapons]]&lt;br /&gt;
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]&lt;br /&gt;
*[[Forest armor]]&lt;br /&gt;
*[[Fusion]]&lt;br /&gt;
*[[Greater elemental flare]]s (appropriate pre-temper potion required)&lt;br /&gt;
*[[Ithziri_armor|Ithziri Armor]]&lt;br /&gt;
*[[Shock_Weapon|Shock Weapons]]&lt;br /&gt;
*[[Sprite_Weapon|Sprite Weapons]]&lt;br /&gt;
*[[Stalwart Resilience]] (bubble flares)&lt;br /&gt;
*[[Vial flare]]s&lt;br /&gt;
*[[Voln armor]]&lt;br /&gt;
*[[Realm_flare|Realm flares]]&lt;br /&gt;
*Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Need to re-verify these since Spring Spectacular 2019 release&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CANNOT be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Coraesine|Coraesine Weapons]]&lt;br /&gt;
*[[Gem-eating runestaff]]&lt;br /&gt;
*[[Gem-eating weapon]]&lt;br /&gt;
*[[Black_ora#Pure_black_ora|Greater Black Ora Weapons]]&lt;br /&gt;
*[[Iasha_white_ora_weapon|Iasha Weapons]]&lt;br /&gt;
*[[Ironwright|Ironwright Weapons]]&lt;br /&gt;
*[[Nebular Weapon]]s&lt;br /&gt;
*[[ShadowDeath weapons]]&lt;br /&gt;
*[[Snake flare]]s&lt;br /&gt;
*[[Solar Weapon]]s&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Other Items Marked for No Enchanting==&lt;br /&gt;
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to &amp;quot;not take any magic&amp;quot;[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible sortable&amp;quot; width=75%&lt;br /&gt;
!Specific Items Marked for No Enchanting ||Origin&lt;br /&gt;
|-&lt;br /&gt;
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the fel-hafted waraxes||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the rolaren longsword (ruby, sapphire, and one other)||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the pryothag hide brigandine||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the white ora warmaces||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.&lt;br /&gt;
&lt;br /&gt;
==Potion Tables==&lt;br /&gt;
{{main|Enchanting potions}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{#section:Enchanting potions|temper potions1}}&lt;br /&gt;
{{#section:Enchanting potions|temper potions2}}&lt;br /&gt;
{{#section:Enchanting potions|temper potions3}}&lt;br /&gt;
{{#section:Enchanting potions|pre-temper potions}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Enchant Item (925)|Old Enchant Item (925)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[/history|Spell history]]&lt;br /&gt;
*[[Magical workshop/saved posts|Magical workshop saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]&lt;br /&gt;
*[[User:ZHEPHEN|Zhephen&#039;s Enchant (925) Research Notes]]&lt;br /&gt;
{{top}}&lt;br /&gt;
{{wizard}}&lt;/div&gt;</summary>
		<author><name>GRYPES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Familiar_Gate_(930)&amp;diff=114860</id>
		<title>Familiar Gate (930)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Familiar_Gate_(930)&amp;diff=114860"/>
		<updated>2019-03-22T08:18:30Z</updated>

		<summary type="html">&lt;p&gt;GRYPES: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = FAMGATE&lt;br /&gt;
 | duration = Special&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Teleportation&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = A [[Call Familiar (920)|familiar]]&lt;br /&gt;
 | availability = None&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Familiar Gate&#039;&#039;&#039; creates a magical portal between a [[wizard]] and their [[Call Familiar (920)|familiar]].  Anyone can step through the portal before the caster does, allowing transport for a group of individuals to the location of the familiar, or from the location of the familiar to the location of the caster.  The caster&#039;s training affects how long the portal stays open and how many can pass through it.  Also, the caster can drag a corpse through the rift allowing for rescues.  The portal closes the moment the caster steps through.  The number of people who can pass through the portal is dependent upon [[Wizard Base]] circle ranks and [[Elemental Mana Control]].&lt;br /&gt;
&lt;br /&gt;
Familiar Gate does have a chance to fail and harm the caster. There is always a minimum of 5% failure with chance to cast. Training also helps mitigate the damage done to the caster on a failure.  The factors contributing to the rate of failure are the caster&#039;s training in Elemental Mana Control, [[Discipline]], [[Aura]], and training in the Wizard Base spell circle. &lt;br /&gt;
&lt;br /&gt;
The familiar can be commanded to go through the gate so that the caster can open a new gate to return to the original point. Casting the spell without having a familiar summoned throws the caster into the same [[temporal rift]] caused by setting off a [[Traps#Glyph|glyph trap]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Mana Control Benefit==&lt;br /&gt;
