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		<id>https://gswiki.play.net/index.php?title=Alter&amp;diff=267299</id>
		<title>Alter</title>
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		<updated>2026-10-23T05:37:48Z</updated>

		<summary type="html">&lt;p&gt;GS4-AZIDAER: /* ALTER 40: Materials - Base/Adornment Change Guidelines */ updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{official-document}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Alterations - General==&lt;br /&gt;
===ALTER 1: Where to Start===&lt;br /&gt;
You have successfully secured the services of an alterer.  Where do you begin?&lt;br /&gt;
&lt;br /&gt;
An alteration allows you to customize one of your items.  This is an opportunity for you to adorn some of your belongings to fit your character&#039;s persona or create a roleplaying tool.&lt;br /&gt;
&lt;br /&gt;
Being prepared is a big key to having a good experience at a merchant event.  Do you have an idea ready for the item you would like worked on?  Have you pictured it in your mind&#039;s eye?  Even if you would like the merchant to design the item for you, it&#039;s good to have a basic idea or two ready ahead of time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{blue|Be sure to read the signs posted at the merchant you are attending, so that you understand what kind of work they do.}}&#039;&#039;&#039;  Most merchants only work on specific types of items and/or services during any given session.&lt;br /&gt;
&lt;br /&gt;
Most alteration merchants may offer a variety of skills.  They can add or change the colors, gems, fittings and devices, or even the fabric of clothing.  They might offer adornments of feathers, bones, or embroidery.  The result is that you may often change the overall style of your item -- like turning a tattered shirt you found in the wilds into a bejeweled organza blouse.&lt;br /&gt;
&lt;br /&gt;
===ALTER 2: [[base description|Base Descriptions]]===&lt;br /&gt;
The base description is also called a &amp;quot;tap description&amp;quot; and it is what you see when you glance down at your hands or all (or part) of what everyone sees when you interact with the item in specific ways.&lt;br /&gt;
&lt;br /&gt;
The base description is limited in the total number of spaces used and is commonly referred to as the &amp;quot;15/15/15.&amp;quot;  It is broken up into three sections: article, adjective, and noun.  For ease of merchant use, this is usually relayed as: article,adjective,noun.  Each of these sections cannot be longer than 15 characters.&lt;br /&gt;
: Example: &amp;quot;a,red,cloak&amp;quot; = 1/3/5 characters.&lt;br /&gt;
: Example: &amp;quot;a pearl-hilted,vultite,longsword&amp;quot; = 14/7/9 characters.&lt;br /&gt;
&lt;br /&gt;
Spaces and punctuation within each section (but not between) count as part of the 15 allowed per section.  The first 15 article section must begin with &amp;quot;a&amp;quot;, &amp;quot;an&amp;quot;, or &amp;quot;some&amp;quot;.  The middle 15 adjective section cannot begin with &amp;quot;and&amp;quot; or &amp;quot;of&amp;quot;.  The last 15 is reserved for the NOUN only.&lt;br /&gt;
: Example of incorrect 15/15/15: &amp;quot;an opal-clasped,spidersilk,traveling cloak&amp;quot;&lt;br /&gt;
Even though the above fits the 15/15/15 spaces, the noun field  is only meant for the noun; setting it otherwise will make interaction with the item read incorrectly in many cases.&lt;br /&gt;
&lt;br /&gt;
All items require a base description, and the article and noun sections are mandatory.  It is considered best practice to include the adjective section whenever possible, as it is the modifier that allows you to differentiate same-noun items from one another.&lt;br /&gt;
: Example: &amp;quot;a pair of,white and red,socks&amp;quot; and &amp;quot;some,blue cotton,socks&lt;br /&gt;
&lt;br /&gt;
These share the same noun, and the adjective field allows you  to &amp;quot;&amp;lt;verb&amp;gt; my white socks&amp;quot; or &amp;quot;&amp;lt;verb&amp;gt; my blue socks,&amp;quot; thereby removing the guesswork when it comes to interaction with the items.&lt;br /&gt;
&lt;br /&gt;
===ALTER 3: [[long description|Long Descriptions]]===&lt;br /&gt;
Another type of alteration is called a &amp;quot;long description.&amp;quot;  A long description contains the base description with a phrase added to it.&lt;br /&gt;
: Example: &amp;quot;an elegant black spidersilk cloak adorned with a faceted ruby clasp&amp;quot;&lt;br /&gt;
: Example: &amp;quot;a silver-threaded spidersilk backpack edged with braided cording&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Guidelines to keep in mind when requesting a long description:&lt;br /&gt;
* Try to keep the phrase to fewer than 12 words.&lt;br /&gt;
* No commas are allowed.&lt;br /&gt;
* No names or phrases, unless the item is large enough for wording to be seen at a long distance -- for instance, a large painting on a cloak.&lt;br /&gt;
* Ending your phrase with a noun usually sounds best.&lt;br /&gt;
&lt;br /&gt;
Long descriptions are always visible and also show when {{boldmono|[[TAP]]PED}}.  Containers with long descriptions can be {{boldmono|[[INSPECT]]ED}} -- a particularly handy tool when stock items on merchant displays only have their base descriptions visible.&lt;br /&gt;
&lt;br /&gt;
===ALTER 4:[[show description|Show Descriptions]]===&lt;br /&gt;
When merchants say they can add a &amp;quot;show&amp;quot; to your item, they are creating a design that other adventurers can see when you {{boldmono|SHOW}} them that item or when you {{boldmono|LOOK}} at it.  This is usually a short paragraph that describes your item in detail.&lt;br /&gt;
: Example: &amp;quot;Clasped with a faceted dark red ruby clasp, the cloak is fashioned from finespun black spidersilk and tailored with a pleated hem.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Guidelines to keep in mind when requesting a show description:&amp;lt;br&amp;gt;&lt;br /&gt;
* A minimum of a single complete sentence is necessary.&amp;lt;br&amp;gt;&lt;br /&gt;
* There is a maximum of 511 characters, including spaces and punctuation.&amp;lt;br&amp;gt;&lt;br /&gt;
* Do not tell the viewer how to feel or what they imagine.&amp;lt;br&amp;gt;&lt;br /&gt;
* Avoid providing information that the viewer could not possibly assess from looking at the item.&lt;br /&gt;
:: Example - avoid: &amp;quot;This elegant cloak has been passed down through seven generations.&amp;quot;&lt;br /&gt;
:: Example - avoid: &amp;quot;This antique cloak was once owned by the Baron of Studeldorf.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Some scripted items will have pre-set wording that appends to any custom show or, in some cases, will entirely disallow a custom show.  Often {{boldmono|[[ANALYZE]]}} will indicate when this is the case.&lt;br /&gt;
&lt;br /&gt;
===ALTER 5: Joint Long and Show Descriptions===&lt;br /&gt;
This is not a commonplace service; you should not expect all merchants, or even most, to offer this option.  However, details are as follows:&lt;br /&gt;
&lt;br /&gt;
In some semi-rare circumstances, a merchant may offer your item the ability to house both a long description and a show description on a single item.  Usually this will come in the form of a merchant offering to add a long description to an item with an existing show description -or- add a show description to an item with an existing long description.  Generally, if an item has neither a long or a show already in place, it will not be eligible for this service.&lt;br /&gt;
&lt;br /&gt;
When applicable, the existing description (and base 15/15/15) will be modified to match up to the addition.  You can expect that if you make alterations at a later time to an item that already has both a long and show description, both description types will be updated to match.  In all cases, the amount of modification to the existing descriptions will be determined by the merchant/GM performing the alteration.&lt;br /&gt;
&lt;br /&gt;
===ALTER 6: Live Merchants===&lt;br /&gt;
Live merchants describe the various NPCs who will work on items in the immediate moment, as opposed to a delayed service.  These merchants may use one or several of many selection methods (spinning, room order, raffle, &amp;quot;hook,&amp;quot; etc.) and will generally charge a fee of some kind for their services.  In most cases, live merchants will be working on a very specifically stated service or set of services, where alterations are the most commonplace.&lt;br /&gt;
&lt;br /&gt;
Please be aware that merchants may refuse to create a particular design.  This may happen if the design violates one of the rules stated in the {{boldmono|[[Verb:ALTER|ALTER]]}} verb, or if it violates the restrictions pre-set by the GM for their merchant&#039;s services.  Please don&#039;t plead with a merchant to make you an item just because So-And-So has one.  It may be the unique item you have always dreamed of, but the merchant must feel comfortable with the item falling within their abilities and the guidelines before they can customize the item for you.  We are constantly trying to improve our consistency and standards.  As the rules have become more refined over the years, some things that were once allowed may not be available any longer and vice versa.&lt;br /&gt;
&lt;br /&gt;
There might also be other valid reasons for a merchant to refuse your request, like it is identical to special quest or auction items that are limited in quantity.  Some merchants might enjoy working with scary, ugly, and grotesque requests, while others won&#039;t touch them.  Merchants might prefer to work only on items available from their shops, and others might chose to work on a single type of item during a given session; a tailor, for instance, might not be able to dye your leather armor; a toymaker might not be able to add a leather hilt to your sword.  Some items are complicated to work with, enough so that not all merchants are comfortable or even necessarily skilled enough to work on those items.  And some items are specialized and only able to be worked on by very specific merchant personas.&lt;br /&gt;
&lt;br /&gt;
Given the wide variety of factors that surround a merchant&#039;s decision to work on any given design and/or item, when a merchant refuses your design, please respect the GM&#039;s decision and choose another design and/or item.&lt;br /&gt;
&lt;br /&gt;
===ALTER 7: [[Script|Scripted]] Items===&lt;br /&gt;
Many items are made with a script attached that provides them with special messaging and/or abilities.  Altering these items can sometimes break the properties of the item.  Merchants may choose not to alter a scripted item, unless they are the original creator of the item or they can verify that the requested alteration won&#039;t harm the way the script functions.  To be on the safe side, some merchants might prefer not to alter scripted items at all.  You can {{boldmono|ANALYZE}} some items to see if they are scripted, as well as ask the merchant to check them for you.&lt;br /&gt;
&lt;br /&gt;
===ALTER 8: Essence (Underlying Item Build)===&lt;br /&gt;
Do not ask to change the basic essence of what an item is.  A falchion cannot be changed into &amp;quot;a dwarven war-axe,&amp;quot; as it&#039;s not an axe.  A tunic built to be worn as a shirt cannot become pants.  A cloak, though, can become a cape, or a backpack can become a knapsack.  Combat items must remain combat items.&lt;br /&gt;
&lt;br /&gt;
Please do not ask the merchant to create two items out of one.  A surcoat should not have a gown peeking out from it, nor will boots have pants tucked into them.  Exceptions would be a flounce of under-skirting or the flash of a lining (inside cloaks and other over-garments).  Items scripted or designed to be two items together or dual items (i.e. twin back-scabbards) are also exempted.&lt;br /&gt;
&lt;br /&gt;
===ALTER 9: Transcending Descriptions (Illegal Item Builds/Terms)===&lt;br /&gt;
Given the sheer length of time that items have been made in Elanthia, it is natural that QC guidelines have changed over time; some terms that weren&#039;t previously allowed are now completely legitimate, while other terms that may have once been allowed are now considered &amp;quot;illegal&amp;quot; alterations.  In order to allow some modifications to these items, some of which were fairly obtained, alterations to illegal terms fall into two categories: &amp;quot;Not Allowed&amp;quot; and &amp;quot;Restricted&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In both categories, [[#Wording - ICE Terms|ICE term rules]], followed by a script&#039;s instructions and naming conventions, will always supersede the aesthetic alteration exceptions noted below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{blue|Non-aesthetic alterations, such as lightening, deepening, enchanting, flare-adding, etc. are allowed on items in both categories, except in the case of script restrictions.}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(1) Not Allowed.  This is for terms that go against the very essence of the base item&#039;s build.  For example, a claidhmore that inspects as a battle axe, or a gown that is worn on the head.  Aesthetic alterations of ANY kind to this type of item require that the naming convention be updated to modern standards.  (In the case of the examples, if you wanted to get the item altered, the claidhmore would need to be renamed into an appropriate battle axe term; the gown would need to be renamed to an appropriate head-worn term.)  Items built as pinworn are exempt.  Other exceptions: old-style katanas.&lt;br /&gt;
&lt;br /&gt;
Additionally, demon body parts are not allowed to be altered or added into alterations (see [[#Materials - Creature Skins/Parts|ALTER 42]]).  If you have an alteration that includes these parts, unless you are removing the parts entirely, your item cannot be altered.&lt;br /&gt;
&lt;br /&gt;
(2) Restricted.  This is for terms that may have been allowed at one point but that no longer meet QC standards.  For example, &amp;quot;a throwing sword&amp;quot; or &amp;quot;a pocket watch.&amp;quot;  Aesthetic alterations are allowed as long as the same naming convention is used; if it is not, then the term must be updated to a currently approved term.  (In the case of the examples, &amp;quot;a throwing sword&amp;quot; could be altered into &amp;quot;a dark throwing sword covered in runes&amp;quot; but not into &amp;quot;a throwing scimitar covered in runes&amp;quot;; &amp;quot;a pocket watch&amp;quot; could become &amp;quot;a silver-edged pocket watch&amp;quot; but not &amp;quot;a silver watch.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Combat items that inspect as a material that is contradictory to their aesthetics fall under the Restricted category.  For example, if you have an old &amp;quot;rolaren broadsword&amp;quot; that inspects as &amp;quot;steel,&amp;quot; you can alter your item and still keep &#039;rolaren&#039; descriptor intact.  (But if you alter it into something that doesn&#039;t include the rolaren  in the wording, you won&#039;t be able to get it added back in later by another merchant.)&lt;br /&gt;
&lt;br /&gt;
===ALTER 10: Additional Resources===&lt;br /&gt;
Take advantage of the many official documents to aid your designs.  There is a plethora of racial, cultural, and Elanthian world-related information that can serve as excellent resources for alteration fodder.  For example: each race has both costume and cultural guides; specific Elanthian flora research and Arkati symbolism are also available; some of gems have special meanings, as do the jewelry they fit into!  These links provide just a taste of the information that&#039;s available to help you design alterations that fit your character:&lt;br /&gt;
*[[World Costume for Theatrical Productions]]&lt;br /&gt;
*[[Race|Playable Races of Elanthia]]&lt;br /&gt;
*[[Elanthian Flora Guide]]&lt;br /&gt;
*[[Arkati]]&lt;br /&gt;
*[[Divination: A Comprehensive Guide]]&lt;br /&gt;
*[[Clothing of the Isle of the Four Winds]]&lt;br /&gt;
*[[Ferroniere]]&lt;br /&gt;
&lt;br /&gt;
==Alterations - Guidelines==&lt;br /&gt;
===ALTER 20: Wording - General Alteration Tips===&lt;br /&gt;
The following questions and tips may be helpful to you when you are first delving into alterations in order to assist in establishing the basic design:&lt;br /&gt;
&lt;br /&gt;
A. How realistic is the design you&#039;re requesting?  What does it look like?  Can you picture it in your mind?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
B. Avoid the words &amp;quot;seems to&amp;quot; or &amp;quot;appears to.&amp;quot;  Additionally, since you are already closely &amp;quot;showing&amp;quot; the item to someone when you have a show description, it is usually not necessary to include phrases like &amp;quot;Upon closer inspection&amp;quot; or &amp;quot;Looking more closely&amp;quot; in the description.&lt;br /&gt;
&lt;br /&gt;
C. Avoid telling the viewer how they feel, think, what they are imagining, or how they might react when looking at the item.  There is some additional detail regarding subjective (vs. objective) wording in [[#Wording - Subjective Adjectives|ALTER 21]].&lt;br /&gt;
&lt;br /&gt;
===ALTER 21: Wording - Subjective Adjectives===&lt;br /&gt;
Avoid subjective descriptors that exist only in the mind and are particular to each individual.  Words like electrifying, seductive, alluring, baffling, horrendous, frightening, and mysterious are subjective, since they wouldn&#039;t necessarily invoke that illusion or feeling to all who will view the item or feature.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb for this is &amp;quot;Show, Don&#039;t Tell,&amp;quot; which here means that you should use objective descriptors when possible.  Part of why we don&#039;t generally allow alterations such as &amp;quot;a sinister black cloak&amp;quot; is that what looks sinister to one person may not look sinister to another; generally you want to describe how the item actually LOOKS detail-wise to the eye and then let the viewer determine for themselves if it&#039;s something their own character would consider sinister or not.&lt;br /&gt;
&lt;br /&gt;
===ALTER 22: Wording - &amp;quot;Test of Time&amp;quot;===&lt;br /&gt;
Do your alteration ideas stand the &amp;quot;test of time&amp;quot;?  While we do allow for some suspension of disbelief and considerations of magic, generally your alterations should make sense for your item at all times.  For example, bloodstained and blood-spattered items are made from materials that are capable of sustaining that appearance for a long period of time.  Blood-soaked items, on the other hand, would not logically be dripping blood for months and months at a time, and therefore do not make sense for most alteration requests -- save for in exception cases such as Wounded Wear (which only appear blood-soaked when a player is wearing the item and wounded/bleeding).&lt;br /&gt;
&lt;br /&gt;
===ALTER 23: Wording - Out Of Genre and Obscure Terms===&lt;br /&gt;
Don&#039;t ask for items that give you a mental image of something outside of the Elanthian realm.  If your outfit looks like a hula dancer, a 70&#039;s disco star, or a World War II infantry uniform, it forces those around you out of the medieval ambiance.  Items judged to be out-of-genre (OOG), such as mini-skirts, go-go boots, sneakers, etc., will be rejected.  We will not create items out of material we don&#039;t have (aluminum, plastic), nor will we create things that don&#039;t exist in Elanthia (a nazi helmet, a denim jacket).  They&#039;re OOG.  Likewise modern items such as trench coats, halter tops, cargo pants, and hot pants should be avoided.  The same is true for real world language-based names such as choli, sarong, etc., which can all be adequately described in detail using common Elanthian terms (bodice or shirt, and wrap-skirt) or Elanthian racial/cultural-specific nouns.  We also won&#039;t create straightjackets for you to wear.&lt;br /&gt;
&lt;br /&gt;
Words, especially nouns, with recognizable real world place-name/person origins or that are not found in a reputable English dictionary (barring, of course, Elanthian terms) are more likely to be rejected.  Any item that did not exist prior to the 1700s is likely too modern.&lt;br /&gt;
&lt;br /&gt;
Additionally, research the item you&#039;re asking for.  Even if it was an item from the 15th century, if it sounds odd and is not something you have seen in the lands before, the general response from GMs/players will be, &amp;quot;What the heck is a XXXX!&amp;quot;  It could be in-genre but too obscure to use as your item noun, descriptor, or color.&lt;br /&gt;
&lt;br /&gt;
===ALTER 24: Wording - Assumed Wearer&#039;s Body Parts/Gender in Item Descriptions===&lt;br /&gt;
Avoid mentioning the assumed wearer&#039;s body parts, figure, and gender in alteration descriptions; items should instead be described in a way that will make sense for when they are both on and off a variety of characters.  For example, &amp;quot;an evening gown cut to reveal the soft skin beneath&amp;quot; takes on a somewhat grisly connotation when seen lying on the ground or being stuffed into a backpack.  Tight-fitting clothing wouldn&#039;t look right when in your hand (use &amp;quot;fitted&amp;quot; instead in most cases).  Clothing &amp;quot;designed to hug the wearer&#039;s curvaceous form&amp;quot; would not make sense on all characters/body types.  A &amp;quot;blue skirt that falls to her knees&amp;quot; also makes very little sense if it&#039;s in your hands or is being worn by a non-female; it is, however, acceptable to use a generic &amp;quot;knee-length&amp;quot; as &amp;quot;a knee-length blue skirt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ALTER 25: Wording - ICE Terms===&lt;br /&gt;
&amp;quot;Ancient&amp;quot; materials, such as laen or shaalk, should never be requested and are subject to conversion to modern materials when an alteration is requested.  This also refers to ancient creatures, such as raax, and some other similar terminology.  These are sometimes referred to as ICE terms and must be changed for copyright reasons.  If you offer an item with such references/terms to a staff member (whether in merchant form or not), once the item is in staff hands, staff MUST update the term for copyright compliance.&lt;br /&gt;
&lt;br /&gt;
===ALTER 30: Magical Properties (Luminous Items &amp;amp; Perceived Item Movement)===&lt;br /&gt;
Items can&#039;t be made to glow, pulsate, vibrate, shake, rattle, squirm, giggle, shimmer, or emanate, unless there&#039;s a really good reason for such, based on the item&#039;s actual qualities or the appropriate alchemy dye is provided.  A non-scripted item does not move of its own accord.  A non-magic item could not glow.  It might glitter or scintillate if it&#039;s encrusted with gems, but it won&#039;t cast any light of its own.  Avoid the words, &amp;quot;seems to&amp;quot; or &amp;quot;appears to&amp;quot;.  A &amp;quot;cloak that seems to have a life of its own&amp;quot; is one that stomps all over the rule of not making an item appear to have properties it does not have.&lt;br /&gt;
