<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GS4-KONACON</id>
	<title>GemStone IV Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GS4-KONACON"/>
	<link rel="alternate" type="text/html" href="https://gswiki.play.net/Special:Contributions/GS4-KONACON"/>
	<updated>2026-04-23T19:33:35Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:IMPRINT&amp;diff=100772</id>
		<title>Verb:IMPRINT</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:IMPRINT&amp;diff=100772"/>
		<updated>2017-11-28T21:34:30Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: /* Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Empath]]s have the ability to IMPRINT their patients with a portion of their presence, allowing the remote [[TRANSFER]] of wounds and scars (but not blood loss) provided that the Empath has enough training to normally heal the injury in person. Imprinting may be attempted on anyone who is not an Empath once per hour.&lt;br /&gt;
&lt;br /&gt;
The base version of the ability allows the Empath to imprint only one patient at a time. The maximum number of simultaneous imprints per Empath is (1 + ([[Mental Lore, Transference]] Ranks / 40)). Each patient may only be imprinted by one Empath at a time, regardless of training. A patient who is imprinted can still be healed in person by any Empath.&lt;br /&gt;
&lt;br /&gt;
A successful imprint lasts for 30 minutes + (3 seconds per skill bonus in [[Spiritual Lore, Blessings]]) and has 3 charges plus extra depending on the success of a healing skill check roll.&lt;br /&gt;
&lt;br /&gt;
Transferring a wound through an imprint costs 10/15/20 [[stamina]] per wound rank. If the empath goes into negative stamina while doing this, they will suffer serious physical injuries.&lt;br /&gt;
&lt;br /&gt;
The base version allows remote transfer when the Empath and patient are in the same [[realm]]. [[Mental Lore, Transference]] unlocks adjacent realm at 35 ranks, near-adjacent at 70 ranks, and far realm at 105 ranks. Remote transfer will not work if the patient is in an area where magic does not work, or in locations where they cannot be [[Locate Person (116)|magically located]]. It will also not work if the patient has been in combat of some sort in the last 20 seconds.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*IMPRINT {character} - attempt to imprint&lt;br /&gt;
*IMPRINT STOP - stops an active imprint&lt;br /&gt;
*IMPRINT CHECK - used by Empaths to check the health status of currently imprinted patients&lt;br /&gt;
*IMPRINT CALL - used by patients to notify the last 20 Empaths that have imprinted or attempted to imprint them that they need assistance&lt;br /&gt;
&lt;br /&gt;
Imprinting costs 2 [[spirit]] if it is successful. On failures, it costs no spirit if attempted on a patient with an active [[TRANSFER (verb)#Transfer Effect|transfer effect]] from being healed in person within the last 10 seconds, otherwise the failure costs 2 spirit. A successful imprint also ends the transfer effect.&lt;br /&gt;
&lt;br /&gt;
The chance of a successful imprint is:&lt;br /&gt;
{{Equation box|&amp;lt;math&amp;gt;&lt;br /&gt;
\mathrm{Imprint\ Success\ %} = \frac{100 + (\mathrm{INF} \cdot 2) + \left[ \frac{300 \cdot (\mathrm{Spell\ Research\ Ranks} - 1.5x)}{1.5x}\right] + \left[ \frac{200 \cdot (\mathrm{Lore\ Ranks} - 0.5x)}{3.5x} \right] + \left[ \frac{150 \cdot (\mathrm{Skill\ Ranks} - 2x)}{4x} \right]}{10}&lt;br /&gt;
&amp;lt;/math&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
*{{math|&#039;&#039;x&#039;&#039;}} is the Empath&#039;s level + 1. For example, for a level 19 Empath, {{math|&#039;&#039;x&#039;&#039; {{=}} 20}} and {{math|1.5&#039;&#039;x&#039;&#039; {{=}} 30}}.&lt;br /&gt;
*{{math|INF}} is the Empath&#039;s [[Influence]] bonus, if it is positive. If the influence bonus is negative there is no penalty.&lt;br /&gt;
*{{math|Spell Research Ranks}} is Empath Base + Minor Spirit + Major Spirit, with each circle capped at {{math|&#039;&#039;x&#039;&#039;}}&lt;br /&gt;
*{{math|Lore Ranks}} is ML:Transformation + ML:Transference + SL:Blessings (can go up to {{math|4&#039;&#039;x&#039;&#039;}})&lt;br /&gt;
*{{math|Skill Ranks}} is Physical Fitness + First Aid (can go up to {{math|6&#039;&#039;x&#039;&#039;}})&lt;br /&gt;
*Each component in the formula only counts if it is positive. For example, lore ranks over {{math|0.5&#039;&#039;x&#039;&#039;}} provide up to a +20% bonus, but if the Empath has under {{math|0.5&#039;&#039;x&#039;&#039;}} lores there is no penalty.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid black; background: white; margin: 0.5em&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #F9F9F9; padding: 0.5em 1em; border: 1px; text-align: left; font-size: 95%;&amp;quot;&amp;gt;&lt;br /&gt;
Simpler explanation:&lt;br /&gt;
&lt;br /&gt;
*There is a base 10% chance to succeed no matter your training.&lt;br /&gt;
*Every 5 points of influence bonus gives 1% more chance.&lt;br /&gt;
*Spell research past 1.5x--BUT any ranks over (Level + 1) in each circle aren&#039;t counted--gives up to 30% more chance.&lt;br /&gt;
*Lore ranks past 0.5x in Transformation + Transference + Blessings (Can go up to 4x) gives up to 20% more chance.&lt;br /&gt;
*Physical Fitness and First Aid past 2x (Can go up to 6x) gives up to 15% more chance.&lt;br /&gt;
&lt;br /&gt;
--GM Konacon&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Roll example&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
[Imprint result: 65 (d100: 24)]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Failure with healing effect&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Through the lingering resonance of your healing bond with Patient, you attempt to imprint her with a small portion of your spirit, but the connection fails to establish properly.  A wave of sudden fatigue threatens to overcome you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Failure without healing effect&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
With focused effort, you split off a portion of your spirit and attempt to imprint it upon Patient, but the connection fails to establish properly.  A wave of sudden fatigue threatens to overcome you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Success with healing effect&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Through the lingering resonance of your healing bond with Patient, you imprint her with a small portion of your own spirit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Success without healing effect&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
With focused effort, you split off a portion of your spirit and reach out to Patient, imprinting it upon her.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Someone used IMPRINT CALL&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Your spirit hums with a distant call, and you can feel that Patient is in need of aid.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Imprinted came out of combat injured&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Your spirit cries out and your connection to Patient thrums wildly, alerting you that she requires your aid.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:IMPRINT&amp;diff=100770</id>
		<title>Verb:IMPRINT</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:IMPRINT&amp;diff=100770"/>
		<updated>2017-11-28T21:27:52Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Empath]]s have the ability to IMPRINT their patients with a portion of their presence, allowing the remote [[TRANSFER]] of wounds and scars (but not blood loss) provided that the Empath has enough training to normally heal the injury in person. Imprinting may be attempted on anyone who is not an Empath once per hour.&lt;br /&gt;
&lt;br /&gt;
The base version of the ability allows the Empath to imprint only one patient at a time. The maximum number of simultaneous imprints per Empath is (1 + ([[Mental Lore, Transference]] Ranks / 40)). Each patient may only be imprinted by one Empath at a time, regardless of training. A patient who is imprinted can still be healed in person by any Empath.&lt;br /&gt;
&lt;br /&gt;
A successful imprint lasts for 30 minutes + (3 seconds per skill bonus in [[Spiritual Lore, Blessings]]) and has 3 charges plus extra depending on the success of a healing skill check roll.&lt;br /&gt;
&lt;br /&gt;
Transferring a wound through an imprint costs 10/15/20 [[stamina]] per wound rank. If the empath goes into negative stamina while doing this, they will suffer serious physical injuries.&lt;br /&gt;
&lt;br /&gt;
The base version allows remote transfer when the Empath and patient are in the same [[realm]]. [[Mental Lore, Transference]] unlocks adjacent realm at 35 ranks, near-adjacent at 70 ranks, and far realm at 105 ranks. Remote transfer will not work if the patient is in an area where magic does not work, or in locations where they cannot be [[Locate Person (116)|magically located]]. It will also not work if the patient has been in combat of some sort in the last 20 seconds.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*IMPRINT {character} - attempt to imprint&lt;br /&gt;
*IMPRINT STOP - stops an active imprint&lt;br /&gt;
*IMPRINT CHECK - used by Empaths to check the health status of currently imprinted patients&lt;br /&gt;
*IMPRINT CALL - used by patients to notify the last 20 Empaths that have imprinted or attempted to imprint them that they need assistance&lt;br /&gt;
&lt;br /&gt;
Imprinting costs 2 [[spirit]] if it is successful. On failures, it costs no spirit if attempted on a patient with an active [[TRANSFER (verb)#Transfer Effect|transfer effect]] from being healed in person within the last 10 seconds, otherwise the failure costs 2 spirit. A successful imprint also ends the transfer effect.&lt;br /&gt;
&lt;br /&gt;
The chance of a successful imprint is:&lt;br /&gt;
{{Equation box|&amp;lt;math&amp;gt;&lt;br /&gt;
\mathrm{Imprint\ Success\ %} = \frac{100 + (\mathrm{INF} \cdot 2) + \left[ \frac{300 \cdot (\mathrm{Spell\ Research\ Ranks} - 1.5x)}{1.5x}\right] + \left[ \frac{200 \cdot (\mathrm{Lore\ Ranks} - 0.5x)}{3.5x} \right] + \left[ \frac{150 \cdot (\mathrm{Skill\ Ranks} - 2x)}{4x} \right]}{10}&lt;br /&gt;
&amp;lt;/math&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
*{{math|&#039;&#039;x&#039;&#039;}} is the Empath&#039;s level + 1. For example, for a level 19 Empath, {{math|&#039;&#039;x&#039;&#039; {{=}} 20}} and {{math|1.5&#039;&#039;x&#039;&#039; {{=}} 30}}.&lt;br /&gt;
*{{math|INF}} is the Empath&#039;s [[Influence]] bonus, if it is positive. If the influence bonus is negative there is no penalty.&lt;br /&gt;
*{{math|Spell Research Ranks}} is Empath Base + Minor Spirit + Major Spirit, with each circle capped at {{math|&#039;&#039;x&#039;&#039;}}&lt;br /&gt;
*{{math|Lore Ranks}} is ML:Transformation + ML:Transference + SL:Blessings (can go up to {{math|4&#039;&#039;x&#039;&#039;}})&lt;br /&gt;
*{{math|Skill Ranks}} is Physical Fitness + First Aid (can go up to {{math|6&#039;&#039;x&#039;&#039;}})&lt;br /&gt;
*Each component in the formula only counts if it is positive. For example, lore ranks over {{math|0.5&#039;&#039;x&#039;&#039;}} provide up to a +20% bonus, but if the Empath has under {{math|0.5&#039;&#039;x&#039;&#039;}} lores there is no penalty.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid black; background: white; margin: 0.5em&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #F9F9F9; padding: 0.5em 1em; border: 1px; text-align: left; font-size: 95%;&amp;quot;&amp;gt;&lt;br /&gt;
Simpler explanation:&lt;br /&gt;
&lt;br /&gt;
*There is a base 10% chance to succeed no matter your training.&lt;br /&gt;
*Every 5 points of influence bonus gives 1% more chance.&lt;br /&gt;
*Spell research past 1.5x--BUT any ranks over (Level + 1) in each circle aren&#039;t counted--gives up to 30% more chance.&lt;br /&gt;
*Lore ranks past 0.5x in Transformation + Transference + Blessings (Can go up to 4x) gives up to 20% more chance.&lt;br /&gt;
*Physical Fitness and First Aid past 2x (Can go up to 6x) gives up to 15% more chance.&lt;br /&gt;
&lt;br /&gt;
--GM Konacon&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|IMPRINT&lt;br /&gt;
|-&lt;br /&gt;
!Roll example&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
[Imprint result: 65 (d100: 24)]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Failure with healing effect&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Through the lingering resonance of your healing bond with Patient, you attempt to imprint her with a small portion of your spirit, but the connection fails to establish properly.  A wave of sudden fatigue threatens to overcome you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Failure without healing effect&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
With focused effort, you split off a portion of your spirit and attempt to imprint it upon Patient, but the connection fails to establish properly.  A wave of sudden fatigue threatens to overcome you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Success with healing effect&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Through the lingering resonance of your healing bond with Patient, you imprint her with a small portion of your own spirit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Success without healing effect&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
With focused effort, you split off a portion of your spirit and reach out to Patient, imprinting it upon her.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:IMPRINT&amp;diff=100768</id>
		<title>Verb:IMPRINT</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:IMPRINT&amp;diff=100768"/>
		<updated>2017-11-28T21:25:44Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: /* Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Empath]]s have the ability to IMPRINT their patients with a portion of their presence, allowing the remote [[TRANSFER]] of wounds and scars (but not blood loss) provided that the Empath has enough training to normally heal the injury in person. Imprinting may be attempted on anyone who is not an Empath once per hour.&lt;br /&gt;
&lt;br /&gt;
The base version of the ability allows the Empath to imprint only one patient at a time. The maximum number of simultaneous imprints per Empath is (1 + ([[Mental Lore, Transference]] Ranks / 40)). Each patient may only be imprinted by one Empath at a time, regardless of training. A patient who is imprinted can still be healed in person by any Empath.&lt;br /&gt;
&lt;br /&gt;
A successful imprint lasts for 30 minutes + (3 seconds per skill bonus in [[Spiritual Lore, Blessings]]) and has 3 charges plus extra depending on the success of a healing skill check roll.&lt;br /&gt;
&lt;br /&gt;
Transferring a wound through an imprint costs 10/15/20 [[stamina]] per wound rank. If the empath goes into negative stamina while doing this, they will suffer serious physical injuries.&lt;br /&gt;
&lt;br /&gt;
The base version allows remote transfer when the Empath and patient are in the same [[realm]]. [[Mental Lore, Transference]] unlocks adjacent realm at 35 ranks, near-adjacent at 70 ranks, and far realm at 105 ranks. Remote transfer will not work if the patient is in an area where magic does not work, or in locations where they cannot be [[Locate Person (116)|magically located]]. It will also not work if the patient has been in combat of some sort in the last 20 seconds.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*IMPRINT {character} - attempt to imprint&lt;br /&gt;
*IMPRINT STOP - stops an active imprint&lt;br /&gt;
*IMPRINT CHECK - used by Empaths to check the health status of currently imprinted patients&lt;br /&gt;
*IMPRINT CALL - used by patients to notify the last 20 Empaths that have imprinted or attempted to imprint them that they need assistance&lt;br /&gt;
&lt;br /&gt;
Imprinting costs 2 [[spirit]] if it is successful. On failures, it costs no spirit if attempted on a patient with an active [[TRANSFER (verb)#Transfer Effect|transfer effect]] from being healed in person within the last 10 seconds, otherwise the failure costs 2 spirit. A successful imprint also ends the transfer effect.&lt;br /&gt;
&lt;br /&gt;
The chance of a successful imprint is:&lt;br /&gt;
{{Equation box|&amp;lt;math&amp;gt;&lt;br /&gt;
\mathrm{Imprint\ Success\ %} = \frac{100 + (\mathrm{INF} \cdot 2) + \left[ \frac{300 \cdot (\mathrm{Spell\ Research\ Ranks} - 1.5x)}{1.5x}\right] + \left[ \frac{200 \cdot (\mathrm{Lore\ Ranks} - 0.5x)}{3.5x} \right] + \left[ \frac{150 \cdot (\mathrm{Skill\ Ranks} - 2x)}{4x} \right]}{10}&lt;br /&gt;
&amp;lt;/math&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
*{{math|&#039;&#039;x&#039;&#039;}} is the Empath&#039;s level + 1. For example, for a level 19 Empath, {{math|&#039;&#039;x&#039;&#039; {{=}} 20}} and {{math|1.5&#039;&#039;x&#039;&#039; {{=}} 30}}.&lt;br /&gt;
*{{math|INF}} is the Empath&#039;s [[Influence]] bonus, if it is positive. If the influence bonus is negative there is no penalty.&lt;br /&gt;
*{{math|Spell Research Ranks}} is Empath Base + Minor Spirit + Major Spirit, with each circle capped at {{math|&#039;&#039;x&#039;&#039;}}&lt;br /&gt;
*{{math|Lore Ranks}} is ML:Transformation + ML:Transference + SL:Blessings (can go up to {{math|4&#039;&#039;x&#039;&#039;}})&lt;br /&gt;
*{{math|Skill Ranks}} is Physical Fitness + First Aid (can go up to {{math|6&#039;&#039;x&#039;&#039;}})&lt;br /&gt;
*Each component in the formula only counts if it is positive. For example, lore ranks over {{math|0.5&#039;&#039;x&#039;&#039;}} provide up to a +20% bonus, but if the Empath has under {{math|0.5&#039;&#039;x&#039;&#039;}} lores there is no penalty.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid black; background: white; margin: 0.5em&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #F9F9F9; padding: 0.5em 1em; border: 1px; text-align: left; font-size: 95%;&amp;quot;&amp;gt;&lt;br /&gt;
Simpler explanation:&lt;br /&gt;
&lt;br /&gt;
*There is a base 10% chance to succeed no matter your training.&lt;br /&gt;
*Every 5 points of influence bonus gives 1% more chance.&lt;br /&gt;
*Spell research past 1.5x--BUT any ranks over (Level + 1) in each circle aren&#039;t counted--gives up to 30% more chance.&lt;br /&gt;
*Lore ranks past 0.5x in Transformation + Transference + Blessings (Can go up to 4x) gives up to 20% more chance.&lt;br /&gt;
*Physical Fitness and First Aid past 2x (Can go up to 6x) gives up to 15% more chance.&lt;br /&gt;
&lt;br /&gt;
--GM Konacon&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|IMPRINT&lt;br /&gt;
|-&lt;br /&gt;
!Roll example&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
[Imprint result: 65 (d100: 24)]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Failure with healing effect&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Through the lingering resonance of your healing bond with Patient, you attempt to imprint her with a small portion of your spirit, but the connection fails to establish properly.  A wave of sudden fatigue threatens to overcome you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Failure without healing effect&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
With focused effort, you split off a portion of your spirit and attempt to imprint it upon Patient, but the connection fails to establish properly.  A wave of sudden fatigue threatens to overcome you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Success with healing effect&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Through the lingering resonance of your healing bond with Patient, you imprint her with a small portion of your own spirit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Success without healing effect&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
With focused effort, you split off a portion of your spirit and reach out to Patient, imprinting it upon her.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:IMPRINT&amp;diff=100767</id>
		<title>Verb:IMPRINT</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:IMPRINT&amp;diff=100767"/>
		<updated>2017-11-28T21:24:53Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: Started adding messaging.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Empath]]s have the ability to IMPRINT their patients with a portion of their presence, allowing the remote [[TRANSFER]] of wounds and scars (but not blood loss) provided that the Empath has enough training to normally heal the injury in person. Imprinting may be attempted on anyone who is not an Empath once per hour.&lt;br /&gt;
&lt;br /&gt;
The base version of the ability allows the Empath to imprint only one patient at a time. The maximum number of simultaneous imprints per Empath is (1 + ([[Mental Lore, Transference]] Ranks / 40)). Each patient may only be imprinted by one Empath at a time, regardless of training. A patient who is imprinted can still be healed in person by any Empath.&lt;br /&gt;
&lt;br /&gt;
A successful imprint lasts for 30 minutes + (3 seconds per skill bonus in [[Spiritual Lore, Blessings]]) and has 3 charges plus extra depending on the success of a healing skill check roll.&lt;br /&gt;
&lt;br /&gt;
Transferring a wound through an imprint costs 10/15/20 [[stamina]] per wound rank. If the empath goes into negative stamina while doing this, they will suffer serious physical injuries.&lt;br /&gt;
&lt;br /&gt;
The base version allows remote transfer when the Empath and patient are in the same [[realm]]. [[Mental Lore, Transference]] unlocks adjacent realm at 35 ranks, near-adjacent at 70 ranks, and far realm at 105 ranks. Remote transfer will not work if the patient is in an area where magic does not work, or in locations where they cannot be [[Locate Person (116)|magically located]]. It will also not work if the patient has been in combat of some sort in the last 20 seconds.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*IMPRINT {character} - attempt to imprint&lt;br /&gt;
*IMPRINT STOP - stops an active imprint&lt;br /&gt;
*IMPRINT CHECK - used by Empaths to check the health status of currently imprinted patients&lt;br /&gt;
*IMPRINT CALL - used by patients to notify the last 20 Empaths that have imprinted or attempted to imprint them that they need assistance&lt;br /&gt;
&lt;br /&gt;
Imprinting costs 2 [[spirit]] if it is successful. On failures, it costs no spirit if attempted on a patient with an active [[TRANSFER (verb)#Transfer Effect|transfer effect]] from being healed in person within the last 10 seconds, otherwise the failure costs 2 spirit. A successful imprint also ends the transfer effect.&lt;br /&gt;
&lt;br /&gt;
The chance of a successful imprint is:&lt;br /&gt;
{{Equation box|&amp;lt;math&amp;gt;&lt;br /&gt;
\mathrm{Imprint\ Success\ %} = \frac{100 + (\mathrm{INF} \cdot 2) + \left[ \frac{300 \cdot (\mathrm{Spell\ Research\ Ranks} - 1.5x)}{1.5x}\right] + \left[ \frac{200 \cdot (\mathrm{Lore\ Ranks} - 0.5x)}{3.5x} \right] + \left[ \frac{150 \cdot (\mathrm{Skill\ Ranks} - 2x)}{4x} \right]}{10}&lt;br /&gt;
&amp;lt;/math&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
*{{math|&#039;&#039;x&#039;&#039;}} is the Empath&#039;s level + 1. For example, for a level 19 Empath, {{math|&#039;&#039;x&#039;&#039; {{=}} 20}} and {{math|1.5&#039;&#039;x&#039;&#039; {{=}} 30}}.&lt;br /&gt;
*{{math|INF}} is the Empath&#039;s [[Influence]] bonus, if it is positive. If the influence bonus is negative there is no penalty.&lt;br /&gt;
*{{math|Spell Research Ranks}} is Empath Base + Minor Spirit + Major Spirit, with each circle capped at {{math|&#039;&#039;x&#039;&#039;}}&lt;br /&gt;
*{{math|Lore Ranks}} is ML:Transformation + ML:Transference + SL:Blessings (can go up to {{math|4&#039;&#039;x&#039;&#039;}})&lt;br /&gt;
*{{math|Skill Ranks}} is Physical Fitness + First Aid (can go up to {{math|6&#039;&#039;x&#039;&#039;}})&lt;br /&gt;
*Each component in the formula only counts if it is positive. For example, lore ranks over {{math|0.5&#039;&#039;x&#039;&#039;}} provide up to a +20% bonus, but if the Empath has under {{math|0.5&#039;&#039;x&#039;&#039;}} lores there is no penalty.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid black; background: white; margin: 0.5em&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #F9F9F9; padding: 0.5em 1em; border: 1px; text-align: left; font-size: 95%;&amp;quot;&amp;gt;&lt;br /&gt;
Simpler explanation:&lt;br /&gt;
&lt;br /&gt;
*There is a base 10% chance to succeed no matter your training.&lt;br /&gt;
*Every 5 points of influence bonus gives 1% more chance.&lt;br /&gt;
*Spell research past 1.5x--BUT any ranks over (Level + 1) in each circle aren&#039;t counted--gives up to 30% more chance.&lt;br /&gt;
*Lore ranks past 0.5x in Transformation + Transference + Blessings (Can go up to 4x) gives up to 20% more chance.&lt;br /&gt;
*Physical Fitness and First Aid past 2x (Can go up to 6x) gives up to 15% more chance.&lt;br /&gt;
&lt;br /&gt;
--GM Konacon&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|IMPRINT&lt;br /&gt;
|-&lt;br /&gt;
!Failure with healing effect&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
[Imprint result: 65 (d100: 24)]&lt;br /&gt;
Through the lingering resonance of your healing bond with Patient, you attempt to imprint her with a small portion of your spirit, but the connection fails to establish properly.  A wave of sudden fatigue threatens to overcome you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Failure without healing effect&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
[Imprint result: 65 (d100: 24)]&lt;br /&gt;
With focused effort, you split off a portion of your spirit and attempt to imprint it upon Patient, but the connection fails to establish properly.  A wave of sudden fatigue threatens to overcome you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Success with healing effect&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
[Imprint result: 115 (d100: 74)]&lt;br /&gt;
Through the lingering resonance of your healing bond with Patient, you imprint her with a small portion of your own spirit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Success without healing effect&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
[Imprint result: 115 (d100: 74)]&lt;br /&gt;
With focused effort, you split off a portion of your spirit and reach out to Patient, imprinting it upon her.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Empath]]&lt;br /&gt;
[[Category:Verbs]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Empathic_transfer&amp;diff=100595</id>
		<title>Empathic transfer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Empathic_transfer&amp;diff=100595"/>
		<updated>2017-11-21T16:24:58Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: /* Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;TRANSFER&#039;&#039;&#039; allows an [[Empath]] to take the wounds or blood loss of someone else onto their own body.&lt;br /&gt;
&lt;br /&gt;