Training in [[Elemental Mana Control]] (EMC) allows for more people to pass through the gate in conjunction with Wizard Base circle ranks.  The exact formula is not released, but with 100 Wizard Base ranks and 100 ranks of EMC, up to 24 people may pass through a single gate.&lt;br /&gt;
&lt;br /&gt;
==Gate Rune==&lt;br /&gt;
The [[gate rune]] may be drawn upon a prepared [[runestone]] to provide a bonus to success equal to {{mono|10% plus 1% per 10 [[Magic Item Use]] skill bonus}} when held in hand while casting the Familiar Gate spell. Each use will consume one charge of the runestone&#039;s power, and typical runestones will be created with one charge.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Magic Item Use ranks||0||2||4||6||8||10||13||15||18||20||24&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total Gate Rune success bonus||10%||11%||12%||13%||14%||15%||16%||17%||18%||19%||20%&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot;|Magic Item Use ranks||27||30||35||40||50||60||100||150||200||250&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot;|Total Gate Rune success bonus||21%||22%||23%||24%||25%||26%||30%||35%||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Adjacent Realm Travel==&lt;br /&gt;
&lt;br /&gt;
Upon achieving 75 ranks of Elemental Lore, Water, casters with familiars will have access to a new TELL command: Travel. This command will allow the caster to specify a nearby town that is within the teleportation realm and order the familiar to travel to that town. Upon arrival (travel time length is determined by Elemental Lore: Air), the familiar will seek out a point of wizardly interest (if available) and rest there from their journey. Due to the distance, the caster cannot issue any further commands to the familiar (beyond severing the connection on their end by issuing a LEAVE command) but can attempt to open a Familiar Gate to it. The caster has 10 minutes from issuing the TRAVEL command to do so and if they fail to arrive in the familiar&#039;s realm within that time period, the familiar will automatically return to the wizard.&lt;br /&gt;
&lt;br /&gt;
Opening a portal to another realm is more difficult -- a 33% penalty to the success chance of creating a portal will be applied. Every 3 ranks of Elemental Lore: Water beyond 75 ranks will reduce this penalty by 1% (to a minimum of zero). If successful, the portal will be visibly unstable. All living people passing through must do so one at a time and are each subject individually to a Chronomage interception chance. Those bearing a gold ring will be subject to the standard Chronomage interception chance. For those not bearing a gold ring, then the default interception chance is 80%, minus 1% per 2 ranks beyond 75 ranks of the caster&#039;s Elemental Lore: Water (to a minimum of 5%). Anyone who is intercepted without a standard gold ring will additionally be Chrono-locked (see above). Chronomages take pity on any dead bodies passing through and will allow them to reach their destination unmolested (but may still intercept the dragger).&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Familiar Gate was released early during the [[Vvrael]] quest. [[Daephron Illian]] had sealed himself into a temporal rift using an enruned box, and the assistant of the Ashrim royal mage Malaphor fled to [[Wehnimer&#039;s Landing]] through a familiar gate from [[Ruin Creek]].&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portal:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look portal&lt;br /&gt;
Ethereal wisps of essence shroud the shifting portal, glowing with the shared luminescence of its bright, white outline.  Within, dark blue and black essence swirls in a turbulent storm of hazy transluscence, giving the occasional glimpse of the portal&#039;s opposite side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Portal Opening In Room:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pale, swirling mist begins to billow out from nothingness before you, and quickly coalesces into a small orb of shifting essence.  Suddenly, the orb expands and forms an elliptical portal of swirling blues and blacks, its edges shrouded in dancing blue-white mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Portal Closing:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The swirling mist begins to speed up as it spirals back into the opening and fades away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Casting With Familiar:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You trace a series of glowing runes while chanting the phrase for Familiar Gate...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture.&lt;br /&gt;