&lt;br /&gt;
Alchemy dyes, however, allow for some adjectives, such as &amp;quot;glowing&amp;quot; and &amp;quot;shimmering,&amp;quot; to be added to some of your items, even mundane ones.  See [[#Colors (and Alchemy Dyes)|ALTER 32]] for more information.&lt;br /&gt;
&lt;br /&gt;
===ALTER 31: Imagery Limitations===&lt;br /&gt;
When you request any image, it must be one that could realistically be stitched, engraved, painted, or otherwise placed on your item.  The image cannot show action or movement or tell the viewer how they feel.  It must be an image that would realistically be recognizable to all viewers, and the detail must be something the viewer can realistically see.  A viewer could not possibly assess that the image was that of your long lost great grandfather humming a merry tune as he filets hordes of sneering coyotes.&lt;br /&gt;
&lt;br /&gt;
===ALTER 32: Colors (and Alchemy Dyes)===&lt;br /&gt;
It is somewhat common to see requests for hues in alterations (i.e. a copper-hued gown).  Generally this is acceptable, but ensure that you have considered how the invoked material makes sense for the base item.  In the case of materials/hues such as copper or gold, they have defined colors, but one wouldn&#039;t create something like &amp;quot;a topaz-hued gown&amp;quot; since topazes come in various colors; if an item can come in different colors, invoke a specific color instead (e.g. reference the color of a yellow topaz or blue topaz).&lt;br /&gt;
&lt;br /&gt;
Avoid using hues that are in opposition to the item&#039;s actual base material; e.g. avoid invoking metallic hues on weapons of a differing material type in a way that misrepresents the weapon&#039;s actual material.&lt;br /&gt;
&lt;br /&gt;
Of note, alterations may not include adding a color that references an &amp;quot;Extremely Rare&amp;quot; material unless that item is made from that material.  For example, ghezyte is an Extremely Rare material, so &amp;quot;a ghezyte-hued ring&amp;quot; must be made from ghezyte in order to utilize &amp;quot;ghezyte-hued&amp;quot;.  (See [[#ALTER 41: Materials - Rarity|ALTER 41]] for more information on material rarity.)&lt;br /&gt;
&lt;br /&gt;
Generally colors are not &amp;quot;magical&amp;quot; in nature, and thus do not &amp;quot;glow&amp;quot; of their own accord or cause an item to &amp;quot;shimmer&amp;quot; at all times (see [[#Magical Properties|ALTER 30]]).  Alchemy dyes, however, allow for some adjectives, such as &amp;quot;glowing&amp;quot; and &amp;quot;shimmering,&amp;quot; to be added to some of your items, even mundane ones.  Additionally, they may at times allow you to use rare/restricted pigments that are not always available.  Depending on the size of the item, you may need to provide multiple doses of the dye.  Not all merchants will work with alchemic dyes based on IC reasons, and some items may have script or alteration restrictions that will disallow the dye from being applied.  See [[Alchemy_dyes|Alchemy Dyes]] on the GS Wiki for more information.&lt;br /&gt;
&lt;br /&gt;
===ALTER 33: Lettering and Languages===&lt;br /&gt;
Lettering typically goes into the &amp;quot;read&amp;quot; portion of an item, especially for longer content, though at times it will be used in the show description; the only circumstances under which it can go into the long description is for a word or short phrase going onto an item that is large enough to bear words that can be seen from a good distance.&lt;br /&gt;
&lt;br /&gt;
All words designed to be understood by everyone must be in the Common language when placed in the description of an item.  Some items can be inscribed with one of Elanthia&#039;s various tongues and will only be readable to those familiar with that language.  A merchant can examine the item for suitability, but they may not offer that as a possible service, especially if they&#039;re not well-versed in that particular tongue.  For reference, the name of a language should always be capitalized.&lt;br /&gt;
&lt;br /&gt;
===ALTER 34: [[Race|Racial]] and Cultural Item Descriptors/Capitalization===&lt;br /&gt;
Racial and cultural items like &amp;quot;an elven-crafted shield&amp;quot; or &amp;quot;a Mhoragian satchel&amp;quot; are fine, since different races and cultures would reasonably have recognizable styles or techniques.&lt;br /&gt;
&lt;br /&gt;
The name of a race should not be capitalized unless it begins a sentence.  The name of a language should always be capitalized.  The name of a culture should always be capitalized.  For example, &amp;quot;I am a Dhe&#039;nar dark elf who speaks Dhe&#039;narsi,  but I wish I was an erithi of the Eloth Dai and spoke Erithian.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===ALTER 35: [[Profession|Professional]] Item Descriptors===&lt;br /&gt;
Use of professions and normal titles should be avoided when designing an alteration.  For instance, &amp;quot;a ranger&#039;s backpack&amp;quot; could not be distinguished from &amp;quot;a cleric&#039;s backpack.&amp;quot;  The same goes for items like &amp;quot;a great lord&#039;s vultite shield.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An exception to this would be something that creates a distinct and familiar visualization, such as a wizard&#039;s hat, as many of us know them to be brimmed, pointy hats, a la Fantasia and Gandalf.  Some scripted items may also have specific exceptions.&lt;br /&gt;
&lt;br /&gt;
===ALTER 36: Names, Official [[Title|Titles]], Affiliations===&lt;br /&gt;
GM names do not go on alterations.  Character names only go on alterations under special circumstances.  For instance, we will not place the image of your enemy&#039;s severed head on your shield.  However, we might engrave a short note on an item that is clearly a gift: &amp;quot;To Sue, with love, Bob.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Avoid asking for any adornment or mark that signifies you might have a special privilege or rank unless it has indeed been officially awarded to you.&lt;br /&gt;
&lt;br /&gt;
Avoid requesting an alteration that mentions a reference to royal ancestors.  We want to try to keep historic lore within that which has been approved for the game.  For the purposes of Arkati affiliations, aside from various earned and/or profession-related titles that confer religious rank, you can represent your Arkati affiliation(s) via utilizing the symbols/colors/etc. connected to them, which are noted here: [[Gods of Elanthia]].&lt;br /&gt;
&lt;br /&gt;
===ALTER 40: Materials - Base/Adornment Change Guidelines===&lt;br /&gt;
Regardless of what type of item is being worked with, material rarity and special properties always affect which materials can actually be utilized for alterations.&lt;br /&gt;
&lt;br /&gt;
The base material of combat items (weapons, armor, shields) and lockpicks must never be changed to another material.  This can affect the properties of the item and impact its performance.  Adding small bits of other materials, including most other combat materials, to the item is generally acceptable, such as in &amp;quot;a mithril-banded vultite shield&amp;quot; or &amp;quot;an ora-hilted steel longsword.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Non-combat/non-lockpick items have a fair amount of freedom when it comes to changing the base materials and accent materials that make sense for the item/script.  They cannot have their base changed to a combat material with active properties, but &#039;&#039;&#039;{{blue|accents}}&#039;&#039;&#039; of those active-property materials may be applied.  See [[#ALTER 41: Materials - Rarity|ALTER 41]].  Please be aware that changing or adding materials may require the item&#039;s encumbrance to be modified; e.g. changing from use of a very light material to a very heavy material may require a change if/when the weight discrepancy is great enough.&lt;br /&gt;
&lt;br /&gt;
===ALTER 41: Materials - Rarity===&lt;br /&gt;
&amp;lt;section begin=rarity /&amp;gt;Some merchants may require that you provide the materials for your alteration, particularly for rarer types of gems, skins/creature parts, fabrics, or metals/woods -- they&#039;ll inform you if your request falls into that category.  Most often, these are items that are difficult to come by: they don&#039;t generate often or they only exist in an area where only the most experienced characters can adventure.  The quantity of material supplied should match the amount of embellishment requested -- but do keep in mind that not all merchants have the skills to smelt a weapon into fine jewelry creations and/or additional costs for handling rare materials and converting them can apply.  Also, just because a merchant might have made items from those materials in the past is no guarantee that it will be done today.&lt;br /&gt;
&lt;br /&gt;
Normally, &amp;quot;Very Rare&amp;quot; materials may only be added as an accent (as opposed to the base material) to an item and must always be supplied to the merchant.  &amp;quot;Extremely Rare&amp;quot; materials cannot normally be added even as an accent during the course of a merchant session.  You may be able to {{boldmono|APPRAISE}} an item to see if it is made of a &amp;quot;Very Rare&amp;quot; or &amp;quot;Extremely Rare&amp;quot; material.&lt;br /&gt;
&lt;br /&gt;
Items marked as &amp;quot;[[Alter fodder|Alter Fodder]]&amp;quot; are specifically for use in adding certain accent or base materials to other items.  Usually these will be in the form of a block of metal/wood, a bolt of fabric, a special skin, etc., and they are one avenue to acquiring alteration materials that are otherwise infrequently available.  Any item can potentially serve as general alter fodder, but items denoted as &amp;quot;Alter Fodder&amp;quot; in their {{boldmono|ANALYZE}} can be used regardless of the included material&#039;s rarity.  Note that although this generally allows a merchant to bypass the rarity guidelines in the paragraph above, it only applies to altering the non-combat components of an item (unless the &amp;quot;Alter Fodder&amp;quot; item&#039;s guidelines specify an exception), and other guidelines in relation to the material&#039;s other properties and the item it is being used on still apply.&lt;br /&gt;
&lt;br /&gt;
Of note, alterations may not include adding a color that references an &amp;quot;Extremely Rare&amp;quot; material unless that item is made from that material.  For example, ghezyte is an Extremely Rare material, so &amp;quot;a ghezyte-hued ring&amp;quot; must be made from ghezyte in order to utilize &amp;quot;ghezyte-hued&amp;quot;.  See [[&amp;lt;includeonly&amp;gt;Alter&amp;lt;/includeonly&amp;gt;#ALTER 32: Colors (and Alchemy Dyes)|ALTER 32]] for more information on altering colors.&lt;br /&gt;
&lt;br /&gt;
A listing of many metals and woods, and their rarity, can be found at [[Materials]].&amp;lt;section end=rarity /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ALTER 42: Materials - Creature Skins/Parts===&lt;br /&gt;
As noted in [[#Materials - Rarity|ALTER 41]], some merchants may require that you provide the base material or adornment for your alteration, including skins in some cases.  Creature skins and body parts (treated as one and the same here) are currently handled as follows:&lt;br /&gt;
&lt;br /&gt;
No demon parts, including verlok feathers, are allowed to be altered or incorporated into any alteration.  This rule is denoted as absolute in [[#Transcending Descriptions|ALTER 9]].&lt;br /&gt;
&lt;br /&gt;
Petrified limbs garnered from Limb Disruption/alchemy dust may not be altered or used in alterations due to their inherent magical nature (i.e. they are not a loophole for any of the above and below guidelines).&lt;br /&gt;
&lt;br /&gt;
* Mundane creatures: if the creature is huntable and generally skinnable, you can use any parts from it -- we assume that if you can skin it, you can loot any of its parts.  If a merchant wishes you to supply the adornment you are using, having any part from this creature will qualify.  If a creature exists on Earth but is not huntable in-game, it is safe to assume the animal exists in Elanthia and that its parts can be used in alterations (and if there are multiple terms/names for the creature, please use the most common English term).  Extinct Earth animals are excluded (sorry, no dinosaurs!).&lt;br /&gt;
&lt;br /&gt;
* Mythical huntable in-game creatures that are generally skinnable (such as minotaurs, zombies, etc.): you can use any parts from it, with some specific exceptions for: (1) night mares, nightmare steeds, shadow mares, shadow steeds -- only the parts skinned from them may be used.  Additional exceptions may be added in the future.&lt;br /&gt;
&lt;br /&gt;
* Mythical huntable in-game creatures that are NOT generally skinnable (such as krolvin, gremlocks, etc.): if you are able to supply the body part, you may add these into alterations.  The alter wording must always indicate the exact creature name, and only the part that you are supplying can be used (i.e. you cannot supply an ear and have it turned into a hand -- it will remain an ear).  Generally these parts are only attainable via special merchants.  Though not huntable, sea thrak hides/parts fall under this category.&lt;br /&gt;
&lt;br /&gt;
* Mythical creatures that do not exist in game (Elanthian myths): cannot have their parts used in an alteration.  For example, there are no huntable dragons in the realm, so an item made from dragon scales is not acceptable for an alteration.  Rendering the image of a mythical-in-Elanthia creature is acceptable; implying you have access to the actual/physical body parts of an imaginary-in-Elanthia creature is when/where alterations become problematic.&lt;br /&gt;
&lt;br /&gt;
* Playable race (eg. elf, human, etc. -- races that come out of the Character Manager) parts: if you are able to supply the body part, you may add these into alterations.  Both the specific body part and any noted race cannot be changed when adding existing items into alterations.  Generally these parts are only attainable via special merchant services or specific gameplay scenarios.&lt;br /&gt;
&lt;br /&gt;
Of special note:  if you are using a creature part that is normally allowed but ambiguous enough in its origin to be confused with creatures that cannot be skinned, alterers will require adding in wording to remove that ambiguity -- for example, if using &amp;quot;a gnome scalp&amp;quot; (skinned from a cave gnome) for an alteration, the alterer will require that &amp;quot;cave gnome&amp;quot; be used in the alter wording in order to remove the ambiguity vs. the playable race gnomes.&lt;br /&gt;
&lt;br /&gt;
Including general body parts pilfered from the dead in alterations (&amp;quot;a belt of linked skulls&amp;quot;, &amp;quot;a knuckle bone talisman&amp;quot;) is perfectly acceptable and will not, outside of specific exceptions and/or merchant RP, require you to supply anything.&lt;br /&gt;
&lt;br /&gt;
Not all merchants will work with parts from sentient creatures for RP reasons.&lt;br /&gt;
&lt;br /&gt;
===ALTER 43: Materials - Gems===&lt;br /&gt;
Gems added into alterations can be modified to a degree, generally regarding their cut (as long as it is in-genre) and color.  Most gems, excluding those with special properties, can be modified to represent any hue variation that the gem exists as in Elanthia (e.g. &amp;quot;azure&amp;quot; is an acceptable alternative hue for a blue sapphire).  Gem rarity is a knowledge that all merchants should possess.  &amp;quot;Very Rare&amp;quot; gemstones must always be supplied to the merchant.  &amp;quot;Extremely Rare&amp;quot; gemstones cannot normally be added even as an accent during the course of a merchant session.  You may be able to {{boldmono|APPRAISE}} a gemstone to see if it is &amp;quot;Very Rare&amp;quot; or &amp;quot;Extremely Rare&amp;quot;.  Some gems are covered in-depth here: [[Elanthian Gems]].  Within that, you will learn that some gem types come in colors you don&#039;t normally see in treasure drops, while other colors are specifically excluded (e.g. in Elanthia, orange sapphires exist, while red sapphires cannot).  Additionally, some gems only come in very specific colors that don&#039;t allow for hue variation (e.g. feystones may only be periwinkle or violet).&lt;br /&gt;
&lt;br /&gt;
Rift gems with special properties are not suitable for alterations (doomstones, Eye-of-Koar emeralds, firemote orbs, oblivion quartz, midnight blue riftstones, shadowglass orbs).&lt;br /&gt;
&lt;br /&gt;
Urglaes fangs are prohibited for use in any alterations of weapons, armor, shields, combat gear or magical items but may be &amp;quot;attached&amp;quot; to other items for purely cosmetic purposes if they remain in the original form of an &amp;quot;urglaes fang&amp;quot; (e.g. &amp;quot;a silver armband inset with an urglaes fang&amp;quot;).  They may not be used as a &amp;quot;supply&amp;quot; source for urglaes items in general.&lt;br /&gt;
&lt;br /&gt;
===ALTER 44: Materials - Metals===&lt;br /&gt;
Listings of some metals, particularly metals used for combat items and lockpicks, are noted here: [[Materials|Elanthian Materials]].&lt;br /&gt;
&lt;br /&gt;
Cloth-of-gold is created when metal thread is woven into the warp of linen, wool, or silk fabric.  Other ductile metals that allow threading include: alum, bronze, copper, laje, silver, vaalin, and veniom.&lt;br /&gt;
&lt;br /&gt;
Veniom is so thin and light, crumpling easily, that it would be unsuitable for use as anything with substance, lending itself better as an accent, like threading and tracery.&lt;br /&gt;
&lt;br /&gt;
A number of metals are restricted or simply do not lend themselves to serving as an adornment.  Adamantine, coraesine, kroderine, urnon, and zelnorn cannot be added as adornments due to their unique and innate qualities, with the exception of being used as an accent for combat items that share the material&#039;s innate qualities.  Metals that can be used as adornment but require special handling/considerations:&lt;br /&gt;
* krodera: cannot be adornment on items flagged as magical or that behave as magic-like/dependent items.  Base item will be flagged as unable to be manipulated by a variety of magical efforts.&lt;br /&gt;
* black ora: cannot utilize the word &amp;quot;pure&amp;quot; as a descriptor for the metal/accent.  The only exception is if the item it is being added to has special scripting to handle re-cursing itself.&lt;br /&gt;
* white ora: item may end up being flagged as holy.&lt;br /&gt;
&lt;br /&gt;
Some materials, such as black alloy, are considered &amp;quot;reserved&amp;quot; materials in that current releases of them are associated with specific underlying properties or lore.  However, not all items already existing in-game with these materials reflect those properties, including non-combat items.  As such, aesthetic alterations on items that already exist as these reserved materials are perfectly acceptable ([[#Transcending Descriptions|ALTER 9]]).  For example, both a black alloy weapon that isn&#039;t aesthetically &amp;quot;evil&amp;quot; in description or a coraesine bracelet that does not have a sentient-type script can be altered -- though they cannot be altered to indicate they have properties that don&#039;t actually exist on the item.&lt;br /&gt;
&lt;br /&gt;
Note that some materials have specific alteration restrictions (such as no dyeing white ora) that must always be followed.&lt;br /&gt;
&lt;br /&gt;
Tacking &amp;quot;alloy&amp;quot; onto the back of a metal&#039;s name is not permissible in alterations.  For example, a merchant will not make your &amp;quot;silver band&amp;quot; into a &amp;quot;silver alloy band&amp;quot;.  Items that already use those naming conventions may keep them intact for alterations, per [[#Transcending Descriptions|ALTER 9]].  However, unless an item&#039;s underlying build is made of &amp;quot;black alloy&amp;quot; or &amp;quot;white alloy,&amp;quot; removing the &amp;quot;alloy&amp;quot; terminology from a metal is perfectly acceptable.&lt;br /&gt;
&lt;br /&gt;
Urglaes fangs are prohibited for use in any alterations of weapons, armor, shields, combat gear or magical items, but may be &amp;quot;attached&amp;quot; to other items for purely cosmetic purposes if they remain in the original form of an &amp;quot;urglaes fang&amp;quot; (e.g. &amp;quot;a silver armband inset with an urglaes fang&amp;quot;).  They may not be used as a &amp;quot;supply&amp;quot; source for urglaes items in general.&lt;br /&gt;
&lt;br /&gt;
===ALTER 45: Materials - Woods, Flora/Organic, and Misc.===&lt;br /&gt;
Woods.  Listings of some Elanthian woods, particularly those used for combat items, are noted here: [[Materials|Elanthian Woods]].  Magical woods, unless restricted by rarity and/or special properties, can be used in small quantities, as in buttons on a shirt and toggles on a cloak, or as inlay and banding on larger items.  &amp;quot;Very Rare&amp;quot; woods must always be supplied to the merchant.  &amp;quot;Extremely Rare&amp;quot; woods cannot normally be added even as an accent during the course of a merchant session.  You may be able to {{boldmono|APPRAISE}} an item to see if it is made from a &amp;quot;Very Rare&amp;quot; or &amp;quot;Extremely Rare&amp;quot; wood.&lt;br /&gt;
&lt;br /&gt;
Flora (trees, plants, and similar organic materials).  A large list of Elanthian flora is covered in the [[Elanthian Flora Guide]].  Outside of that guide and other pieces of Elanthian flora documentation, if the flora you want to reference exists in the real world, we generally assume that it exists in Elanthia.  In that situation, we require that the common English term(s) be used; alterations using overly uncommon flora terms or anything ostentatiously OOG in origin (&#039;lily of Peru&#039; or &#039;Japanese cherry&#039;) will be turned down.  In cases of multiple common names existing for a particular kind of flora, merchants may need to abide by a specific Elanthian standard, if/when such exists for them to follow.&lt;br /&gt;
&lt;br /&gt;
Fabrics.  There is currently not a comprehensive list available to players of approved fabrics.  However, most in-genre and time period-appropriate fabrics will be allowed.  Additionally, allowable cloth-of-{metal} fabrics are covered in [[#Materials - Metals|ALTER 44]].&lt;br /&gt;
&lt;br /&gt;
===ALTER 50: Items - Weapon, Shield, and Armor Naming===&lt;br /&gt;
Unusual weapon and armor names are permitted for items, provided they match our naming standards.  You might make a helm into a bascinet, or a falchion into &amp;quot;an elven-crafted warblade,&amp;quot; but &amp;quot;a cascading riftblade&amp;quot; would not be acceptable.  There are very specific naming standards merchants are required to follow for combat items.  The naming for combat items is particularly restricted in order to make it easier for players to more easily identify, at a glance, how armor is worn and what base types of shields/weapons you are wielding.&lt;br /&gt;