This is necessary because the Empath&#039;s [[Empath Base|healing spells]] are selfcast only. The act of transferring gives [[experience]] for the Empath (except in cases of transferring blood loss from patients still bleeding, or wounds from other Empaths).  &amp;lt;section begin=xp multiplier /&amp;gt;Empaths below level 11 have a multiplier to the amount of experience gained from healing (2x multiplier at level 1 down to 1x at 11+).&amp;lt;section end=xp multiplier /&amp;gt; The patient who is healed also receives [[Experience#Long-term experience|Long Term Experience]] (LTE) equal to 20% of the normal experience gained by the Empath, up to a maximum 250 LTE per day for each patient.&lt;br /&gt;
&lt;br /&gt;
Note that when transferring any wound, any scar upon that portion of the patient&#039;s body is also removed (but not transferred to the Empath). This is often used between two or more Empaths as a way to dispose of moderate or severe scarring, colloquially termed as a &amp;quot;clean up&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
&lt;br /&gt;
This ability increases as the Empath gains [[level]]s and Empath Base spells (the lower value of the two is used). In order to transfer all wounds, the Empath must have reached at least level 10 AND at least 10 Empath Base spell ranks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level / Spells&lt;br /&gt;
! Progression&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| minor blood loss (increases every level to a max of 75 HP per transfer)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| minor limb wounds&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| minor nervous system damage&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| minor head and neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| minor chest, back, abdomen, and eye wounds&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| moderate and severe limb wounds&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| moderate and severe nervous system damage&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| moderate and severe head and neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| moderate and severe chest, back, abdomen, and eye wounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*TRANSFER {character} {wound} - This will allow the Empath to specify which character to transfer from, and what wound.&lt;br /&gt;
*TRANSFER {character} - This will cause the Empath to transfer blood loss from the targeted character.&lt;br /&gt;
*TRANSFER {character} ANY - This will find one wound to transfer from the character, and will incur three seconds of [[RT]].  Be warned, this one also gives a lesser amount of experience because it is considered a &amp;quot;safer&amp;quot; route with transferring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For Empaths on [[F2P]] accounts, it is necessary to first use [[empathic linking]] via &amp;quot;TOUCH {character} LINK&amp;quot; to establish a link before transferring.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== StormFront ==&lt;br /&gt;
&lt;br /&gt;
For users of the [[StormFront]] client, using [[APPRAISE]] on another character will open a window displaying their wounds (if [[SET]] DIALOGS ON has been enabled). Clicking on a wound marker in the window will send a TRANSFER command for that wound.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Standard Messaging&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You focus on Adventurer and narrow your concentration, reaching out to her with your mind.&lt;br /&gt;
Empath focuses on you with intense concentration, and you feel the feathery brush of his mental presence.&lt;br /&gt;
Empath focuses on Adventurer with intense concentration.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You infuse Adventurer with your own strength, and she loses some of her pallor.&lt;br /&gt;
The gentle infusion of Empath&#039;s strength restores you somewhat.&lt;br /&gt;
Adventurer loses some of her pallor.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You infuse Adventurer with your own strength, and she appears entirely restored.&lt;br /&gt;
The gentle infusion of Empath&#039;s strength restores you entirely.&lt;br /&gt;
Adventurer appears entirely restored.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Adventurer&#039;s neck wound gradually fades, forming on your neck instead.&lt;br /&gt;
Your neck wound gradually fades, forming on Empath&#039;s neck instead.&lt;br /&gt;
Adventurer&#039;s neck wound gradually fades, forming on Empath&#039;s neck instead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Scar&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Adventurer&#039;s neck scar gradually fades, forming on your neck instead.&lt;br /&gt;
Your neck scar gradually fades, forming on Empath&#039;s neck instead.&lt;br /&gt;
Adventurer&#039;s neck scar gradually fades, forming on Empath&#039;s neck instead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Adventurer&#039;s nervous system damage gradually fades, affecting your nervous system instead.&lt;br /&gt;
Your nervous system damage gradually fades, affecting Empath&#039;s nervous system instead.&lt;br /&gt;
Adventurer&#039;s nervous system damage gradually fades, affecting Empath&#039;s nervous system instead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Scar&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Adventurer&#039;s nervous system scarring gradually fades, affecting your nervous system instead.&lt;br /&gt;
Your nervous system scarring gradually fades, affecting Empath&#039;s nervous system instead.&lt;br /&gt;
Adventurer&#039;s nervous system scarring gradually fades, affecting Empath&#039;s nervous system instead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom{{mono| TRANSFER }}messaging&#039;&#039;&#039; was implemented in November 2017 and is available as a special [[:Category: Merchant Services|merchant service]].  The options are listed below.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Custom Style: Pain&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You tense, steeling yourself to receive Adventurer&#039;s pain.&lt;br /&gt;
Tense and still, Empath focuses on you with an air of determination.&lt;br /&gt;
Tense and still, Empath focuses on Adventurer with an air of determination.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You sacrifice your life&#039;s blood to restore some of Adventurer&#039;s loss, leaving you weak and dizzy.&lt;br /&gt;
A surge of warmth restores some of your blood loss, leaving Empath waxen and dizzy.&lt;br /&gt;
Adventurer takes on a slightly healthier tint, leaving Empath waxen and dizzy.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You sacrifice your life&#039;s blood to restore all of Adventurer&#039;s loss, leaving you weak and dizzy.&lt;br /&gt;
A surge of warmth restores all of your blood loss, leaving Empath waxen and dizzy.&lt;br /&gt;
Adventurer takes on a much healthier tint, leaving Empath waxen and dizzy.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Agony sears your nerve endings as Adventurer&#039;s fading neck wound blossoms in your own flesh.&lt;br /&gt;
Empath flinches visibly in pain as your neck wound fades away.&lt;br /&gt;
Empath flinches visibly in pain as Adventurer&#039;s neck wound fades away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Scar&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Your skin tightens painfully, the ache sinking deep as you draw Adventurer&#039;s neck scar tissue into your own flesh.&lt;br /&gt;
Your aches ease as, with a pained grimace, Empath draws your neck scar tissue to himself.&lt;br /&gt;
Empath draws Adventurer&#039;s neck scar tissue to himself with a pained grimace.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Sparks of agony set your nerve endings alight as Adventurer&#039;s fading nervous system damage blossoms within you.&lt;br /&gt;
Empath flinches and begins to twitch as your nervous system damage fades away.&lt;br /&gt;
Empath flinches and begins to twitch as Adventurer&#039;s nervous system damage fades away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Scar&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Your muscles ache and spasm as you draw Adventurer&#039;s nervous system scarring into your own flesh.&lt;br /&gt;
Your muscles relax as, with a pained grimace, Empath draws your nervous system scarring to himself.&lt;br /&gt;
Empath draws Adventurer&#039;s nervous system scarring to himself with a pained grimace.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Custom Style: Clinical&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
While maintaining a degree of detachment from her pain, you attend to Adventurer&#039;s injuries.&lt;br /&gt;
Empath attends to your injuries with a detached air.&lt;br /&gt;
Empath attends to Adventurer&#039;s injuries with a detached air.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Your sense of your own dwindling health is distant as you work to restore some of Adventurer&#039;s lost blood supply.&lt;br /&gt;
You feel a surge of burgeoning health as Empath works to restore some of your lost blood supply.&lt;br /&gt;
Adventurer appears somewhat healthier under Empath&#039;s care.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Your sense of your own dwindling health is distant as you work to restore all of Adventurer&#039;s lost blood supply.&lt;br /&gt;
You feel much refreshed as Empath works to restore the entirety of your lost blood supply.&lt;br /&gt;
Adventurer appears entirely refreshed under Empath&#039;s care.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You ignore the distant pain in your neck as Adventurer&#039;s wound cleanly heals.&lt;br /&gt;
Empath coolly ignores his growing neck damage as your own neck wound cleanly heals.&lt;br /&gt;
Empath coolly ignores his growing neck damage as Adventurer&#039;s neck wound cleanly heals.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Scar&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
The scar marring Adventurer&#039;s neck fades away, smoothly transferring to you.&lt;br /&gt;
The scar marring your neck fades away, smoothly transferring to Empath.&lt;br /&gt;
The scar marring Adventurer&#039;s neck fades away, smoothly transferring to Empath.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You ignore the distant shuddering of your nervous system as Adventurer&#039;s spasms swiftly settle.&lt;br /&gt;
Empath coolly ignores his growing nervous system damage as your own spasms swiftly settle.&lt;br /&gt;
Empath coolly ignores his growing nervous system damage as Adventurer&#039;s spasm swiftly settle.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Scar&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
The deep scarring affecting Adventurer&#039;s nervous system fades away, smoothly transferring to you.&lt;br /&gt;
The deep scarring affecting your nervous system fades away, smoothly transferring to Empath.&lt;br /&gt;
The deep scarring affecting Adventurer&#039;s nervous system fades away, smoothly transferring to Empath.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Custom Style: Light Touch&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You lightly brush Adventurer&#039;s skin, reinforcing your connection with her.&lt;br /&gt;
Empath lightly brushes your skin, reinforcing his connection with you.&lt;br /&gt;
Empath lightly brushes Adventurer&#039;s skin.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You feel some of your blood drain away, but Adventurer looks a little less wan.&lt;br /&gt;
Empath pales slightly, but you feel some of your strength return.&lt;br /&gt;
Empath pales slightly, but Adventurer looks a little less wan.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You feel some of your blood drain away, but Adventurer takes on the flush of full health.&lt;br /&gt;
Empath pales slightly, but you feel entirely fortified.&lt;br /&gt;
Empath pales slightly, but Adventurer takes on the flush of full health.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
The wound marring Adventurer&#039;s neck seals itself and disappears, only to open on your neck.&lt;br /&gt;
The wound marring your neck seals itself and disappears, only to open on Empath&#039;s neck.&lt;br /&gt;
The wound marring Adventurer&#039;s neck seals itself and disappears, only to open on Empath&#039;s neck.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Scar&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
The scar marring Adventurer&#039;s neck fades away, only to reappear on your neck.&lt;br /&gt;
The scar marring your neck fades away, only to reappear on Empath&#039;s neck.&lt;br /&gt;
The scar marring Adventurer&#039;s neck fades away, only to reappear on Empath&#039;s neck.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Adventurer&#039;s nervous system damage settles and disappears, only to manifest in you.&lt;br /&gt;
Your nervous system damage settles and disappears, only to manifest in Empath.&lt;br /&gt;
Adventurer&#039;s nervous system damage settles and disappears, only to manifest in Empath.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Scar&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Adventurer&#039;s nervous system scarring settles and disappears, only to manifest in you.&lt;br /&gt;
Your nervous system scarring settles and disappears, only to manifest in Empath.&lt;br /&gt;
Adventurer&#039;s nervous system scarring settles and disappears, only to manifest in Empath.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Custom Style: Mental Energies&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You contemplate Adventurer, opening your mind to the ebb and flow of the energies suffusing her.&lt;br /&gt;
Empath&#039;s mien is contemplative as he regards you.&lt;br /&gt;
Empath&#039;s mien is contemplative as he regards Adventurer.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Gently, you send a trickle of your own vitality into Adventurer, restoring some of her blood loss.&lt;br /&gt;
A gentle stream of Empath&#039;s vitality suffuses you, restoring some of your blood loss.&lt;br /&gt;
Adventurer appears somewhat revitalized under Empath&#039;s gentle minstrations.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Gently, you send a trickle of your own vitality into Adventurer, restoring all of her blood loss.&lt;br /&gt;
A gentle stream of Empath&#039;s vitality suffuses you, restoring all of your blood loss.&lt;br /&gt;
Adventurer appears fully revitalized under Empath&#039;s gentle minstrations.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You serenely take Adventurer&#039;s neck damage onto yourself.&lt;br /&gt;
You feel a tingling warmth and a sense of relief as Empath serenely takes your neck damage onto himself.&lt;br /&gt;
Empath serenely takes Adventurer&#039;s neck damage onto himself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Scar&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You serenely take the scar marring Adventurer&#039;s neck onto yourself.&lt;br /&gt;
You feel a tingling warmth and a sense of relief as Empath takes the scar marring your neck onto himself&lt;br /&gt;
Empath serenely takes the scar marring Adventurer&#039;s neck onto himself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You serenely take Adventurer&#039;s nervous system damage onto yourself.&lt;br /&gt;
You feel a tingling warmth and a sense of relief as Empath serenely takes your nervous system damage onto himself.&lt;br /&gt;
Empath serenely takes Adventurer&#039;s nervous system damage onto himself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Scar&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You serenely take the scarring of Adventurer&#039;s nervous system onto yourself.&lt;br /&gt;
You feel a tingling warmth and a sense of relief as Empath takes the scarring of your nervous system onto himself&lt;br /&gt;
Empath serenely takes the scarring of Adventurer&#039;s nervous system onto himself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Custom Style: Spiritual&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You bow your head and murmur an entreaty on Adventurer&#039;s behalf.&lt;br /&gt;
Empath bows his head and murmurs an entreaty on your behalf.&lt;br /&gt;
Empath bows his head and murmurs an entreaty on Adventurer&#039;s behalf.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Nebulous wisps drift around Adventurer, revitalizing her somewhat at your expense.&lt;br /&gt;
Nebulous wisps drift around you, revitalizing you somewhat at Empath&#039;s expense.&lt;br /&gt;
Nebulous wisps drift around Adventurer, revitalizing her somewhat at Empath&#039;s expense.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Nebulous wisps drift around Adventurer, entirely revitalizing her at your expense.&lt;br /&gt;
Nebulous wisps drift around you, entirely revitalizing you at Empath&#039;s expense.&lt;br /&gt;
Nebulous wisps drift around Adventurer, entirely revitalizing her at Empath&#039;s expense.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Fog envelops Adventurer&#039;s neck and drifts away, leaving you to bear the wound in her stead.&lt;br /&gt;
Fog envelops your neck and drifts away, leaving Empath to bear the wound in your stead.&lt;br /&gt;
Fog envelops Adventurer&#039;s neck and drifts away, leaving Empath to bear the wound in her stead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Scar&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Fog envelops Adventurer&#039;s neck and drifts away, leaving you to bear the scar in her stead.&lt;br /&gt;
Fog envelops your neck and drifts away, leaving Empath to bear the scar in your stead.&lt;br /&gt;
Fog envelops Adventurer&#039;s neck and drifts away, leaving Empath to bear the scar in her stead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Fog envelops Adventurer and drifts away, leaving you to bear her nervous system damage in her stead.&lt;br /&gt;
Fog envelops you and drifts away, leaving Empath to bear your nervous system damage in your stead.&lt;br /&gt;
Fog envelops Adventurer and drifts away, leaving Empath to bear Adventurer&#039;s nervous system damage in her stead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Scar&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Fog envelops Adventurer and drifts away, leaving you to bear her nervous system scars in her stead.&lt;br /&gt;
Fog envelops you and drifts away, leaving Empath to bear your nervous system scars in your stead.&lt;br /&gt;
Fog envelops Adventurer and drifts away, leaving Empath to bear Adventurer&#039;s nervous system scars in her stead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Custom Style: Blood Magic&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Focusing on the blood beneath Adventurer&#039;s skin, you extend a tendril of your essence into her.&lt;br /&gt;
You feel an odd tingling sensation as Empath focuses on you.&lt;br /&gt;
Adventurer&#039;s skin takes on a slight flush as Empath focuses on her.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
A faint crimson haze flows from you and into Adventurer, restoring some of her vigor.&lt;br /&gt;
A faint crimson haze flows from Empath and into you, restoring some of your vigor.&lt;br /&gt;
A faint crimson haze flows from Empath and into Adventurer, restoring some of her vigor.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
A faint crimson haze flows from you and into Adventurer, restoring her to full vigor.&lt;br /&gt;
A faint crimson haze flows from Empath and into you, restoring you to full vigor.&lt;br /&gt;
A faint crimson haze flows from Empath and into Adventurer, restoring her to full vigor.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You draw Adventurer&#039;s neck wound to you in an upwelling of crimson mist.&lt;br /&gt;
Crimson mist seeps from your neck wound as Empath draws the damage to himself.&lt;br /&gt;
Crimson mist seeps from Adventurer&#039;s neck wound as Empath draws the damage to himself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Scar&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You draw Adventurer&#039;s neck scar to you in an upwelling of muted reddish haze.&lt;br /&gt;
A tendril of muted reddish haze curls about your neck scar as Empath draws the blemish to himself.&lt;br /&gt;
A tendril of muted reddish haze curls about Adventurer&#039;s neck scar as Empath draws the blemish to himself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You draw Adventurer&#039;s nervous system damage to you in an upwelling of crimson mist.&lt;br /&gt;
Crimson mist seeps from your pores as Empath draws your nervous system damage to himself.&lt;br /&gt;
Crimson mist seeps from Adventurer&#039;s pores as Empath draws her nervous system damage to himself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Scar&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You draw Adventurer&#039;s nervous system scarring to you in an upwelling of muted reddish haze.&lt;br /&gt;
A tendril of muted reddish haze curls about you as Empath draws your nervous system scarring to himself.&lt;br /&gt;
A tendril of muted reddish haze curls about Adventurer as Empath draws her nervous system scarring to himself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Empath]]&lt;br /&gt;
[[Category:Verbs]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Empathic_transfer&amp;diff=100582</id>
		<title>Empathic transfer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Empathic_transfer&amp;diff=100582"/>
		<updated>2017-11-20T20:59:02Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: /* Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;TRANSFER&#039;&#039;&#039; allows an [[Empath]] to take the wounds or blood loss of someone else onto their own body.&lt;br /&gt;
&lt;br /&gt;
This is necessary because the Empath&#039;s [[Empath Base|healing spells]] are selfcast only. The act of transferring gives [[experience]] for the Empath (except in cases of transferring blood loss from patients still bleeding, or wounds from other Empaths).  &amp;lt;section begin=xp multiplier /&amp;gt;Empaths below level 11 have a multiplier to the amount of experience gained from healing (2x multiplier at level 1 down to 1x at 11+).&amp;lt;section end=xp multiplier /&amp;gt; The patient who is healed also receives [[Experience#Long-term experience|Long Term Experience]] (LTE) equal to 20% of the normal experience gained by the Empath, up to a maximum 250 LTE per day for each patient.&lt;br /&gt;
&lt;br /&gt;
Note that when transferring any wound, any scar upon that portion of the patient&#039;s body is also removed (but not transferred to the Empath). This is often used between two or more Empaths as a way to dispose of moderate or severe scarring, colloquially termed as a &amp;quot;clean up&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
&lt;br /&gt;
This ability increases as the Empath gains [[level]]s and Empath Base spells (the lower value of the two is used). In order to transfer all wounds, the Empath must have reached at least level 10 AND at least 10 Empath Base spell ranks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level / Spells&lt;br /&gt;
! Progression&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| minor blood loss (increases every level to a max of 75 HP per transfer)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| minor limb wounds&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| minor nervous system damage&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| minor head and neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| minor chest, back, abdomen, and eye wounds&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| moderate and severe limb wounds&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| moderate and severe nervous system damage&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| moderate and severe head and neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| moderate and severe chest, back, abdomen, and eye wounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*TRANSFER {character} {wound} - This will allow the Empath to specify which character to transfer from, and what wound.&lt;br /&gt;
*TRANSFER {character} - This will cause the Empath to transfer blood loss from the targeted character.&lt;br /&gt;
*TRANSFER {character} ANY - This will find one wound to transfer from the character, and will incur three seconds of [[RT]].  Be warned, this one also gives a lesser amount of experience because it is considered a &amp;quot;safer&amp;quot; route with transferring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For Empaths on [[F2P]] accounts, it is necessary to first use [[empathic linking]] via &amp;quot;TOUCH {character} LINK&amp;quot; to establish a link before transferring.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== StormFront ==&lt;br /&gt;
&lt;br /&gt;
For users of the [[StormFront]] client, using [[APPRAISE]] on another character will open a window displaying their wounds (if [[SET]] DIALOGS ON has been enabled). Clicking on a wound marker in the window will send a TRANSFER command for that wound.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Standard Messaging&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You focus on Adventurer and narrow your concentration, reaching out to her with your mind.&lt;br /&gt;
Empath focuses on you with intense concentration, and you feel the feathery brush of his mental presence.&lt;br /&gt;
Empath focuses on Adventurer with intense concentration.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You infuse Adventurer with your own strength, and she loses some of her pallor.&lt;br /&gt;
The gentle infusion of Empath&#039;s strength restores you somewhat.&lt;br /&gt;
Adventurer loses some of her pallor.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You infuse Adventurer with your own strength, and she appears entirely restored.&lt;br /&gt;
The gentle infusion of Empath&#039;s strength restores you entirely.&lt;br /&gt;
Adventurer appears entirely restored.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Adventurer&#039;s neck wound gradually fades, forming on your neck instead.&lt;br /&gt;
Your neck wound gradually fades, forming on Empath&#039;s neck instead.&lt;br /&gt;
Adventurer&#039;s neck wound gradually fades, forming on Empath&#039;s neck instead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Adventurer&#039;s nervous system damage gradually fades, affecting your nervous system instead.&lt;br /&gt;
Your nervous system damage gradually fades, affecting Empath&#039;s nervous system instead.&lt;br /&gt;
Adventurer&#039;s nervous system damage gradually fades, affecting Empath&#039;s nervous system instead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom{{mono| TRANSFER }}messaging&#039;&#039;&#039; was implemented in November 2017 and is available as a special [[:Category: Merchant Services|merchant service]].  The options are listed below.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Custom Style: Pain&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You tense, steeling yourself to receive Adventurer&#039;s pain.&lt;br /&gt;