A swirling grey-blue mist slowly fills the area. It begins to spin faster and faster, congealing into a large upright disk. The mist slows its spinning and within the swirling vapors you can make out an opening.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Casting Without Familiar: (Temporal Rift)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXX gestures.&lt;br /&gt;
A panicked look briefly crosses XXX&#039;s face as she is suddenly engulfed in a cloud of swirling blue-white essence!  Bizarre, alien sounds, discordant and grating, can be heard from within the mist for the moment before it dissipates.  When the mist clears, XXX is nowhere to be seen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Failure:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You trace a series of glowing runes while chanting the phrase for Familiar Gate...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture.&lt;br /&gt;
Dark, swirling mist billows before you from nothingness, tiny pinpoints of light glimmering from its inky depths. Slight crackling can be heard from within and the [[Flows of essence#Nodes|scent of ozone]] tickles at your nose. Suddenly, a blinding arc of lightning tears through the air and stikes you!&lt;br /&gt;
... 10 points of damage!&lt;br /&gt;
Electric shot shoots pain along your back and legs.&lt;br /&gt;
You are stunned for 2 rounds!&lt;br /&gt;
The dark mist swirls once and quickly dissipates.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=5#930 Wizard Base Spell Circle: Familiar Gate], on Play.net&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[category:Transport]]&lt;/div&gt;</summary>
		<author><name>GRYPES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Aid_the_Fallen_(1613)&amp;diff=114421</id>
		<title>Aid the Fallen (1613)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Aid_the_Fallen_(1613)&amp;diff=114421"/>
		<updated>2019-03-06T06:59:04Z</updated>

		<summary type="html">&lt;p&gt;GRYPES: /* Syntax Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = AIDFALLEN&lt;br /&gt;
 | duration = Instantaneous&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Travel&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = A [[Death|corpse]]&lt;br /&gt;
 | availability = held corpses only&lt;br /&gt;
 | navigation = {{Paladin base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When cast upon a dead adventurer, the Paladin calls upon his deity to transport a fallen corpse to a pre-determined safe haven. The Paladin must have an appropriate anchor set in order for the dead body to be successfully transferred. These anchors may be set in any [[Holy places|properly dedicated area]] which can be determined by [[Sense#Clerics_and_Paladins|SENSE]] as well as any common landing locations for [[Spirit Guide (130)]]. It is possible for the Paladin to have more than one anchor set, as long as the anchors are in different [[realm]]s.&lt;br /&gt;
&lt;br /&gt;
Additionally, the corpse must be held by the Paladin (in his group), or else the spell will fail.  Since the corpse is transported away from the paladin in to a potentially vacant location, it is a good idea to [[Preservation (305)|lifekeep]] the corpse first, but this is no longer a requirement.&lt;br /&gt;
&lt;br /&gt;
==Setting the Anchor==&lt;br /&gt;
Once one is in an appropriate location, one should kneel, [[Prepare|prepare]] &#039;&#039;&#039;Aid the Fallen&#039;&#039;&#039;, and make a prayer including particular words, including the patron to which the paladin is [[Convert|converted]].  It should be noted that the Paladin&#039;s alignment category ([[Pantheon of Liabo|Liabo]], [[Lornon]], or neutral) may have an effect on what areas will work.  Be sure to both [[PREPARE (verb)|PREPARE]] 1620 and [[KNEEL (verb)|KNEEL]] before the prayer or it will not work!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;&lt;br /&gt;
&amp;gt;kneel&lt;br /&gt;
You kneel down.&lt;br /&gt;
K&amp;gt;prep 1620&lt;br /&gt;
You trace a simple symbol as you reverently call on your patron in the prayer for Aid the Fallen...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
K&amp;gt;pray I search for Oleani&#039;s blessing to aid the fallen,;Transport their bodies to the home of the holy,;If she should guide me, my duty shall be fulfilled,;The dead would be safe in my hands&lt;br /&gt;
&lt;br /&gt;
You intone a low prayer:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;I search for Oleani&#039;s blessing to aid the fallen,&lt;br /&gt;
     Transport their bodies to the home of the holy,&lt;br /&gt;
     If she should guide me, my duty shall be fulfilled,&lt;br /&gt;