&lt;br /&gt;
[[Weapon|Weapons]] - naming is available on each weapon profile page (or in the list linked at the bottom of that page).&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shield|Shields]] - naming is listed alongside each shield size description.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Armor]] - naming is available in the &#039;Alteration nouns permitted&#039; link near the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
For specifics on materials that can be used for combat items, see the Materials sections of ALTER.&lt;br /&gt;
&lt;br /&gt;
===ALTER 51: Items - Pockets and Containers===&lt;br /&gt;
The size and worn location of a container should make sense.  A backpack, for example, should not be made into a coin pouch.  A sleek silk dress with no pockets should not be made into a backpack.  Likewise, encumbrance should match.&lt;br /&gt;
&lt;br /&gt;
{{boldmono|INSPECTing}} your container will give you a general idea of its capacity.  Additionally, {{boldmono|ANALYZE}} will often indicate whether a container can be deepened (made to have a higher capacity) or lightened (made lighter in weight); for further information on these two services, see [[#Feature Alterations|ALTER 200]].&lt;br /&gt;
&lt;br /&gt;
Adding pockets to an unpocketed item is a special service that can only be performed on rare occasions by specific merchants.  The service can only be done on logically eligible items (e.g. we will not add a pocket to your broadsword) and cannot conflict with any script guidelines the item may have.&lt;br /&gt;
&lt;br /&gt;
===ALTER 52: Items - Books===&lt;br /&gt;
Personal books can be created, such as journals, tomes, prayerbooks, ledgers, etc.  What should be avoided is requesting artifacts or official documents, like &amp;quot;The Lost Sea Scrolls of Niima&amp;quot; or &amp;quot;Bank of Elanith Deposits- 5102,&amp;quot; or a long description that reads &amp;quot;a really big book with the words &amp;quot;How I Spent My Vacation on Teras by Hoppity Oneleg&amp;quot; written on the cover.&lt;br /&gt;
&lt;br /&gt;
See [[#Lettering and Languages|ALTER 33]] for information on lettering.&lt;br /&gt;
&lt;br /&gt;
===ALTER 53: Items - Instruments===&lt;br /&gt;
Musical instruments also have specific guidelines they must follow.  For example, the noun must remain the same -- a flute cannot become a harp.  The article and adjective can be altered, with the exception of finger cymbals, where the word &amp;quot;finger&amp;quot; is in the adjective field and must remain there.  The amount of detail that can go on an instrument will at times depend on the general size of the instrument; for example, some instruments don&#039;t have enough mass to support a whole mural painted upon them.  Keep instrument materials realistic.  While a lyre with strings of diamonds might look pretty, it would be impossible to play.  Additionally, please don&#039;t ask to change your linden theorbo to one made of vultite -- most instruments are made primarily from wood.&lt;br /&gt;
&lt;br /&gt;
Instruments typically cannot be altered to become wearable via a general live merchant service (outside of special circumstances).  However, there are specially scripted instrument straps that can be added to some (but not all) instrument types that will render them wearable.&lt;br /&gt;
&lt;br /&gt;
See [[Player&#039;s Guide to Musical Instrument Alterations|Musical Instruments]] for more specific instrument alteration guidelines.&lt;br /&gt;
&lt;br /&gt;
===ALTER 54: Items - Risque Clothing===&lt;br /&gt;
Clothing or items that represent lingerie, undergarments, or &amp;quot;adult toys&amp;quot; of any sort, are generally not allowed.  Sexy clothing is okay, but only to a point.  You can have a &amp;quot;low-cut bodice,&amp;quot; but anything more risque stands the risk of being rejected.  Chemises should resemble the loose, flowing long-sleeved dress definition, not the silky camisole definition.  Bloomers and other undergarments are not allowed.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Service Guidelines and Information (ALTER MISCELLANEOUS/ALTER 100)==&lt;br /&gt;
===ALTER 101: Lightening===&lt;br /&gt;
Lightening is a service that allows you to remove some of the weight/encumbrance from an item.  For example, a set of full plate mail may be quite heavy when you first purchase it, but a merchant may be able to make it slightly lighter for you during a single merchant service, thus the &amp;quot;lightening&amp;quot; of the item.  Some items can be lightened incrementally over time via multiple merchant services (or other means, such as special certificates), which can result in a lopping off a good chunk of its original weight.&lt;br /&gt;
&lt;br /&gt;
Not all items can be lightened.  An item&#039;s eligibility to be lightened often depends on its underlying build, material, and current weight.  In some cases, {{boldmono|ANALYZE}} will denote if the item is *potentially* eligible for lightening.  Scripts and other factors, especially where combat items are concerned, may prevent an item from being lightened via a merchant or other means, even if {{boldmono|ANALYZE}} indicates otherwise.&lt;br /&gt;
&lt;br /&gt;
For more general information on this service, please visit the following Gemstone Wiki link: [[Lightening]]&lt;br /&gt;
&lt;br /&gt;
===ALTER 102: Deepening===&lt;br /&gt;
Deepening is a service that allows you to increase the capacity of a container.  For example, a cloak may hold a &amp;quot;large amount&amp;quot; when you first purchase it, but a merchant may be able to increase how much it holds for you during a single merchant service (referred to as &amp;quot;making the pockets deeper&amp;quot; in some cases, thus the &amp;quot;deepening&amp;quot; of the item).  Some items can be deepened incrementally over time via multiple merchant services (or other means, such as special certificates), which can result in a significantly increasing how much the item is able to hold.&lt;br /&gt;
&lt;br /&gt;
Not all items can be deepened.  An item&#039;s eligibility to be deepened often depends on its underlying build, where it is worn, its current weight, and its current capacity.  In some cases, {{boldmono|ANALYZE}} will denote if the item is *potentially* eligible for deepening.  Scripts and other factors may prevent an item from being deepened via a merchant or other means, even if {{boldmono|ANALYZE}} indicates otherwise.&lt;br /&gt;
&lt;br /&gt;
For more general information on this service, please visit the following Gemstone Wiki link: [[Deepening]]&lt;br /&gt;
&lt;br /&gt;
===ALTER 103: Tattoos===&lt;br /&gt;
Tattoos are ink-based designs added to characters that, when not covered up and hidden by other worn items, will display when you {{boldmono|LOOK}} at a character.  Some merchants may offer to create a new or alter an existing basic tattoo for your character.&lt;br /&gt;
&lt;br /&gt;
Basic tattoos include the base description of the tattoo, as well as a long and/or show description, and often, though not always, merchants will offer all of these aspects as part of a single tattoo service.  All basic tattoos are assumed to be ink-based and performed via needle-related application; non-ink materials are not allowed in tattoo descriptions.  Additionally, tattoos, unless they are of one of the specialized magical varieties, do not move of their own accord.&lt;br /&gt;
&lt;br /&gt;
Each tattoo represents a design done on one specific spot of a character&#039;s physique; as such, paired tattoos, such as matching scorpions on both of your wrists, are done as two separate tattoos (one on each wrist).  Specific locations that can be tattooed are: head, ear, neck, shoulder, arm, wrist, finger, chest, back, waist, leg, thigh, ankle, foot.  When tattooed in these areas, wearing an item that resides in the same exact slot will often cover up and hide same-location tattoos.  Location-specific tattoos will display as follows:&lt;br /&gt;
: S/he has &amp;lt;tattoo base or long description&amp;gt; on her/his &amp;lt;location&amp;gt;.&lt;br /&gt;
: Example: He has a pink rose tattoo on his neck.&lt;br /&gt;
&lt;br /&gt;
Tattoos can also be done in a &amp;quot;general&amp;quot; location, but these are generally only done for designs and worded in a way that indicate that the tattoo is conceivably visible at all times; a long description using a general location should not attempt to denote the location as part of the long description (though it can be referenced in the show description).  The formatting for a general location tattoo is:&lt;br /&gt;
: S/he has &amp;lt;tattoo base or long description&amp;gt;.&lt;br /&gt;
: Example: She has a violet spider tattoo.&lt;br /&gt;
&lt;br /&gt;
Stock, or &amp;quot;flash,&amp;quot; tattoos are pulled from an extensive, set list of pre-defined tattoo designs, which can be viewed via {{boldmono|TATTOO MENU}}.  These are usually offered via an automated venue, such as a tattoo wagon, though may also be offered as a live merchant service.  Appropriately skilled characters of the monk profession are able to offer stock tattoos, as well as transform an eligible, existing tattoo on a character into a Mystic Tattoo, which is a special category of enhancive tattoo.&lt;br /&gt;
&lt;br /&gt;
More rarely, a merchant may offer a more specialized type of tattoo, such as a [[Wandering tattoo|Wandering Tattoo]].  Please note that some specialized tattoos have their own additional guidelines to follow.&lt;br /&gt;
&lt;br /&gt;
The following Gemstone Wiki links may provide some additional alteration and/or general information on tattoos:&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Tattoo|General Tattoo Information]]&lt;br /&gt;
* [[TATTOO_(verb)|TATTOO verb]]&lt;br /&gt;
* [[Mystic_tattoo|Mystic Tattoo / Monk Tattooing]]&lt;br /&gt;
&lt;br /&gt;
===ALTER 104: Popular Customization Services===&lt;br /&gt;
There are a large number of customization services offered, some item-specific, others character-specific.  Nearly all of them have their own set of guidelines to adhere to in addition to the standard QC guidelines.  Due to the nature of these customizations, some are offered only rarely, and some are typically offered as delayed services that require a formal QC.  Some of the more popular services are listed below; those with some further information available on the Gemstone Wiki include the applicable link:&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Animal Companion grooming|Animal Companion Alteration]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Signature verb|Signature Verb]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Custom swear|Custom Swear]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Custom spell prep|Custom Spell Preparation]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Custom logphrases|Custom Login/Logout]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[EZ script|EZScript]]&lt;br /&gt;
&lt;br /&gt;
===ALTER 105: Recharging===&lt;br /&gt;
Recharging generally refers to adding charges to items that utilize limited charges in order to function.  When offered by merchants, unless otherwise specified, recharging services will always refer to adding charges to magical items only.  Some merchants will offer other types of recharging -- but will always specifically state if that is the case -- for either: (1) scripted items that are not necessarily magical but often have limited charges, such as makeup, scroll cutters, perfume, and candles, just to name a few; or (2) far more rarely, enhancive recharging for enhancive items.&lt;br /&gt;
&lt;br /&gt;
In all cases, some items may not be eligible for recharging services.&lt;br /&gt;
&lt;br /&gt;
===ALTER 106: WPS (Weighting/Padding/Sighting)===&lt;br /&gt;
WPS refers to adding weighting, padding, and sighting to eligible weapons and armor.  These properties offer mechanical benefits in combat and are added to equipment in units known as &amp;quot;services,&amp;quot; which comprise the Combat Effective Rating (CER).  An item&#039;s CER can be determined by having a warrior {{boldmono|ASSESS}} it.  Automated WPS offerings occur via what is referred to as the &amp;quot;smithy&amp;quot; or &amp;quot;mobile smithy&amp;quot; and typically require adding services one at a time, but live merchants may offer to apply multiple services all at once.  Most equipment is eligible for WPS.&lt;br /&gt;
&lt;br /&gt;
When offered by live merchants, WPS typically costs silvers, but automated offerings can be available for silvers, event-specific currencies, or premium points.  The cost for adding WPS is based on the item&#039;s properties, such as enchant, existing WPS services, flares, enhancives, being scripted, and so on, and quotes are available before committing.  Cost is also impacted by WPS service windows, which are two months long starting with Jan/Feb.  Adding additional WPS services during the same service window increases the cost.&lt;br /&gt;
&lt;br /&gt;
For general information on the various benefits and overall service, utilize the following links:&amp;lt;br&amp;gt;&lt;br /&gt;
* [[WPS_smithy|WPS]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Weighting]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Padding]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sighting]]&lt;br /&gt;
&lt;br /&gt;
==[[feature alteration|Feature Alteration]] Guidelines (ALTER FEATURE/ALTER 200)==&lt;br /&gt;
===ALTER 201: Feature Alterations - What Are They?===&lt;br /&gt;
Feature alterations are the default physical characteristics you see on a character when you type {{boldmono|LOOK}} -- their eye color, hair length, height, and so on.  Thus, feature alterations are the method by which you can have permanent features customized beyond the set options in the Character Manager.&lt;br /&gt;
&lt;br /&gt;
There are three primary methods of attaining permanent feature alterations:&lt;br /&gt;
&lt;br /&gt;
(1) Feature Pavilions, which are shops in which your features will be directly and immediately updated on your person at the time of purchase to the feature you have chosen.  The features offerings are generally on a sign in the area, and at times may differ based on race and/or gender.  The most widely accessible feature pavilions are located in major towns and offer the same options that were present in the Character Manager.  On occasion a festival, special event, or merchant may offer a festival pavilion or shop that uses a setup similar to the pavilions (immediate-redemption purchase).&lt;br /&gt;
&lt;br /&gt;
(2) Permanent Feature-Changing Items, which are items, usually with one or limited charges, that can be used at any time post-purchase to make the permanent feature change.  Hair dye, eye color potions, and one-use feature-changing masks are the more well-known items of these types (though there are also temporary versions of these).&lt;br /&gt;
&lt;br /&gt;
(3) Feature-Altering Merchant, which means an NPC who offers custom feature alterations, often done as part of live merchant services.  In the majority of cases, if a merchant offers this, they may only change a single feature during a session (for example, you may have to choose to do either your eye color OR your eye characteristics).  Less commonly, and often done via more specialized selection methods (such as raffles), a merchant may offer to work on a &amp;quot;single line&amp;quot; of your features, which generally indicates working on all of the feature sections encased within a single sentence (such as all of the applicable hair-related fields).  Even rarer are &amp;quot;full feature&amp;quot; alteration services, though those are typically done as delayed services.&lt;br /&gt;
&lt;br /&gt;
Permanent feature alterations are not the same as temporary feature-altering items, the latter of which only temporarily &amp;quot;hide&amp;quot; or are added on to permanent features.  However, temporary feature-altering items generally must adhere to the same overall standards as regular feature items, with a handful of specific exceptions.&lt;br /&gt;
&lt;br /&gt;
===ALTER 202: Feature Field Format===&lt;br /&gt;
Mandatory Feature Fields:&lt;br /&gt;
Height, eye color, complexion, hair style, and hair color.&lt;br /&gt;
&lt;br /&gt;
Optional Feature Fields:&lt;br /&gt;
Body build, eye characteristics, hair texture, hair quirk, face, nose, distinguishing mark, and unique.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When all feature fields are utilized on a non-aelotoi, the format is as follows:&lt;br /&gt;
&amp;lt;pre{{log2|border=none|background=white}}&amp;gt;You see Player A.&lt;br /&gt;
She appears to be a Race from Culture.&lt;br /&gt;
She is &amp;lt;height&amp;gt; and has &amp;lt;body build&amp;gt;.  She appears to be &amp;lt;age description&amp;gt;.  She has &amp;lt;eye characteristic&amp;gt; &amp;lt;eye color&amp;gt; eyes and &amp;lt;complexion&amp;gt; skin.  She has &amp;lt;hair style&amp;gt;, &amp;lt;hair texture&amp;gt; &amp;lt;hair color&amp;gt; hair &amp;lt;hair quirk&amp;gt;.  She has a &amp;lt;face&amp;gt; face, a &amp;lt;nose&amp;gt; nose and [a/an] &amp;lt;distinguishing mark&amp;gt;.  &amp;lt;unique.&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When all feature fields are utilized on an aelotoi, the format is as follows:&lt;br /&gt;
&amp;lt;pre{{log2|border=none|background=white}}&amp;gt;You see Player A.&lt;br /&gt;
She appears to be an Aelotoi from Culture.&lt;br /&gt;
She is &amp;lt;height&amp;gt; and has &amp;lt;body build&amp;gt;.  She appears to be &amp;lt;age description&amp;gt;.  She has &amp;lt;eye characteristic&amp;gt; &amp;lt;eye color&amp;gt; eyes and &amp;lt;complexion&amp;gt; skin.  She has &amp;lt;hair style&amp;gt;, &amp;lt;hair texture&amp;gt; &amp;lt;hair color&amp;gt; hair &amp;lt;hair quirk&amp;gt;.  She has a &amp;lt;face&amp;gt; face, a &amp;lt;nose&amp;gt; nose and [a/an] &amp;lt;distinguishing mark&amp;gt;.  She has a pair of &amp;lt;wing description&amp;gt; wings &amp;lt;wing quirk&amp;gt;.  &amp;lt;unique.&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ALTER 203: General Feature Alteration Guidelines===&lt;br /&gt;
While ALTER 204-213 are useful for understanding specific feature fields, there are some overall guidelines that apply to all features that may be helpful in understanding why a requested feature might be approved or turned down:&lt;br /&gt;
&lt;br /&gt;
====A. Objective, not Subjective:====&lt;br /&gt;
Features are meant to describe how a character looks.  They are not about describing personality, a character&#039;s history, or his/her inner child.&lt;br /&gt;
&lt;br /&gt;
====B. Test of Time:====&lt;br /&gt;
Features must withstand the test of time.  Some examples of items that wouldn&#039;t are: a blood-smeared face; hair that is dripping wet; a sparkle-covered face; a runny nose.&lt;br /&gt;
&lt;br /&gt;
====C. Supernatural/Out of the Ordinary:====&lt;br /&gt;
Features should not be altered to do supernatural things, and they should not be altered to do something they are not intended to do.  For example: bleeding eyes; glowing teeth; glowing eyes; animated features (wiggling nose, grey-spiraling eyes); hair infested with bugs.  Likewise, feature alterations must be consistent with known features of existing races in GemStone IV.  This means no cat-like features, fish-like features, dragon-like features, or bird-like features.  This would include that characters may not have: reptilian skin; whiskers around the nose; any type of fangs; vampiric or canine-like teeth; webbed digits; slit-pupiled eyes (other than erithians); wings (other than aelotoi).&lt;br /&gt;
&lt;br /&gt;
====D. &amp;quot;Living&amp;quot; and &amp;quot;Healthy&amp;quot; Characters:====&lt;br /&gt;
All features should resemble a living, breathing character -- no features should be altered to resemble undead and/or dead.  Also, no disease or ailments can be altered into feature alterations (pox, plague, or otherwise).  Similarly, permanent injuries (or debilitating features) should not be incorporated into feature alterations -- this means no cataracts, peg legs, glass eyes, missing limbs or digits, or anything that would affect the senses, health, and other skills or abilities (these kinds of injuries would prevent a character from doing a number of mechanical things).&lt;br /&gt;
&lt;br /&gt;
====E. Facial and Ear Hair:====&lt;br /&gt;
Facial hair is prohibited for elven races and non-dwarven women.  Ear hair is prohibited for elven races.&lt;br /&gt;
&lt;br /&gt;
====F. Tattoos and Scars:====&lt;br /&gt;
Tattoos, brandings, and piercings are not to be incorporated into feature alterations, as there are separate systems for all three.  Custom scars are allowed, so long as they look different from normal, mechanical injuries, and so long as they are located in a spot that is always visible (i.e. somewhere neck-up, for feature purposes).&lt;br /&gt;
&lt;br /&gt;
===ALTER 204: Hair===&lt;br /&gt;
Everyone needs to have a basic hair style and hair color, but hair textures and hair quirks are optional.  The order of hair fields appears as: &amp;quot;She has &amp;lt;hair style&amp;gt;, &amp;lt;hair texture&amp;gt; &amp;lt;hair color&amp;gt; hair &amp;lt;hair quirk&amp;gt;.&amp;quot;  Please note that &amp;quot;hair&amp;quot; appears after the color choice and before the quirk.  Here is an example of how to phrase a hair alteration:&lt;br /&gt;
: &amp;quot;I would like long, tousled titian hair twisted into a mass of tiny braids.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====A. Hair Style:====&lt;br /&gt;
Hair style addresses the length of your hair and should only be used for that.  Long, short, waist-length, and cropped are examples of this.  It also allows you to choose bald as an option, but then the other hair fields will be negated.  All you will see is a line that says &amp;quot;He/She has a bald head.&amp;quot;  The &amp;quot;shaven head&amp;quot; option will be seen as &amp;quot;a shaven head of [haircolor] hair&amp;quot; when people look at you.  Length can be compared to solid body parts (like shoulder-length; waist-length; etc.) but not to moving parts (elbow-length would not work, for example).  This is a mandatory field.&lt;br /&gt;
&lt;br /&gt;
====B. Hair Texture:====&lt;br /&gt;
Hair texture is an optional field covering adjectives that describe the texture or styling of your hair, like curly, straight, wavy, tousled, ringleted, greasy, frizzy, glossy, etc.&lt;br /&gt;
&lt;br /&gt;
====C. Hair Color:====&lt;br /&gt;
Hair colors can range from normal to exotic, but should shy away from words that are subjective and OOG, like &amp;quot;She has mysterious fire engine red hair.&amp;quot;  So you can have raven black, sky blue, and dirt brown hair, but no electric blue or neon orange tresses.  This is a mandatory field.&lt;br /&gt;
&lt;br /&gt;
====D. Hair Quirks:====&lt;br /&gt;