Tense and still, Empath focuses on you with an air of determination.&lt;br /&gt;
Tense and still, Empath focuses on Adventurer with an air of determination.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You sacrifice your life&#039;s blood to restore some of Adventurer&#039;s loss, leaving you weak and dizzy.&lt;br /&gt;
A surge of warmth restores some of your blood loss, leaving Empath waxen and dizzy.&lt;br /&gt;
Adventurer takes on a slightly healthier tint, leaving Empath waxen and dizzy.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You sacrifice your life&#039;s blood to restore all of Adventurer&#039;s loss, leaving you weak and dizzy.&lt;br /&gt;
A surge of warmth restores all of your blood loss, leaving Empath waxen and dizzy.&lt;br /&gt;
Adventurer takes on a much healthier tint, leaving Empath waxen and dizzy.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Agony sears your nerve endings as Adventurer&#039;s fading neck wound blossoms in your own flesh.&lt;br /&gt;
Empath flinches visibly in pain as your neck wound fades away.&lt;br /&gt;
Empath flinches visibly in pain as Adventurer&#039;s neck wound fades away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Sparks of agony set your nerve endings alight as Adventurer&#039;s fading nervous system damage blossoms within you.&lt;br /&gt;
Empath flinches and begins to twitch as your nervous system damage fades away.&lt;br /&gt;
Empath flinches and begins to twitch as Adventurer&#039;s nervous system damage fades away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Custom Style: Clinical&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
While maintaining a degree of detachment from her pain, you attend to Adventurer&#039;s injuries.&lt;br /&gt;
Empath attends to your injuries with a detached air.&lt;br /&gt;
Empath attends to Adventurer&#039;s injuries with a detached air.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Your sense of your own dwindling health is distant as you work to restore some of Adventurer&#039;s lost blood supply.&lt;br /&gt;
You feel a surge of burgeoning health as Empath works to restore some of your lost blood supply.&lt;br /&gt;
Adventurer appears somewhat healthier under Empath&#039;s care.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Your sense of your own dwindling health is distant as you work to restore all of Adventurer&#039;s lost blood supply.&lt;br /&gt;
You feel much refreshed as Empath works to restore the entirety of your lost blood supply.&lt;br /&gt;
Adventurer appears entirely refreshed under Empath&#039;s care.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You ignore the distant pain in your neck as Adventurer&#039;s wound cleanly heals.&lt;br /&gt;
Empath coolly ignores his growing neck damage as your own neck wound cleanly heals.&lt;br /&gt;
Empath coolly ignores his growing neck damage as Adventurer&#039;s neck wound cleanly heals.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You ignore the distant shuddering of your nervous system as Adventurer&#039;s spasms swiftly settle.&lt;br /&gt;
Empath coolly ignores his growing nervous system damage as your own spasms swiftly settle.&lt;br /&gt;
Empath coolly ignores his growing nervous system damage as Adventurer&#039;s spasm swiftly settle.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Custom Style: Light Touch&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You lightly brush Adventurer&#039;s skin, reinforcing your connection with her.&lt;br /&gt;
Empath lightly brushes your skin, reinforcing his connection with you.&lt;br /&gt;
Empath lightly brushes Adventurer&#039;s skin.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You feel some of your blood drain away, but Adventurer looks a little less wan.&lt;br /&gt;
Empath pales slightly, but you feel some of your strength return.&lt;br /&gt;
Empath pales slightly, but Adventurer looks a little less wan.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You feel some of your blood drain away, but Adventurer takes on the flush of full health.&lt;br /&gt;
Empath pales slightly, but you feel entirely fortified.&lt;br /&gt;
Empath pales slightly, but Adventurer takes on the flush of full health.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
The wound marring Adventurer&#039;s neck seals itself and disappears, only to open on your neck.&lt;br /&gt;
The wound marring your neck seals itself and disappears, only to open on Empath&#039;s neck.&lt;br /&gt;
The wound marring Adventurer&#039;s neck seals itself and disappears, only to open on Empath&#039;s neck.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Adventurer&#039;s nervous system damage settles and disappears, only to manifest in you.&lt;br /&gt;
Your nervous system damage settles and disappears, only to manifest in Empath.&lt;br /&gt;
Adventurer&#039;s nervous system damage settles and disappears, only to manifest in Empath.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Custom Style: Mental Energies&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You contemplate Adventurer, opening your mind to the ebb and flow of the energies suffusing her.&lt;br /&gt;
Empath&#039;s mien is contemplative as he regards you.&lt;br /&gt;
Empath&#039;s mien is contemplative as he regards Adventurer.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Gently, you send a trickle of your own vitality into Adventurer, restoring some of her blood loss.&lt;br /&gt;
A gentle stream of Empath&#039;s vitality suffuses you, restoring some of your blood loss.&lt;br /&gt;
Adventurer appears somewhat revitalized under Empath&#039;s gentle minstrations.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Gently, you send a trickle of your own vitality into Adventurer, restoring all of her blood loss.&lt;br /&gt;
A gentle stream of Empath&#039;s vitality suffuses you, restoring all of your blood loss.&lt;br /&gt;
Adventurer appears fully revitalized under Empath&#039;s gentle minstrations.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You serenely take Adventurer&#039;s neck damage onto yourself.&lt;br /&gt;
You feel a tingling warmth and a sense of relief as Empath serenely takes your neck damage onto himself.&lt;br /&gt;
Empath serenely takes Adventurer&#039;s neck damage onto himself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You serenely take Adventurer&#039;s nervous system damage onto yourself.&lt;br /&gt;
You feel a tingling warmth and a sense of relief as Empath serenely takes your nervous system damage onto himself.&lt;br /&gt;
Empath serenely takes Adventurer&#039;s nervous system damage onto himself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Custom Style: Spiritual&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You bow your head and murmur an entreaty on Adventurer&#039;s behalf.&lt;br /&gt;
Empath bows his head and murmurs an entreaty on your behalf.&lt;br /&gt;
Empath bows his head and murmurs an entreaty on Adventurer&#039;s behalf.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Nebulous wisps drift around Adventurer, revitalizing her somewhat at your expense.&lt;br /&gt;
Nebulous wisps drift around you, revitalizing you somewhat at Empath&#039;s expense.&lt;br /&gt;
Nebulous wisps drift around Adventurer, revitalizing her somewhat at Empath&#039;s expense.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Nebulous wisps drift around Adventurer, entirely revitalizing her at your expense.&lt;br /&gt;
Nebulous wisps drift around you, entirely revitalizing you at Empath&#039;s expense.&lt;br /&gt;
Nebulous wisps drift around Adventurer, entirely revitalizing her at Empath&#039;s expense.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Fog envelops Adventurer&#039;s neck and drifts away, leaving you to bear the wound in her stead.&lt;br /&gt;
Fog envelops your neck and drifts away, leaving Empath to bear the wound in your stead.&lt;br /&gt;
Fog envelops Adventurer&#039;s neck and drifts away, leaving Empath to bear the wound in her stead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Fog envelops Adventurer and drifts away, leaving you to bear her nervous system damage in her stead.&lt;br /&gt;
Fog envelops you and drifts away, leaving Empath to bear your nervous system damage in your stead.&lt;br /&gt;
Fog envelops Adventurer and drifts away, leaving Empath to bear Adventurer&#039;s nervous system damage in her stead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Custom Style: Blood Magic&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Focusing on the blood beneath Adventurer&#039;s skin, you extend a tendril of your essence into her.&lt;br /&gt;
You feel an odd tingling sensation as Empath focuses on you.&lt;br /&gt;
Adventurer&#039;s skin takes on a slight flush as Empath focuses on her.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
A faint crimson haze flows from you and into Adventurer, restoring some of her vigor.&lt;br /&gt;
A faint crimson haze flows from Empath and into you, restoring some of your vigor.&lt;br /&gt;
A faint crimson haze flows from Empath and into Adventurer, restoring some of her vigor.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
A faint crimson haze flows from you and into Adventurer, restoring her to full vigor.&lt;br /&gt;
A faint crimson haze flows from Empath and into you, restoring you to full vigor.&lt;br /&gt;
A faint crimson haze flows from Empath and into Adventurer, restoring her to full vigor.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You draw Adventurer&#039;s neck wound to you in an upwelling of crimson mist.&lt;br /&gt;
Crimson mist seeps from your neck wound as Empath draws the damage to himself.&lt;br /&gt;
Crimson mist seeps from Adventurer&#039;s neck wound as Empath draws the damage to himself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You draw Adventurer&#039;s nervous system damage to you in an upwelling of crimson mist.&lt;br /&gt;
Crimson mist seeps from your pores as Empath draws your nervous system damage to himself.&lt;br /&gt;
Crimson mist seeps from Adventurer&#039;s pores as Empath draws her nervous system damage to himself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Empath]]&lt;br /&gt;
[[Category:Verbs]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Empathic_transfer&amp;diff=100572</id>
		<title>Empathic transfer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Empathic_transfer&amp;diff=100572"/>
		<updated>2017-11-20T18:16:34Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: /* Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;TRANSFER&#039;&#039;&#039; allows an [[Empath]] to take the wounds or blood loss of someone else onto their own body.&lt;br /&gt;
&lt;br /&gt;
This is necessary because the Empath&#039;s [[Empath Base|healing spells]] are selfcast only. The act of transferring gives [[experience]] for the Empath (except in cases of transferring blood loss from patients still bleeding, or wounds from other Empaths).  &amp;lt;section begin=xp multiplier /&amp;gt;Empaths below level 11 have a multiplier to the amount of experience gained from healing (2x multiplier at level 1 down to 1x at 11+).&amp;lt;section end=xp multiplier /&amp;gt; The patient who is healed also receives [[Experience#Long-term experience|Long Term Experience]] (LTE) equal to 20% of the normal experience gained by the Empath, up to a maximum 250 LTE per day for each patient.&lt;br /&gt;
&lt;br /&gt;
Note that when transferring any wound, any scar upon that portion of the patient&#039;s body is also removed (but not transferred to the Empath). This is often used between two or more Empaths as a way to dispose of moderate or severe scarring, colloquially termed as a &amp;quot;clean up&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
&lt;br /&gt;
This ability increases as the Empath gains [[level]]s and Empath Base spells (the lower value of the two is used). In order to transfer all wounds, the Empath must have reached at least level 10 AND at least 10 Empath Base spell ranks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level / Spells&lt;br /&gt;
! Progression&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| minor blood loss (increases every level to a max of 75 HP per transfer)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| minor limb wounds&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| minor nervous system damage&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| minor head and neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| minor chest, back, abdomen, and eye wounds&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| moderate and severe limb wounds&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| moderate and severe nervous system damage&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| moderate and severe head and neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| moderate and severe chest, back, abdomen, and eye wounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*TRANSFER {character} {wound} - This will allow the Empath to specify which character to transfer from, and what wound.&lt;br /&gt;
*TRANSFER {character} - This will cause the Empath to transfer blood loss from the targeted character.&lt;br /&gt;
*TRANSFER {character} ANY - This will find one wound to transfer from the character, and will incur three seconds of [[RT]].  Be warned, this one also gives a lesser amount of experience because it is considered a &amp;quot;safer&amp;quot; route with transferring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For Empaths on [[F2P]] accounts, it is necessary to first use [[empathic linking]] via &amp;quot;TOUCH {character} LINK&amp;quot; to establish a link before transferring.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== StormFront ==&lt;br /&gt;
&lt;br /&gt;
For users of the [[StormFront]] client, using [[APPRAISE]] on another character will open a window displaying their wounds (if [[SET]] DIALOGS ON has been enabled). Clicking on a wound marker in the window will send a TRANSFER command for that wound.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Standard Messaging&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You lightly brush Adventurer&#039;s skin, reinforcing your connection with her.&lt;br /&gt;
Empath lightly brushes your skin, reinforcing his connection with you.&lt;br /&gt;
Empath lightly brushes Adventurer&#039;s skin.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You feel some of your blood drain away, but Adventurer looks a little less wan.&lt;br /&gt;
Empath pales slightly, but you feel some of your strength return.&lt;br /&gt;
Empath pales slightly, but Adventurer looks a little less wan.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You feel some of your blood drain away, but Adventurer takes on the flush of full health.&lt;br /&gt;
Empath pales slightly, but you feel entirely fortified.&lt;br /&gt;
Empath pales slightly, but Adventurer takes on the flush of full health.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
The wound marring Adventurer&#039;s neck seals itself and disappears, only to open on your neck.&lt;br /&gt;
The wound marring your neck seals itself and disappears, only to open on Empath&#039;s neck.&lt;br /&gt;
The wound marring Adventurer&#039;s neck seals itself and disappears, only to open on Empath&#039;s neck.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Adventurer&#039;s nervous system damage settles and disappears, only to manifest in you.&lt;br /&gt;
Your nervous system damage settles and disappears, only to manifest in Empath.&lt;br /&gt;
Adventurer&#039;s nervous system damage settles and disappears, only to manifest in Empath.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Custom Style: Pain&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You tense, steeling yourself to receive Adventurer&#039;s pain.&lt;br /&gt;
Tense and still, Empath focuses on you with an air of determination.&lt;br /&gt;
Tense and still, Empath focuses on Adventurer with an air of determination.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You sacrifice your life&#039;s blood to restore some of Adventurer&#039;s loss, leaving you weak and dizzy.&lt;br /&gt;
A surge of warmth restores some of your blood loss, leaving Empath waxen and dizzy.&lt;br /&gt;
Adventurer takes on a slightly healthier tint, leaving Empath waxen and dizzy.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You sacrifice your life&#039;s blood to restore all of Adventurer&#039;s loss, leaving you weak and dizzy.&lt;br /&gt;
A surge of warmth restores all of your blood loss, leaving Empath waxen and dizzy.&lt;br /&gt;
Adventurer takes on a much healthier tint, leaving Empath waxen and dizzy.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Agony sears your nerve endings as Adventurer&#039;s fading neck wound blossoms in your own flesh.&lt;br /&gt;
Empath flinches visibly in pain as your neck wound fades away.&lt;br /&gt;
Empath flinches visibly in pain as Adventurer&#039;s neck wound fades away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Sparks of agony set your nerve endings alight as Adventurer&#039;s fading nervous system damage blossoms within you.&lt;br /&gt;
Empath flinches and begins to twitch as your nervous system damage fades away.&lt;br /&gt;
Empath flinches and begins to twitch as Adventurer&#039;s nervous system damage fades away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Custom Style: Clinical&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
While maintaining a degree of detachment from her pain, you attend to Adventurer&#039;s injuries.&lt;br /&gt;
Empath attends to your injuries with a detached air.&lt;br /&gt;
Empath attends to Adventurer&#039;s injuries with a detached air.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Your sense of your own dwindling health is distant as you work to restore some of Adventurer&#039;s lost blood supply.&lt;br /&gt;
You feel a surge of burgeoning health as Empath works to restore some of your lost blood supply.&lt;br /&gt;
Adventurer appears somewhat healthier under Empath&#039;s care.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Your sense of your own dwindling health is distant as you work to restore all of Adventurer&#039;s lost blood supply.&lt;br /&gt;
You feel much refreshed as Empath works to restore the entirety of your lost blood supply.&lt;br /&gt;
Adventurer appears entirely refreshed under Empath&#039;s care.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You ignore the distant pain in your neck as Adventurer&#039;s wound cleanly heals.&lt;br /&gt;
Empath coolly ignores his growing neck damage as your own neck wound cleanly heals.&lt;br /&gt;
Empath coolly ignores his growing neck damage as Adventurer&#039;s neck wound cleanly heals.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You ignore the distant shuddering of your nervous system as Adventurer&#039;s spasms swiftly settle.&lt;br /&gt;
Empath coolly ignores his growing nervous system damage as your own spasms swiftly settle.&lt;br /&gt;
Empath coolly ignores his growing nervous system damage as Adventurer&#039;s spasm swiftly settle.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Custom Style: Concentration&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You focus on Adventurer and narrow your concentration, reaching out to her with your mind.&lt;br /&gt;
Empath focuses on you with intense concentration, and you feel the feathery brush of his mental presence.&lt;br /&gt;
Empath focuses on Adventurer with intense concentration.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You infuse Adventurer with your own strength, and she loses some of her pallor.&lt;br /&gt;
The gentle infusion of Empath&#039;s strength restores you somewhat.&lt;br /&gt;
Adventurer loses some of her pallor.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You infuse Adventurer with your own strength, and she appears entirely restored.&lt;br /&gt;
The gentle infusion of Empath&#039;s strength restores you entirely.&lt;br /&gt;
Adventurer appears entirely restored.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Adventurer&#039;s neck wound gradually fades, forming on your neck instead.&lt;br /&gt;
Your neck wound gradually fades, forming on Empath&#039;s neck instead.&lt;br /&gt;
Adventurer&#039;s neck wound gradually fades, forming on Empath&#039;s neck instead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Adventurer&#039;s nervous system damage gradually fades, affecting your nervous system instead.&lt;br /&gt;
Your nervous system damage gradually fades, affecting Empath&#039;s nervous system instead.&lt;br /&gt;
Adventurer&#039;s nervous system damage gradually fades, affecting Empath&#039;s nervous system instead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Custom Style: Mental Energies&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You contemplate Adventurer, opening your mind to the ebb and flow of the energies suffusing her.&lt;br /&gt;
Empath&#039;s mien is contemplative as he regards you.&lt;br /&gt;
Empath&#039;s mien is contemplative as he regards Adventurer.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Gently, you send a trickle of your own vitality into Adventurer, restoring some of her blood loss.&lt;br /&gt;
A gentle stream of Empath&#039;s vitality suffuses you, restoring some of your blood loss.&lt;br /&gt;
Adventurer appears somewhat revitalized under Empath&#039;s gentle minstrations.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Gently, you send a trickle of your own vitality into Adventurer, restoring all of her blood loss.&lt;br /&gt;
A gentle stream of Empath&#039;s vitality suffuses you, restoring all of your blood loss.&lt;br /&gt;
Adventurer appears fully revitalized under Empath&#039;s gentle minstrations.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You serenely take Adventurer&#039;s neck damage onto yourself.&lt;br /&gt;
You feel a tingling warmth and a sense of relief as Empath serenely takes your neck damage onto himself.&lt;br /&gt;
Empath serenely takes Adventurer&#039;s neck damage onto himself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You serenely take Adventurer&#039;s nervous system damage onto yourself.&lt;br /&gt;
You feel a tingling warmth and a sense of relief as Empath serenely takes your nervous system damage onto himself.&lt;br /&gt;
Empath serenely takes Adventurer&#039;s nervous system damage onto himself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Custom Style: Spiritual&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You bow your head and murmur an entreaty on Adventurer&#039;s behalf.&lt;br /&gt;
Empath bows his head and murmurs an entreaty on your behalf.&lt;br /&gt;
Empath bows his head and murmurs an entreaty on Adventurer&#039;s behalf.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Nebulous wisps drift around Adventurer, revitalizing her somewhat at your expense.&lt;br /&gt;
Nebulous wisps drift around you, revitalizing you somewhat at Empath&#039;s expense.&lt;br /&gt;
Nebulous wisps drift around Adventurer, revitalizing her somewhat at Empath&#039;s expense.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Nebulous wisps drift around Adventurer, entirely revitalizing her at your expense.&lt;br /&gt;
Nebulous wisps drift around you, entirely revitalizing you at Empath&#039;s expense.&lt;br /&gt;
Nebulous wisps drift around Adventurer, entirely revitalizing her at Empath&#039;s expense.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Fog envelops Adventurer&#039;s neck and drifts away, leaving you to bear the wound in her stead.&lt;br /&gt;
Fog envelops your neck and drifts away, leaving Empath to bear the wound in your stead.&lt;br /&gt;
Fog envelops Adventurer&#039;s neck and drifts away, leaving Empath to bear the wound in her stead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Fog envelops Adventurer and drifts away, leaving you to bear her nervous system damage in her stead.&lt;br /&gt;
Fog envelops you and drifts away, leaving Empath to bear your nervous system damage in your stead.&lt;br /&gt;
Fog envelops Adventurer and drifts away, leaving Empath to bear Adventurer&#039;s nervous system damage in her stead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Custom Style: Blood Magic&lt;br /&gt;
|-&lt;br /&gt;
!Initial Transfer&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Focusing on the blood beneath Adventurer&#039;s skin, you extend a tendril of your essence into her.&lt;br /&gt;
You feel an odd tingling sensation as Empath focuses on you.&lt;br /&gt;
Adventurer&#039;s skin takes on a slight flush as Empath focuses on her.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Some Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
A faint crimson haze flows from you and into Adventurer, restoring some of her vigor.&lt;br /&gt;
A faint crimson haze flows from Empath and into you, restoring some of your vigor.&lt;br /&gt;
A faint crimson haze flows from Empath and into Adventurer, restoring some of her vigor.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!All Blood&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
A faint crimson haze flows from you and into Adventurer, restoring her to full vigor.&lt;br /&gt;
A faint crimson haze flows from Empath and into you, restoring you to full vigor.&lt;br /&gt;
A faint crimson haze flows from Empath and into Adventurer, restoring her to full vigor.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Wound&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You draw Adventurer&#039;s neck wound to you in an upwelling of crimson mist.&lt;br /&gt;
Crimson mist seeps from your neck wound as Empath draws the damage to himself.&lt;br /&gt;
Crimson mist seeps from Adventurer&#039;s neck wound as Empath draws the damage to himself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Damage&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You draw Adventurer&#039;s nervous system damage to you in an upwelling of crimson mist.&lt;br /&gt;
Crimson mist seeps from your pores as Empath draws your nervous system damage to himself.&lt;br /&gt;
Crimson mist seeps from Adventurer&#039;s pores as Empath draws her nervous system damage to himself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Empath]]&lt;br /&gt;
[[Category:Verbs]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Empathic_transfer&amp;diff=100571</id>
		<title>Empathic transfer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Empathic_transfer&amp;diff=100571"/>
		<updated>2017-11-20T17:07:04Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;TRANSFER&#039;&#039;&#039; allows an [[Empath]] to take the wounds or blood loss of someone else onto their own body.&lt;br /&gt;