     The dead would be safe in my hands&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As you bow your head with the last words of your prayer, &#039;&#039;&#039;you sense a deep spiritual satisfaction and a strong bond with the area&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The magic of your spell fades blissfully from your mind.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The anchor will not be set unless the above feedback line is output verbatim, and does not include a clause such as &amp;quot;but the moment is fleeting.&amp;quot;  The exception is if the room is already the Paladin&#039;s anchor, in which case the result is &amp;quot;you sense a reinforcement in your bond with the area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If one were to copy and paste the above template to set their anchor, one should be sure to not only change the deity name, but also the pronoun gender.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
40 ranks of [[Spiritual Lore, Summoning]] allows this spell to be self-cast.   20 mana is still required, and it is activated via BESEECH when dead.&lt;br /&gt;
&lt;br /&gt;
==Syntax Usage==&lt;br /&gt;
&#039;&#039;&#039;CAST&#039;&#039;&#039; with &#039;&#039;no target&#039;&#039; will list your current set anchor points that are within range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CAST&#039;&#039;&#039; &#039;&#039;(target)&#039;&#039; will send your target to the closest default anchor point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EVOKE&#039;&#039;&#039; &#039;&#039;(target)&#039;&#039; &#039;&#039;(location)&#039;&#039; will send your target to the specified anchor point.  Valid location options are: Wehnimer&#039;s Landing, Teras Isle, Solhaven, River&#039;s Rest, Icemule Trace, Zul Logoth, Ta&#039;Illistim, Ta&#039;Vaalor, Cysaegir, Pinefar, and Mist Harbor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following options are available to a dead paladin with at least 20 mana and 40 summoning lore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BESEECH&#039;&#039;&#039; &#039;&#039;&#039;LOCATIONS&#039;&#039;&#039; will list all of your current set anchor points that are within range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BESEECH&#039;&#039;&#039; &#039;&#039;(target) (location)&#039;&#039; will transport the paladin to the specified anchor point. Valid location options are: Wehnimer&#039;s Landing, Teras Isle, Solhaven, River&#039;s Rest, Icemule Trace, Zul Logoth, Ta&#039;Illistim, Ta&#039;Vaalor, Cysaegir, Pinefar, and Mist Harbor.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Usage==&lt;br /&gt;
Note that the steps above to set the anchor location are one of the few ways to properly recite such a prayer.  A paladin can do this with a prayer of any sort to suit another situation or purpose.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at Deadguy.&lt;br /&gt;
A radiant bright white beacon encompassed by a translucent muted black corona rapidly descends from above, striking Deadguy in the chest.  It soon expands to encompass his entire body before finally beginning to wane.  The beacon shines brightly one last time and tapers into nonexistence, taking Deadguy with it.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Paladin spell updates (saved posts)]]&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=13#1620 Paladin Base Spell Circle: Aid the Fallen], on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Transport]]&lt;/div&gt;</summary>
		<author><name>GRYPES</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Aid_the_Fallen_(1613)&amp;diff=114420</id>
		<title>Aid the Fallen (1613)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Aid_the_Fallen_(1613)&amp;diff=114420"/>
		<updated>2019-03-06T06:58:04Z</updated>

		<summary type="html">&lt;p&gt;GRYPES: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = AIDFALLEN&lt;br /&gt;
 | duration = Instantaneous&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Travel&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = A [[Death|corpse]]&lt;br /&gt;
 | availability = held corpses only&lt;br /&gt;
 | navigation = {{Paladin base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When cast upon a dead adventurer, the Paladin calls upon his deity to transport a fallen corpse to a pre-determined safe haven. The Paladin must have an appropriate anchor set in order for the dead body to be successfully transferred. These anchors may be set in any [[Holy places|properly dedicated area]] which can be determined by [[Sense#Clerics_and_Paladins|SENSE]] as well as any common landing locations for [[Spirit Guide (130)]]. It is possible for the Paladin to have more than one anchor set, as long as the anchors are in different [[realm]]s.&lt;br /&gt;
&lt;br /&gt;
Additionally, the corpse must be held by the Paladin (in his group), or else the spell will fail.  Since the corpse is transported away from the paladin in to a potentially vacant location, it is a good idea to [[Preservation (305)|lifekeep]] the corpse first, but this is no longer a requirement.&lt;br /&gt;
&lt;br /&gt;
==Setting the Anchor==&lt;br /&gt;