This is an optional field where you can add other hair information.  If you want &amp;quot;hair with golden highlights pulled into an upsweep,&amp;quot; this is where the merchant will add it.  Keep in mind it needs to make sense when phrased, since it follows after your color, style, and texture.  An example of this would be:&lt;br /&gt;
: &amp;quot;She has waist-length, curly mahogany hair streaked with ash blonde highlights arranged in a cascade atop her head.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====E. Miscellaneous Hair Guidelines:====&lt;br /&gt;
Refrain from asking for items to be placed into the hair that would normally fall out or would only remain in your hair temporarily -- leaves, dirt, dust, loose feathers and flower blossoms, diamond dusting or items currently sold/found in the game, like hairclips and barrettes.  Permanent items, like beads entwined in braids or ribbons tied off to form ponytails, are acceptable.&lt;br /&gt;
&lt;br /&gt;
Terms like mullet, buzz cut, beehive, afro, and dreadlocks should be avoided, as they evoke a real-world/OOG image.  Instead, find ways to describe how the hair actually looks.  Styles that ARE okay are &amp;quot;pixie cut&amp;quot; and &amp;quot;banana curls.&amp;quot;  &amp;quot;Bangs&amp;quot; are also okay to mention.&lt;br /&gt;
&lt;br /&gt;
The hair fields cannot be used to describe other body parts.  For example, &amp;quot;She has long red hair tucked behind her curved, sharply pointed ears.&amp;quot; isn&#039;t permissible because it describes the shape of the ears.  However, &amp;quot;She has long red hair tucked behind her ears.&amp;quot; would be acceptable because the detail pertains to the hair, without getting into how other features look.&lt;br /&gt;
&lt;br /&gt;
===ALTER 205: Eyes===&lt;br /&gt;
The order of the feature line including eyes appears as: &amp;quot;She has &amp;lt;eye characteristics&amp;gt; &amp;lt;eye color&amp;gt; eyes and &amp;lt;complexion&amp;gt; skin.&amp;quot;  Eye feature alterations will always end with the noun &amp;quot;eyes.&amp;quot;  Since eyes work with a variety of other verbs such as the {{boldmono|ATTEND}} verb, the phrasing of eye feature alterations is critical.&lt;br /&gt;
&lt;br /&gt;
An example of what would not work is:&lt;br /&gt;
: &amp;quot;She has long, thick lashes framing her lilac eyes&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A phrasing that works better with verbs that access eyes is:&lt;br /&gt;
: &amp;quot;She has long, thick-lashed lilac eyes&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====A. Eye Characteristics:====&lt;br /&gt;
Typical eye characteristics include such descriptives as long-lashed, wide-set, almond-shaped, big, gold-flecked, etc.  Please do not ask for cat-like (or other animals), feral, hypnotic, come-hither, glowing, swirling, or other fancifully shaped eyes/irises.  Please do not ask for descriptions that cannot be kept up for long lengths of time (restless, staring, etc.)  Only erithians can have slit-pupiled eyes.&lt;br /&gt;
&lt;br /&gt;
====B. Eye Color:====&lt;br /&gt;
Eye colors should be similar to those eye colors available naturally in life -- green, grey, black/dark, blue, brown, violet.  Silver and golden are okay to use.  The only &#039;reddish&#039; eye color allowed is &amp;quot;albino pink,&amp;quot; which is a stock feature.  Otherwise, no red or bright yellow, or other unnatural humanoid colors.  This is a mandatory field.&lt;br /&gt;
&lt;br /&gt;
For eye color to work with Eye Spy (707), the eye color must be 15 characters or less.&lt;br /&gt;
&lt;br /&gt;
====C. Miscellaneous Eye Guidelines:====&lt;br /&gt;
Note that eyes are often the most difficult feature to alter.  Many people want to describe their personality in their eyes (intense eyes, angry eyes, wizened eyes, exotic eyes, etc.) -- but those are all subjective descriptions and don&#039;t work well with eyes.  (The sole exceptions will be descriptions found in the Character Manager, such as &amp;quot;sultry&amp;quot; and &amp;quot;piercing.&amp;quot;)  Try to think of ways to describe how the eyes look to ANY character who might meet you -- the shape, the size, your eyelashes, etc.  Also think of what will stand the test of time, and SHOW rather than TELL, as your personality should come through via role-play, not via your eye characteristics.&lt;br /&gt;
&lt;br /&gt;
Requests for permanent makeup (on the eyes, cheeks, and lips) will be refused to avoid conflicting descriptions that can occur with the current makeup system.&lt;br /&gt;
&lt;br /&gt;
While there is no true mechanical limit on how many words can be used in these two fields - please attempt to limit the number to around 3 words for characteristics and 2 for color.&lt;br /&gt;
&lt;br /&gt;
===ALTER 206: Complexion===&lt;br /&gt;
The order of the feature line including complexion appears as: &amp;quot;She has &amp;lt;eye characteristics&amp;gt; &amp;lt;eye color&amp;gt; eyes and &amp;lt;complexion&amp;gt; skin.&amp;quot;  Complexion feature alterations will always end with the noun &amp;quot;skin.&amp;quot;  Verbs such as {{boldmono|BLUSH}} and {{boldmono|ATTEND}} draw upon complexion.  A request for a complexion alteration might go like this:&lt;br /&gt;
: &amp;quot;He has flawless ebony skin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Skin colors should stay within the natural spectrum of colors presented (no orange, green, silver, etc.).  Exceptions are as follows:  half-krolvins may have skin in line with &amp;quot;blue-grey&amp;quot; and &amp;quot;milky blue&amp;quot; tones.  Burghal gnomes may have &amp;quot;blue-white&amp;quot; skin tones.  Forest gnomes may have &amp;quot;red-tinted&amp;quot; tones (not to be confused with ruddy, sun-roughened, or blotchy skin, which most races CAN have!) -- but skin that is actually red-tinted as a base color is only allowed on forest gnomes.  Erithians may have greyish-colored skin.&lt;br /&gt;
&lt;br /&gt;
If adding texture, it must be realistic for adults, since your characters are considered as such.  Thus, &amp;quot;baby soft&amp;quot; and &amp;quot;youthful&amp;quot; skin is to be avoided.  You can, however, use words that describe what that skin is like, such as &amp;quot;smooth&amp;quot; and &amp;quot;soft.&amp;quot;  Reptilian skin is not allowed.  Given that this is not the Tolkien universe, elves can indeed have wrinkled skin.&lt;br /&gt;
&lt;br /&gt;
No odd markings or permanent ill-health appearances.  This includes anything that could normally be healed by an empath or herbs, such as oozing blisters and fresh wounds.&lt;br /&gt;
&lt;br /&gt;
Skin does not glow, nor is it transparent.&lt;br /&gt;
&lt;br /&gt;
This is a mandatory field.&lt;br /&gt;
&lt;br /&gt;
===ALTER 207: Height===&lt;br /&gt;
The order of the feature line including body build appears as: &amp;quot;She is &amp;lt;height&amp;gt; and has &amp;lt;body build&amp;gt;.&amp;quot;  (The body build field is not mandatory, so when not selected, the height will simply show as &amp;quot;She is &amp;lt;height&amp;gt;.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Height is a general field that conveys your stature to people: short, smaller than average, taller than average, tall, and so on.  The assumption with this field should always be that the height stated here is based on peers within the same race.  With that understanding, a halfling with a height set to &amp;quot;towering&amp;quot; is towering in comparison to other halflings but is not towering in comparison to a giantman.&lt;br /&gt;
&lt;br /&gt;
No doll-like, no midget, no colossan heights.  &amp;quot;Wee&amp;quot; is acceptable when worded as &amp;quot;of a wee height/stature&amp;quot; or &amp;quot;wee in height/stature&amp;quot;.  Do not use comparisons to other races, and or races themselves (no &amp;quot;tall for a giantman&amp;quot; when you&#039;re already a giantman).  This is a mandatory field.&lt;br /&gt;
&lt;br /&gt;
===ALTER 208: Body Build===&lt;br /&gt;
Body builds are currently only offered via one of the special event pavilions.  In the case that a special exception is made for this, the current guidelines are as follows:&lt;br /&gt;
&lt;br /&gt;
The order of the feature line including body build appears as: &amp;quot;She is &amp;lt;height&amp;gt; and has &amp;lt;body build&amp;gt;.&amp;quot;  (The body build field is not mandatory and will not appear if no corresponding feature is selected).&lt;br /&gt;
&lt;br /&gt;
The body build of a character is meant to pair with the height -- it is the girth/width of a player, and where appropriate it describes their overall physique.&lt;br /&gt;
&lt;br /&gt;
Only builds that would be reasonably easy to assess in most types of clothing/armor should be used.  Body builds can be the overall general build, though the width of shoulders and waists may also be included -- no other specific body parts than those two should be mentioned here to describe someone&#039;s shape -- and trying to avoid what can be used in the dmark spots is highly preferred (e.g. if you have a swollen belly, that should go into the dmark instead!).  Do not include height in the body build field.&lt;br /&gt;
&lt;br /&gt;
When describing body types, please keep it objective (&amp;quot;sexy body&amp;quot; is not okay; &amp;quot;curvaceous body&amp;quot; is fine).&lt;br /&gt;
&lt;br /&gt;
If using a noun as the end-point (e.g. &amp;quot;a pudgy build&amp;quot;), acceptable nouns are: build, body, figure, frame, and physique.  Avoid using &amp;quot;stature,&amp;quot; as that describes height.&lt;br /&gt;
&lt;br /&gt;
===ALTER 209: Face===&lt;br /&gt;
The order of the feature line including face appears as: &amp;quot;She has &amp;lt;a/an&amp;gt; &amp;lt;face characteristic&amp;gt; face, &amp;lt;a/an&amp;gt; &amp;lt;nose characteristic&amp;gt; nose and [a/an] &amp;lt;distinguishing mark&amp;gt;.&amp;quot;  (These fields are not mandatory and will not appear if no corresponding feature is selected).  Face feature alterations will always begin with the word &amp;quot;a/an&amp;quot; and end with the noun &amp;quot;face.&amp;quot;  A request for a face alteration might go like this:&lt;br /&gt;
: &amp;quot;She has a freckled, heart-shaped face.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Facial characteristics are usually pretty general but should always describe the face itself (generally the overall shape, construction, and/or texture) -- oval, heart-shaped, round, weathered, wrinkled, plump.  Please don&#039;t request permanent facial expressions like &amp;quot;a permanently grimacing face&amp;quot; or anything hideously disfigured (missing parts, actively bleeding, etc.).  Avoid expressions and subjective, personality-based descriptions -- aim for objective wording that will stand the test of time.&lt;br /&gt;
&lt;br /&gt;
Try to limit the number of words used, as this is meant to be a basic descriptor -- to get into complex details, utilize the Unique feature field.&lt;br /&gt;
&lt;br /&gt;
===ALTER 210: Nose===&lt;br /&gt;
The order of the feature line including nose appears as: &amp;quot;She has &amp;lt;a/an&amp;gt; &amp;lt;face characteristic&amp;gt; face, &amp;lt;a/an&amp;gt; &amp;lt;nose characteristic&amp;gt; nose and [a/an] &amp;lt;distinguishing mark&amp;gt;.&amp;quot;  (These fields are not mandatory and will not appear if no corresponding feature is selected).  Nose feature alterations will always begin with the word &amp;quot;a/an&amp;quot; and end with the noun &amp;quot;nose.&amp;quot;  A request for a nose alteration might go like this:&lt;br /&gt;
: &amp;quot;He has a large, hooked nose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nose characteristics have to do with shape and construction, more than anything else -- generally long, short, snubbed, pointed, crooked, bumpy, broken, and so forth.  Sometimes specific quirks might work as well, such as freckled, wart-covered, or ruddy.  Try to avoid subjective adjectives like charming, sophisticated, or other personality-like traits.&lt;br /&gt;
&lt;br /&gt;
The nose should never be something hideously disfigured -- like missing altogether, actively bleeding, or leaking phlegm.&lt;br /&gt;
&lt;br /&gt;
Try to limit the number of words used, as this is meant to be a basic descriptor -- to get into complex details, utilize the Unique feature field.&lt;br /&gt;
&lt;br /&gt;
===ALTER 211: Distinguishing Marks===&lt;br /&gt;
The order of the feature line including distinguishing mark appears as: &amp;quot;She has &amp;lt;a/an&amp;gt; &amp;lt;face characteristic&amp;gt; face, &amp;lt;a/an&amp;gt; &amp;lt;nose characteristic&amp;gt; nose and [a/an] &amp;lt;distinguishing mark&amp;gt;.&amp;quot;  (These fields are not mandatory and will not appear if no corresponding feature is selected).  Distinguishing mark feature alterations will always begin with the word &amp;quot;a/an&amp;quot; if the last word does not end with an &amp;quot;s&amp;quot; (i.e. if the system thinks you are using a plural, it will not add that &amp;quot;a/an&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Distinguishing marks cover those kinds of things that aren&#039;t covered by other systems, such as unique scars, birthmarks, beauty marks, warts, and refinements like thin eyebrows, high cheekbones, full lips.  Avoid permanent &amp;quot;expressions.&amp;quot;  Try not to ask for suggestive adjectives like kissable lips, or removeable items like normal injuries and scars, piercings, and tattoos/brands/markings.  This feature field is also not a means to circumvent [[#ALTER 203: General Feature Alteration Guidelines|ALTER 203]] (general feature guidelines).&lt;br /&gt;
&lt;br /&gt;
Distinguishing marks that merchants can offer need to be visible at all times, not hidden under clothing, such as scarred hands, which can be covered by gloves, or scars on your shoulder blades.  The only current exemption to being hidden for merchant-offered features is the head - as such, feet, ankles, hands, and any other part of the body can be worked on by merchants currently.&lt;br /&gt;
&lt;br /&gt;
The distinguishing mark field should never be used to put facial/body hair on races for which facial/body hair is not available or to bypass other racial, gender, or generally restricted features.&lt;br /&gt;
&lt;br /&gt;
Try to limit the number of words used, as this is meant to be a basic descriptor -- to get into complex details, utilize the Unique feature field.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Below-the-neck&amp;quot; distinguishing marks are currently only offered via one of the special event pavilions.  In the case that a special exception is made for this, the current guidelines are as follows:  (1) the general &amp;quot;no handicaps/missing limbs or digits/etc.&amp;quot; rules for features still apply.  Some deformities might be allowed in a case-by-case exception if they are not considered debilitating in any way that would prevent your character from performing normal game actions.  (2) Hands/arms are considered fairly open, but chests/backs/legs are more restricted and should follow a &amp;quot;reasonable to see in most clothing (except full plate/armor)&amp;quot; track.  This means that arm scars, a broad chest, or a swollen gut may be available while chest scars, defined abdominals, or knee descriptions may not be.  Obvious leg shapes might be visible, while other leg features may not be.  (3) Body hair (or lack thereof) is relegated to the face/head.  However, foot/toe hair is acceptable for all non-elven races.  (4) Dare we even need say this, but you cannot use the dmark to describe your character&#039;s boobs/bosoms, butts, or other &amp;quot;lady/man parts&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
===ALTER 212: Other Unique Features===&lt;br /&gt;
This is the last line that appears at the bottom of all your features when someone &amp;quot;{{boldmono|LOOKS}}&amp;quot; at you.  It is basically an extended Distinguishing Mark field, except that it can be quite a bit longer and more descriptive, and there is far more flexibility in the formatting.  It must, however, be structured as a complete sentence.&lt;br /&gt;
&lt;br /&gt;
This does not mean you can ask for cat-like ears, a bushy tail, or try to circumvent some of the restrictions mentioned in [[#ALTER 211: Distinguishing Marks|ALTER 211]] (Distinguishing Marks) and [[#ALTER 203: General Feature Alteration Guidelines|ALTER 203]] (general feature guidelines).&lt;br /&gt;
&lt;br /&gt;
A good example of the unique field use would be:&lt;br /&gt;
: &amp;quot;She has a smattering of pale freckles dusted across the bridge of her nose.&amp;quot;&lt;br /&gt;
::OR&lt;br /&gt;
: &amp;quot;He has a dimpled chin framed by a large, drooping mustache.&amp;quot; (for a race/gender that allows for facial hair.)&lt;br /&gt;
&lt;br /&gt;
===ALTER 213: Wings===&lt;br /&gt;
Wings alterations are available to those of the aelotoi race.&lt;br /&gt;
&lt;br /&gt;
The order of the feature line including wings appears as: &amp;quot;She has a pair of &amp;lt;wing description&amp;gt; wings &amp;lt;wing quirk&amp;gt;.&amp;quot;  A maximum of 60 characters is allowed for the adjectives and color making up the wing description and an additional 60 for the quirk.  Some appropriate requests might be:&lt;br /&gt;
: &amp;quot;a pair of gold-veined, cerulean blue and jade green wings&amp;quot;&lt;br /&gt;
: &amp;quot;a pair of oval, gold-veined brown wings patterned with clusters of soft black spots&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====A. Wing Color:====&lt;br /&gt;
Aelotoi wings may be any color and can shimmer and sparkle.  But that does not mean they are imbued with any magical power and should not glow/pulsate/light the room.&lt;br /&gt;
&lt;br /&gt;
====B. Wing Size:====&lt;br /&gt;
Aelotoi wings can be small, normal, or large, but you shouldn&#039;t convey that they are completely oversized or miniature, or that they can fly with them or that they&#039;re non-existent.&lt;br /&gt;
&lt;br /&gt;
====C. Wing Shape:====&lt;br /&gt;
Aelotoi wings are insect-like and fold against the back.  They cannot be modified into heart-shaped, butterfly-shaped, or angel-like wings, or anything other than rounded, like those of a fly.  Acceptable words or descriptions would be similar to: elongated, long, oval, or round.&lt;br /&gt;
&lt;br /&gt;
====D. Wing Texture and Composition:====&lt;br /&gt;
The wings of an aelotoi are a thin, usually transparent or translucent membrane with several veins running through them, and should remain as such.  The veins, like the wings themselves, can be any color.  Please do not ask a merchant to change their composition and convert them to metal, wood, leather, feathers, scales, fabric or any other material.  They need to remain sheer to some degree -- they are not opaque.&lt;br /&gt;
&lt;br /&gt;
====E. Wing Decoration and Adornment:====&lt;br /&gt;
Wings may be altered to have designs added to them, such as spots, eyes, stripes, dots, circles, hearts, squares, teardrops, or waves.  This service can be done by feature-changing merchants who are able to magically realign the natural veining present in the wings into new configurations.  Wings may not have overly intricate or full-image designs added to them through this method, like flowers, plants, feathers, gems/shells, false holes or other damage, spikes, faces, figures, animals, or animal-like (scales, plates, fur, etc.) patterning.  We&#039;re also not able to hang things from the wings or cover them, since the wing verbs don&#039;t support this.  Currently there are no mechanics for piercing, painting, or tattooing wings.&lt;br /&gt;
&lt;br /&gt;
These embellishments are recognized as unnatural body modifications by the aelotoi community, as only linear veining occurs in the wings at birth.&lt;br /&gt;
&lt;br /&gt;
====F. Wing Mutilation:====&lt;br /&gt;
Merchants will not be able to remove aelotoi wing(s), or add wings to non-aelotoi races.  At this point, there&#039;s nothing to stop a pair of mutilated wings from using any of the wing verbs.  A request for &amp;quot;a pair of bloody stumps where his wings used to be&amp;quot; would look silly as the wing verbs would still allow them to flap.  Likewise, broken, limp, or useless wings would still be able to flutter and whatnot, so similar alteration requests should not be honored.&lt;br /&gt;
&lt;br /&gt;
What can be requested, for those who want mutilated wings, is to ask for them to be torn, scratched, malformed, deformed, stunted, slit, slashed, or mangled.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Alteration]]&lt;br /&gt;
*[[Alteration scroll]]&lt;br /&gt;
*[[Character feature]]&lt;br /&gt;
*[[Inventory]]&lt;br /&gt;
*[[Race capitalization guide (saved post)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Policy]]&lt;/div&gt;</summary>
		<author><name>GS4-AZIDAER</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wrayth&amp;diff=255311</id>
		<title>Wrayth</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wrayth&amp;diff=255311"/>
		<updated>2026-03-30T17:00:42Z</updated>

		<summary type="html">&lt;p&gt;GS4-AZIDAER: added note about how to turn on logging and change the location of the logs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Wrayth&#039;&#039;&#039; is an official front end (FE) for [[GemStone IV]] and [[DragonRealms]], and works with the Windows operating system.  Compared with the [[Wizard (front end)|Wizard FE]], Wrayth provides more features, including a point-and-click interface, dialog boxes, and a more advanced scripting engine.&lt;br /&gt;
&lt;br /&gt;
Download: https://www.play.net/gs4/play/wrayth-info.asp&lt;br /&gt;
&lt;br /&gt;
FAQ: https://www.play.net/gs4/play/wrayth/faq.asp&lt;br /&gt;
&lt;br /&gt;
Scripting Guide: https://www.play.net/gs4/play/wrayth_scripting.asp&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
If playing Gemstone via Wrayth for the first time, you will need to go through several steps in order for the software to properly work.&lt;br /&gt;
&lt;br /&gt;
# [https://www.play.net/gs4/play/launcher.asp Download and install the Simutronics Game Launcher].  The default install location is in your Program Files in the SIMU folder, which it creates.&lt;br /&gt;
# [https://www.play.net/gs4/play/wrayth-info.asp Download and install the Wrayth front end].  The default install location is in the same SIMU folder, with a new subfolder created called Wrayth.&lt;br /&gt;
# [https://www.play.net/gs4/play/ Log onto Play.net or go to the PLAY! option to view your character list].  Select any character.  Select &amp;quot;Wrayth&amp;quot; as the connection method.  Click on the big &amp;quot;Play Now!&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
Your web browser will download a .sal file.  This file serves as a single gaming session&#039;s &amp;quot;handshake&amp;quot; with the game, verifying your account credentials and which character you have selected to play.  This file will NOT open automatically the first time you play using the Wrayth front end.  You can manually force it to open by clicking on &amp;quot;click here&amp;quot; after the file downloads, however you can also set the .sal files to launch automatically.&lt;br /&gt;