&lt;br /&gt;
This is necessary because the Empath&#039;s [[Empath Base|healing spells]] are selfcast only. The act of transferring gives [[experience]] for the Empath (except in cases of transferring blood loss from patients still bleeding, or wounds from other Empaths).  &amp;lt;section begin=xp multiplier /&amp;gt;Empaths below level 11 have a multiplier to the amount of experience gained from healing (2x multiplier at level 1 down to 1x at 11+).&amp;lt;section end=xp multiplier /&amp;gt; The patient who is healed also receives [[Experience#Long-term experience|Long Term Experience]] (LTE) equal to 20% of the normal experience gained by the Empath, up to a maximum 250 LTE per day for each patient.&lt;br /&gt;
&lt;br /&gt;
Note that when transferring any wound, any scar upon that portion of the patient&#039;s body is also removed (but not transferred to the Empath). This is often used between two or more Empaths as a way to dispose of moderate or severe scarring, colloquially termed as a &amp;quot;clean up&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
&lt;br /&gt;
This ability increases as the Empath gains [[level]]s and Empath Base spells (the lower value of the two is used). In order to transfer all wounds, the Empath must have reached at least level 10 AND at least 10 Empath Base spell ranks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level / Spells&lt;br /&gt;
! Progression&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| minor blood loss (increases every level to a max of 75 HP per transfer)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| minor limb wounds&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| minor nervous system damage&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| minor head and neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| minor chest, back, abdomen, and eye wounds&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| moderate and severe limb wounds&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| moderate and severe nervous system damage&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| moderate and severe head and neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| moderate and severe chest, back, abdomen, and eye wounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*TRANSFER {character} {wound} - This will allow the Empath to specify which character to transfer from, and what wound.&lt;br /&gt;
*TRANSFER {character} - This will cause the Empath to transfer blood loss from the targeted character.&lt;br /&gt;
*TRANSFER {character} ANY - This will find one wound to transfer from the character, and will incur three seconds of [[RT]].  Be warned, this one also gives a lesser amount of experience because it is considered a &amp;quot;safer&amp;quot; route with transferring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For Empaths on [[F2P]] accounts, it is necessary to first use [[empathic linking]] via &amp;quot;TOUCH {character} LINK&amp;quot; to establish a link before transferring.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== StormFront ==&lt;br /&gt;
&lt;br /&gt;
For users of the [[StormFront]] client, using [[APPRAISE]] on another character will open a window displaying their wounds (if [[SET]] DIALOGS ON has been enabled). Clicking on a wound marker in the window will send a TRANSFER command for that wound.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Empath]]&lt;br /&gt;
[[Category:Verbs]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Empathic_transfer&amp;diff=100492</id>
		<title>Empathic transfer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Empathic_transfer&amp;diff=100492"/>
		<updated>2017-11-16T17:45:15Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;TRANSFER&#039;&#039;&#039; allows an [[Empath]] to take the wounds or blood loss of someone else onto their own body.&lt;br /&gt;
&lt;br /&gt;
This is necessary because the Empath&#039;s [[Empath Base|healing spells]] are selfcast only. The act of transferring gives [[experience]] for the Empath (except in cases of transferring blood loss from patients still bleeding, or wounds from other Empaths).  Empaths below level 11 have a multiplier to the amount of experience gained from healing (2x multiplier at level 1 down to 1x at 11+).&lt;br /&gt;
&lt;br /&gt;
Note that when transferring any wound, any scar upon that portion of the patient&#039;s body is also removed (but not transferred to the Empath). This is often used between two or more Empaths as a way to dispose of moderate or severe scarring, colloquially termed as a &amp;quot;clean up&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
&lt;br /&gt;
This ability increases as the Empath gains [[level]]s and Empath Base spells (the lower value of the two is used). In order to transfer all wounds, the Empath must have reached at least level 10 AND at least 10 Empath Base spell ranks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level / Spells&lt;br /&gt;
! Progression&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| minor blood loss (increases every level to a max of 75 HP per transfer)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| minor limb wounds&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| minor nervous system damage&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| minor head and neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| minor chest, back, abdomen, and eye wounds&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| moderate and severe limb wounds&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| moderate and severe nervous system damage&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| moderate and severe head and neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| moderate and severe chest, back, abdomen, and eye wounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*TRANSFER {character} {wound} - This will allow the Empath to specify which character to transfer from, and what wound.&lt;br /&gt;
*TRANSFER {character} - This will cause the Empath to transfer blood loss from the targeted character.&lt;br /&gt;
*TRANSFER {character} ANY - This will find one wound to transfer from the character, and will incur three seconds of [[RT]].  Be warned, this one also gives a lesser amount of experience because it is considered a &amp;quot;safer&amp;quot; route with transferring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For Empaths on [[F2P]] accounts, it is necessary to first use [[empathic linking]] via &amp;quot;TOUCH {character} LINK&amp;quot; to establish a link before transferring.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== StormFront ==&lt;br /&gt;
&lt;br /&gt;
For users of the [[StormFront]] client, using [[APPRAISE]] on another character will open a window displaying their wounds (if [[SET]] DIALOGS ON has been enabled). Clicking on a wound marker in the window will send a TRANSFER command for that wound.&lt;br /&gt;
&lt;br /&gt;
[[Category:Empath]]&lt;br /&gt;
[[Category:Verbs]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Empath&amp;diff=100491</id>
		<title>Empath</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Empath&amp;diff=100491"/>
		<updated>2017-11-16T17:44:50Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Profession&lt;br /&gt;
| [[File:Small_empath.jpg]]&lt;br /&gt;
| name = Empath&lt;br /&gt;
| type = [[Spiritual]]/[[Mental]] [[Pure]]&lt;br /&gt;
| circles = [[Empath Base]]&amp;lt;br /&amp;gt;[[Minor Spiritual]]&amp;lt;br /&amp;gt;[[Major Spiritual]]&lt;br /&gt;
| prime = [[Wisdom]], [[Influence]]&lt;br /&gt;
| mana = [[Wisdom]], [[Influence]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  = 15 / 0  | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 2   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 2   | OHBranks = 1&lt;br /&gt;
  | THWcost = 13 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 9 / 3   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 15 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 2 / 0   | PFranks  = 3&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 2   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 2   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 3 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 12  | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0 / 3   | MMCranks = 2&lt;br /&gt;
  | SMCcost = 0 / 3   | SMCranks = 2&lt;br /&gt;
  | ELcost  = 0 / 20  | ELranks  = 1&lt;br /&gt;
  | SpLcost = 0 / 6   | SpLranks = 2&lt;br /&gt;
  | SoLcost = 0 / 12  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 6   | MLranks  = 2&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 2&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 1 / 0   | FAranks  = 3&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empaths&#039;&#039;&#039; have the natural ability to [[transfer]] wounds from others to their own bodies. They then use their recuperative powers drawn from the spiritual realm of magic to heal themselves. They are rewarded by the gods and their patients as well for such selflessness. Their [[Empath Base|primary spells]] concentrate on self-healing, but they also have access to other spells more useful in combat. It is difficult, but not impossible for Empaths to gain skill in weapons and armor, though heavier armor types may adversely affect their ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
== Professional Highlights ==&lt;br /&gt;
&lt;br /&gt;
=== Empathic Healing ===&lt;br /&gt;
&lt;br /&gt;
All empaths receive the &#039;&#039;&#039;[[TRANSFER]]&#039;&#039;&#039; ability, allowing them to take wounds from others onto themselves. They may then use healing spells from the [[Empath Base]] circle to heal their own wounds and scars, learning to heal more severe injuries as they gain experience (by level 18, an empath can heal every type of injury).  Empaths below level 11 have a multiplier to the amount of experience gained from healing (2x multiplier at level 1 down to 1x at 11+).&lt;br /&gt;
&lt;br /&gt;
Once they have learned the appropriate healing spells, they can also use the &#039;&#039;&#039;[[CURE]]&#039;&#039;&#039; ability to target specific injuries on themselves.&lt;br /&gt;
&lt;br /&gt;
At level 25, empaths learn the group spell [[Troll&#039;s Blood (1125)]], which heals blood loss and minor wounds for free over time.&lt;br /&gt;
&lt;br /&gt;
At level 50, empaths learn the spell [[Regeneration (1150)]], a once-per-day ability that  fully heals all injuries instantly, then repeatedly over 30 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Attack Spells ===&lt;br /&gt;
&lt;br /&gt;
Empaths do not receive the same variety of direct attack and disabling spells as other pure spellcasting professions, but their attack magic is very potent against specific types of enemies.&lt;br /&gt;
&lt;br /&gt;
The primary hunting spell of most empaths is [[Bone Shatter (1106)]], a direct attack [[warding]] spell with a high chance of critical effects against creatures with internal skeletons. At lower levels, there is a massive [[TD]] pushdown which aids the less experienced empath.&lt;br /&gt;
&lt;br /&gt;
The hybrid [[bolt]]/warding attack [[Empathic Assault (1110)]] relies on training in [[Spell Aiming]] and [[Mental Lore, Telepathy]] to be effective.&lt;br /&gt;
&lt;br /&gt;
[[Wither (1115)]] is a high-level attack option that can be very lethal when used by empaths with exceptional [[casting strength]] and deep training in [[Spiritual Lore, Summoning]].&lt;br /&gt;
&lt;br /&gt;
Empaths also have access to the spells [[Fire Spirit (111)]] and [[Web (118)]] from the [[Minor Spiritual]] circle, both requiring training in Spell Aiming.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
[[Prime requisite]]s for empaths are [[Wisdom]] (WIS) and [[Influence]] (INF), and both contribute to [[mana point|starting mana]].&lt;br /&gt;
&lt;br /&gt;
[[Casting strength]] for empath warding spells is governed solely by Wisdom.&lt;br /&gt;
&lt;br /&gt;
Empaths&#039; ability to &#039;&#039;&#039;[[MEDITATE]]&#039;&#039;&#039; for increased mana recovery is governed by Wisdom and [[Discipline]] (DIS).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Empath Statistic Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px |  [[STR]] || width=80px |  [[CON]] || width=80px |  [[DEX]] || width=80px |  [[AGI]] || width=80px |  [[DIS]]&lt;br /&gt;
! width=80px |  [[AUR]] || width=80px |  [[LOG]] || width=80px |  [[INT]] || width=80px |  [[WIS]] || width=80px |  [[INF]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| 10||20||15||15||25||20||25||20||30||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The table above shows baseline statistic growth rates. These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including humans. For more information, see the page on [[statistic growth rate]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Training Styles ==&lt;br /&gt;
&lt;br /&gt;
=== Balanced spellcaster ===&lt;br /&gt;
&lt;br /&gt;
Balanced spellcasters pick up a wide variety of magical skills, and can be excellent healers and rescuers. They are not as efficient as either pure warders or weapon swingers in combat, but still have enough tools to hunt well in many different environments.&lt;br /&gt;
&lt;br /&gt;
Important skills for a balanced training style:&lt;br /&gt;
&lt;br /&gt;
* Training in core magical skills to increase [[runestaff]] defense&lt;br /&gt;
* Training [[Physical Fitness]] 2 or even 3 times per level early on to increase maximum health for healing, after which it may taper off&lt;br /&gt;
* Training [[Harness Power]] at least once per level for increased [[mana]]&lt;br /&gt;
* Training in [[Spell Aiming]] for [[Empathic Assault (1110)]], [[Fire Spirit (111)]], and [[Web (118)]]&lt;br /&gt;
* Training in [[Mental Lore, Transformation]] to reduce the time it takes to heal&lt;br /&gt;
* Research spells to reach [[Transference (225)]] and [[Spirit Guide (130)]] early for rescues&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Further information: [[Empath training suggestions (guide)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Pure warding caster ===&lt;br /&gt;
&lt;br /&gt;
These empaths specialize in offensive warding spells like [[Bone Shatter (1106)]], and usually wield a [[runestaff]]. They will need to be selective in what they hunt, as not all creatures are vulnerable to empathic warding spells. Against the right targets, their spells can be extremely deadly.&lt;br /&gt;
&lt;br /&gt;
Important skills for the warding caster training style:&lt;br /&gt;
&lt;br /&gt;
* Training in core magical skills to increase [[runestaff]] defense&lt;br /&gt;
* Training [[Harness Power]] at least once per level for increased [[mana]]&lt;br /&gt;
* Training very heavily in [[Empath Base]] to increase [[casting strength]] (CS), with a target of raising the number of spell ranks to at least 21 above character level&lt;br /&gt;
&lt;br /&gt;
The reason for training spell ranks to (level + 21) is that the first 21 ranks give +16 CS, while every rank thereafter gives only gives +0.5 CS due to diminishing returns.&lt;br /&gt;
&lt;br /&gt;
=== Weapon swinging ===&lt;br /&gt;
&lt;br /&gt;
These empaths will rely heavily on weapons, oftentimes specializing in heavier types such as [[polearms]] or [[two handed weapons]]. Melee combat may or may not be supplemented with offensive magic spells. Training in peripheral magical skills is usually kept to a minimum to spend more on skills that will aid in combat.&lt;br /&gt;
&lt;br /&gt;
Important skills for the swinging training style:&lt;br /&gt;
&lt;br /&gt;
* Training once per level in a weapon skill of choice&lt;br /&gt;
* Depending on chosen weapon style, training in [[Shield Use]] may also be an option&lt;br /&gt;
* Training [[Physical Fitness]] at least 2 times per level to increase maximum health and stamina&lt;br /&gt;
* Maintaining a 1 time per level training in Empath spells to increase offensive [[Attack strength|AS]] from Empath spells&lt;br /&gt;
* Training heavily in the [[Major Spiritual]] circle early on, to learn [[Bravery (211)]] and [[Heroism (215)]] quickly&lt;br /&gt;
* Training to fit into higher armors is an option for this training style, due to the less regular use of spells&lt;br /&gt;
* Training in [[Combat Maneuvers]] as often as possible&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Further information: [[Tsalim&#039;s two-handed empath guide (saved post)|Tsalim&#039;s two-handed empath guide]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
&lt;br /&gt;
As a [[pure]] spellcasting profession, empaths have access to the following [[combat maneuvers]]:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ CMAN Cost Per Rank&lt;br /&gt;
|-&lt;br /&gt;
! CMAN || width=50px | Rank 1 || width=50px | Rank 2 || width=50px | Rank 3 || width=50px | Rank 4 || width=50px | Rank 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat Movement]] || 4 || 6 || 8 || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat Mastery]] || 4 || 8 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning Defense]] || 4 || 6 || 8 || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Dirtkick]] || 4 || 6 || 8 || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Disarm Weapon]] || 4 || 8 || 12 || 16 || 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Feint]] || 4 || 6 || 10 || 14 || 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Multi-Fire]] || 4 || 8 || 12 || 16 || 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Precision]] || 8 || 12 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Side by Side]] || 4 || 8 || 12 || 16 || 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Subdual Strike]] || 4 || 6 || 8 || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Trip]] || 4 || 8 || 12 || 16 || 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Unarmed Specialist]] || 12 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Empath Guild ==&lt;br /&gt;
&lt;br /&gt;
The [[Empath Guild]] is available at level 15. Guild members have access to [[alchemy]].&lt;br /&gt;
&lt;br /&gt;
Alchemy recipes exclusive to empaths include:&lt;br /&gt;
*greater and full [[health potion]]s&lt;br /&gt;
*[[stamina potion]]s&lt;br /&gt;
*enhancive [[stamina regeneration crystal]]s&lt;br /&gt;
*enhancive [[constitution crystal]]s&lt;br /&gt;
*enhancive [[strength crystal]]s&lt;br /&gt;
*[[turbid aquamarine potion]] containing [[Adrenal Surge]]&lt;br /&gt;
*[[deep green volatile elixir]] counteracting motion sickness from [[Spirit Guide]]&lt;br /&gt;
*[[slender ivory wand]] embedded with [[Bone Shatter]]&lt;br /&gt;
*[[faceted amethyst wand]] embedded with [[Empathic Assault]]&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[Empathic Linking (saved posts)]] - 03/05/2015&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
=====Officials Folders=====&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Empaths/view Main folder]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Empaths/Announcements/view Announcements]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Empaths/Developer&#039;s%20Corner%20-%20Empaths/view Developer&#039;s Corner]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Empaths/Empath%20Banter/view Banter]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Empaths/Empath%20Spells/view Spells]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Empaths/Empath%20Guild%20Discussions/view Guild Discussions]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Empaths/So%20You%20Want%20to%20be%20an%20Empath%3F/view So You Want to be an Empath?]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Empaths/Roleplaying%20an%20Empath/view Roleplaying an Empath]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Empaths/General%20Discussion/view General Discussion]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Empaths/Hunting%20Strategies/view Hunting Strategies]&lt;br /&gt;
=====Guides=====&lt;br /&gt;
* [[A beginner&#039;s guide to playing an empath]] &lt;br /&gt;
* [[Empath training suggestions (guide)]]&lt;br /&gt;
* [[Tsalim&#039;s two-handed empath guide]]&lt;br /&gt;
* [http://www.dm.net/~aldamus/Mentors/GemStone/Guides/Empath.htm Ellie&#039;s (very old) Empath Guide] &lt;br /&gt;
&lt;br /&gt;
[[Category: Professions]][[Category:Empath]]&lt;br /&gt;
&lt;br /&gt;
{{Empath}}&lt;br /&gt;
&lt;br /&gt;
{{Professions}}&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=86124</id>
		<title>Standard maneuver roll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=86124"/>
		<updated>2017-01-10T03:18:25Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: Swapped agility and dexterity for the SMRv2.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;standard maneuver roll&#039;&#039;&#039; system is used to determine the success of most physical actions that do not fall within the [[attack roll]] or [[CMAN]] systems. These include special attacks performed by creatures such as the [[tail sweep]] of the [[cave lizard]], [[three-toed tegu]], and the [[snow madrinol]]; a [[soul golem]]&#039;s steam push; an [[Illoke]]&#039;s ground stomp; an [[Ithzir adept]]&#039;s lightning mote; and a [[war griffin]]&#039;s ride of doom.&lt;br /&gt;
&lt;br /&gt;
SMR is an d100 [[open roll]] with many additive modifiers and is successful if the total exceeds 100. The original SMR system typically does not show the exact result of the roll and modifiers. The new system (SMR v2) shows the d100 and the sum of the modifiers.&lt;br /&gt;
&lt;br /&gt;
== SMR v1 ==&lt;br /&gt;
&lt;br /&gt;
The original SMR system is currently used by the vast majority of creature attacks.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
*[[Dexterity]]&lt;br /&gt;
*[[Agility]]&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus.  Races not listed on the following table are considered to have an average ability to dodge maneuvers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Best:&#039;&#039;&#039; || Burghal Gnomes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Excellent:&#039;&#039;&#039; || Halflings, Forest Gnomes, and Elves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good:&#039;&#039;&#039; || Half-Elves, Dark Elves, Sylvankind, Erithians, and Aelotoi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
{{Side box&lt;br /&gt;
|&#039;&#039;&#039;Sidebox: Armor Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The armor penalty is a relatively significant factor. For a character exactly trained for full plate at cap, it contributes a penalty a little bit above the difference between 1x and 2x PF. Overtraining in armor to reduce the action penalty and/or using [[Armored Evasion]] can reduce the maneuver penalty by a fairly significant amount, however.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Coase}}&lt;br /&gt;
&lt;br /&gt;
*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers.&lt;br /&gt;
*[[Combat Maneuvers]] - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive.&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[Armor Use]] can provide a bonus by reducing the [[action penalty]].&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;evading&#039;&#039; maneuvers:&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Temporal Reversion (540)]] (randomly triggered)&lt;br /&gt;
*[[Mobility (618)]]&lt;br /&gt;
*[[Phase (704)]]&lt;br /&gt;
*[[Song of Luck (1006)]] (randomly triggered)&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Premonition (1220)]]&lt;br /&gt;
*[[Dauntless (1606)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;blocking&#039;&#039; maneuvers:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Barrier (102)]]&lt;br /&gt;
*[[Wall of Force (140)]]&lt;br /&gt;
*[[Elemental Barrier (430)]]&lt;br /&gt;
*[[Elemental Deflection (507)]]&lt;br /&gt;
&lt;br /&gt;
=== Stance ===&lt;br /&gt;
&lt;br /&gt;
Defensive stance is best.&lt;br /&gt;
&lt;br /&gt;
=== Condition ===&lt;br /&gt;
&lt;br /&gt;
A character&#039;s present condition also has an effect on their defenses.  [[Spirit#Low_Spirit_Penalties|Low spirit]] will penalize the target, as well as certain types of injuries and scars.&lt;br /&gt;
&lt;br /&gt;
== SMR v2 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMRv2&#039;&#039;&#039; was released in December 2016 and shows a visible roll.  &lt;br /&gt;
&lt;br /&gt;
The primary defense for the defender is calculated using:&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
#Primary: [[Agility]]&lt;br /&gt;
#Secondary: [[Dexterity]] and [[Intuition]]&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
All skills are weighted equally by the SMR.&lt;br /&gt;
&lt;br /&gt;
*[[Dodging]] (Spells that give a bonus to dodge ranks are taken into account.)&lt;br /&gt;
*[[Combat Maneuvers]] (The bonus ranks granted by [[Patron&#039;s Blessing (1611)]] are taken into account.)&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Physical Fitness]]&lt;br /&gt;
*[[Shield Use]] is used in some cases, depending on the maneuver.&lt;br /&gt;
&lt;br /&gt;
=== Defender Spells ===&lt;br /&gt;
&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Haste (535)]]&lt;br /&gt;
*[[Phase (704)]] ([[Sorcerous Lore, Demonology]] ranks increase this bonus.)&lt;br /&gt;
*[[Cloak of Shadows (712)]]&lt;br /&gt;
*[[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
=== Other Factors ===&lt;br /&gt;
&lt;br /&gt;
[[Stance]], [[level]] difference, size/[[race]], [[wound|injuries]], [[encumbrance]], [[armor penalty]], and [[status|status condition]]s.&lt;br /&gt;
&lt;br /&gt;
Some factors may not be considered for a particular maneuver, depending upon its specifics. For example, magical maneuvers such as [[Earthen Fury (917)]] do not factor in the caster&#039;s stance or injuries.&lt;br /&gt;
&lt;br /&gt;
=== Implementation ===&lt;br /&gt;
*[[Earthen Fury (917)]] &lt;br /&gt;
*[[Great Auction of 2016]] items including energy bracers and the Captain Elanthia Shield&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[[Stronghold Bowels information (saved post)]]&lt;br /&gt;
*[[Standard maneuver roll (saved posts)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Standard Maneuver Roll| ]]&lt;br /&gt;
[[category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=917&amp;diff=85639</id>
		<title>917</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=917&amp;diff=85639"/>
		<updated>2016-12-23T04:22:15Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: Redirected page to Earthen Fury (917)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Earthen Fury (917)]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85632</id>
		<title>Earthen Fury (917)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85632"/>
		<updated>2016-12-22T23:11:58Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = EARTHENFURY&lt;br /&gt;