Once one is in an appropriate location, one should kneel, [[Prepare|prepare]] &#039;&#039;&#039;Aid the Fallen&#039;&#039;&#039;, and make a prayer including particular words, including the patron to which the paladin is [[Convert|converted]].  It should be noted that the Paladin&#039;s alignment category ([[Pantheon of Liabo|Liabo]], [[Lornon]], or neutral) may have an effect on what areas will work.  Be sure to both [[PREPARE (verb)|PREPARE]] 1620 and [[KNEEL (verb)|KNEEL]] before the prayer or it will not work!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;&lt;br /&gt;
&amp;gt;kneel&lt;br /&gt;
You kneel down.&lt;br /&gt;
K&amp;gt;prep 1620&lt;br /&gt;
You trace a simple symbol as you reverently call on your patron in the prayer for Aid the Fallen...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
K&amp;gt;pray I search for Oleani&#039;s blessing to aid the fallen,;Transport their bodies to the home of the holy,;If she should guide me, my duty shall be fulfilled,;The dead would be safe in my hands&lt;br /&gt;
&lt;br /&gt;
You intone a low prayer:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;I search for Oleani&#039;s blessing to aid the fallen,&lt;br /&gt;
     Transport their bodies to the home of the holy,&lt;br /&gt;
     If she should guide me, my duty shall be fulfilled,&lt;br /&gt;
     The dead would be safe in my hands&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As you bow your head with the last words of your prayer, &#039;&#039;&#039;you sense a deep spiritual satisfaction and a strong bond with the area&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The magic of your spell fades blissfully from your mind.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The anchor will not be set unless the above feedback line is output verbatim, and does not include a clause such as &amp;quot;but the moment is fleeting.&amp;quot;  The exception is if the room is already the Paladin&#039;s anchor, in which case the result is &amp;quot;you sense a reinforcement in your bond with the area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If one were to copy and paste the above template to set their anchor, one should be sure to not only change the deity name, but also the pronoun gender.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
40 ranks of [[Spiritual Lore, Summoning]] allows this spell to be self-cast.   20 mana is still required, and it is activated via BESEECH when dead.&lt;br /&gt;
&lt;br /&gt;
==Syntax Usage==&lt;br /&gt;
&#039;&#039;&#039;CAST&#039;&#039;&#039; with &#039;&#039;no target&#039;&#039; will list your current set anchor points that are within range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CAST&#039;&#039;&#039; &#039;&#039;(target)&#039;&#039; will send your target to the closest default anchor point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EVOKE&#039;&#039;&#039; &#039;&#039;(target)&#039;&#039; &#039;&#039;(location)&#039;&#039; will send your target to the specified anchor point.  Valid location options are: Wehnimer&#039;s Landing, Teras Isle, Solhaven, River&#039;s Rest, Icemule Trace, Zul Logoth, Ta&#039;Illistim, Ta&#039;Vaalor, Cysaegir, Pinefar, and Mist Harbor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following options are available as to a dead paladin with more than 20 mana and 40 summoning lore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BESEECH&#039;&#039;&#039; &#039;&#039;&#039;LOCATIONS&#039;&#039;&#039; will list all of your current set anchor points that are within range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BESEECH&#039;&#039;&#039; &#039;&#039;(target) (location)&#039;&#039; will transport the paladin to the specified anchor point. Valid location options are: Wehnimer&#039;s Landing, Teras Isle, Solhaven, River&#039;s Rest, Icemule Trace, Zul Logoth, Ta&#039;Illistim, Ta&#039;Vaalor, Cysaegir, Pinefar, and Mist Harbor.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Usage==&lt;br /&gt;
Note that the steps above to set the anchor location are one of the few ways to properly recite such a prayer.  A paladin can do this with a prayer of any sort to suit another situation or purpose.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at Deadguy.&lt;br /&gt;
A radiant bright white beacon encompassed by a translucent muted black corona rapidly descends from above, striking Deadguy in the chest.  It soon expands to encompass his entire body before finally beginning to wane.  The beacon shines brightly one last time and tapers into nonexistence, taking Deadguy with it.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Paladin spell updates (saved posts)]]&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=13#1620 Paladin Base Spell Circle: Aid the Fallen], on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Transport]]&lt;/div&gt;</summary>
		<author><name>GRYPES</name></author>
	</entry>
</feed>