&lt;br /&gt;
[[Image:Clickhere screenshot.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Find your file download list in your web browser.  How you do this will vary depending on your web browser.  Locate the .sal file that you just downloaded.  It will be named &amp;quot;Character.sal&amp;quot;, &amp;quot;Character (2).sal&amp;quot;, etc., depending on how many times you have attempted to log in with this character.  There should be an option to always open downloaded files of that type, which you will need to enable.&lt;br /&gt;
&lt;br /&gt;
In Chrome, you can click on the download icon on the top right of the web browser.  You can then right click on the .sal file listed and select &amp;quot;Always open files of this type&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sal screenshot.png|250px]]&lt;br /&gt;
&lt;br /&gt;
Go back to the [https://www.play.net/gs4/play/ character selection page] and select your character and the Wrayth front end again, then click on the &amp;quot;Play Now!&amp;quot; button.  A new .sal file will download and this time it &#039;&#039;should&#039;&#039; automatically launch Wrayth, connecting you to the game.  You may get a Windows security prompt each time you do this, depending on your Windows settings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If Wrayth is still not automatically launching&#039;&#039;&#039; then your .sal file may not be associated with the Simutronics Game Launcher.&lt;br /&gt;
&lt;br /&gt;
Locate a downloaded .sal file on your computer.  The default location for them is in your Downloads folder.  Right click on the .sal file and select Properties.  Next to &amp;quot;Opens with&amp;quot;, it should say &amp;quot;Launcher&amp;quot;.  If it does not, you will need to manually associate it with the Simutronics Game Launcher.  Click on &amp;quot;Change&amp;quot;, then locate &amp;quot;Launcher.exe&amp;quot; in your main SIMU folder.  Apply the changes.  (Do &#039;&#039;&#039;not&#039;&#039;&#039; associate it with Wrayth.  The Simutronics Game Launcher reads the .sal file and then launches a front end with the appropriate account/character credentials.  Wrayth is not capable of reading the .sal file.)&lt;br /&gt;
&lt;br /&gt;
[[Image:Properties screenshot.png|250px]]&lt;br /&gt;
&lt;br /&gt;
For advanced troubleshooting, see #help on the [https://discord.gg/KF9Wr8u Official Gemstone Discord].&lt;br /&gt;
&lt;br /&gt;
If you do not want to download a new .sal file each time you launch the game, you can use a standalone game entry software.  These game entry software options serve as the &amp;quot;handshake&amp;quot; for your gaming session in lieu of downloading a .sal file.  These options still require both the Simutronics Game Launcher and a front end such as Wrayth.&lt;br /&gt;
* [https://www.play.net/gs4/downloads/ Simutronics Game Entry] is the official client for launching the game going through the website.  That is its sole purpose.&lt;br /&gt;
* [[Lich:Software]] is third-party software provides additional scripting options.  It can also launch the game without going through the website.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
Wrayth stores settings (such as highlights and scripts) separately for each character, either on the server or locally. This can be toggled inside Wrayth under Options &amp;gt; Settings &amp;gt; Location.&lt;br /&gt;
&lt;br /&gt;
Local settings are stored as XML files in C:\Users\&amp;lt;Name&amp;gt;\AppData\Roaming\Wrayth (&#039;&#039;&#039;not&#039;&#039;&#039; the folder in which Wrayth is installed).  Older installs may installed in C:\Users\&amp;lt;Name&amp;gt;\AppData\Roaming\StormFront&lt;br /&gt;
&lt;br /&gt;
== Visual Skins ==&lt;br /&gt;
Below are the available user interface skins for Wrayth FE:&lt;br /&gt;
&lt;br /&gt;
*Original &amp;quot;Storm&amp;quot; Skin - Installed by default&lt;br /&gt;
*StealthFront Skin - Available via play.net [https://www.play.net/software/sfskins/stealth.skn Here]&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[Image:Stealthnormal.png|250px|Image: 250 pixels]]&lt;br /&gt;
|}&lt;br /&gt;
*StealthFront Blue - Available via third party website [https://github.com/mrhoribu/wraythskins/raw/main/stealthblue.skn Here]&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[Image:Skinblue.png|250px|Image: 250 pixels]]&lt;br /&gt;
|}&lt;br /&gt;
*NishiFront Skin - Available via third party website [https://github.com/mrhoribu/wraythskins/raw/main/NishiFront21.skn Here]&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[Image:Nishi.png|250px|Image: 250 pixels]]&lt;br /&gt;
|}&lt;br /&gt;
*Brute Skin - a minimalistic light toned skin (recommended to be used with microbar.lic). Available via third party website [https://github.com/BruteGS/BruteSkin/raw/main/Brute.skn Here]&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[Image:BruteSkin.png|250px|Image: 250 pixels]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Original and StealthFront skins were developed by Simutronics and they are both officially supported. StealthFront Blue is a variant of StealthFront with updated icons and colors developed by GM Auchand. NishiFront and BruteSkin were developed by players and are not officially supported.&lt;br /&gt;
&lt;br /&gt;
To use a downloaded skin: Save the files to your Wrayth directory (usually located in C:\Program Files (x86)\Simu\Wrayth). You can switch your skin by going to Options &amp;gt; Choose Skin in Wrayth.&lt;br /&gt;
&lt;br /&gt;
Wrayth skins were made with ActiveSkin (no longer in development). You can download a copy of the program from play.net [http://www.play.net/software/3rdparty/activeskin.zip here]&lt;br /&gt;
&lt;br /&gt;
== Macros ==&lt;br /&gt;
&lt;br /&gt;
Macros allow the user to execute a sequence of commands with a single keypress.&lt;br /&gt;
&lt;br /&gt;
Special keywords that can be used in macros include:&lt;br /&gt;
&lt;br /&gt;
:\r - Send the command.&lt;br /&gt;
:\p - pause 1 second before continuing.&lt;br /&gt;
:\x - Delete the contents of the command line before continuing.  Must be at the beginning of the macro line.&lt;br /&gt;
:@ - Place the insertion marker here.  (example: get @ from my backpack)&lt;br /&gt;
:\? - Replace this with the contents of the command line before starting.&lt;br /&gt;
:%variable name% - Allows you to insert a variable&#039;s value into the macro&#039;s output.  (example: draw %weapon%\r)&lt;br /&gt;
:{pageUp} - scrolls window up one page&lt;br /&gt;
:{pageDown} - scrolls window down one page&lt;br /&gt;
:{lineUp} - scrolls window up one line&lt;br /&gt;
:{lineDown} - scrolls window down one line&lt;br /&gt;
:{historyPrev} - show the previous command you typed&lt;br /&gt;
:{historyNext} - show the next command you typed&lt;br /&gt;
:{repeatLast} -	repeats the last command you typed&lt;br /&gt;
:{cycleWindows} - jump to the next window&lt;br /&gt;
:{cycleWindowsReverse} - jump to the previous window&lt;br /&gt;
:{bufferBottom} - Move to bottom of buffer.&lt;br /&gt;
:{bufferTop} - Move to top of buffer.&lt;br /&gt;
:{move} - Evaluates to &amp;quot;sneak &amp;quot; if you are hidden and auto sneak is activated.&lt;br /&gt;
:{=scriptname} - run script &#039;scriptname&#039;&lt;br /&gt;
:{script} - opens the script dialog&lt;br /&gt;
:{panels} - toggles visibility of the panel bar&lt;br /&gt;
:{variables} - opens the variables dialog&lt;br /&gt;
:{macros} - opens the macros dialog&lt;br /&gt;
:{wounds} / {injuries} - both of these toggle the &amp;quot;see injuries&amp;quot;/&amp;quot;see scars&amp;quot; on the health panel.&lt;br /&gt;
&lt;br /&gt;
== Rest Mode ==&lt;br /&gt;
&lt;br /&gt;
The keyboard command CTRL-R will put you into rest mode (which sends the EXP command every few minutes to prevent an idle timeout).&lt;br /&gt;
&lt;br /&gt;
== Logging ==&lt;br /&gt;
&lt;br /&gt;
In the Windows pane there are floppy disk icons next to each window listing. These icons are how you turn on and off logging of the various windows. To establish a location for the log files there must be no windows set to log and then you&#039;ll get the location prompt on the first one you turn back on.&lt;br /&gt;
&lt;br /&gt;
== Backup ==&lt;br /&gt;
&lt;br /&gt;
Backup Wrayth Settings and Scripts Once A Month&lt;br /&gt;
&lt;br /&gt;
All your macros, scripts, highlights, windows layout and more are held in settings for your Wrayth. You&#039;d hate to lose this all to some accident, right? Even if you do not save your settings on the server, it&#039;s better to be safe than sorry, and plan to back them all up once a month.&lt;br /&gt;
&lt;br /&gt;
# In Wrayth go to your upper right corner and click on Options. Choose Settings, then select Export.&lt;br /&gt;
# Everything will be checked to export by default. Go ahead, leave it all checked for a complete backup.&lt;br /&gt;
# The default file name and directory is C:\Wrayth.xml Personally I don&#039;t rewrite old backups like this. I include the date in the file and my character name, and I save it in DropBox, not hanging on the root of my hard drive. Google Drive is another great place to save it, or once you have it saved, email it to yourself. Bottom line: Save it somewhere that you can get to in the case of a computer crash. &lt;br /&gt;
# Remember to do this export process for each character, because they have their own settings.&lt;br /&gt;
&lt;br /&gt;
== Unofficial Plugins ==&lt;br /&gt;
&lt;br /&gt;
See [[Lich:Software]].&lt;br /&gt;
&lt;br /&gt;
== Other FEs ==&lt;br /&gt;
*[[Wizard (front end)]] - official Windows front end&lt;br /&gt;
*[[Avalon]] - official Mac OS X front end&lt;br /&gt;
*[[Lich:Software]] - unofficial scripting addon, works with any of Wrayth/Wizard/Avalon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Front Ends]]&lt;br /&gt;
[[Category:New Player]]&lt;/div&gt;</summary>
		<author><name>GS4-AZIDAER</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Premium_Point_costs&amp;diff=253731</id>
		<title>Premium Point costs</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Premium_Point_costs&amp;diff=253731"/>
		<updated>2026-02-19T04:07:52Z</updated>

		<summary type="html">&lt;p&gt;GS4-AZIDAER: wording change for Item Customization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
A [[Premium subscription|Premium]] GemStone IV subscriber is awarded 100 &#039;&#039;&#039;Premium Points&#039;&#039;&#039; per month as a loyalty reward (often referred to as PPs). Current number of Premium Points on any account may be seen using {{boldmono|[[Verb:PREMIUM|PREMIUM START]]}}. These points can be used to purchase many different Premium [[Long-term Benefits]].  See the Benefits page for official descriptions of services.  This page will maintain costs and various notes.&lt;br /&gt;
&lt;br /&gt;
Points can be exchanged for services including [[Script|scripted]] items, alterations or item customizations via [[Sadie]], an [[autoscripter]], lightening or deepening of one item, type-ahead lines, [[enhancive]] items, [[custom script]]ing, adding [[flares]] to [[armor]], [[weapon]]s, and armor accessories, [[enchanting]] services, adding critical or damage [[padding]] to armor and a [[Society|society]] reset option.&lt;br /&gt;
&lt;br /&gt;
Players often sell their PPs for [[silver coin|silvers]].  In these transactions the purchaser will have to give the seller the item as well as silvers so it is imperative that the seller be reputable.  The average conversion range is approximately 4,000-6,000 silvers per PP.  Larger blocks of PPs earn more silvers per point than smaller blocks, as they will be used for rarer or otherwise impossible to get services. &lt;br /&gt;
==Prices==&lt;br /&gt;
&amp;lt;section begin=prices /&amp;gt;&lt;br /&gt;
;Please note that the below is just to provide a general idea.  The final price will always be calculated by the GM providing any [[Sadie]] services.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;The range provided is based on a consensus of players in June 2015 and is only meant to give a general idea, not a firm price.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Benefit&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Premium Point Cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Comments and Additional Costs&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Pre-scripted giftshop item||300 ||Located in the Lighthouse in Mist Harbor (Gift Shop, various containers)&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Autoscripter]]||100 ||Located in the Lighthouse in Mist Harbor (Specialty Shop, read sign for details)&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Checkbook||600 ||Located in the Lighthouse in Mist Harbor (Gift Shop, on pedestal)&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Society]] reset (amnesty parchment)||2000 ||Located in the Lighthouse in Mist Harbor (Gift Shop, on counter)&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | One type-ahead line||900 ||Drink from the fountain located in Mist Harbor&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Premium titles]]||600 ||Find the disheveled resident NPC in Mist Harbor&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Sadie|Alteration]]||300 ||15/15/15 + show OR long description&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Sadie|Alteration]]||600 ||Show AND Long description&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Sadie|Item Customization]]||300||This service will customize up to 3 facets of a customizable item (3 or fewer words per each customization).&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[EZ script]]||1200  (first action)||600 points for each additional action. If item was EZ Scripted using different means, it is 600 for each additional action&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Merchant|Lighten]] one item||100 ||Amount of lightening varies by item&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Merchant|Deepen]] one item||100 ||Deepening is approximately 10% of current item&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Spikes]] added to an item|| 300||Some items may not be eligible&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Character feature|Feature Changing Masks]] ||400 ||Good for eyes AND complexion; OR Complete hair; OR Face, nose and distinguishing mark.  Get &#039;a plain porcelain mask&#039; in [[Shear Delight]] followed by a Sadie Scroll.&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Custom swear|Signature Swear]]||2500||Requires QC, which takes extra processing time. Get &#039;a pliable figurine&#039; from the Ocean Room (place an {{boldmono|ORDER}}) in [[Shear Delight]] followed by a Sadie Scroll.&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Signature verb|Signature Verb]]||3000||Requires QC, which takes extra processing time. Get &#039;a pliable figurine&#039; from the Ocean Room (place an {{boldmono|ORDER}}) in [[Shear Delight]] followed by a Sadie Scroll.&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Custom logphrases|Custom Logon/Logoff Messaging]]||5000||Requires QC, which takes extra processing time. Get &#039;a pliable figurine&#039; from the Ocean Room (place an {{boldmono|ORDER}}) in [[Shear Delight]] followed by a Sadie Scroll.&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Special use titles#Custom Titles|Custom Title]] (Prename)||5500||Requires QC, which takes extra processing time. Get &#039;a pliable figurine&#039; from the Ocean Room (place an {{boldmono|ORDER}}) in [[Shear Delight]] followed by a Sadie Scroll.  Please familiarize yourself with the guidelines here: [[Title system#Custom]]&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Special use titles#Custom Titles|Custom Title]] (Postname)||2500||Requires QC, which takes extra processing time. Get &#039;a pliable figurine&#039; from the Ocean Room (place an {{boldmono|ORDER}}) in [[Shear Delight]] followed by a Sadie Scroll.  Please familiarize yourself with the guidelines here: [[Title system#Custom]]&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Flypaper tattoo|Flypaper Designers Tattoo]]: Full Customization (description only)|| 1000||This does not include any custom verbs, but does include the 15/15/15 OR Long description, as well as the Show description. These tattoos can only be altered when they are in certificate form.  Once the tattoo has been applied, it can no longer be altered.  Both Flypaper Designers and Pigments of Memory tattoo certificates can be purchased from the shops bearing those same names at Rumor Woods.&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Flypaper tattoo|Flypaper Designers Tattoo]]: Custom Verb (1)||1500||This does not include any alteration of the tattoo&#039;s description. These tattoos can only be altered when they are in certificate form.  Once the tattoo has been applied, it can no longer be altered.  Both Flypaper Designers and Pigments of Memory tattoo certificates can be purchased from the shops bearing those same names at Rumor Woods.&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | ***[[Pigments of Memory|Pigments of Memory Tattoo]]: Full Customization (description only)||1000||These tattoos can only be altered when they are in certificate form.  Once the tattoo has been applied, it can no longer be altered.  Both Flypaper Designers and Pigments of Memory tattoo certificates can be purchased from the shops bearing those same names at Rumor Woods.&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | ***[[Pigments of Memory|Pigments of Memory Tattoo]]: Other Custom Fields||1500||These tattoos can only be altered when they are in certificate form.  Once the tattoo has been applied, it can no longer be altered.  Both Flypaper Designers and Pigments of Memory tattoo certificates can be purchased from the shops bearing those same names at Rumor Woods.&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Level 1 or 2 [[enhancive item]]||1800||&#039;&#039;See [[Premium enhancive]]&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Level 3 or 4 [[enhancive item]]||2400||&#039;&#039;See [[Premium enhancive]]&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Flare]]s (heat, cold, electric, impact, or vacuum; for [[Runestaff|runestaves]], mana(to a max of x2) or acuity(to a max of x4) are also available)||Base 300 points|| Plus 300 points per (enchant/5) + additional surcharge costs + item scripts (600 or 1200) + weighting (20 * number of services) + padding (10 * number of services) etc.&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Flare]]s (disintegrate, disruption, unbalance, grapple, acid, plasma, steam||Base 900 points|| Plus 300 points per (enchant/5) + additional surcharge costs + item scripts (600 or 1200) + weighting (20 * number of services) + padding (10 * number of services)&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Enchanting]] plain item (+1 added) with a starting enchant bonus of 0 to +15||300 + (300 * [[trunc]]((current plus + 4) / 5)))||&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Enchanting]] plain item (+1 added) with a starting enchant bonus of +16 to +45||1200 + (400 * trunc((current plus - 11) / 5)))||&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Spiked]] items for any enchanting, padding, or flaring service||600 point surcharge||&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Ensorcelled items for any enchanting, padding, or flaring service||200 point per tier surcharge||&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Enchanting]] flared or (non-fluff) simple [[Script|scripted]] item||600 point surcharge||&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Enchanting]] (non-fluff) complex scripted item ||1200  point surcharge||&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Enchanting]] a [[TD]] boosting, defender, [[Padding|padded]] or [[Weighting|weighted]] item||Bonus level * 100 points||&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Enchanting]] [[claidhmore]] (new style only)||(40 points + (2 * Final Enchant Bonus)) * 100||&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Heavy (150 services, 10 point combat effectiveness) [[Critical]] or [[Hitpoint|Damage]] [[Padding]], [[Weighting]], or [[Sighting]]||(3200 + (Enchant over 20† * 100)) + surcharges||Padding only. &amp;quot;Up to&amp;quot; 150 services. No discounts (CER 9 to CER 10 is the same cost as CER 0 to CER 10). Maximum of 300 total services, or 150 of each, whichever comes first. Example: armor with 200 services of crit is only eligible for 100 services of damage, at full cost including all surchages.  &amp;lt;br&amp;gt;Examples: +3TD is &#039;flaring surcharge&#039; and 1500 surcharge; +14% Impact Resist= &#039;resist surcharge&#039; and was 1000 surcharge. &amp;lt;br&amp;gt;† Note that the enchantment surcharge is different if the item is enhancive (see below).&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | 25,000 profession [[resource]] points (grit, essence, Nature&#039;s Grace, etc)||25 points|||Available once per week per account, there is a 7 day cooldown whenever this benefit is used. To use the benefit, go to the West Wing of the Library on FWI (19397 / u3223129) and LIGHT the lantern there. This benefit does not allow you to claim more than your 50,000 weekly pool; if you already have more than 25,000 profession resource points for the week, you will only get enough to max out your weekly resource pool, though the 25 PP cost will remain the same.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;section end=prices /&amp;gt;&lt;br /&gt;
===Additional Notes===&lt;br /&gt;
*[[Sadie]] will always provide a price quote as part of the service.&lt;br /&gt;
*Negatively enchanted items must be brought up to zero via normal means. For example: 500 points to bring a -10 item to -5, then another 500 points to bring -5 item to zero, then normal costs as described above.&lt;br /&gt;
*If the item has flares or special scripting (non-fluff), add 600 to the cost. If the item has padding or weighting, add (level padding/weighting) * 100 to the cost. If the item is a Defender item, add defender level bonus * 100 to the cost. If the item gives a bonus to TD, add TD bonus * 100 to the cost. &lt;br /&gt;
*[[Enchanting]] [[Adamantine]] costs double the normal points.&lt;br /&gt;
*[[Zelnorn]] carries the flaring surcharge. The new enchant will be based on the total [[Attack strength|AS]] + [[DS]] bonus and the +5 will be split between those qualities.&lt;br /&gt;
*For [[TD]] boosting items only the base enchant can be increased, not the TD bonus.&lt;br /&gt;
*For defender items, the defender bonus should be treated the same as TD as far as calculating the cost.  The defender bonus prevents flares from being added.&lt;br /&gt;
*[[Resistance]] items with positive benefits cost 500 points per 10% resistance (rounded up). For items with multiple resistance types, add the resistance bonuses before applying this factor. Thus, (Sum of Resistance Bonuses (offset for penalties) / 10) * 500 points.&lt;br /&gt;