 | duration = 10 seconds&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Maneuver]] (SMRv2)&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = Every 2 seconds&lt;br /&gt;
 | dtype = none&lt;br /&gt;
 | status = None&lt;br /&gt;
 | ctype = [[Impact critical table|Impact]]/[[Fire critical table|Fire]] or [[Puncture critical table|Puncture]]/[[Cold critical table|Cold]]&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; uses the SMRv2 to determine it&#039;s chance to hit, with Wizard Circle spell ranks determining the wizard&#039;s attack prowess. The spell is designed around being at least 1x trained in the Wizard circle, so less training than that will result in reduced effectiveness (Though it is still very useable depending on circumstances). Overtraining in the Wizard circle does increase the effectiveness of the spell.  When the spell is cast, a critical cycle occurs, with more critical cycles occuring every 2 seconds for the next 10 seconds (A total of 6 cycles). When a cycle successfully hits, it will target the legs of the target IF the target can be knocked down and isn&#039;t currently knocked over. If the target can&#039;t be knocked or is already lying down, it will instead choose any body part.  Each successive cycle does less base damage than the previous cycle, but can still do more damage due to bonuses gained from the target being injured, stunned, prone, etc.&lt;br /&gt;
&lt;br /&gt;
This spell will follow its target through rooms, but will only actually attempt to injure the target if the caster is in the same room.  This means that running away from the caster is a great defense against this spell.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* {{boldmono|[[PREP]] 917 {{!}} CAST {element} &amp;lt;target&amp;gt;}}&lt;br /&gt;
* {{boldmono| [[INCANT]] 917 {element}}}&lt;br /&gt;
* {element} can be either &#039;&#039;&#039;FIRE&#039;&#039;&#039; or &#039;&#039;&#039;COLD&#039;&#039;&#039;, but is optional.  If it is not specified, then the lore that the caster has more ranks of (Fire or Water) will be used.  If the caster has equal ranks of Fire and Water Lore, then the caster&#039;s attunement will be used.  If the caster is not attuned to Fire or Water, the element is chosen randomly.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
===Bonus Critical===&lt;br /&gt;
Bonus criticals are granted from either [[Elemental Lore, Fire]] (Fire version) or [[Elemental Lore, Water]] (Cold version).&lt;br /&gt;
Training in the associated lore gives each successful critical cycle a (Lore Ranks / 5)% chance to do an immediate extra, more powerful, critical against the target.  This bonus is not subject to rounding, so every single rank effects this chance.&lt;br /&gt;
&lt;br /&gt;
===Prone/Stun Immitation===&lt;br /&gt;
Training in [[Elemental Lore, Earth]] gives cycles after the first a chance to gain a percentage of the bonus that the spell would normally gain from the target being prone or stunned.  If the target is not stunned, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being stunned would normally grant.  If the target is not prone, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being prone would normally grant.  This means that [[Elemental Lore, Earth]] is particularly effective against targets that can&#039;t be stunned and/or can&#039;t be knocked down.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Spell application&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
The ground beneath a small cheese-filled rat begins to boil violently! &#039;&#039;&#039;(Fire)&#039;&#039;&#039;&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly frosts and rumbles violently! &#039;&#039;&#039;(Cold)&#039;&#039;&#039;&lt;br /&gt;
The ground beneath a small cheese-filled rat boils with renewed vigor! &#039;&#039;&#039;(Fire Refresh)&#039;&#039;&#039;&lt;br /&gt;
The ground beneath a small cheese-filled rat rumbles with renewed vigor! &#039;&#039;&#039;(Cold Refresh)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell wearing off.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly calms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Fire critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 147 (Open d100: 32, Bonus: 48)]&lt;br /&gt;
Fiery debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   The lower half of a small cheese-filled rat&#039;s right leg is almost completely burned away.&lt;br /&gt;
The cheese-filled rat squeals loudly and falls to the ground while frantically gnawing at its wounded right hind leg.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Impact critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 174 (Open d100: 39, Bonus: 69)]&lt;br /&gt;
Craggy debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nice blow to chest!&lt;br /&gt;
   The cheese-filled rat is stunned!&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly calms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cold critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 230 (Open d100: 79, Bonus: 85)]&lt;br /&gt;
The earth cracks beneath a small cheese-filled rat, releasing a column of frigid air!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Blast to neck causes the cheese-filled rat to jerk with pain.  Unfortunately that snaps the now frozen neck like an icicle!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Puncture critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 159 (Open d100: 55, Bonus: 38)]&lt;br /&gt;
Icy stalagmites burst from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Great shot penetrates thigh and shatters bone!&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Target not in same room as caster.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
Heat rises from the ground near a small cheese-filled rat, causing a brief swelter. &#039;&#039;&#039;(Fire)&#039;&#039;&#039;&lt;br /&gt;
An icy mist rises from the ground near a small cheese-filled rat as the ground rumbles. &#039;&#039;&#039;(Cold)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85630</id>
		<title>Earthen Fury (917)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85630"/>
		<updated>2016-12-22T21:51:27Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = EARTHENFURY&lt;br /&gt;
 | duration = 10 seconds&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Maneuver]] (SMRv2)&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = Every 2 seconds&lt;br /&gt;
 | dtype = none&lt;br /&gt;
 | status = None&lt;br /&gt;
 | ctype = [[Impact critical table|Impact]]/[[Fire critical table|Fire]] or [[Puncture critical table|Puncture]]/[[Cold critical table|Cold]]&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; &amp;lt;TODO: DESCRIPTION&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* {{boldmono|[[PREP]] 917 {{!}} CAST {element} &amp;lt;target&amp;gt;}}&lt;br /&gt;
* {{boldmono| [[INCANT]] 917 {element}}}&lt;br /&gt;
* {element} can be either &#039;&#039;&#039;FIRE&#039;&#039;&#039; or &#039;&#039;&#039;ICE&#039;&#039;&#039;, but is optional.  If it is not specified, then the lore that the caster has more ranks of (Fire or Water) will be used.  If the caster has equal ranks of Fire and Water Lore, then the caster&#039;s attunement will be used.  If the caster is not attuned to Fire or Water, the element is chosen randomly.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
===Bonus Critical===&lt;br /&gt;
Bonus criticals are granted from either [[Elemental Lore, Fire]] (Fire version) or [[Elemental Lore, Water]] (Ice version).&lt;br /&gt;
Training in the associated lore gives each successful critical cycle a (Lore Ranks / 5)% chance to do an immediate extra, more powerful, critical against the target.  This bonus is not subject to rounding, so every single rank effects this chance.&lt;br /&gt;
&lt;br /&gt;
===Prone/Stun Immitation===&lt;br /&gt;
Training in [[Elemental Lore, Earth]] gives cycles after the first a chance to gain a percentage of the bonus that the spell would normally gain from the target being prone or stunned.  If the target is not stunned, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being stunned would normally grant.  If the target is not prone, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being prone would normally grant.  This means that [[Elemental Lore, Earth]] is particularly effective against targets that can&#039;t be stunned and/or can&#039;t be knocked down.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Spell application&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
The ground beneath a small cheese-filled rat begins to boil violently! &#039;&#039;&#039;(Fire)&#039;&#039;&#039;&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly frosts and rumbles violently! &#039;&#039;&#039;(Ice)&#039;&#039;&#039;&lt;br /&gt;
The ground beneath a small cheese-filled rat boils with renewed vigor! &#039;&#039;&#039;(Fire Refresh)&#039;&#039;&#039;&lt;br /&gt;
The ground beneath a small cheese-filled rat rumbles with renewed vigor! &#039;&#039;&#039;(Ice Refresh)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell wearing off.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly calms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Fire critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 147 (Open d100: 32, Bonus: 48)]&lt;br /&gt;
Fiery debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   The lower half of a small cheese-filled rat&#039;s right leg is almost completely burned away.&lt;br /&gt;
The cheese-filled rat squeals loudly and falls to the ground while frantically gnawing at its wounded right hind leg.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Impact critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 174 (Open d100: 39, Bonus: 69)]&lt;br /&gt;
Craggy debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nice blow to chest!&lt;br /&gt;
   The cheese-filled rat is stunned!&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly calms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cold critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 230 (Open d100: 79, Bonus: 85)]&lt;br /&gt;
The earth cracks beneath a small cheese-filled rat, releasing a column of frigid air!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Blast to neck causes the cheese-filled rat to jerk with pain.  Unfortunately that snaps the now frozen neck like an icicle!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Puncture critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 159 (Open d100: 55, Bonus: 38)]&lt;br /&gt;
Icy stalagmites burst from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Great shot penetrates thigh and shatters bone!&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Target not in same room as caster.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
Heat rises from the ground near a small cheese-filled rat, causing a brief swelter. &#039;&#039;&#039;(Fire)&#039;&#039;&#039;&lt;br /&gt;
An icy mist rises from the ground near a small cheese-filled rat as the ground rumbles. &#039;&#039;&#039;(Ice)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85629</id>
		<title>Earthen Fury (917)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85629"/>
		<updated>2016-12-22T21:50:48Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = EARTHENFURY&lt;br /&gt;
 | duration = 10 seconds&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Maneuver]] (SMRv2)&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = Every 2 seconds&lt;br /&gt;
 | dtype = none&lt;br /&gt;
 | status = None&lt;br /&gt;
 | ctype = [[Impact critical table|Impact]]/[[Fire critical table|Fire]] or [[Puncture critical table|Puncture]]/[[Cold critical table|Cold]]&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; &amp;lt;TODO: DESCRIPTION&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* {{boldmono|[[PREP]] 917 {{!}} CAST {element} &amp;lt;target&amp;gt;}}&lt;br /&gt;
* {{boldmono| [[INCANT]] 917 {element}}}&lt;br /&gt;
* {element} is optional.  If it is not specified, then the lore that the caster has more ranks of (Fire or Water) will be used.  If the caster has equal ranks of Fire and Water Lore, then the caster&#039;s attunement will be used.  If the caster is not attuned to Fire or Water, the element is chosen randomly.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
===Bonus Critical===&lt;br /&gt;
Bonus criticals are granted from either [[Elemental Lore, Fire]] (Fire version) or [[Elemental Lore, Water]] (Ice version).&lt;br /&gt;
Training in the associated lore gives each successful critical cycle a (Lore Ranks / 5)% chance to do an immediate extra, more powerful, critical against the target.  This bonus is not subject to rounding, so every single rank effects this chance.&lt;br /&gt;
&lt;br /&gt;
===Prone/Stun Immitation===&lt;br /&gt;
Training in [[Elemental Lore, Earth]] gives cycles after the first a chance to gain a percentage of the bonus that the spell would normally gain from the target being prone or stunned.  If the target is not stunned, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being stunned would normally grant.  If the target is not prone, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being prone would normally grant.  This means that [[Elemental Lore, Earth]] is particularly effective against targets that can&#039;t be stunned and/or can&#039;t be knocked down.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Spell application&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
The ground beneath a small cheese-filled rat begins to boil violently! &#039;&#039;&#039;(Fire)&#039;&#039;&#039;&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly frosts and rumbles violently! &#039;&#039;&#039;(Ice)&#039;&#039;&#039;&lt;br /&gt;
The ground beneath a small cheese-filled rat boils with renewed vigor! &#039;&#039;&#039;(Fire Refresh)&#039;&#039;&#039;&lt;br /&gt;
The ground beneath a small cheese-filled rat rumbles with renewed vigor! &#039;&#039;&#039;(Ice Refresh)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell wearing off.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly calms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Fire critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 147 (Open d100: 32, Bonus: 48)]&lt;br /&gt;
Fiery debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   The lower half of a small cheese-filled rat&#039;s right leg is almost completely burned away.&lt;br /&gt;
The cheese-filled rat squeals loudly and falls to the ground while frantically gnawing at its wounded right hind leg.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Impact critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 174 (Open d100: 39, Bonus: 69)]&lt;br /&gt;
Craggy debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nice blow to chest!&lt;br /&gt;
   The cheese-filled rat is stunned!&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly calms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cold critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 230 (Open d100: 79, Bonus: 85)]&lt;br /&gt;
The earth cracks beneath a small cheese-filled rat, releasing a column of frigid air!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Blast to neck causes the cheese-filled rat to jerk with pain.  Unfortunately that snaps the now frozen neck like an icicle!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Puncture critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 159 (Open d100: 55, Bonus: 38)]&lt;br /&gt;
Icy stalagmites burst from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Great shot penetrates thigh and shatters bone!&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Target not in same room as caster.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
Heat rises from the ground near a small cheese-filled rat, causing a brief swelter. &#039;&#039;&#039;(Fire)&#039;&#039;&#039;&lt;br /&gt;
An icy mist rises from the ground near a small cheese-filled rat as the ground rumbles. &#039;&#039;&#039;(Ice)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85628</id>
		<title>Earthen Fury (917)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85628"/>
		<updated>2016-12-22T21:36:35Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = EARTHENFURY&lt;br /&gt;
 | duration = 10 seconds&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Maneuver]] (SMRv2)&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = Every 2 seconds&lt;br /&gt;
 | dtype = none&lt;br /&gt;
 | status = None&lt;br /&gt;
 | ctype = [[Impact critical table|Impact]]/[[Fire critical table|Fire]] or [[Puncture critical table|Puncture]]/[[Cold critical table|Cold]]&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; &amp;lt;TODO: DESCRIPTION&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* {{boldmono|[[PREP]] 917 {{!}} CAST {element} &amp;lt;target&amp;gt;}}&lt;br /&gt;
* {{boldmono| [[INCANT]] 917 {element}}}&lt;br /&gt;
* {element} is optional.  If it is not specified, then the lore that the caster has more ranks of (Fire or Water) will be used.  If the caster has equal ranks of Fire and Water Lore, then the caster&#039;s attunement will be used.  If the caster is not attuned to Fire or Water, the element is chosen randomly.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
===Bonus Critical===&lt;br /&gt;
Bonus criticals are granted from either [[Elemental Lore, Fire]] (Fire version) or [[Elemental Lore, Water]] (Water version).&lt;br /&gt;
Training in the associated lore gives each successful critical cycle a (Lore Ranks / 5)% chance to do an immediate extra, more powerful, critical against the target.  This bonus is not subject to rounding, so every single rank effects this chance.&lt;br /&gt;
&lt;br /&gt;
===Prone/Stun Immitation===&lt;br /&gt;
Training in [[Elemental Lore, Earth]] gives cycles after the first a chance to gain a percentage of the bonus that the spell would normally gain from the target being prone or stunned.  If the target is not stunned, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being stunned would normally grant.  If the target is not prone, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being prone would normally grant.  This means that [[Elemental Lore, Earth]] is particularly effective against targets that can&#039;t be stunned and/or can&#039;t be knocked down.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Spell application&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
The ground beneath a small cheese-filled rat begins to boil violently! &#039;&#039;&#039;(Fire)&#039;&#039;&#039;&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly frosts and rumbles violently! &#039;&#039;&#039;(Ice)&#039;&#039;&#039;&lt;br /&gt;
The ground beneath a small cheese-filled rat boils with renewed vigor! &#039;&#039;&#039;(Fire Refresh)&#039;&#039;&#039;&lt;br /&gt;
The ground beneath a small cheese-filled rat rumbles with renewed vigor! &#039;&#039;&#039;(Ice Refresh)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell wearing off.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly calms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Fire critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 147 (Open d100: 32, Bonus: 48)]&lt;br /&gt;
Fiery debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   The lower half of a small cheese-filled rat&#039;s right leg is almost completely burned away.&lt;br /&gt;
The cheese-filled rat squeals loudly and falls to the ground while frantically gnawing at its wounded right hind leg.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Impact critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 174 (Open d100: 39, Bonus: 69)]&lt;br /&gt;
Craggy debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nice blow to chest!&lt;br /&gt;
   The cheese-filled rat is stunned!&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly calms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cold critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 230 (Open d100: 79, Bonus: 85)]&lt;br /&gt;
The earth cracks beneath a small cheese-filled rat, releasing a column of frigid air!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Blast to neck causes the cheese-filled rat to jerk with pain.  Unfortunately that snaps the now frozen neck like an icicle!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Puncture critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 159 (Open d100: 55, Bonus: 38)]&lt;br /&gt;
Icy stalagmites burst from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Great shot penetrates thigh and shatters bone!&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Target not in same room as caster.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
Heat rises from the ground near a small cheese-filled rat, causing a brief swelter. &#039;&#039;&#039;(Fire)&#039;&#039;&#039;&lt;br /&gt;
An icy mist rises from the ground near a small cheese-filled rat as the ground rumbles. &#039;&#039;&#039;(Ice)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85627</id>
		<title>Earthen Fury (917)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85627"/>
		<updated>2016-12-22T21:36:10Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = EARTHENFURY&lt;br /&gt;
 | duration = 10 seconds&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Maneuver]] (SMRv2)&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = Every 2 seconds&lt;br /&gt;
 | dtype = none&lt;br /&gt;
 | status = None&lt;br /&gt;
 | ctype = [[Impact critical table|Impact]]/[[Fire critical table|Fire]] or [[Puncture critical table|Puncture]]/[[Cold critical table|Cold]]&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; &amp;lt;TODO: DESCRIPTION&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* {{boldmono|[[PREP]] 917 {{!}} CAST {element} &amp;lt;target&amp;gt;}}&lt;br /&gt;
* {{boldmono| [[INCANT]] 917 {element}}}&lt;br /&gt;
* {element} is optional.  If it is not specified, then the lore that the caster has more ranks of (Fire or Water) will be used.  If the caster has equal ranks of Fire and Water Lore, then the caster&#039;s attunement will be used.  If the caster is not attuned to Fire or Water, the element is chosen randomly.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
===Bonus Critical===&lt;br /&gt;
Bonus criticals are granted from either [[Elemental Lore, Fire]] (Fire version) or [[Elemental Lore, Water]] (Water version).&lt;br /&gt;
Training in the associated lore gives each successful critical cycle a (Lore Ranks / 5)% chance to do an immediate extra, more powerful, critical against the target.  This bonus is not subject to rounding, so every single rank effects this chance.&lt;br /&gt;
&lt;br /&gt;
===Prone/Stun Immitation===&lt;br /&gt;
Training in [[Elemental Lore, Earth]] gives cycles after the first a chance to gain a percentage of the bonus that the spell would normally gain from the target being prone or stunned.  If the target is not stunned, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being stunned would normally grant.  If the target is not prone, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being prone would normally grant.  This means that [[Elemental Lore, Earth]] is particularly effective against targets that can&#039;t be stunned and/or can&#039;t be knocked down.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Spell application&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
The ground beneath a small cheese-filled rat begins to boil violently! &#039;&#039;&#039;(Fire)&#039;&#039;&#039;&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly frosts and rumbles violently! &#039;&#039;&#039;(Ice)&#039;&#039;&#039;&lt;br /&gt;
The ground beneath a small cheese-filled rat boils with renewed vigor! &#039;&#039;&#039;(Fire Refresh)&#039;&#039;&#039;&lt;br /&gt;
The ground beneath a small cheese-filled rat rumbles with renewed vigor! &#039;&#039;&#039;(Ice Refresh)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell wearing off.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly calms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Fire critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 147 (Open d100: 32, Bonus: 48)]&lt;br /&gt;
Fiery debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   The lower half of a small cheese-filled rat&#039;s right leg is almost completely burned away.&lt;br /&gt;
The cheese-filled rat squeals loudly and falls to the ground while frantically gnawing at its wounded right hind leg.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Impact critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 174 (Open d100: 39, Bonus: 69)]&lt;br /&gt;
Craggy debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nice blow to chest!&lt;br /&gt;
   The cheese-filled rat is stunned!&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly calms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cold critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 230 (Open d100: 79, Bonus: 85)]&lt;br /&gt;
The earth cracks beneath a small cheese-filled rat, releasing a column of frigid air!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Blast to neck causes the cheese-filled rat to jerk with pain.  Unfortunately that snaps the now frozen neck like an icicle!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Puncture critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 159 (Open d100: 55, Bonus: 38)]&lt;br /&gt;
Icy stalagmites burst from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Great shot penetrates thigh and shatters bone!&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Target not in same room as caster.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
Heat rises from the ground near a small cheese-filled rat, causing a brief swelter. &#039;&#039;&#039;(Fire)&#039;&#039;&#039;&lt;br /&gt;
An icy mist rises from the ground near a small cheese-filled rat as the ground rumbles. &#039;&#039;&#039;(Ice)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85626</id>
		<title>Earthen Fury (917)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85626"/>
		<updated>2016-12-22T21:22:46Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = EARTHENFURY&lt;br /&gt;
 | duration = 10 seconds&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Maneuver]] (SMRv2)&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = Every 2 seconds&lt;br /&gt;
 | dtype = none&lt;br /&gt;
 | status = None&lt;br /&gt;
 | ctype = [[Impact critical table|Impact]]/[[Fire critical table|Fire]] or [[Puncture critical table|Puncture]]/[[Cold critical table|Cold]]&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; &amp;lt;TODO: DESCRIPTION&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* {{boldmono|[[PREP]] 917 {{!}} CAST {element} &amp;lt;target&amp;gt;}}&lt;br /&gt;
* {{boldmono| [[INCANT]] 917 {element}}}&lt;br /&gt;
* {element} is optional.  If it is not specified, then the lore that the caster has more ranks of (Fire or Water) will be used.  If the caster has equal ranks of Fire and Water Lore, then the caster&#039;s attunement will be used.  If the caster is not attuned to Fire or Water, the element is chosen randomly.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