*[[Enchanting]], [[Flaring]], or [[Padding]] an [[Enhancive item]] will incur an additional premium point surcharge. The surcharge is: (Cost for [[Adventurer&#039;s Guild]] to recharge item) * (Enchant bonus of item) / 250. In the case of enchanting, the final enchant bonus of the item is used to calculate the surcharge, rather than the current bonus. [[Fusion]] items are considered enhancive items for this purpose. Empty fusion items are treated as costing 9000 to recharge. For instance, enchanting a set of +30 fusion armor without orbs to +35 would result in a surcharge of 1260 points, while padding or flaring the same set of +30 armor would result in a 1080 point surcharge.&lt;br /&gt;
*Temporary Enhancements do not incur any extra charges.&lt;br /&gt;
*[[1625|Paladin-bonded weapons]] should not incur any extra charges, but may calculate as such.  Include the fact that it is bonded in the scroll.&lt;br /&gt;
&lt;br /&gt;
===Functional Script Surcharges===&lt;br /&gt;
Complex scripts include, but are not limited to, [[Ithzir Armor]], [[Voln armor]], and [[Nerve staff]]s have a flat 1200 point complex script surcharge.&lt;br /&gt;
&lt;br /&gt;
Everything else (functional) is considered simple and has a 600 point simple script surcharge.&lt;br /&gt;
&lt;br /&gt;
[[Fusion]] is still treated as separate from other functional scripts (see Additional Notes above).&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
If you don&#039;t have enough points, use {{boldmono|PREMIUM START}} to see how many points you have, and use the equations in {{boldmono|PREMIUM 9}} to help you calculate.  You may need to send a message to [[Sadie]] to confirm the point cost, which she will always quote back as part of the process.&lt;br /&gt;
&lt;br /&gt;
==Precalculated Premium Benefit Costs==&lt;br /&gt;
===Adding Flares===&lt;br /&gt;
Options: [[Fire critical table|Heat]], [[Cold critical table|Cold]], [[Lightning critical table|Electric]], [[Acid critical table|Acid]], [[Impact critical table|Impact]], [[Vacuum critical table|Vacuum]]&lt;br /&gt;
&lt;br /&gt;
*Flare 0x (+0) item = 300&lt;br /&gt;
*Flare 1x (+5) item = 600&lt;br /&gt;
*Flare 2x (+10) item = 900&lt;br /&gt;
*Flare 3x (+15) item = 1200&lt;br /&gt;
*Flare 4x (+20) item = 1500&lt;br /&gt;
*Flare 5x (+25) item = 1800&lt;br /&gt;
*Flare 6x (+30) item = 2100&lt;br /&gt;
*Flare 7x (+35) item = 2400&lt;br /&gt;
*Flare 8x (+40) item = 2700&lt;br /&gt;
*Flare 9x (+45) item = 3000&lt;br /&gt;
*Flare 10x (+50)item = 3300&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Partial enchants round up&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Adding Heavy Critical or Damage Padding===&lt;br /&gt;
*Pad 0x (+0) Armor = 3200&lt;br /&gt;
*Pad 1x (+5) Armor = 3200&lt;br /&gt;
*Pad 2x (+10) Armor = 3200&lt;br /&gt;
*Pad 3x (+15) Armor = 3200&lt;br /&gt;
*Pad 4x (+20) Armor = 3200&lt;br /&gt;
*Pad 5x (+25) Armor = 3700&lt;br /&gt;
*Pad 6x (+30) Armor = 4200&lt;br /&gt;
*Pad 7x (+35) Armor = 4700&lt;br /&gt;
*Pad 8x (+40) Armor = 5200&lt;br /&gt;
*Pad 9x (+45) Armor = 5700&lt;br /&gt;
*Pad 10x (+50) Armor = 6200&lt;br /&gt;
&lt;br /&gt;
===Enchanting Item (Base Cost)===&lt;br /&gt;
&lt;br /&gt;
*Enchant 0x to 1x = 300&lt;br /&gt;
*Enchant 1x to 2x = 600&lt;br /&gt;
*Enchant 2x to 3x = 900&lt;br /&gt;
*Enchant 3x to 4x = 1200&lt;br /&gt;
*Enchant 4x to 5x = 1600&lt;br /&gt;
*Enchant 5x to 6x = 2000&lt;br /&gt;
*Enchant 6x to 7x = 2400&lt;br /&gt;
*Enchant 7x to 8x = 2800&lt;br /&gt;
*Enchant 8x to 9x = 3200&lt;br /&gt;
*Enchant 9x to 10x = 3600&lt;br /&gt;
&lt;br /&gt;
===Enchanting Item with Spikes, Flares or Scripts (non-fluff)===&lt;br /&gt;
*Enchant 0x to 1x = 900&lt;br /&gt;
*Enchant 1x to 2x = 1200&lt;br /&gt;
*Enchant 2x to 3x = 1500&lt;br /&gt;
*Enchant 3x to 4x = 1800&lt;br /&gt;
*Enchant 4x to 5x = 2200&lt;br /&gt;
*Enchant 5x to 6x = 2600&lt;br /&gt;
*Enchant 6x to 7x = 3000&lt;br /&gt;
*Enchant 7x to 8x = 3400&lt;br /&gt;
*Enchant 8x to 9x = 3800&lt;br /&gt;
*Enchant 9x to 10x = 4200&lt;br /&gt;
&lt;br /&gt;
===Enchanting Padded Armor===&lt;br /&gt;
The cost to enchant padded armor is the [[#Enchanting Item (Base Cost)|enchanting base cost]] + (padding points * 100).&lt;br /&gt;
&lt;br /&gt;
As an example, the premium point cost to enchant a set of heavy critical padded (HCP) armor with a current enchant bonus of +30 (6x) to +35 (7x) is:&lt;br /&gt;
:Enchanting base cost: 2400&lt;br /&gt;
:Heavy Padding: level 10&lt;br /&gt;
:Additional cost per point of padding: 100&lt;br /&gt;
&lt;br /&gt;
:Total Cost: 2400 + (10 * 100) = 3400 premium points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The terms padding level and padding points are used interchangeably.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Enchanting Claidhmore (New Style Only)===&lt;br /&gt;
*Enchant 0x to 1x = 5000&lt;br /&gt;
*Enchant 1x to 2x = 6000&lt;br /&gt;
*Enchant 2x to 3x = 7000&lt;br /&gt;
*Enchant 3x to 4x = 8000&lt;br /&gt;
*Enchant 4x to 5x = 9000&lt;br /&gt;
*Enchant 5x to 6x = 10000&lt;br /&gt;
*Enchant 6x to 7x = 11000&lt;br /&gt;
*Enchant 7x to 8x = 12000&lt;br /&gt;
*Enchant 8x to 9x = 13000&lt;br /&gt;
*Enchant 9x to 10x = 14000&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Sadie]]&lt;br /&gt;
*[[Long-term Benefits]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Premium]]&lt;/div&gt;</summary>
		<author><name>GS4-AZIDAER</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Premium_enhancive&amp;diff=253721</id>
		<title>Premium enhancive</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Premium_enhancive&amp;diff=253721"/>
		<updated>2026-02-19T01:20:50Z</updated>

		<summary type="html">&lt;p&gt;GS4-AZIDAER: wording change with addition of Ineligible List&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=description /&amp;gt;&amp;lt;includeonly&amp;gt;Description: &amp;lt;/includeonly&amp;gt;&#039;&#039;&#039;Premium enhancives&#039;&#039;&#039; are created using [[Premium point]]s by taking a &#039;&#039;&#039;non-[[enhancive]]&#039;&#039;&#039; item that the player owns and making it an permanent enhancive item with 200 charges.  Use of the item&#039;s enhancive properties is restricted to the account that created the item.  There are four levels of service and one ordering via Sadie scroll must choose one of those levels.  The rules and enhancives available for specific levels are noted in the main article.  The information listed on the main play.net website is out of date.&lt;br /&gt;
*  &#039;&#039;&#039;Not all items are eligible to be Premium enhancives ([[Premium enhancive#Ineligible Items|ineligible items list]]).&#039;&#039;&#039;&lt;br /&gt;
*  &#039;&#039;&#039;Any particular bonus can be no more than 7.&#039;&#039;&#039;&lt;br /&gt;
*  &#039;&#039;&#039;If you select two different types of bonuses to be applied to your item, then the combined bonuses may be no more than 10 in total.&#039;&#039;&#039;  (e.g. +7/+3, +6/+4, +5/+5, or any single bonus of up to +7)&lt;br /&gt;
*  &#039;&#039;&#039;Items can be recharged at the [[Adventurer&#039;s Guild]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Instructions: Getting an item enhanced is as easy as 1 - 2 - 3! All you have to do is visit the lighthouse on the Isle of the Four Winds and go see Sadie! With your item in your hand you can pick up an enhancive alteration scroll. You may, at your leisure, use the scroll to get an enhancement on any of your items and you don&#039;t have to wait in any lines! Once you have decided what skill ranks and bonuses you desire, just send the scroll to Sadie and as soon as she is done with it, she will send a messenger to you to confirm she has completed it as you wanted. &lt;br /&gt;
&lt;br /&gt;
Per Sadie to clarify-We can do the level 1 enhancive add as requested, however there needs to be some clarification.  The levels for premium point enhancives are based on what they offer, NOT what steps you need to follow to add them.  So, you can have level 1, 2, 3, OR 4 added to your item, but you can&#039;t do 1 and 2 or 2 and 3.  Additionally, once an item has an enhancive on it, premium or not, it no longer qualifies for additional premium enhancives to be added.&lt;br /&gt;
&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Boosts to Stat Bases -or- Max-Vitals (Level 1)==&lt;br /&gt;
Description: You may add 1 or 2 of the following enhancive alterations to any item of your choice. The enhancive alteration will boost the base or max-vital of your:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|Max Mana||Constitution||Aura	||Discipline&lt;br /&gt;
|-&lt;br /&gt;
|Max Health	||Dexterity	||Logic||	Wisdom&lt;br /&gt;
|-&lt;br /&gt;
|Max Stamina	||Agility	||Intuition	||Influence&lt;br /&gt;
|-&lt;br /&gt;
|Strength&lt;br /&gt;
|}	 	 	 &lt;br /&gt;
&lt;br /&gt;
==Boosts to Skill Bonuses (Level 2)==&lt;br /&gt;
Description: You may add 1 or 2 of the following enhancive alterations to any item of your choice. The enhancive alteration will boost your:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|Two Weapon Combat Bonus||Elemental Lore - Earth Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Armor Use Bonus||Elemental Lore - Fire Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Shield Use Bonus||Elemental Lore - Water Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Combat Maneuvers Bonus||Spiritual Lore - Blessings Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Edged Weapons Bonus||Spiritual Lore - Religion Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Blunt Weapons Bonus||Spiritual Lore - Summoning Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Two-Handed Weapons Bonus||Sorcerous Lore - Demonology Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Weapons Bonus||Sorcerous Lore - Necromancy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Thrown Weapons Bonus||Mental Lore - Divination Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Polearm Weapons Bonus||Mental Lore - Manipulation Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Brawling Bonus||Mental Lore - Telepathy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Ambush Bonus||Mental Lore - Transference Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Multi Opponent Combat Bonus||Mental Lore - Transformation Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Physical Fitness Bonus||Survival Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Dodging Bonus||Disarming Traps Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Symbols Bonus||Picking Locks Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Magic Item Use Bonus||Stalking and Hiding Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Spell Aiming Bonus||Perception Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Harness Power Bonus||Climbing Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Mana Control Bonus||Swimming Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Mental Mana Control Bonus||First Aid Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mana Control Bonus||Trading Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Lore - Air Bonus||Pickpocketing Bonus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
==Vital Recovery Enhancements (Level 3)==&lt;br /&gt;
Description: Pick one recovery bonus from the following list. This enhancement will add a bonus to your:&amp;lt;br&amp;gt; &lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|Mana Recovery (+10) ||Health Recovery (+5)&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Recovery (+2) ||Stamina Recovery (+5)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;IN ADDITION, you may add a 5 point Level 1 or Level 2 enhancive bonus to your item.&lt;br /&gt;
&lt;br /&gt;
==Boost to Skill Ranks (Level 4)==&lt;br /&gt;
Description: You may add 1 or 2 of the following enhancive alterations to any item of your choice. The enhancive alteration will boost your:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|Two Weapon Combat Ranks	||Elemental Lore - Earth Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Armor Use Ranks	||Elemental Lore - Fire Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Shield Use Ranks	||Elemental Lore - Water Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Combat Maneuvers Ranks	||Spiritual Lore - Blessings Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Edged Weapons Ranks	||Spiritual Lore - Religion Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Blunt Weapons Ranks	||Spiritual Lore - Summoning Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Two-Handed Weapons Ranks	||Sorcerous Lore - Demonology Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Weapons Ranks	||Sorcerous Lore - Necromancy Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Thrown Weapons Ranks	||Mental Lore - Divination Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Polearm Weapons Ranks||Mental Lore - Manipulation Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Brawling Ranks	||Mental Lore - Telepathy Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Ambush Ranks	||Mental Lore - Transference Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Multi Opponent Combat Ranks	||Mental Lore - Transformation Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Physical Fitness Ranks	||Survival Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Dodging Ranks	||Disarming Traps Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Symbols Ranks	||Picking Locks Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Magic Item Use Ranks	||Stalking and Hiding Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spell Aiming Ranks	||Perception Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Harness Power Ranks	||Climbing Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Mana Control Ranks	||Swimming Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Mental Mana Control Ranks	||First Aid Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mana Control Ranks	||Trading Ranks&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Lore - Air Ranks	||Pickpocketing Ranks&lt;br /&gt;
|}&lt;br /&gt;
NOTE: Increasing skill ranks will increase skill bonus accordingly based on standard skill training thresholds.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Ineligible Items==&lt;br /&gt;
The following scripts or properties are not compatible with premium enhancives.  Items that have non standard wear locations or can change locations are not permitted.&lt;br /&gt;
* [[Enhancive item|Enhancives]]&lt;br /&gt;
* [[Tattoo|Tattoos]]&lt;br /&gt;
* [[Flippable Piercing Jewelry|Piercing Jewelry]] &lt;br /&gt;
* [[Armor concealing garment|Armor concealer]] &lt;br /&gt;
* [[Battle Standard (1620)|Paladin battle standard]]&lt;br /&gt;
* [[Gilded locus|Locus]]&lt;br /&gt;
* [[Ghezyte chelioboros jewelry|Ghezyte bracelet]] &lt;br /&gt;
* [[Necrotic ring|Arena of the Abyss ring]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Premium Point Costs]]&lt;br /&gt;
[[Category: Premium]]&lt;/div&gt;</summary>
		<author><name>GS4-AZIDAER</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Iasha_white_ora_weapon&amp;diff=244985</id>
		<title>Iasha white ora weapon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Iasha_white_ora_weapon&amp;diff=244985"/>
		<updated>2025-08-23T13:15:43Z</updated>

		<summary type="html">&lt;p&gt;GS4-AZIDAER: wording clarification for Greater All-Profession unlock&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;Iasha white ora weapons&#039;&#039;&#039; were originally sold off the shelf at the pay-for auction the [[Wavedancer]]. They are a special kind of [[white ora]] weaponry. They are separated into three tiers: locked, unlocked, and 6x with special properties. Five 5x and one 6x weapon were auctioned off at each of the first four runs of the Wavedancer. Three fourth tier weapons were auctioned off at the [[Foehn&#039;s Promise]]. Tier one weapons were available for sale at [[Duskruin Arena]].  &amp;lt;!-- This spot reserved for informational blurb for item. Remove as part of copy/paste.--&amp;gt;&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You immediately sense that this is a White Ora weapon known as an &amp;quot;Iasha.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is Tier 1 (of 3).  It is the traditional make, which means that in the hands of a cleric or paladin, it is a holy weapon that gives off holy fire flares.  (In order for any profession to be able to wield it in this manner, a &amp;quot;Lesser All-Profession&amp;quot; upgrade is necessary.)&lt;br /&gt;
&lt;br /&gt;
You can attempt to PEER and LOOK at the pike, though, some of the attempts at these actions will fall short if you are not a paladin/cleric.&lt;br /&gt;
&lt;br /&gt;
Any merchant can aesthetically alter the pike, provided it remains white ora (or, in the case of unarmed combat footwear and handwear, leather or similar, unless it is already made from white as its base foundation).&lt;br /&gt;
&lt;br /&gt;
You might be able to have a talented merchant lighten the white ora pike for you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 1&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= The weapon has holy fire flares (2-75 damage) and random messaging in the hands of a paladin or cleric.  It adds a single line to the end of the weapon&#039;s show description when looked at:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The white ora falchion is surrounded by a pure white flickering flame that burns with the rage of divine fury.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&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;
|show= &amp;lt;!-- ONLY for when an item has a hard-coded show. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes &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; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|PEER&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; As you gaze on the hilt of your white ora falchion, your eyes mist over, and you see the holy symbol of &amp;lt;deity&amp;gt; burn in your mind.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; N/A&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 2&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= The weapon has holy fire flares (2-75 damage) and ambient messaging in the hands of a paladin or cleric. Verbs unlocked include: {{boldmono|POKE}}, {{boldmono|WAVE}}, {{boldmono|KISS}}, {{boldmono|ROAR}}, {{boldmono|TOUCH}}, {{boldmono|HOLD}}, and {{boldmono|RAISE}} &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;
You can attempt to PEER, LOOK, POKE, WAVE, KISS, ROAR, TOUCH, HOLD, and RAISE the falchion, though, some of the attempts at these actions will fall short if you are not a paladin/cleric.&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|show= &amp;lt;!-- ONLY for when an item has a hard-coded show. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable=Yes &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; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|HOLD&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; Holding your white ora falchion reverently, you cry out, &amp;quot;&amp;lt;Deity&amp;gt;, aid me in my hour of need!&amp;quot;&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Reverently holding her white ora falchion, XXX cries out, &amp;quot;&amp;lt;Deity&amp;gt;, aid me in my hour of need!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|KISS&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You set the tip of your white ora falchion on the floor, bowing your head and murmuring a prayer to your patron&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|POKE&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You run a finger down the surface of the falchion.  You stop to admire its flawless craftsmanship, all entirely crafted from gleaming white ora and meticulously maintained.  Unfortunately, you forgot about the flames surrounding it, and it is hot!&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|RAISE&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; See list of [[#Raise_Messaging|deity messages]] &lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; See list of [[#Raise_Messaging|deity messages]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|ROAR&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You point your weapon into the sky and roar a battle cry to &amp;lt;Deity&amp;gt;.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; XXX points her weapon into the sky and roars a battle cry to &amp;lt;Deity&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|TOUCH&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You lovingly trace your fingers along the veins of white ora folded into your falchion.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; XXX lovingly traces her fingers along the veins of white ora folded into her falchion.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|WAVE&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; As you wave the white ora falchion in the air, bursts of white-hot pure flames fly from it in every direction.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; As XXX waves the white ora falchion in the air, bursts of white-hot pure flames fly from it in every direction.&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 3&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= Unlocks the verb {{boldmono|ATTEND}}. Adds +3 Wisdom stat base (not bonus). 1x/day teleportation to your deity&#039;s temple.&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;
|show= &amp;lt;!-- ONLY for when an item has a hard-coded show. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes &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; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|ATTEND&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; As you pray over your white ora sledgehammer, a shining white pillar of light appears. A gateway opens inviting you in, and you step forward into it.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Lesser All-Profession Upgrade&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
Allows Tier 1 and Tier 2 Iasha weapon to be used (in terms of the flares and verb traps) by any profession.  Does *not* make the Iasha weapon a [[holy armament]] in the hands of anything but a cleric or paladin.  Holy armaments are still an inherent property of the white ora material.&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
This is Tier x (of 3).  It has a Lesser All-Profession upgrade, which means that in the hands of any profession, it is a weapon that gives off holy fire flares.&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|show= &amp;lt;!-- ONLY for when an item has a hard-coded show. --&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;
&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Greater All-Profession Upgrade&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
Allows Tier 3 weapons to bestow the Wisdom stat boost and use of ATTEND onto any profession. These can only be applied to weapons that have an existing Lesser All-Profession upgrade on them.&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;