===Bonus Critical===&lt;br /&gt;
Bonus criticals are granted from either [[Elemental Lore, Fire]] (Fire version) or [[Elemental Lore, Water]] (Water version).&lt;br /&gt;
Training in the associated lore gives each successful critical cycle a (Lore Ranks / 5)% chance to do an immediate extra, more powerful, critical against the target.  This bonus is not subject to rounding, so every single rank effects this chance.&lt;br /&gt;
&lt;br /&gt;
===Prone/Stun Immitation===&lt;br /&gt;
Training in [[Elemental Lore, Earth]] gives cycles after the first a chance to gain a percentage of the bonus that the spell would normally gain from the target being prone or stunned.  If the target is not stunned, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being stunned would normally grant.  If the target is not prone, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being prone would normally grant.  This means that [[Elemental Lore, Earth]] is particularly effective against targets that can&#039;t be stunned and/or can&#039;t be knocked down.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Initial cast with fire critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 917 fire&lt;br /&gt;
Your hands glow with power as you invoke the phrase for Earthen Fury...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a small cheese-filled rat.&lt;br /&gt;
The ground beneath a small cheese-filled rat begins to boil violently!&lt;br /&gt;
[SMR result: 147 (Open d100: 32, Bonus: 48)]&lt;br /&gt;
Fiery debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   The lower half of a small cheese-filled rat&#039;s right leg is almost completely burned away.&lt;br /&gt;
The cheese-filled rat squeals loudly and falls to the ground while frantically gnawing at its wounded right hind leg.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell ending with impact critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 174 (Open d100: 39, Bonus: 69)]&lt;br /&gt;
Craggy debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nice blow to chest!&lt;br /&gt;
   The cheese-filled rat is stunned!&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly calms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cycle with cold critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 230 (Open d100: 79, Bonus: 85)]&lt;br /&gt;
The earth cracks beneath a small cheese-filled rat, releasing a column of frigid air!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Blast to neck causes the cheese-filled rat to jerk with pain.  Unfortunately that snaps the now frozen neck like an icicle!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cycle with puncture critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 159 (Open d100: 55, Bonus: 38)]&lt;br /&gt;
Icy stalagmites burst from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Great shot penetrates thigh and shatters bone!&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Target not in same room as caster.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
Heat rises from the ground near a small cheese-filled rat, causing a brief swelter. &#039;&#039;&#039;(Fire)&#039;&#039;&#039;&lt;br /&gt;
An icy mist rises from the ground near a small cheese-filled rat as the ground rumbles. &#039;&#039;&#039;(Ice)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85625</id>
		<title>Earthen Fury (917)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85625"/>
		<updated>2016-12-22T21:02:45Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = EARTHENFURY&lt;br /&gt;
 | duration = 10 seconds&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Maneuver]] (SMRv2)&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = Every 2 seconds&lt;br /&gt;
 | dtype = none&lt;br /&gt;
 | status = None&lt;br /&gt;
 | ctype = [[Impact critical table|Impact]]/[[Fire critical table|Fire]] or [[Puncture critical table|Puncture]]/[[Cold critical table|Cold]]&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; &amp;lt;TODO: DESCRIPTION&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* {{boldmono|[[PREP]] 917 {{!}} CAST {element} &amp;lt;target&amp;gt;}}&lt;br /&gt;
* {{boldmono| [[INCANT]] 917 {element}}}&lt;br /&gt;
* {element} is optional.  If it is not specified, then the lore that the caster has more ranks of (Fire or Water) will be used.  If the caster has equal ranks of Fire and Water Lore, then the caster&#039;s attunement will be used.  If the caster is not attuned to Fire or Water, the element is chosen randomly.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
===Bonus Critical===&lt;br /&gt;
Bonus criticals are granted from either [[Elemental Lore, Fire]] (Fire version) or [[Elemental Lore, Water]] (Water version).&lt;br /&gt;
Training in the associated lore gives each successful critical cycle a (Lore Ranks / 5)% chance to do an immediate extra, more powerful, critical against the target.  This bonus is not subject to rounding, so every single rank effects this chance.&lt;br /&gt;
&lt;br /&gt;
===Prone/Stun Immitation===&lt;br /&gt;
Training in [[Elemental Lore, Earth]] gives cycles after the first a chance to gain a percentage of the bonus that the spell would normally gain from the target being prone or stunned.  If the target is not stunned, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being stunned would normally grant.  If the target is not prone, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being prone would normally grant.  This means that [[Elemental Lore, Earth]] is particularly effective against targets that can&#039;t be stunned and/or can&#039;t be knocked down.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Initial cast with fire critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 917 fire&lt;br /&gt;
Your hands glow with power as you invoke the phrase for Earthen Fury...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a small cheese-filled rat.&lt;br /&gt;
The ground beneath a small cheese-filled rat begins to boil violently!&lt;br /&gt;
[SMR result: 147 (Open d100: 32, Bonus: 48)]&lt;br /&gt;
Fiery debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   The lower half of a small cheese-filled rat&#039;s right leg is almost completely burned away.&lt;br /&gt;
The cheese-filled rat squeals loudly and falls to the ground while frantically gnawing at its wounded right hind leg.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell ending with impact critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 174 (Open d100: 39, Bonus: 69)]&lt;br /&gt;
Craggy debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nice blow to chest!&lt;br /&gt;
   The cheese-filled rat is stunned!&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly calms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cycle with cold critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 230 (Open d100: 79, Bonus: 85)]&lt;br /&gt;
The earth cracks beneath a small cheese-filled rat, releasing a column of frigid air!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Blast to neck causes the cheese-filled rat to jerk with pain.  Unfortunately that snaps the now frozen neck like an icicle!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cycle with puncture critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 159 (Open d100: 55, Bonus: 38)]&lt;br /&gt;
Icy stalagmites burst from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Great shot penetrates thigh and shatters bone!&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85624</id>
		<title>Earthen Fury (917)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85624"/>
		<updated>2016-12-22T19:58:13Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = EARTHENFURY&lt;br /&gt;
 | duration = 10 seconds&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Maneuver]] (SMRv2)&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = Every 2 seconds&lt;br /&gt;
 | dtype = none&lt;br /&gt;
 | status = None&lt;br /&gt;
 | ctype = [[Impact critical table|Impact]]/[[Fire critical table|Fire]] or [[Puncture critical table|Puncture]]/[[Cold critical table|Cold]]&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; &amp;lt;TODO: DESCRIPTION&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* {{boldmono|[[PREP]] 917 {{!}} CAST {element} &amp;lt;target&amp;gt;}}&lt;br /&gt;
* {{boldmono| [[INCANT]] 917 {element}}}&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
===Bonus Critical===&lt;br /&gt;
Bonus criticals are granted from either [[Elemental Lore, Fire]] (Fire version) or [[Elemental Lore, Water]] (Water version).&lt;br /&gt;
Training in the associated lore gives each successful critical cycle a (Lore Ranks / 5)% chance to do an immediate extra, more powerful, critical against the target.  This bonus is not subject to rounding, so every single rank effects this chance.&lt;br /&gt;
&lt;br /&gt;
===Prone/Stun Immitation===&lt;br /&gt;
Training in [[Elemental Lore, Earth]] gives cycles after the first a chance to gain a percentage of the bonus that the spell would normally gain from the target being prone or stunned.  If the target is not stunned, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being stunned would normally grant.  If the target is not prone, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being prone would normally grant.  This means that [[Elemental Lore, Earth]] is particularly effective against targets that can&#039;t be stunned and/or can&#039;t be knocked down.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Initial cast with fire critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 917 fire&lt;br /&gt;
Your hands glow with power as you invoke the phrase for Earthen Fury...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a small cheese-filled rat.&lt;br /&gt;
The ground beneath a small cheese-filled rat begins to boil violently!&lt;br /&gt;
[SMR result: 147 (Open d100: 32, Bonus: 48)]&lt;br /&gt;
Fiery debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   The lower half of a small cheese-filled rat&#039;s right leg is almost completely burned away.&lt;br /&gt;
The cheese-filled rat squeals loudly and falls to the ground while frantically gnawing at its wounded right hind leg.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell ending with impact critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 174 (Open d100: 39, Bonus: 69)]&lt;br /&gt;
Craggy debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nice blow to chest!&lt;br /&gt;
   The cheese-filled rat is stunned!&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly calms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cycle with cold critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 230 (Open d100: 79, Bonus: 85)]&lt;br /&gt;
The earth cracks beneath a small cheese-filled rat, releasing a column of frigid air!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Blast to neck causes the cheese-filled rat to jerk with pain.  Unfortunately that snaps the now frozen neck like an icicle!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cycle with puncture critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 159 (Open d100: 55, Bonus: 38)]&lt;br /&gt;
Icy stalagmites burst from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Great shot penetrates thigh and shatters bone!&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85623</id>
		<title>Earthen Fury (917)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85623"/>
		<updated>2016-12-22T19:36:37Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = EARTHENFURY&lt;br /&gt;
 | duration = 10 seconds&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Maneuver]] (SMRv2)&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = Every 2 seconds&lt;br /&gt;
 | dtype = none&lt;br /&gt;
 | status = None&lt;br /&gt;
 | ctype = [[Impact critical table|Impact]]/[[Fire critical table|Fire]] or [[Puncture critical table|Puncture]]/[[Cold critical table|Cold]]&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; &amp;lt;TODO: DESCRIPTION&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* {{boldmono|[[PREP]] 917 {{!}} CAST {element} &amp;lt;target&amp;gt;}}&lt;br /&gt;
* {{boldmono| [[INCANT]] 917 {element}}}&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
===Bonus Critical===&lt;br /&gt;
Bonus criticals are granted from EITHER [[Elemental Lore, Fire]] (Fire version) or [[Elemental Lore, Water]] (Water version).&lt;br /&gt;
Training in the associated lore gives each successful critical cycle a (Lore Ranks / 5)% chance to do an immediate extra, more powerful, critical against the target.  This bonus is not subject to rounding, so every single rank effects this chance.&lt;br /&gt;
&lt;br /&gt;
===Prone/Stun Immitation===&lt;br /&gt;
Training in [[Elemental Lore, Earth]] gives cycles after the first a chance to gain a percentage of the bonus that the spell would normally gain from the target being prone or stunned.  If the target is not stunned, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being stunned would normally grant.  If the target is not prone, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being prone would normally grant.  This means that [[Elemental Lore, Earth]] is particularly effective against targets that can&#039;t be stunned and/or can&#039;t be knocked down.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Initial cast with fire critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 917 fire&lt;br /&gt;
Your hands glow with power as you invoke the phrase for Earthen Fury...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a small cheese-filled rat.&lt;br /&gt;
The ground beneath a small cheese-filled rat begins to boil violently!&lt;br /&gt;
[SMR result: 147 (Open d100: 32, Bonus: 48)]&lt;br /&gt;
Fiery debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   The lower half of a small cheese-filled rat&#039;s right leg is almost completely burned away.&lt;br /&gt;
The cheese-filled rat squeals loudly and falls to the ground while frantically gnawing at its wounded right hind leg.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell ending with impact critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 174 (Open d100: 39, Bonus: 69)]&lt;br /&gt;
Craggy debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nice blow to chest!&lt;br /&gt;
   The cheese-filled rat is stunned!&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly calms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cycle with cold critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 230 (Open d100: 79, Bonus: 85)]&lt;br /&gt;
The earth cracks beneath a small cheese-filled rat, releasing a column of frigid air!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Blast to neck causes the cheese-filled rat to jerk with pain.  Unfortunately that snaps the now frozen neck like an icicle!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cycle with puncture critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 159 (Open d100: 55, Bonus: 38)]&lt;br /&gt;
Icy stalagmites burst from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Great shot penetrates thigh and shatters bone!&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85622</id>
		<title>Earthen Fury (917)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85622"/>
		<updated>2016-12-22T19:36:13Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = EARTHENFURY&lt;br /&gt;
 | duration = 10 seconds&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Maneuver]] (SMRv2)&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = Every 2 seconds&lt;br /&gt;
 | dtype = none&lt;br /&gt;
 | status = None&lt;br /&gt;
 | ctype = [[Crush critical table|Impact]]/[[Fire critical table|Fire]] or [[Puncture critical table|Puncture]]/[[Cold critical table|Cold]]&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; &amp;lt;TODO: DESCRIPTION&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* {{boldmono|[[PREP]] 917 {{!}} CAST {element} &amp;lt;target&amp;gt;}}&lt;br /&gt;
* {{boldmono| [[INCANT]] 917 {element}}}&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
===Bonus Critical===&lt;br /&gt;
Bonus criticals are granted from EITHER [[Elemental Lore, Fire]] (Fire version) or [[Elemental Lore, Water]] (Water version).&lt;br /&gt;
Training in the associated lore gives each successful critical cycle a (Lore Ranks / 5)% chance to do an immediate extra, more powerful, critical against the target.  This bonus is not subject to rounding, so every single rank effects this chance.&lt;br /&gt;
&lt;br /&gt;
===Prone/Stun Immitation===&lt;br /&gt;
Training in [[Elemental Lore, Earth]] gives cycles after the first a chance to gain a percentage of the bonus that the spell would normally gain from the target being prone or stunned.  If the target is not stunned, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being stunned would normally grant.  If the target is not prone, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being prone would normally grant.  This means that [[Elemental Lore, Earth]] is particularly effective against targets that can&#039;t be stunned and/or can&#039;t be knocked down.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Initial cast with fire critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 917 fire&lt;br /&gt;
Your hands glow with power as you invoke the phrase for Earthen Fury...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a small cheese-filled rat.&lt;br /&gt;
The ground beneath a small cheese-filled rat begins to boil violently!&lt;br /&gt;
[SMR result: 147 (Open d100: 32, Bonus: 48)]&lt;br /&gt;
Fiery debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   The lower half of a small cheese-filled rat&#039;s right leg is almost completely burned away.&lt;br /&gt;
The cheese-filled rat squeals loudly and falls to the ground while frantically gnawing at its wounded right hind leg.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell ending with impact critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 174 (Open d100: 39, Bonus: 69)]&lt;br /&gt;
Craggy debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nice blow to chest!&lt;br /&gt;
   The cheese-filled rat is stunned!&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly calms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cycle with cold critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 230 (Open d100: 79, Bonus: 85)]&lt;br /&gt;
The earth cracks beneath a small cheese-filled rat, releasing a column of frigid air!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Blast to neck causes the cheese-filled rat to jerk with pain.  Unfortunately that snaps the now frozen neck like an icicle!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cycle with puncture critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 159 (Open d100: 55, Bonus: 38)]&lt;br /&gt;
Icy stalagmites burst from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Great shot penetrates thigh and shatters bone!&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85621</id>
		<title>Earthen Fury (917)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85621"/>
		<updated>2016-12-22T19:35:56Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = EARTHENFURY&lt;br /&gt;
 | duration = 10 seconds&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Maneuver]] (SMRv2)&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = Every 2 seconds&lt;br /&gt;
 | dtype = none&lt;br /&gt;
 | status = None&lt;br /&gt;
 | ctype = [[Crush critical table|Impact]]/ [[Fire critical table|Fire]] or [[Puncture critical table|Puncture]]/ [[Cold critical table|Cold]]&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; &amp;lt;TODO: DESCRIPTION&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* {{boldmono|[[PREP]] 917 {{!}} CAST {element} &amp;lt;target&amp;gt;}}&lt;br /&gt;
* {{boldmono| [[INCANT]] 917 {element}}}&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
===Bonus Critical===&lt;br /&gt;
Bonus criticals are granted from EITHER [[Elemental Lore, Fire]] (Fire version) or [[Elemental Lore, Water]] (Water version).&lt;br /&gt;
Training in the associated lore gives each successful critical cycle a (Lore Ranks / 5)% chance to do an immediate extra, more powerful, critical against the target.  This bonus is not subject to rounding, so every single rank effects this chance.&lt;br /&gt;
&lt;br /&gt;
===Prone/Stun Immitation===&lt;br /&gt;
Training in [[Elemental Lore, Earth]] gives cycles after the first a chance to gain a percentage of the bonus that the spell would normally gain from the target being prone or stunned.  If the target is not stunned, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being stunned would normally grant.  If the target is not prone, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being prone would normally grant.  This means that [[Elemental Lore, Earth]] is particularly effective against targets that can&#039;t be stunned and/or can&#039;t be knocked down.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Initial cast with fire critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 917 fire&lt;br /&gt;
Your hands glow with power as you invoke the phrase for Earthen Fury...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a small cheese-filled rat.&lt;br /&gt;
The ground beneath a small cheese-filled rat begins to boil violently!&lt;br /&gt;
[SMR result: 147 (Open d100: 32, Bonus: 48)]&lt;br /&gt;
Fiery debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   The lower half of a small cheese-filled rat&#039;s right leg is almost completely burned away.&lt;br /&gt;
The cheese-filled rat squeals loudly and falls to the ground while frantically gnawing at its wounded right hind leg.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell ending with impact critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 174 (Open d100: 39, Bonus: 69)]&lt;br /&gt;
Craggy debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nice blow to chest!&lt;br /&gt;
   The cheese-filled rat is stunned!&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly calms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cycle with cold critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 230 (Open d100: 79, Bonus: 85)]&lt;br /&gt;
The earth cracks beneath a small cheese-filled rat, releasing a column of frigid air!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Blast to neck causes the cheese-filled rat to jerk with pain.  Unfortunately that snaps the now frozen neck like an icicle!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cycle with puncture critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 159 (Open d100: 55, Bonus: 38)]&lt;br /&gt;
Icy stalagmites burst from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Great shot penetrates thigh and shatters bone!&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85620</id>
		<title>Earthen Fury (917)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85620"/>
		<updated>2016-12-22T19:35:01Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = EARTHENFURY&lt;br /&gt;
 | duration = 10 seconds&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Maneuver]] (SMRv2)&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = Every 2 seconds&lt;br /&gt;
 | dtype = none&lt;br /&gt;
 | status = None&lt;br /&gt;
 | ctype = [[Crush critical table|Impact]] and [[Fire critical table|Fire]] or [[Puncture critical table|Puncture]] and [[Cold critical table|Cold]]&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; &amp;lt;TODO: DESCRIPTION&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* {{boldmono|[[PREP]] 917 {{!}} CAST {element} &amp;lt;target&amp;gt;}}&lt;br /&gt;
* {{boldmono| [[INCANT]] 917 {element}}}&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
===Bonus Critical===&lt;br /&gt;
Bonus criticals are granted from EITHER [[Elemental Lore, Fire]] (Fire version) or [[Elemental Lore, Water]] (Water version).&lt;br /&gt;
Training in the associated lore gives each successful critical cycle a (Lore Ranks / 5)% chance to do an immediate extra, more powerful, critical against the target.  This bonus is not subject to rounding, so every single rank effects this chance.&lt;br /&gt;
&lt;br /&gt;
===Prone/Stun Immitation===&lt;br /&gt;
Training in [[Elemental Lore, Earth]] gives cycles after the first a chance to gain a percentage of the bonus that the spell would normally gain from the target being prone or stunned.  If the target is not stunned, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being stunned would normally grant.  If the target is not prone, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being prone would normally grant.  This means that [[Elemental Lore, Earth]] is particularly effective against targets that can&#039;t be stunned and/or can&#039;t be knocked down.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Initial cast with fire critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 917 fire&lt;br /&gt;
Your hands glow with power as you invoke the phrase for Earthen Fury...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a small cheese-filled rat.&lt;br /&gt;
The ground beneath a small cheese-filled rat begins to boil violently!&lt;br /&gt;
[SMR result: 147 (Open d100: 32, Bonus: 48)]&lt;br /&gt;
Fiery debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   The lower half of a small cheese-filled rat&#039;s right leg is almost completely burned away.&lt;br /&gt;
The cheese-filled rat squeals loudly and falls to the ground while frantically gnawing at its wounded right hind leg.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell ending with impact critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 174 (Open d100: 39, Bonus: 69)]&lt;br /&gt;
Craggy debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nice blow to chest!&lt;br /&gt;
   The cheese-filled rat is stunned!&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly calms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cycle with cold critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 230 (Open d100: 79, Bonus: 85)]&lt;br /&gt;
The earth cracks beneath a small cheese-filled rat, releasing a column of frigid air!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Blast to neck causes the cheese-filled rat to jerk with pain.  Unfortunately that snaps the now frozen neck like an icicle!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cycle with puncture critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 159 (Open d100: 55, Bonus: 38)]&lt;br /&gt;
Icy stalagmites burst from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Great shot penetrates thigh and shatters bone!&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85619</id>
		<title>Earthen Fury (917)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Earthen_Fury_(917)&amp;diff=85619"/>