|show= &amp;lt;!-- ONLY for when an item has a hard-coded show. --&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;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
===Raise Messaging===&lt;br /&gt;
The {{boldmono|RAISE}} verb trap is deity-based. Some deities have multiple raise messages. Not all deities have special messaging.&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;|Arkati&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |[[Amasalen]]&lt;br /&gt;
| As you raise your white ora sledgehammer high over your head, pulsing crimson light glows from your hands and your white ora sledgehammer shimmers briefly into a twin headed purple serpent, hissing with seeming anticipation.&lt;br /&gt;
|{{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|As you raise your blade high, you feel your features twisting into a cruel mask. A writhing sensation on your arm causes you to look over in alarm, and your face pales as you notice a two-headed purple snake working its way slowly up your white ora sledgehammer. When the snake reaches the tip of it, it melts slowly into it without a trace.&lt;br /&gt;
|{{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Andelas]]&lt;br /&gt;
| As you raise your white ora fang, you hear a sound like that of a large cat hissing somewhere behind you.&lt;br /&gt;
|{{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Charl]]&lt;br /&gt;
| As you raise your white ora troll-claw, the sound of a distant, rolling surf echoes in your mind.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
| A low peal of thunder is heard in the distance as damp sea-scented fog flows into the room.  The luminescent fog briefly obscures the area from sight as it tickles the tongue with the faintest taste of salt.  Feeling your faith restored by the Ocean Lord&#039;s glory, you resolve to continue your fight for honor of the Six Seas.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Eonak]]&lt;br /&gt;
|As you raise your white ora falchion, the loud ringing of a hammer upon metal reverberates through your head.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|Sweat beads on your face, and the sound of hammers ringing on anvils fills your ears as you heft the white ora falchion above your head.  The white ora falchion glows as red as a forge for a moment, bathing the area in its glow before you lower it again.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Eorgina]]&lt;br /&gt;
|As you raise your white ora pike, for a brief moment a swirling darkness washes through the area.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Fash&#039;lo&#039;nae]]&lt;br /&gt;
| You raise your white ora no-dachi.  You gain a moment of clarity, and you realize just how to make good use of this white ora no-dachi.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
| As you raise your white ora no-dachi it grows dark and deep within you catch a brief glimpse of a long dead secret.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Gosaena]]&lt;br /&gt;
| As you raise your white ora sledgehammer a sudden sense of finality sparks a moment of inner reflection.&lt;br /&gt;
|  As &amp;lt;person&amp;gt; raises his white ora sledgehammer a sudden sense of finality sparks a moment of inner reflection.&lt;br /&gt;
|-&lt;br /&gt;
|[[Imaera]]&lt;br /&gt;
| As your raise your footman&#039;s lance a gentle breeze bearing the scent of wheat and barley blows through the area.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Ivas]]&lt;br /&gt;
|As you raise your white ora falchion high above you, your head swims, and your hands tremble with desire.  You close your eyes for a moment, and the image of a smirking woman of unearthy beauty flashes in your mind so quickly that you wonder if you saw anything at all.  The trembling gradually subsides as you lower your arms, though the desire within you lingers on.&lt;br /&gt;
| As XXX raises her white ora falchion high above, her eyes roll, and her hands tremble.  She begins to noticeably sweat as she closes her eyes.&lt;br /&gt;
|-&lt;br /&gt;
|As you raise your white ora falchion, it turns a deep red, and a column of green smoke winds its way up the now-red white ora falchion before dissipating.&lt;br /&gt;
| As XXX raises her white ora falchion, it turns a deep red, and a column of green smoke winds its way up the now-red white ora falchion before dissipating.&lt;br /&gt;
|-&lt;br /&gt;
|[[Jastev]]&lt;br /&gt;
|As you raise your white ora troll-claw a dark, forboding feeling comes over you.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Jaston]]&lt;br /&gt;
|You thrust one of your gloves into the air and feel a gentle wind tug upon your hand.  Wisps of bright white and deep green light writhe across the gloves in a gentle vortex of color.  As your arm extends to its fullest, the color reaches its apex and bursts into a gentle shower of light that is quickly absorbed by a gentle breeze.  You begin to lower your arm and notice that a single white feather drifts to the ground before it disappears.&lt;br /&gt;
|Wisps of bright white light and deep green rise from the white ora as he lifts it high into the air.  As his arm reaches its full extension, the wisps of light swirl upward in a parade of color.  The light reaches the apex and bursts into a soft white light that is absorbed by a light breeze.  One lone feather drifts down from the tip, then disappears as XXX lowers his arm.&lt;br /&gt;
|-&lt;br /&gt;
|[[Koar]]&lt;br /&gt;
|You raise your white ora falchion, and a sense of majesty fills you and extends outward.&lt;br /&gt;
| As XXX raises her white ora falchion, a sense of majesty briefly emminates outward.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Leya]]&lt;br /&gt;
| As you raise your white ora falchion high, a deep blue aura surrounds the falchion and flows along the surface.  Reaching the base, it dims to a soft ivory light before fading slowly away.&lt;br /&gt;
| As XXX raises her white ora falchion, a deep blue aura surrounds the falchion and flows along the surface.  Reaching the base, it dims to a soft ivory light before fading slowly away.&lt;br /&gt;
|-&lt;br /&gt;
| You thrust your falchion into the air, and your arm begins to vibrate from a jarring force.  The sound of hooves reaches your ears moments before you are nearly blinded by the ivory light that travels up your falchion.  Blinking into the light, you note the ivory image of a stallion launching itself from the tip of your weapon, only to transform into an owl.  The owl beats its wings once only and then fades into nothingness.&lt;br /&gt;
|Ivory light flares to life along XXX&#039;s white ora falchion, the brilliance of it nearly blinding.  As the light flares across the weapon&#039;s keen edge, the faint image of an ivory stallion seems to gallop to the weapon&#039;s tip.  Golden hooves press there and launch the equestrian beast into the air, where it shifts into an ivory owl.  With one great beat of its wings, the owl soars above XXX, then fades, leaving the air somehow darker.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lorminstra]]&lt;br /&gt;
| As you raise your white ora no-dachi, you feel the the gentle caress of the Lady&#039;s hand run over your soul.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Lumnis]]&lt;br /&gt;
| As you raise your white ora no-dachi softly whispered secrets drift past the edge of your conciousness.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Luukos]]&lt;br /&gt;
| As you raise your white ora falchion, a deep chill that reminds you of a graveyard pierces your body.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Marlu]]&lt;br /&gt;
| As you raise your white ora falchion, a horrible feeling of hunger works its way into your throat.&lt;br /&gt;
|  As XXX raises his white ora falchion, a horrible feeling of hunger works its way into your throat.&lt;br /&gt;
|-&lt;br /&gt;
|[[Oleani]]&lt;br /&gt;
| As you raise your white ora falchion, a warm feeling spreads outward from it and washes over you.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|Other&lt;br /&gt;
| You raise your fingerless gloves in triumph.  Pure white flames leap from them into the air.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Phoen]]&lt;br /&gt;
| As you raise your white ora pike, a flash a of bright light bursts forth briefly from it.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|[[Ronan]]&lt;br /&gt;
| As you kick out with your white ora-inset boots, an image from your last dream rises up in your mind.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
| As you kick out with your white ora-inset boots, they seem to shift and darken to a midnight color.  A soft silver nimbus surrounds the boots for a brief instant, then slowly dissipates into the sky.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
| You slash the air before you, a fading trail of tiny stars following in the white ora-inset boots&#039;s wake.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sheru]]&lt;br /&gt;
|{{addmetext}}&lt;br /&gt;
|As XXX raises his white ora espadon, the disturbing call of a jackal sends a shiver down your spine.&lt;br /&gt;
|-&lt;br /&gt;
|[[Tilamaire]]&lt;br /&gt;
| You lift your sledgehammer above your head and are suddenly surrounded by the gentle sound of chimes ringing in the air.  Rolling blue and yellow light bounces across your sledgehammer, each strike sounding like the ring of a perfectly pitched chime.  When your arm reaches to its fullest extension, a final resonating chord is struck.  You lower your arm, allowing the beautiful sound to fade into heavy silence.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Voln]]&lt;br /&gt;
| You raise your sledgehammer and a burst of white energy extends from the weapon to momentarily form a white shield symbol over your head.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
| You thrust your arm high into the air and feel a cold determination filling you. Ebony lights glitter with golden speckles as they rise from the hilt of your weapon towards the tip of your sledgehammer. Several golden shields break through the ebony surface for a moment before the sledgehammer is consumed in darkness. Your sledgehammer resonates loudly for a mere moment then the light bursts into a shower of ebony and golden sparks that shower down around you when you lower your sledgehammer.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Zelia]]&lt;br /&gt;
|As your raise your white ora naginata, there is a prickling feeling in the back of your mind, as if someone is trying to set something free.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
===Ambient Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The crimson flames surrounding your white ora sledgehammer flare up a brilliant orange for a moment.&lt;br /&gt;
&lt;br /&gt;
Waves of heat rise from the surface of your white ora sledgehammer, creating a hazy aura about it.&lt;br /&gt;
&lt;br /&gt;
Fiery sparks from the surface of your white ora sledgehammer hiss as they fade in the nearby air.&lt;br /&gt;
&lt;br /&gt;
The white ora sledgehammer pulses in your hand, as if seeking something.&lt;br /&gt;
&lt;br /&gt;
You flich as the flames surrounding your white ora sledgehammer flare out suddenly!&lt;br /&gt;
&lt;br /&gt;
The flames surrounding your white ora sledgehammer blaze up for a moment.&lt;br /&gt;
&lt;br /&gt;
Burning low, the flames encasing your white ora sledgehammer emit an angry hiss.&lt;br /&gt;
&lt;br /&gt;
The flames surrounding your white ora sledgehammer swirl around and a low murmuring can be faintly heard. You think one of them was, &amp;quot;Release.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flares===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
As you attack, the baneful white flames surrounding your white ora maul flare off and strike, bathing the ghostly pooka in fiery death!&lt;br /&gt;
&lt;br /&gt;
A peal of thunder cracks from your white ora maul as baneful white light streams forth to surround ghostly pooka, assaulting it with flames of white-hot fury!&lt;br /&gt;
    &lt;br /&gt;
As your white ora maul connects with the kiramon worker, baneful white flames stream off the maul and strike, leaving smoking, ragged burns behind!&lt;br /&gt;
   &lt;br /&gt;
As you land your blow, the flames surrounding the white ora maul begin to swirl and burn and set the kiramon worker alight! It falls to the floor and rolls to put the blaze out!&lt;br /&gt;
    &lt;br /&gt;
Baneful white flames dance from your white ora maul as an unseen wind fans them into a raging conflaguration that assault the kiramon worker!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Loresong==&lt;br /&gt;
{| {{loresong}}&lt;br /&gt;
|- style=&amp;quot;background:maroon; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
! Loresong&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| As you begin to sing, your vision clouds over and a scene unfolds before you. The image of a scarred dwarf in white leathers laboring deep in a dark, dank mine, grunting as he extracts precious white ora ore.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
| As you continue to sing, you can see the dwarf laboring over a hot iron forge. He mops his brow continually as he pumps the bellows then returns to the anvil, coaxing a weapon from the white-hot metal. As he hammers again and again with a perfect eonake forging-hammer he looks more and more pleased with his work. He now and again sticks it into a trough filled with a shimmering oil. After a few more minutes of hammering, he begins to look unsatisfied with his results, and then suddenly tosses it back into the fire. &amp;quot;I can do better than that, for Eonak&#039;s glory!&amp;quot;&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
| As you continue to sing, your inner vision once again focuses on the scarred dwarf, carefully polishing the (WEAPON) before handing it to an imposing priest. His raiment is of the finest quality, from the magnificent cloth-of-silver cope, his bejeweled miter, and gleaming amethyst on his hand marking him as one of the ecclesiastical hierarchy. He sets the weapon on the altar and cries, &amp;quot;In the name of (BARD&#039;S DEITY), I consecrate this weapon.&amp;quot;&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
|As your song comes to an end, you see the (WEAPON NOUN) being used in combat training in the monastery. A burly dwarven acolyte rains down blow after blow versus an obviously overmatched elven clark. Finally, the white ora awl-pike bursts into flames and sets the elf&#039;s shield alight! He cries out, &amp;quot;The day is yours M&#039;laird Dwarf. I prostrate myself to your superior skills and must atone for my lack.&amp;quot; He glances at the knotted scourge on the training wall and grimaces.&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
* [[/First run weapons|List of first run weapons]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type= Mechanical&amp;lt;!-- REQUIRED: Mechanical or Fluff.  OPTIONAL: If an item is feature altering or crafting, as well, please enter &amp;quot;Feature altering&amp;quot; or &amp;quot;crafting&amp;quot; below this line for &amp;quot;type2=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemclass= Weapon &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;&lt;br /&gt;
|itemtype= All weapon types&lt;br /&gt;
|itemtype2= UAC gear&amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified by setting &amp;quot;itemtype2&amp;quot; - &amp;quot;itemtype8&amp;quot;. --&amp;gt;&lt;br /&gt;
|alter= Yes&amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --&amp;gt;&lt;br /&gt;
|ld= Yes &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting &amp;quot;feature2=&amp;quot; - &amp;quot;feature8=&amp;quot;. --&amp;gt;&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered with &amp;quot;custom2=&amp;quot; - &amp;quot;custom5=&amp;quot;. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;.--&amp;gt;&lt;br /&gt;
|origmerch= Iasha &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= Wavedancer&amp;lt;!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|releaseyear= 2005 &amp;lt;!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, leave blank.  --&amp;gt;&lt;br /&gt;
|tiered= Yes&amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= 3&amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= Merchant&amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt;&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong=Yes &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;
|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= Must remain white ora &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= ATTEND&lt;br /&gt;
|verb2= HOLD&lt;br /&gt;
|verb3= KISS&lt;br /&gt;
|verb4= LOOK&lt;br /&gt;
|verb5= PEER&lt;br /&gt;
|verb6= POKE&lt;br /&gt;
|verb7= RAISE&lt;br /&gt;
|verb8= ROAR&lt;br /&gt;
|verb9= TOUCH&lt;br /&gt;
|verb10= WAVE &amp;lt;!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with &amp;quot;verb2=&amp;quot; - &amp;quot;verb28=&amp;quot;.  Verbs should be listed in alphabetical order, not by tier.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-AZIDAER</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Holy_Receptacle_(325)&amp;diff=238613</id>
		<title>Holy Receptacle (325)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Holy_Receptacle_(325)&amp;diff=238613"/>
		<updated>2025-05-21T21:01:04Z</updated>

		<summary type="html">&lt;p&gt;GS4-AZIDAER: minor wording tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = HOLYRECEPTACLE&lt;br /&gt;
 | duration = Immediate&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Magic Item Creation&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | availability = None&lt;br /&gt;
 | components = [[orb gem]]&lt;br /&gt;
 | navigation = {{cleric base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Holy Receptacle&#039;&#039;&#039; allows a [[cleric]] to create a variety of magical items from [[orb gem]]s. At its base, the spell functions similarly to the [[Minor Elemental]] spell [[Magic Item Creation (420)]], but uses gems instead of blank [[Magic item|magical objects]], and does not require the use of a [[grot t&#039;kel potion]]. Items created with the [[ranger]] spell [[Imbue (614)]] may also be used for spell imbedding.&lt;br /&gt;
&lt;br /&gt;
With training in the various [[Spiritual Lore]]s, a cleric casting this spell can bring about up to five additional effects, based on tiered increases in lore training.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Tier||rowspan=&amp;quot;2&amp;quot;|Name||colspan=&amp;quot;2&amp;quot;|[[Spiritual Lore, Blessings]]||rowspan=&amp;quot;2&amp;quot;|[[Spiritual Lore, Religion]]||rowspan=&amp;quot;2&amp;quot;|[[Spiritual Lore, Summoning]]||rowspan=&amp;quot;2&amp;quot;|Gem Value&lt;br /&gt;
|-bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Min||Max&lt;br /&gt;
|-&lt;br /&gt;
| -||[[#Spell Imbedding|Spell Imbedding]]||1||21||N/A||N/A||See below&lt;br /&gt;
|-bgcolor=&amp;quot;lightgrey&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|BLESS DEITY COMMON Tiers:&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Silver to Gold]]||5||-||10||N/A||Variable to the target value&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Brimstone]]||5||-||15||5||&amp;gt;1000&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Nexus]]||5||-||20||10||&amp;gt;2000&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Chrism]]||10||65||25||15||&amp;gt;3000&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Intercession]]||10||-||30||N/A||&amp;gt;4000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{boldmono|BLESS DEITY COMMON}} tiers have a static 1% chance of failure, except for Silver to Gold.&lt;br /&gt;
&lt;br /&gt;
== Spell Imbedding ==&lt;br /&gt;
The base functionality of the spell allows clerics to bless most spells known to them into the gem, at a mana cost equal to the amount of mana placed into the gem.  Gems possess a maximum amount of mana that they can hold, based on the quality of the stone. Using the base value of the gem, the mana capacity formula appears to be {{mono|12 + ROUND(VALUE/200,0)}}.  Additionally, spells may be blessed into items created using [[Imbue (614)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SYNTAX:&#039;&#039;&#039;&lt;br /&gt;
#{{boldmono|[[PREP]] 325 {{!}} CAST MY {gem} }}&lt;br /&gt;
#{{boldmono| [[BLESS (verb)|BLESS]] {spell #} IN {gem} USING {activator} FOR {# of charges desired} CHARGES}}&lt;br /&gt;
*Spell Number is the number of the spell, comprising spell circle and level.  For example, [[Spirit Barrier]] is 102.&lt;br /&gt;
*Activator is any one of the following:  {{boldmono|[[RAISE (verb)|RAISE]]}}, {{boldmono|[[RUB (verb)|RUB]]}}, {{boldmono|[[TAP (verb)|TAP]]}}, and {{boldmono|[[WAVE (verb)|WAVE]]}}.  Only {{boldmono|[[WAVE (verb)|WAVE]]}} will allow the blessed spell to be targetable.  See the article on [[Magic Item Use]] to see how each of these choices will affect duration and activation.&lt;br /&gt;
*Number of charges determines the &#039;&#039;&#039;maximum&#039;&#039;&#039; charges that can be stored inside.  If this number is greater than the amount of charges the gem can hold, it will automatically default to the maximum charges.&lt;br /&gt;
&lt;br /&gt;
[[Mana]] cost is 25 mana for the spell, plus an additional {{mono|(number of charges placed) &amp;amp;times; (spell level of the spell being blessed)}}.  For example, placing 8 charges of [[Prayer of Protection (303)]] would cost:&lt;br /&gt;
:{{mono|25 mana for casting the spell + (8 charges &amp;amp;times; 3 mana/charge) &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 49 mana}}&lt;br /&gt;
&lt;br /&gt;
If necessary, the cleric can wait between casting the spell to establish the link and blessing the gem, if they need to regain mana.  As long as the connection remains, the gem can still be blessed, by this power or any tier available to the cleric.&lt;br /&gt;
&lt;br /&gt;
Minor failure, as defined by the gem not exploding, will remove the orb status from the gem, allowing it to be further [[Purification Song (1004)|purified]] and/or sold to the [[gemshop]].&lt;br /&gt;
&lt;br /&gt;
Upon creation of the item, the cleric receives a small amount of experience.&lt;br /&gt;
&lt;br /&gt;
A cleric may BLESS &amp;lt;gem&amp;gt; to determine which spell is in the gem, but this does not work on gems blessed by other clerics.&lt;br /&gt;
&lt;br /&gt;
;Success Factors &lt;br /&gt;
* Caster&#039;s level&lt;br /&gt;
* Spell circle  and spell level attempted&lt;br /&gt;
** Minor Spiritual spells are the most difficult, Major Spiritual being the medium, and Cleric spells are the easiest.&lt;br /&gt;
* Number of charges&lt;br /&gt;
* Training in [[Spiritual Lore, Blessings]] lowers chance of failure.  This benefit caps at 21 ranks and 7-9%&lt;br /&gt;
* [[Holy places|Shrine]]s provide a modifier&lt;br /&gt;