		<updated>2016-12-22T19:33:52Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: Created page with &amp;quot;{{spell  | mnemonic = EARTHENFURY  | duration = Instantaneous, 10 seconds  | type = Attack  | subtype = Maneuver (SMRv2)  | target = Single  | interval = Every 2 seconds...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = EARTHENFURY&lt;br /&gt;
 | duration = Instantaneous, 10 seconds&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Maneuver]] (SMRv2)&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = Every 2 seconds&lt;br /&gt;
 | dtype = none&lt;br /&gt;
 | status = None&lt;br /&gt;
 | ctype = [[Crush critical table|Impact]] and [[Fire critical table|Fire]] or [[Puncture critical table|Puncture]] and [[Cold critical table|Cold]]&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; &amp;lt;TODO: DESCRIPTION&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* {{boldmono|[[PREP]] 917 {{!}} CAST {element} &amp;lt;target&amp;gt;}}&lt;br /&gt;
* {{boldmono| [[INCANT]] 917 {element}}}&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
===Bonus Critical===&lt;br /&gt;
Bonus criticals are granted from EITHER [[Elemental Lore, Fire]] (Fire version) or [[Elemental Lore, Water]] (Water version).&lt;br /&gt;
Training in the associated lore gives each successful critical cycle a (Lore Ranks / 5)% chance to do an immediate extra, more powerful, critical against the target.  This bonus is not subject to rounding, so every single rank effects this chance.&lt;br /&gt;
&lt;br /&gt;
===Prone/Stun Immitation===&lt;br /&gt;
Training in [[Elemental Lore, Earth]] gives cycles after the first a chance to gain a percentage of the bonus that the spell would normally gain from the target being prone or stunned.  If the target is not stunned, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being stunned would normally grant.  If the target is not prone, the roll gains (100 * [[Elemental Lore, Earth]] Ranks / 202)% of the bonus that the target being prone would normally grant.  This means that [[Elemental Lore, Earth]] is particularly effective against targets that can&#039;t be stunned and/or can&#039;t be knocked down.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Initial cast with fire critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
&amp;gt;incant 917 fire&lt;br /&gt;
Your hands glow with power as you invoke the phrase for Earthen Fury...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a small cheese-filled rat.&lt;br /&gt;
The ground beneath a small cheese-filled rat begins to boil violently!&lt;br /&gt;
[SMR result: 147 (Open d100: 32, Bonus: 48)]&lt;br /&gt;
Fiery debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   The lower half of a small cheese-filled rat&#039;s right leg is almost completely burned away.&lt;br /&gt;
The cheese-filled rat squeals loudly and falls to the ground while frantically gnawing at its wounded right hind leg.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell ending with impact critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 174 (Open d100: 39, Bonus: 69)]&lt;br /&gt;
Craggy debris explodes from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nice blow to chest!&lt;br /&gt;
   The cheese-filled rat is stunned!&lt;br /&gt;
The ground beneath a small cheese-filled rat suddenly calms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cycle with cold critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 230 (Open d100: 79, Bonus: 85)]&lt;br /&gt;
The earth cracks beneath a small cheese-filled rat, releasing a column of frigid air!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Blast to neck causes the cheese-filled rat to jerk with pain.  Unfortunately that snaps the now frozen neck like an icicle!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Cycle with puncture critical.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=25%}}&amp;gt;&lt;br /&gt;
[SMR result: 159 (Open d100: 55, Bonus: 38)]&lt;br /&gt;
Icy stalagmites burst from the ground beneath a small cheese-filled rat!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Great shot penetrates thigh and shatters bone!&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spiritual_Lore,_Blessings&amp;diff=73853</id>
		<title>Spiritual Lore, Blessings</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spiritual_Lore,_Blessings&amp;diff=73853"/>
		<updated>2016-01-27T14:41:30Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: /* Major Spiritual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This lore represents a character&#039;s knowledge and understanding of various prayers, rituals, and invocations used to beseech the lesser and greater spirits. Those with knowledge of blessings will also earn the power of spells cast upon them as opposed to only magic cast by them.&lt;br /&gt;
&lt;br /&gt;
== [[Minor Spiritual]]==&lt;br /&gt;
&lt;br /&gt;
;*[[Disease Resist (104)]] and [[Poison Resist (105)]]&lt;br /&gt;
:For both spells, training in Blessings provides a bonus to your second warding roll. The bonus starts at +2 with 1 rank and reaches +38 at 190 ranks. This is a seed 1 summation (see the [[Summation Chart]]).&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Warding II (107)]]&lt;br /&gt;
:Training in Blessings allows the spell to occasionally provide a +25 TD bonus to a warding attempt. The chance for the bonus starts at 1% with 10 ranks and reaches 12% with 186 ranks (a seed 10 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Fasthr&#039;s Reward (115)]]&lt;br /&gt;
:Training in Blessings provides a flat bonus to this spell&#039;s chance to activate. The bonus is 1% at 1 rank and reaches 19% at 190 ranks (a seed 1 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Strike (117)]]&lt;br /&gt;
:Training in Blessings provides a chance for this spell to remain active for an additional attack. The chance for the first additional attack starts at 3% with 5 ranks and increases by 3% at each step of a seed 5 summation, reaching 48% at 200 ranks. Each additional attack halves the chance for the spell to remain active.&lt;br /&gt;
&lt;br /&gt;
;*[[Lesser Shroud (120)]]&lt;br /&gt;
:Sixty ranks in Blessings allow a caster to bestow this spell on another target for two minutes.&lt;br /&gt;
&lt;br /&gt;
== [[Major Spiritual]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Manna (203)]]&lt;br /&gt;
:Training in Blessings causes manna bread to increase maximum mana when consumed. The increase is +5 per step of a seed 10 summation, to a cap of +50 maximum mana at 145 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Tend Lore (206)]]&lt;br /&gt;
:Training in Blessings increases the number of [[First Aid]] ranks granted.  The increase is +1 per step of a seed 2 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Untrammel (209)]]&lt;br /&gt;
:With ten ranks of Blessings, Untrammel can be cast as a persistent effect, providing the caster with an additional warding or maneuver roll against webbing attempts.&lt;br /&gt;
&lt;br /&gt;
;*[[Bravery (211)]]&lt;br /&gt;
:Fifty ranks of Blessings allow a caster to cast this spell on their entire group for one minute. The caster still receives the full duration.&lt;br /&gt;
&lt;br /&gt;
;*[[Heroism (215)]]&lt;br /&gt;
:Sixty-five ranks of Blessings allow a caster to cast this spell on their entire group for one minute. The caster still receives the full duration. In addition, the AS bonus granted to the caster increases by 1 point per ten ranks. For every additional +3 bonus, the mana cost of the spell increases by 1 MP.&lt;br /&gt;
&lt;br /&gt;
;*[[Spell Shield (219)]]&lt;br /&gt;
:Eighty ranks of Blessings allow a caster to cast this spell on their entire group for two minutes. The caster still receives the full duration.&lt;br /&gt;
&lt;br /&gt;
== [[Cleric Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Prayer of Protection (303)]]&lt;br /&gt;
:Forty ranks of Blessings allow a caster to bestow this spell on another for two minutes.&lt;br /&gt;
&lt;br /&gt;
;*[[Bless Item (304)]]&lt;br /&gt;
:Each rank of Blessings adds one swing.&lt;br /&gt;
&lt;br /&gt;
;*[[Preservation (305)]]&lt;br /&gt;
:Each rank of Blessings adds fifteen seconds of duration.&lt;br /&gt;
&lt;br /&gt;
;*[[Benediction (307)]]&lt;br /&gt;
:Training in Blessings provides a chance for this spell to provide a +15 AS bonus on a given attack. The chance is 1% with 6 ranks and reaches 15% at 195 ranks. This is a seed 6 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Well of Life (308)]]&lt;br /&gt;
:Each rank of Blessings reduces the cooldown time (for both the living target and dead target versions of the spell) by one second.&lt;br /&gt;
&lt;br /&gt;
;*[[Neutralize Curse (309)]]&lt;br /&gt;
:Training in Blessings increases the effectiveness of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Fervent Reproach (312)]]&lt;br /&gt;
:Training in Blessings increases the duration of the Wisdom/health/mana boost this spell occasionally grants.&lt;br /&gt;
&lt;br /&gt;
;*[[Relieve Burden (314)]]&lt;br /&gt;
:Training in Blessings increases the number of silvers that this spell allows you to carry without burden by 2,000 per step of a seed 5 summation. The mana cost of the spell is also increased by 1 MP per 4,000 additional silvers.&lt;br /&gt;
&lt;br /&gt;
;*[[Remove Curse (315)]]&lt;br /&gt;
:Training in Blessings increases the effectiveness of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Soul Ward (319)]]&lt;br /&gt;
:Training in Blessings provides for a chance to negate subsequent attacks.&lt;br /&gt;
&lt;br /&gt;
;*[[Holy Receptacle (325)]]&lt;br /&gt;
:Training in Blessings increases the chance of success when blessing a spell into a gem. This effect caps out at 21 ranks, providing a bonus of about 7-9%. In addition, five ranks in Blessings are required to utilize the first three tiered effects of this spell, while ten ranks are required for the final two. When blessing [[Chrism]] into a gem, additional ranks of Blessings beyond the required ten increase the amount of experience retained by 5% per step of a seed 1 summation, beginning with 5% extra (55% total) at 11 ranks of Blessings, and reaching a maximum of 50% extra (100% total experience retention) at 65 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Symbol of the Proselyte (340)]]&lt;br /&gt;
:Training in Blessings adds additional charges to a holy symbol when this spell is used. The bonus is 1 additional charge per 50 points of Blessings skill, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Miracle (350)]]&lt;br /&gt;
:Training in Blessings provides a chance that the cleric will receive a Chrism-like effect upon being resurrected with a Miracle. The chance is 5% per seed 2 summation, beginning at 5% with 2 ranks and reaching 90% with 189 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Ranger Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Natural Colors (601)]]&lt;br /&gt;
:Training in Blessings increases both the Hiding bonus and the DS bonus of this spell. The hiding bonus is a seed 1 summation, starting at +1 with 1 rank and reaching a maximum of +13 at 91 ranks, while the DS bonus is a seed 5 summation, starting at +1 at 5 ranks and reaching a maximum of +10 additional DS at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Resist Elements (602)]]&lt;br /&gt;
:Training in Blessings increases the DS bonus of this spell against fire, ice, and electrical bolt attacks. The bonus is a seed 5 summation, starting at +1 with 5 rank and reaching a maximum of +10 at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Foraging (603)]]&lt;br /&gt;
:Each rank of Spiritual Lore, Blessings grants +1, up to a maximum lore bonus of 30.  Each point of this bonus is worth 3x the bonus received from 1 rank of training in Survival.&lt;br /&gt;
&lt;br /&gt;
;*[[Skinning (604)]]&lt;br /&gt;
:Training in Blessings provides a percentage bonus to the value of skins produced. The bonus is a seed 5 summation, starting at 1% with 5 ranks and reaching a maximum of 10% at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Mass Colors (611)]]&lt;br /&gt;
:See Natural Colors, above.&lt;br /&gt;
&lt;br /&gt;
;*[[Self Control (613)]]&lt;br /&gt;
:Training in Blessings provides an additional spiritual TD bonus. The bonus is a seed 5 summation, starting at +1 with 5 ranks and reaching a maximum of +10 at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Sneaking (617)]]&lt;br /&gt;
:Training in Blessings decreases the chance that the Ranger will slip in icy conditions while this spell is active.&lt;br /&gt;
&lt;br /&gt;
;*[[Resist Nature (620)]]&lt;br /&gt;
:The resistance bonus provided by this spell is 20% + (Blessings ranks)/2, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Assume Aspect (650)]]&lt;br /&gt;
:Blessings increases the statistic bonus provided by an assumed aspect. The bonus is a seed 2 summation, starting at +1 to the relevant stat with 2 ranks and reaching a maximum of +12 at 90 ranks. In addition, Blessings increases your bonus chance to evade, block or parry while in the appropriate aspect by the same amount. It will also increase the RT reduction provided by the aspect of the Yierka by 3% per step of a seed 1 summation, reaching 39% at 91 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Empath Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Limb Repair (1102)]], [[System Repair (1103)]], [[Head Repair (1104)]], [[Organ Repair (1105)]]&lt;br /&gt;
:With all of these spells, Blessings provides a chance that healing a minor wound will also heal scars in that location. Rank 1 scars require a minimum of 10 ranks, rank 2 scars 50 ranks, and rank 3 scars 90 ranks. The chance of success is 20% plus .5% per rank above the required amount.&lt;br /&gt;
&lt;br /&gt;
;*[[Adrenal Surge (1107)]]&lt;br /&gt;
:Training in Blessings causes this spell to restore stamina once every five minutes. At 15 ranks, this spell restores 25 stamina; at 35 ranks, 50 stamina; and at 65 ranks, all stamina.&lt;br /&gt;
&lt;br /&gt;
== [[Paladin Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Mantle of Faith (1601)]]&lt;br /&gt;
:Training in Blessings provides additional DS and TD. The benefit is a seed 2 summation, starting at +1 with 2 ranks and reaching +18 at 189 ranks. This also increases the mana cost of this spell by an equal amount.&lt;br /&gt;
&lt;br /&gt;
;*[[Pious Trial (1602)]]&lt;br /&gt;
:Every 10 ranks of Spiritual Lore, Blessings lore allows for the spell to affect one additional target when the spell is open cast (cast without specifying a target).&lt;br /&gt;
&lt;br /&gt;
;*[[Consecrate (1604)]]&lt;br /&gt;
:Training in Blessings provides an additional 5% duration increase per rank, reaching a maximum of an additional 50% (a total duration increase of 100%) at 10 ranks. Blessings also increases the effectiveness of purified manna bread. The maximum mana regeneration rate of purified bread is 3 + (seed 2 summation of Blessings), while the maximum mana pool bonus is 10 + (5 * seed 5 summation of Blessings).&lt;br /&gt;
:Using this spell on a magical weapon requires that your [[Paladin Base]] ranks and Blessings ranks total at least 15. In addition, each rank of Blessings adds 1 swing to the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Rejuvenation (1607)]]&lt;br /&gt;
:Training in Blessings increases the immediate health and stamina return of this spell. The benefit is +3 per step of a seed 1 summation, reaching a maximum of an additional +57 health and stamina recovered at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Divine Shield (1609)]]&lt;br /&gt;
:Training in Blessings adds to the percentage chance to block this spell provides. The benefit is a seed 3 summation, starting at an additional 1% (11% total) at 3 ranks, and reaching an additional 17% (27% total) at 187 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
:Training in Blessings increases the Combat Maneuver rank bonus provided by this spell. The benefit starts at +1 Combat Maneuvers rank with three ranks of Blessings and reaches +17 ranks at 187 Blessings ranks (a seed 3 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Guard the Meek (1613)]]&lt;br /&gt;
:Training in Blessings increases the DS bonus this spell provides the Paladin by +1 per step of a seed 6 summation, with a maximum of +5 additional DS (+20 total) at 40 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Vigor (1616)]]&lt;br /&gt;
:Training in Blessings provides an additional health bonus. The bonus is a seed 1 summation, starting with 1 extra point at 1 rank and reaching 19 extra points at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Crusade (1618)]]&lt;br /&gt;
:Training in Blessings increases the damage [[weighting]] bonus of this spell with physical and magical bolt attacks.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Spiritual Lore]]&lt;br /&gt;
*[[Spiritual Lore, Religion]]&lt;br /&gt;
*[[Spiritual Lore, Summoning]]&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wound_tending&amp;diff=73798</id>
		<title>Wound tending</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wound_tending&amp;diff=73798"/>
		<updated>2016-01-27T00:22:37Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Using the &#039;&#039;&#039;TEND&#039;&#039;&#039; verb, bandages can be applied to a bleeding wound.  The success of this is based on ranks of [[First Aid]].  Tending wounds causes [[roundtime]] for both the tender and the tendee with a maximum of 60 seconds.  If the tender does not have the required amount of ranks to tend to a wound, but has at least half of the ranks required, a bandage covering half of the bleed amount will be applied.  The [[DIAGNOSE]] and [[HEALTH]] verbs will show a player whether or not they can bandage a wound, and how much roundtime it will incur.&lt;br /&gt;
&lt;br /&gt;
Bandages can last for a number of offensive actions equal to the tender&#039;s (First Aid Ranks / 10), after which they will fall off and the player will begin bleeding again.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;TEND [MY | {player}] {area}&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where {area} may be one of the following&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Neck&lt;br /&gt;
*Chest&lt;br /&gt;
*Back&lt;br /&gt;
*Abdomen&lt;br /&gt;
*R/L Arm&lt;br /&gt;
*R/L Hand&lt;br /&gt;
*R/L Leg&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Eye injuries (bruised, blinded, missing) do not bleed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==First Aid Requirements==&lt;br /&gt;
Rank Requirement Formula:&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;&#039;&#039;&#039;((3 * (Severity - 2) + Difficulty) * (Bleed/Round) * 2)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roundtime Formula (Additional ranks past the above requirement reduce RT by 1s each, minimum 3s):&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;&#039;&#039;&#039;(15 + (2 * Bleed/Round) + (2 * (3 * (Severity - 2) + Difficulty)))&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
! colspan=2 | Wound Difficulty&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Back, Arms, Hands, Legs&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Head, Chest, Abdomen&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Neck&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
! colspan=18 bgcolor = #ddd | Ranks Required By Bleed / Round&lt;br /&gt;
|-&lt;br /&gt;
! Severity || Difficulty || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 1&lt;br /&gt;
| 2 || 4 || 6 || 8 || 10 || 12 || 14 || 16 || 18 || 20 || 22 || 24 || 26 || 28 || 30 || 32&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 2&lt;br /&gt;
| 4 || 8 || 12 || 16 || 20 || 24 || 28 || 32 || 36 || 40 || 44 || 48 || 52 || 56 || 60 || 64&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 3&lt;br /&gt;
| 6 || 12 || 18 || 24 || 30 || 36 || 42 || 48 || 54 || 60 || 66 || 72 || 78 || 84 || 90 || 96&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 1&lt;br /&gt;
| 8 || 16 || 24 || 32 || 40 || 48 || 56 || 64 || 72 || 80 || 88 || 96 || 104 || 112 || 120 || 128&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 2&lt;br /&gt;
| 10 || 20 || 30 || 40 || 50 || 60 || 70 || 80 || 90 || 100 || 110 || 120 || 130 || 140 || 150 || 160&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 3&lt;br /&gt;
| 12 || 24 || 36 || 48 || 60 || 72 || 84 || 96 || 108 || 120 || 132 || 144 || 156 || 168 || 180 || 192&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
! colspan=18 bgcolor = #ddd | Roundtime By Bleed / Round&lt;br /&gt;
|-&lt;br /&gt;
! Severity || Difficulty || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 1&lt;br /&gt;
| 19 || 21 || 23 || 25 || 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 2&lt;br /&gt;
| 21 || 23 || 25 || 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 3&lt;br /&gt;
| 23 || 25 || 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51 || 53&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 1&lt;br /&gt;
| 25 || 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51 || 53 || 55&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 2&lt;br /&gt;
| 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51 || 53 || 55 || 57&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 3&lt;br /&gt;
| 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51 || 53 || 55 || 57 || 59&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Area not bleeding:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
That area is not bleeding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cannot TEND:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
The severity of that injury is beyond your skill to tend.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Partial TEND:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
You begin to do your best to bandage your wound.&lt;br /&gt;
After some effort you manage to reduce the bleeding somewhat.&lt;br /&gt;
Roundtime: 27 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Full TEND:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
You begin to do your best to bandage your wound.&lt;br /&gt;
After some effort you manage to stop the bleeding.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wounds]]         &lt;br /&gt;
&lt;br /&gt;
[[category:Verbs]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wound_tending&amp;diff=73797</id>
		<title>Wound tending</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wound_tending&amp;diff=73797"/>
		<updated>2016-01-27T00:14:09Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bleeding can be stopped using the &#039;&#039;&#039;TEND&#039;&#039;&#039; verb.  Success is based on skill in [[First Aid]].  Tending with little skill on heavy bleeders will cause massive [[roundtime]] for the tender and the tendee.  Roundtime can be reduced with more training.&lt;br /&gt;
&lt;br /&gt;
If a player were to take any offensive action once tended, the bandage will fall off and the player will bleed in that area again.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;TEND [MY | {player}] {area}&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where {area} may be one of the following&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Neck&lt;br /&gt;
*Chest&lt;br /&gt;
*Back&lt;br /&gt;
*Abdomen&lt;br /&gt;
*R/L Arm&lt;br /&gt;
*R/L Hand&lt;br /&gt;
*R/L Leg&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Eye injuries (bruised, blinded, missing) do not bleed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==First Aid Requirements==&lt;br /&gt;
Rank Requirement Formula:&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;&#039;&#039;&#039;((3 * (Severity - 2) + Difficulty) * (Bleed/Round) * 2)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roundtime Formula (Additional ranks past the above requirement reduce RT by 1s each, minimum 3s):&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;&#039;&#039;&#039;(15 + (2 * Bleed/Round) + (2 * (3 * (Severity - 2) + Difficulty)))&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
! colspan=2 | Wound Difficulty&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Back, Arms, Hands, Legs&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Head, Chest, Abdomen&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Neck&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
! colspan=18 bgcolor = #ddd | Ranks Required By Bleed / Round&lt;br /&gt;
|-&lt;br /&gt;
! Severity || Difficulty || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 1&lt;br /&gt;
| 2 || 4 || 6 || 8 || 10 || 12 || 14 || 16 || 18 || 20 || 22 || 24 || 26 || 28 || 30 || 32&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 2&lt;br /&gt;
| 4 || 8 || 12 || 16 || 20 || 24 || 28 || 32 || 36 || 40 || 44 || 48 || 52 || 56 || 60 || 64&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 3&lt;br /&gt;
| 6 || 12 || 18 || 24 || 30 || 36 || 42 || 48 || 54 || 60 || 66 || 72 || 78 || 84 || 90 || 96&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 1&lt;br /&gt;
| 8 || 16 || 24 || 32 || 40 || 48 || 56 || 64 || 72 || 80 || 88 || 96 || 104 || 112 || 120 || 128&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 2&lt;br /&gt;
| 10 || 20 || 30 || 40 || 50 || 60 || 70 || 80 || 90 || 100 || 110 || 120 || 130 || 140 || 150 || 160&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 3&lt;br /&gt;
| 12 || 24 || 36 || 48 || 60 || 72 || 84 || 96 || 108 || 120 || 132 || 144 || 156 || 168 || 180 || 192&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
! colspan=18 bgcolor = #ddd | Roundtime By Bleed / Round&lt;br /&gt;
|-&lt;br /&gt;
! Severity || Difficulty || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 1&lt;br /&gt;
| 19 || 21 || 23 || 25 || 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 2&lt;br /&gt;
| 21 || 23 || 25 || 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 3&lt;br /&gt;
| 23 || 25 || 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51 || 53&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 1&lt;br /&gt;
| 25 || 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51 || 53 || 55&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 2&lt;br /&gt;
| 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51 || 53 || 55 || 57&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 3&lt;br /&gt;
| 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51 || 53 || 55 || 57 || 59&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Area not bleeding:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
That area is not bleeding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cannot TEND:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
The severity of that injury is beyond your skill to tend.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Partial TEND:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
You begin to do your best to bandage your wound.&lt;br /&gt;
After some effort you manage to reduce the bleeding somewhat.&lt;br /&gt;