** A shrine of the cleric&#039;s deity will provide the greatest benefit&lt;br /&gt;
** A shrine of another deity of the same pantheon as the cleric&#039;s deity will provide a smaller benefit&lt;br /&gt;
** A shrine of another deity who is opposed to the cleric&#039;s deity will provide a penalty&lt;br /&gt;
&lt;br /&gt;
;Excluded Spells&lt;br /&gt;
Excluding the following three spells, all Spiritual and Cleric Base spells level 19 ([[Lesser Shroud (120)]] is blessable) and under are able to be imbedded via Holy Receptacle:&lt;br /&gt;
&lt;br /&gt;
*Major Spiritual: [[Heroism (215)]] and [[Spell Shield (219)]]&lt;br /&gt;
*Cleric: [[Raise Dead (318)]]&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Tier 1:  Silver to Gold ==&lt;br /&gt;
{{main|Silver to Gold}}&lt;br /&gt;
&#039;&#039;&#039;SYNTAX:&#039;&#039;&#039;{{boldmono| BLESS DEITY COMMON 1}}&lt;br /&gt;
&lt;br /&gt;
The first tier of Holy Receptacle, a gem thus blessed can be used to transform an object made of silver into a similar object made of gold.  At this point, only the silver slabs created by blowing up boxes via [[Call Lightning (125)]] and [[silver wand]]s containing [[Minor Shock (901)]] can be transmuted, yielding either a more-valuable slab of gold, or a [[golden wand]] containing the spell [[Minor Fire (906)]].&lt;br /&gt;
&lt;br /&gt;
A gem thus blessed is usable by anyone the cleric may give the gem to, although the gem will not work if the slab or wand in question is more valuable than the stone was to begin with.&lt;br /&gt;
&lt;br /&gt;
;Requirements&lt;br /&gt;
*An orb gem with a value &amp;gt; 0 silver&lt;br /&gt;
*25 + X mana: 25 for the spell, X being a variable cost (presumably based on value and quality)&lt;br /&gt;
*Spiritual Lore&lt;br /&gt;
**Blessings: 5 ranks (25 skill)&lt;br /&gt;
**Religion: 10 ranks (50 skill)&lt;br /&gt;
&lt;br /&gt;
== Tier 2: Brimstone ==&lt;br /&gt;
{{main|Brimstone}}&lt;br /&gt;
&#039;&#039;&#039;SYNTAX:&#039;&#039;&#039;{{boldmono| BLESS DEITY COMMON 2}}&lt;br /&gt;
&lt;br /&gt;
Tier Two of Holy Receptacle creates a &amp;quot;holy hand grenade&amp;quot; that attempts to set creatures aflame with ribbons of holy energy.  There is an initial wave of damage to all creatures hit, after which they are subject to an immolation effect.  While [[immolated]], the creature will fall to the ground, incapacitated, while taking damage as it attempts to put out the flames.&lt;br /&gt;
&lt;br /&gt;
Any character can use a Brimstone once created.&lt;br /&gt;
&lt;br /&gt;
;Requirements&lt;br /&gt;
*An orb gem with a value &amp;gt; 1000 silver&lt;br /&gt;
*25 + X mana: 25 for the spell, X being a variable cost (presumably based on value and lore)&lt;br /&gt;
*Spiritual Lore&lt;br /&gt;
**Blessings: 5 ranks (25 skill)&lt;br /&gt;
**Religion: 15 ranks (70 skill)&lt;br /&gt;
**Summoning: 5 ranks (25 skill)&lt;br /&gt;
&lt;br /&gt;
== Tier 3: Nexus ==&lt;br /&gt;
{{main|Nexus}}&lt;br /&gt;
&#039;&#039;&#039;SYNTAX:&#039;&#039;&#039;{{boldmono| BLESS DEITY COMMON 3}}&lt;br /&gt;
&lt;br /&gt;
The third tier of Holy Receptacle creates a nexus gem.  This gem is linked to an anchor point set by the cleric.  The cleric can then activate the gem and bring their entire group back to that anchor point.  Nexus gems can be used to teleport both intrarealm and between adjacent [[realm]]s.&lt;br /&gt;
&lt;br /&gt;
Nexus gems are usable only by clerics, but any cleric can use one once created.&lt;br /&gt;
&lt;br /&gt;
;Success Factors &lt;br /&gt;
*Successful operation is not guaranteed, but is instead based on the power of the gem in question&lt;br /&gt;
*Failure of a Nexus gem results in the cleric remaining in the original location&lt;br /&gt;
*There is a significant bonus to success rate if the anchor point is a shrine of the cleric&#039;s deity, or a deity of the same pantheon&lt;br /&gt;
&lt;br /&gt;
;Requirements&lt;br /&gt;
*An orb gem with a value &amp;gt; 2000 silver&lt;br /&gt;
*25 + X mana: 25 for the spell, X being a variable cost (presumably based on value and lore)&lt;br /&gt;
*Spiritual Lore&lt;br /&gt;
**Blessings: 5 ranks (25 skill)&lt;br /&gt;
**Religion: 20 ranks (90 skill)&lt;br /&gt;
**Summoning: 10 ranks (50 skill)&lt;br /&gt;
{{top}}&lt;br /&gt;
== Tier 4: Chrism ==&lt;br /&gt;
{{main|Chrism}}&lt;br /&gt;
&#039;&#039;&#039;SYNTAX:&#039;&#039;&#039;{{boldmono| BLESS DEITY COMMON 4}}&lt;br /&gt;
&lt;br /&gt;
The chrism gem allows a cleric to help an individual find greater peace, whether to aid them in recuperation following death (removing some amount of [[Death&#039;s Sting]] based on the strength of the chrism gem and speeding the return of [[health]], [[mana]], and [[spirit]]) or for a troubled soul in general (allows a character of any [[profession]] to [[MEDITATE|meditate]] as a cleric or [[empath]]).  Highly sought after in invasions, chrism gems are often considered to represent the pinnacle of a cleric&#039;s lore training.&lt;br /&gt;
&lt;br /&gt;
Spiritual Lore, Blessings is only factored into the [[experience]] retention formula, but gem value does play a factor in Death&#039;s Sting mitigation (see main article).&lt;br /&gt;
&lt;br /&gt;
;Requirements&lt;br /&gt;
*An [[orb gem]] with a value &amp;gt; 3000 silver&lt;br /&gt;
*25 + X mana: 25 for the spell, X being a variable cost (presumably based on value and lore)&lt;br /&gt;
*Spiritual Lore&lt;br /&gt;
**Blessings: 10 ranks (50 skill)&lt;br /&gt;
**Religion: 25 ranks (105 skill)&lt;br /&gt;
**Summoning: 15 ranks (70 skill)&lt;br /&gt;
&lt;br /&gt;
Chrism gems can only be used by any level 18+ cleric with the knowledge of [[Raise Dead (318)]].  [[F2P]] clerics may only wave them if they have a [[Simucoin#F2P_Subscription_Items|Resurrection Pass]] active.&lt;br /&gt;
&lt;br /&gt;
== Tier 5: Intercession ==&lt;br /&gt;
{{main|Intercession}}&lt;br /&gt;
&#039;&#039;&#039;SYNTAX:&#039;&#039;&#039;{{boldmono| BLESS DEITY COMMON 5}}&lt;br /&gt;
&lt;br /&gt;
Through the usage of the final tier of Holy Receptacle, a cleric is able to Intercede on behalf of another character, allowing them the opportunity to seek a new path of worship.  From a mechanical standpoint, this Tier represents the only [[in character]] means of changing {{boldmono|[[CONVERT (verb)|CONVERT]]}} status.&lt;br /&gt;
&lt;br /&gt;
;Requirements&lt;br /&gt;
*An orb gem with a value &amp;gt; 4000 silver&lt;br /&gt;
*50 mana: 25 for the spell, 25 additional for the Tier 5 blessing&lt;br /&gt;
*Spiritual Lore&lt;br /&gt;
**Blessings: 10 ranks (50 skill)&lt;br /&gt;
**Religion: 30 ranks (120 skill)&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
Use {{boldmono|[[RUMMAGE]]}} to easily find {{boldmono|BLESS DEITY COMMON}} gems by tier in a container using:&lt;br /&gt;
&lt;br /&gt;
::{{mono|RUMMAGE [in{{!}}on{{!}}under{{!}}behind] {container} HOLY {tier} }}&lt;br /&gt;
&lt;br /&gt;
For visual recognition, gems blessed with a spell may be [[dye|dyed]].&lt;br /&gt;
&lt;br /&gt;
Gems may also be cut with a [[gemcutter]] to distinguish one gem from another. All gems may be cut prior to using Spell 325. Afterwards, the following gems may still be cut:  [[brimstone]], [[nexus]], and [[chrism]]. However, gems with an [[Holy Receptacle (325)#Spell Imbedding|Imbedded Spell]] may not be cut afterwards.&lt;br /&gt;
&lt;br /&gt;
== Deity-Specific Blessings ==&lt;br /&gt;
While not currently a &amp;quot;live&amp;quot; feature of the spell, provisions exist for blessings specific to individual deities.  This is a work in progress on the part of the development team, and not anticipated in the near future due to the rather daunting number of deities that would need unique blessings.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Holy places]]&lt;br /&gt;
*[[Cleric Base/saved posts#Holy Receptacle (325)|Saved posts]]&lt;br /&gt;
*[[Chrism/saved posts]]&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#325 Cleric Base Spells: Holy Receptacle], on Play.net&lt;br /&gt;
{{top}}&lt;/div&gt;</summary>
		<author><name>GS4-AZIDAER</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:WEALTH&amp;diff=238051</id>
		<title>Verb:WEALTH</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:WEALTH&amp;diff=238051"/>
		<updated>2025-05-06T03:46:51Z</updated>

		<summary type="html">&lt;p&gt;GS4-AZIDAER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;WEALTH&#039;&#039;&#039; is a mechanical verb. It is used to retrieve information regarding currency a character may be carrying.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&#039;&#039;&#039;No currency&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You have no silver coins with you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Silvers only&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You have XXX coins with you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
or:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You have but one coin on you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
or:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You have no silver coins with you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Silvers and notes&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You have 252 coins with you.&lt;br /&gt;
You are carrying Wehnimer&#039;s promissory notes valued at a total of 25,000 silver.&lt;br /&gt;
You are carrying 25,252 silver between notes and coins.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Silvers, notes, and debts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You have but one coin with you.&lt;br /&gt;
You are carrying City-States promissory notes valued at a total of 25 silver.&lt;br /&gt;
You are carrying 26 silver between notes and coins.&lt;br /&gt;
In the back of your mind you remember you owe a debt of 214 silvers in the town of Icemule Trace.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Third person using WEALTH LOUD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With silver and/or notes:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
XXX rummages around in her pockets.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Without silver or notes:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
XXX appears to be checking her pockets for something, but finds them empty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WEALTH HELP&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;wealth help&lt;br /&gt;
&lt;br /&gt;
USAGE:&lt;br /&gt;
       WEALTH            - Display your carried wealth in silvers, notes, and fines&lt;br /&gt;
       WEALTH ALL        - Displays your carried wealth and alternative currencies&lt;br /&gt;
       WEALTH LOUD       - Display your carried wealth and echo it to the room&lt;br /&gt;
       WEALTH NOTES      - Display your carried wealth in notes, itemized&lt;br /&gt;
       WEALTH {args}     - Display alternative currencies&lt;br /&gt;
&lt;br /&gt;
Valid alternative currencies include GIGAS fragments, REDSTEEL marks, and gemstone DUST.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEALTH NOTES&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;wealth notes&lt;br /&gt;
Listing accessible bank notes in your inventory...&lt;br /&gt;
&lt;br /&gt;
  a Torren promissory note worth 1 silvers&lt;br /&gt;
&lt;br /&gt;
Total note value: 1&lt;br /&gt;
&lt;br /&gt;
 * Clicking on a note above will attempt to deposit it. *&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Verbs]]&lt;br /&gt;
{{DEFAULTSORT:WEALTH}}&lt;/div&gt;</summary>
		<author><name>GS4-AZIDAER</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:WEALTH&amp;diff=238050</id>
		<title>Verb:WEALTH</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:WEALTH&amp;diff=238050"/>
		<updated>2025-05-06T03:46:08Z</updated>

		<summary type="html">&lt;p&gt;GS4-AZIDAER: wealth was updated to default to quiet; LOUD as an option for 3rd party messaging was added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;WEALTH&#039;&#039;&#039; is mechanical verb. It is used to retrieve information regarding currency a character may be carrying.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&#039;&#039;&#039;No currency&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You have no silver coins with you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Silvers only&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You have XXX coins with you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
or:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You have but one coin on you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
or:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You have no silver coins with you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Silvers and notes&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You have 252 coins with you.&lt;br /&gt;
You are carrying Wehnimer&#039;s promissory notes valued at a total of 25,000 silver.&lt;br /&gt;
You are carrying 25,252 silver between notes and coins.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Silvers, notes, and debts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You have but one coin with you.&lt;br /&gt;
You are carrying City-States promissory notes valued at a total of 25 silver.&lt;br /&gt;
You are carrying 26 silver between notes and coins.&lt;br /&gt;
In the back of your mind you remember you owe a debt of 214 silvers in the town of Icemule Trace.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Third person using WEALTH LOUD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With silver and/or notes:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
XXX rummages around in her pockets.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Without silver or notes:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
XXX appears to be checking her pockets for something, but finds them empty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WEALTH HELP&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;wealth help&lt;br /&gt;
&lt;br /&gt;
USAGE:&lt;br /&gt;
       WEALTH            - Display your carried wealth in silvers, notes, and fines&lt;br /&gt;
       WEALTH ALL        - Displays your carried wealth and alternative currencies&lt;br /&gt;
       WEALTH LOUD       - Display your carried wealth and echo it to the room&lt;br /&gt;
       WEALTH NOTES      - Display your carried wealth in notes, itemized&lt;br /&gt;
       WEALTH {args}     - Display alternative currencies&lt;br /&gt;
&lt;br /&gt;
Valid alternative currencies include GIGAS fragments, REDSTEEL marks, and gemstone DUST.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEALTH NOTES&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;wealth notes&lt;br /&gt;
Listing accessible bank notes in your inventory...&lt;br /&gt;
&lt;br /&gt;
  a Torren promissory note worth 1 silvers&lt;br /&gt;
&lt;br /&gt;
Total note value: 1&lt;br /&gt;
&lt;br /&gt;
 * Clicking on a note above will attempt to deposit it. *&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Verbs]]&lt;br /&gt;
{{DEFAULTSORT:WEALTH}}&lt;/div&gt;</summary>
		<author><name>GS4-AZIDAER</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Deck_the_Halls&amp;diff=228616</id>
		<title>Deck the Halls</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Deck_the_Halls&amp;diff=228616"/>
		<updated>2024-11-13T17:09:44Z</updated>

		<summary type="html">&lt;p&gt;GS4-AZIDAER: &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;Deck the Halls&#039;&#039;&#039; is a script for props that can be used to decorate a room.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze your twining garland and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
This garland is a Deck the Halls room decoration and is designed to be decorated with a gem, feather, flower, insects and sea creatures, pointed items, ribbons, or other miscellaneous items and PLACEd out in a room or private property to decorate the area.  Miscellany includes other foraged items, skins, shells, and other larger non-gem treasure items.  The garland has several distinct descriptions, depending on what item is inserted.  To insert an item, hold the garland in one hand, the item you&#039;d like to insert in the opposite hand, and PUSH garland.  PULLing the garland will remove the item and restore the garland to its empty description.&lt;br /&gt;
&lt;br /&gt;
Alteration Guidelines:&lt;br /&gt;
While each side is highly customizable, both the noun and material need to remain the same for all sides.  Sides not displayed below cannot be used until a description is added by a merchant.&lt;br /&gt;
&lt;br /&gt;
The sides currently are:&lt;br /&gt;
           Short: twining garland&lt;br /&gt;
            Long: twining garland&lt;br /&gt;
         Default: a length of twining evergreen garland&lt;br /&gt;
          Flower: a length of twining garland interspersed with &amp;lt;adj&amp;gt;s&lt;br /&gt;
          Ribbon: a length of twining garland wrapped with &amp;lt;adj&amp;gt;s&lt;br /&gt;
&lt;br /&gt;
This item has Stay-Put qualities.  If you PLACE it, it will be moved to the ground in your current room and stay there, unable to be picked up by others or taken by the janitor, for four hours.  After four hours, the item is fair game for others and for the janitor.  Alternately, the item may be PLACEd by the owner of a private property within the grounds of the property and will stay there until PLACEd again.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the garland may be further lightened.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|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;|PUSH&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|PULL&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|PLACE&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
==Additional Information==&lt;br /&gt;
Deck the Halls props use alteration syntax similar to the [[Veola hair accessory]].  Alteration notes from [https://discord.com/channels/226045346399256576/1095287323081592832/1096903829204762624 GM Vanah]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;full&amp;gt;  =  Placeholder for the full description of the inserted item&lt;br /&gt;
&amp;lt;adj&amp;gt;   =  Placeholder for the adjective and noun of inserted item&lt;br /&gt;
&amp;lt;noun&amp;gt;  =  Placeholder for the noun of the inserted item&lt;br /&gt;
&amp;lt;a/n&amp;gt;   =  Used to tell script that you&#039;d like it to handle inserting a correct article&lt;br /&gt;
           (&amp;quot;a&amp;quot; or &amp;quot;an&amp;quot;) when template uses either &amp;lt;adj&amp;gt; or &amp;lt;noun&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
a black velvet tricorn with &amp;lt;adj&amp;gt; buttons&lt;br /&gt;
         a black velvet tricorn with &amp;lt;a/an&amp;gt; &amp;lt;adj&amp;gt;-buttoned white cockade&lt;br /&gt;
         a black velvet tricorn with &amp;lt;a/an&amp;gt; &amp;lt;noun&amp;gt;-beaded veil&lt;br /&gt;
         a black velvet tricorn adorned with &amp;lt;full&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can toss s after &amp;lt;adj&amp;gt;s or &amp;lt;noun&amp;gt;s to pluralize it&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===See Also===&lt;br /&gt;
* [[Veola hair accessory]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type=Fluff &amp;lt;!-- REQUIRED: Mechanical or Fluff.  OPTIONAL: If an item is feature altering or crafting, as well, please enter &amp;quot;Feature altering&amp;quot; or &amp;quot;crafting&amp;quot; below this line for &amp;quot;type2=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemclass=Miscellaneous &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, 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;&lt;br /&gt;
|itemtype=Prop &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified by setting &amp;quot;itemtype2&amp;quot; - &amp;quot;itemtype8&amp;quot;. --&amp;gt;&lt;br /&gt;
|alter=Yes &amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --&amp;gt;&lt;br /&gt;
|ld= &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting &amp;quot;feature2=&amp;quot; - &amp;quot;feature8=&amp;quot;. --&amp;gt;&lt;br /&gt;
|customize=Yes &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 only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|releaseyear= &amp;lt;!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, leave blank.  --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt;&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|corrscript= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants).  Additional slots can be added with &amp;quot;corrscript2=&amp;quot; - &amp;quot;corrscript5&amp;quot;= --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified with &amp;quot;spell2=&amp;quot; - &amp;quot;spell4=&amp;quot;. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions=No Pockets &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=PLACE&lt;br /&gt;
|verb2=PULL&lt;br /&gt;
|verb3=PLACE &amp;lt;!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with &amp;quot;verb2=&amp;quot; - &amp;quot;verb28=&amp;quot;.  Verbs should be listed in alphabetical order, not by tier.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
[[Category:Swappable item scripts]]&lt;/div&gt;</summary>
		<author><name>GS4-AZIDAER</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Announcement:New_Character_Flag_-_ShowRoomID&amp;diff=227257</id>
		<title>Announcement:New Character Flag - ShowRoomID</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Announcement:New_Character_Flag_-_ShowRoomID&amp;diff=227257"/>
		<updated>2024-10-18T03:25:13Z</updated>

		<summary type="html">&lt;p&gt;GS4-AZIDAER: Created page with &amp;quot;{{Announcement |category=General |subject=New Character Flag - ShowRoomID |author=GS4-AZIDAER |date=2024-10-17 |changelog=2024 }} Do you ever get lost and wish there were an easier way to find your place in the world? Do you like to explore but have difficulty remembering where you&amp;#039;ve already been? Do you like numbers? Well, do I have an update for you! A new character flag has been released: ShowRoomID. Yes, that&amp;#039;s right, everyone can now see room IDs! Venture forth and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Announcement&lt;br /&gt;
|category=General&lt;br /&gt;
|subject=New Character Flag - ShowRoomID&lt;br /&gt;
|author=GS4-AZIDAER&lt;br /&gt;
|date=2024-10-17&lt;br /&gt;
|changelog=2024&lt;br /&gt;
}}&lt;br /&gt;
Do you ever get lost and wish there were an easier way to find your place in the world? Do you like to explore but have difficulty remembering where you&#039;ve already been? Do you like numbers? Well, do I have an update for you! A new character flag has been released: ShowRoomID. Yes, that&#039;s right, everyone can now see room IDs! Venture forth and socialize in 7120! Go hunting in 4566001! Read books in 13106020! The sky, hmm, no, the ID&#039;s the limit!&lt;br /&gt;
&lt;br /&gt;
(rooms that display no ID or an inconsistent ID are not bugs)&lt;br /&gt;
===tldr===&lt;br /&gt;
A new character flag, ShowRoomID, has been released. Enabling it will do what it says, show room IDs.&lt;/div&gt;</summary>
		<author><name>GS4-AZIDAER</name></author>
	</entry>
</feed>