Roundtime: 27 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Full TEND:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
You begin to do your best to bandage your wound.&lt;br /&gt;
After some effort you manage to stop the bleeding.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wounds]]         &lt;br /&gt;
&lt;br /&gt;
[[category:Verbs]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wound_tending&amp;diff=73796</id>
		<title>Wound tending</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wound_tending&amp;diff=73796"/>
		<updated>2016-01-27T00:08:19Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: /* First Aid Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bleeding can be stopped using the &#039;&#039;&#039;TEND&#039;&#039;&#039; verb.  Success is based on skill in [[First Aid]].  Tending with little skill on heavy bleeders will cause massive [[roundtime]] for the tender and the tendee.  Roundtime can be reduced with more training.&lt;br /&gt;
&lt;br /&gt;
If a player were to take any offensive action once tended, the bandage will fall off and the player will bleed in that area again.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;TEND [MY | {player}] {area}&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where {area} may be one of the following&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Neck&lt;br /&gt;
*Chest&lt;br /&gt;
*Back&lt;br /&gt;
*Abdomen&lt;br /&gt;
*R/L Arm&lt;br /&gt;
*R/L Hand&lt;br /&gt;
*R/L Leg&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Eye injuries (bruised, blinded, missing) do not bleed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==First Aid Requirements==&lt;br /&gt;
Rank Requirement Formula:&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;&#039;&#039;&#039;((3 * (Severity - 2) + Difficulty) * (Bleed/Round) * 2)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roundtime Formula:&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;&#039;&#039;&#039;(15 + (2 * Bleed/Round) + (2 * (3 * (Severity - 2) + Difficulty)))&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
! colspan=2 | Wound Difficulty&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Back, Arms, Hands, Legs&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Head, Chest, Abdomen&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Neck&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
! colspan=18 bgcolor = #ddd | Ranks Required By Bleed / Round&lt;br /&gt;
|-&lt;br /&gt;
! Severity || Difficulty || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 1&lt;br /&gt;
| 2 || 4 || 6 || 8 || 10 || 12 || 14 || 16 || 18 || 20 || 22 || 24 || 26 || 28 || 30 || 32&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 2&lt;br /&gt;
| 4 || 8 || 12 || 16 || 20 || 24 || 28 || 32 || 36 || 40 || 44 || 48 || 52 || 56 || 60 || 64&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 3&lt;br /&gt;
| 6 || 12 || 18 || 24 || 30 || 36 || 42 || 48 || 54 || 60 || 66 || 72 || 78 || 84 || 90 || 96&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 1&lt;br /&gt;
| 8 || 16 || 24 || 32 || 40 || 48 || 56 || 64 || 72 || 80 || 88 || 96 || 104 || 112 || 120 || 128&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 2&lt;br /&gt;
| 10 || 20 || 30 || 40 || 50 || 60 || 70 || 80 || 90 || 100 || 110 || 120 || 130 || 140 || 150 || 160&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 3&lt;br /&gt;
| 12 || 24 || 36 || 48 || 60 || 72 || 84 || 96 || 108 || 120 || 132 || 144 || 156 || 168 || 180 || 192&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
! colspan=18 bgcolor = #ddd | Roundtime By Bleed / Round&lt;br /&gt;
|-&lt;br /&gt;
! Severity || Difficulty || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 1&lt;br /&gt;
| 19 || 21 || 23 || 25 || 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 2&lt;br /&gt;
| 21 || 23 || 25 || 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 3&lt;br /&gt;
| 23 || 25 || 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51 || 53&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 1&lt;br /&gt;
| 25 || 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51 || 53 || 55&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 2&lt;br /&gt;
| 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51 || 53 || 55 || 57&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 3&lt;br /&gt;
| 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51 || 53 || 55 || 57 || 59&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Area not bleeding:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
That area is not bleeding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cannot TEND:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
The severity of that injury is beyond your skill to tend.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Partial TEND:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
You begin to do your best to bandage your wound.&lt;br /&gt;
After some effort you manage to reduce the bleeding somewhat.&lt;br /&gt;
Roundtime: 27 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Full TEND:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
You begin to do your best to bandage your wound.&lt;br /&gt;
After some effort you manage to stop the bleeding.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wounds]]         &lt;br /&gt;
&lt;br /&gt;
[[category:Verbs]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wound_tending&amp;diff=73795</id>
		<title>Wound tending</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wound_tending&amp;diff=73795"/>
		<updated>2016-01-27T00:07:33Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bleeding can be stopped using the &#039;&#039;&#039;TEND&#039;&#039;&#039; verb.  Success is based on skill in [[First Aid]].  Tending with little skill on heavy bleeders will cause massive [[roundtime]] for the tender and the tendee.  Roundtime can be reduced with more training.&lt;br /&gt;
&lt;br /&gt;
If a player were to take any offensive action once tended, the bandage will fall off and the player will bleed in that area again.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;TEND [MY | {player}] {area}&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where {area} may be one of the following&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Neck&lt;br /&gt;
*Chest&lt;br /&gt;
*Back&lt;br /&gt;
*Abdomen&lt;br /&gt;
*R/L Arm&lt;br /&gt;
*R/L Hand&lt;br /&gt;
*R/L Leg&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Eye injuries (bruised, blinded, missing) do not bleed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==First Aid Requirements==&lt;br /&gt;
Skill Requirement Formula:&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;&#039;&#039;&#039;((3 * (Severity - 2) + Difficulty) * (Bleed/Round) * 2)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roundtime Formula:&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;&#039;&#039;&#039;(15 + (2 * Bleed/Round) + (2 * (3 * (Severity - 2) + Difficulty)))&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
! colspan=2 | Wound Difficulty&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| Back, Arms, Hands, Legs&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| Head, Chest, Abdomen&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Neck&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
! colspan=18 bgcolor = #ddd | Ranks Required By Bleed / Round&lt;br /&gt;
|-&lt;br /&gt;
! Severity || Difficulty || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 1&lt;br /&gt;
| 2 || 4 || 6 || 8 || 10 || 12 || 14 || 16 || 18 || 20 || 22 || 24 || 26 || 28 || 30 || 32&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 2&lt;br /&gt;
| 4 || 8 || 12 || 16 || 20 || 24 || 28 || 32 || 36 || 40 || 44 || 48 || 52 || 56 || 60 || 64&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 3&lt;br /&gt;
| 6 || 12 || 18 || 24 || 30 || 36 || 42 || 48 || 54 || 60 || 66 || 72 || 78 || 84 || 90 || 96&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 1&lt;br /&gt;
| 8 || 16 || 24 || 32 || 40 || 48 || 56 || 64 || 72 || 80 || 88 || 96 || 104 || 112 || 120 || 128&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 2&lt;br /&gt;
| 10 || 20 || 30 || 40 || 50 || 60 || 70 || 80 || 90 || 100 || 110 || 120 || 130 || 140 || 150 || 160&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 3&lt;br /&gt;
| 12 || 24 || 36 || 48 || 60 || 72 || 84 || 96 || 108 || 120 || 132 || 144 || 156 || 168 || 180 || 192&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
! colspan=18 bgcolor = #ddd | Roundtime By Bleed / Round&lt;br /&gt;
|-&lt;br /&gt;
! Severity || Difficulty || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 1&lt;br /&gt;
| 19 || 21 || 23 || 25 || 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 2&lt;br /&gt;
| 21 || 23 || 25 || 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51&lt;br /&gt;
|-&lt;br /&gt;
! 2 || 3&lt;br /&gt;
| 23 || 25 || 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51 || 53&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 1&lt;br /&gt;
| 25 || 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51 || 53 || 55&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 2&lt;br /&gt;
| 27 || 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51 || 53 || 55 || 57&lt;br /&gt;
|-&lt;br /&gt;
! 3 || 3&lt;br /&gt;
| 29 || 31 || 33 || 35 || 37 || 39 || 41 || 43 || 45 || 47 || 49 || 51 || 53 || 55 || 57 || 59&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Area not bleeding:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
That area is not bleeding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cannot TEND:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
The severity of that injury is beyond your skill to tend.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Partial TEND:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
You begin to do your best to bandage your wound.&lt;br /&gt;
After some effort you manage to reduce the bleeding somewhat.&lt;br /&gt;
Roundtime: 27 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Full TEND:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
You begin to do your best to bandage your wound.&lt;br /&gt;
After some effort you manage to stop the bleeding.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wounds]]         &lt;br /&gt;
&lt;br /&gt;
[[category:Verbs]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wound_tending&amp;diff=73794</id>
		<title>Wound tending</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wound_tending&amp;diff=73794"/>
		<updated>2016-01-26T23:33:17Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bleeding can be stopped using the &#039;&#039;&#039;TEND&#039;&#039;&#039; verb.  Success is based on skill in [[First Aid]].  Tending with little skill on heavy bleeders will cause massive [[roundtime]] for the tender and the tendee.  Roundtime can be reduced with more training.&lt;br /&gt;
&lt;br /&gt;
If a player were to take any offensive action once tended, the bandage will fall off and the player will bleed in that area again.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;TEND [MY | {player}] {area}&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where {area} may be one of the following&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Neck&lt;br /&gt;
*Chest&lt;br /&gt;
*Back&lt;br /&gt;
*Abdomen&lt;br /&gt;
*R/L Arm&lt;br /&gt;
*R/L Hand&lt;br /&gt;
*R/L Leg&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Eye injuries (bruised, blinded, missing) do not bleed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Area not bleeding:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
That area is not bleeding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cannot TEND:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
The severity of that injury is beyond your skill to tend.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Partial TEND:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
You begin to do your best to bandage your wound.&lt;br /&gt;
After some effort you manage to reduce the bleeding somewhat.&lt;br /&gt;
Roundtime: 27 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Full TEND:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tend my right arm&lt;br /&gt;
You begin to do your best to bandage your wound.&lt;br /&gt;
After some effort you manage to stop the bleeding.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wounds]]         &lt;br /&gt;
&lt;br /&gt;
[[category:Verbs]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:DIAGNOSE&amp;diff=73783</id>
		<title>Verb:DIAGNOSE</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:DIAGNOSE&amp;diff=73783"/>
		<updated>2016-01-26T21:25:52Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;diagnose&#039;&#039;&#039; verb reveals information about the target&#039;s health.&lt;br /&gt;
&lt;br /&gt;
The DIAGNOSE verb can be used to determine what kind of injuries a target has sustained.  DIAGNOSE &amp;lt;name&amp;gt; FULL can also be used by anyone with at least 100 skill bonus in [[First Aid]] to get a more detailed summary.&lt;br /&gt;
&lt;br /&gt;
If a player has a First Aid skill of 200+, is an [[Empath]], or is under the effect of [[Tend_Lore_(206)|Tend Lore (206)]] they can use DIAGNOSE FULL without any free hands.  With a First Aid skill of 150+, they can use DIAGNOSE FULL with one free hand.  A player with less than 150 skill bonus in First Aid will require two free hands to use DIAGNOSE FULL.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
;DIAGNOSE&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;diagnose Soandso&lt;br /&gt;
&lt;br /&gt;
With a practiced eye, you glance over Soandso:&lt;br /&gt;
She is injured and bleeding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DIAGNOSE FULL&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;diag Soandso full&lt;br /&gt;
You start a careful diagnosis of her condition . . .&lt;br /&gt;
She has 127 health points, out of a maximum of 133.&lt;br /&gt;
She has a medium head injury, a major neck injury, and a medium left leg injury.&lt;br /&gt;
&lt;br /&gt;
Bleeding:&lt;br /&gt;
Area         Health per Round         Bandaged         Can Tend?         Tend Time&lt;br /&gt;
-----------------------------------------------------&lt;br /&gt;
Head                 1                   No               Yes                3s   &lt;br /&gt;
Left leg          0 of 2                1980s          &lt;br /&gt;
Neck              5 of 10               1927s                                     &lt;br /&gt;
&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Verbs]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:DIAGNOSE&amp;diff=73782</id>
		<title>Verb:DIAGNOSE</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:DIAGNOSE&amp;diff=73782"/>
		<updated>2016-01-26T21:22:45Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: /* Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;diagnose&#039;&#039;&#039; verb reveals information about the target&#039;s health.&lt;br /&gt;
&lt;br /&gt;
The DIAGNOSE verb can be used to determine what kind of injuries a target has sustained.  DIAGNOSE &amp;lt;name&amp;gt; FULL can also be used by anyone with at least 100 skill bonus in [[First Aid]] to get a more detailed summary.&lt;br /&gt;
&lt;br /&gt;
If a player has a First Aid skill of 200+, is an [[Empath]], or is under the effect of [[Tend_Lore_(206)|Tend Lore (206)]] they can use DIAGNOSE FULL without any free hands.  With a First Aid skill of 150+, they can use DIAGNOSE FULL with one free hand.  A player with less than 150 skill bonus in First Aid will require two free hands to use DIAGNOSE FULL.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
;DIAGNOSE&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;diagnose soandso&lt;br /&gt;
&lt;br /&gt;
With a practiced eye, you glance over Soandso:&lt;br /&gt;
She is injured and bleeding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DIAGNOSE FULL&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;diag soandso full&lt;br /&gt;
You start a careful diagnosis of her condition . . .&lt;br /&gt;
She has 127 health points, out of a maximum of 133.&lt;br /&gt;
She has a medium head injury, a major neck injury, and a medium left leg injury.&lt;br /&gt;
&lt;br /&gt;
Bleeding:&lt;br /&gt;
Area         Health per Round         Bandaged         Can Tend?         Tend Time&lt;br /&gt;
-----------------------------------------------------&lt;br /&gt;
Head                 1                   No               Yes                3s   &lt;br /&gt;
Left leg          0 of 2                1980s          &lt;br /&gt;
Neck              5 of 10               1927s                                     &lt;br /&gt;
&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Verbs]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tend_Lore_(206)&amp;diff=73781</id>
		<title>Tend Lore (206)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tend_Lore_(206)&amp;diff=73781"/>
		<updated>2016-01-26T21:01:54Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
 | mnemonic = TENDLORE&lt;br /&gt;
 | base_dur = 60 sec&lt;br /&gt;
 | add_dur = None&lt;br /&gt;
 | span = [[Refreshable]]&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = None&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = [[Self-cast]]&lt;br /&gt;
 | navigation = {{Major spiritual navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Tend Lore (206)&#039;&#039;&#039; is a utility spell that gives the caster +20 ranks of the [[First Aid]] skill when [[tend]]ing a wound or using [[diagnose]] on someone.  It also reduces the roundtimes incurred from tending by 25%.  This spell costs six mana to cast and gains a benefit from training in [[Spiritual Lore, Blessings]].&lt;br /&gt;
&lt;br /&gt;
==Lore Benefit==&lt;br /&gt;
Training in [[Spiritual Lore, Blessings]] provides a bonus 1 per seed 2 [[summation]] to the ranks of First Aid granted by this spell.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Initial cast:&lt;br /&gt;
&amp;lt;div {{log|margin-right=400px}}&amp;gt;You feel a knowledge of the treatment of injuries flow through you.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wearing off (self-cast):&lt;br /&gt;
&amp;lt;div {{log|margin-right=400px}}&amp;gt;You feel the knowledge of the treatment of injuries dissipate.&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tend_Lore_(206)&amp;diff=73780</id>
		<title>Tend Lore (206)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tend_Lore_(206)&amp;diff=73780"/>
		<updated>2016-01-26T21:00:45Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
 | mnemonic = TENDLORE&lt;br /&gt;
 | base_dur = 60 sec&lt;br /&gt;
 | add_dur = None&lt;br /&gt;
 | span = [[Refreshable]]&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = None&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = [[Self-cast]]&lt;br /&gt;
 | navigation = {{Major spiritual navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Tend Lore (206)&#039;&#039;&#039; is a utility spell that gives the caster +20 ranks of the [[First Aid]] skill when [[tend]]ing a wound or using [[diagnose]] on someone.  It also reduces the roundtimes incurred from TENDing by 25%.  This spell costs six mana to cast and gains a benefit from training in [[Spiritual Lore, Blessings]].&lt;br /&gt;
&lt;br /&gt;
==Lore Benefit==&lt;br /&gt;
Training in [[Spiritual Lore, Blessings]] provides a bonus 1 per seed 2 [[summation]] to the ranks of First Aid granted by this spell.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Initial cast:&lt;br /&gt;
&amp;lt;div {{log|margin-right=400px}}&amp;gt;You feel a knowledge of the treatment of injuries flow through you.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wearing off (self-cast):&lt;br /&gt;
&amp;lt;div {{log|margin-right=400px}}&amp;gt;You feel the knowledge of the treatment of injuries dissipate.&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Diagnose&amp;diff=73779</id>
		<title>Diagnose</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Diagnose&amp;diff=73779"/>
		<updated>2016-01-26T20:59:51Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: Redirected page to DIAGNOSE (verb)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DIAGNOSE (verb)]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tend_Lore_(206)&amp;diff=73778</id>
		<title>Tend Lore (206)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tend_Lore_(206)&amp;diff=73778"/>
		<updated>2016-01-26T20:57:59Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: Created page with &amp;quot;{{Spell  | mnemonic = TENDLORE  | base_dur = 60 sec  | add_dur = None  | span = Refreshable  | type = Utility  | subtype = None  | skill = None  | components = None  | ava...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
 | mnemonic = TENDLORE&lt;br /&gt;
 | base_dur = 60 sec&lt;br /&gt;
 | add_dur = None&lt;br /&gt;
 | span = [[Refreshable]]&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = None&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = [[Self-cast]]&lt;br /&gt;
 | navigation = {{Major spiritual navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Tend Lore (206)&#039;&#039;&#039; is a utility spell that gives the caster +20 ranks of the [[First Aid]] skill when [[tend]]ing a wound or using [[diagnose]] on someone.  It also reduces the roundtimes incurred from TENDing by 25%.  This spell costs six mana to cast and gains a benefit from training in [[Spiritual Lore, Blessings]].&lt;br /&gt;
&lt;br /&gt;
==Lore Benefit==&lt;br /&gt;
Training in [[Spiritual Lore, Blessings]] provides a bonus 1 per seed 1 [[summation]] to the ranks of First Aid granted by this spell.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Initial cast:&lt;br /&gt;
&amp;lt;div {{log|margin-right=400px}}&amp;gt;You feel a knowledge of the treatment of injuries flow through you.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wearing off (self-cast):&lt;br /&gt;
&amp;lt;div {{log|margin-right=400px}}&amp;gt;You feel the knowledge of the treatment of injuries dissipate.&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:SERVICE&amp;diff=73585</id>
		<title>Verb:SERVICE</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:SERVICE&amp;diff=73585"/>
		<updated>2016-01-22T18:20:21Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;SERVICE&#039;&#039;&#039; command assists in offering or attaining various services.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
SERVICE SHOW                        - Show nearby players who have available services.&lt;br /&gt;
SERVICE LIST                        - List the services supported by SERVICE TOGGLE.&lt;br /&gt;
SERVICE TOGGLE {service} {notes}    - Flag yourself available to provide a service.&lt;br /&gt;
SERVICE CLEAR                       - Remove yourself from all service listings.&lt;br /&gt;
SERVICE SUSPEND              - Temporarily suspend all your service listings.&lt;br /&gt;
SERVICE UNSUSPEND            - Reinstate all your suspended service listings.&lt;br /&gt;
The notes field provides a short message for other players to read about your service.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Service show&#039;&#039;&#039; (this now appears when you login, which can be turned on/off using [[SET|SET/FLAG]]):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Name              Service            Location&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
Drektor           Lockpicking       [Helga&#039;s, Pub Room]&lt;br /&gt;
  Note: Actually pretty good at it.&lt;br /&gt;
Attoll            Lockpicking       [Town Square Central]&lt;br /&gt;
Hodgerick         Lockpicking        The Upper Trollfang&lt;br /&gt;
Sarvia            Lockpicking       [Stone Baths, Hearth]&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
Kembal            Healing            Environs&lt;br /&gt;
Cruxophim         Healing            Environs&lt;br /&gt;
  Note: I&#039;ll eat your wounds, all for the psaltry price of some blood!&lt;br /&gt;
Tanivar           Healing           [Town Square Central]&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
Attoll            Guild work        [Town Square Central]&lt;br /&gt;
Hodgerick         Guild work         The Upper Trollfang&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
Hodgerick         Skinning           The Upper Trollfang&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
Jeg               Resurrection      [Bleeding Heart Table]&lt;br /&gt;
  Note: Can rescuse from anywhere in the landing, solhaven and icemule.100%chr&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
Attoll            Hunting           [Town Square Central]&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
Attoll            Spellups          [Town Square Central]&lt;br /&gt;
Jeg               Spellups          [Bleeding Heart Table]&lt;br /&gt;
  Note: spirits and dims.&lt;br /&gt;
Cruxophim         Spellups           Environs                                       &lt;br /&gt;
  Note: Offering a variety of warding services against that pesky Voln magic.&lt;br /&gt;
Tanivar           Spellups          [Town Square Central]                           &lt;br /&gt;
  Note: Free Spirit Spells, may need to heal scars first.&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
Fyonn             Loresinging        Environs&lt;br /&gt;
  Note: Somewhat of an amateur, but happy to give it a try&lt;br /&gt;
Phever            Loresinging       [Stone Baths, Hearth]&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
Drektor           Foraging          [Helga&#039;s, Pub Room]&lt;br /&gt;
  Note: Doin yer dirty work&lt;br /&gt;
Hodgerick         Foraging           The Upper Trollfang&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
Attoll            Bounties          [Town Square Central]&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
Attoll            Profession        [Town Square Central]&lt;br /&gt;
Drektor           Profession        [Helga&#039;s, Pub Room]&lt;br /&gt;
  Note: Adding locks and/or clasps to containers.&lt;br /&gt;
Arcaeris          Profession        [Temple, Storeroom]&lt;br /&gt;
  Note: Full Wizard Spell Ups - 15k&lt;br /&gt;
Cruxophim         Profession         Environs&lt;br /&gt;
  Note: Ask me about my Shadows!&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
Riend             Artisan            Wehnimer&#039;s Landing&lt;br /&gt;
  Note: Master Cobbler available for custom commissions.&lt;br /&gt;
---------------------------------------------------------------------------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Service list&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Services:&lt;br /&gt;
    LOCKPICK   - Opening locked boxes.&lt;br /&gt;
    HEAL       - Healing other players.&lt;br /&gt;
    SPELLUP    - Offering spells to other players.&lt;br /&gt;
    GUILD      - Looking to do guild-specific tasks with other players.&lt;br /&gt;
    PROFESSION - Offering profession specific services (Please leave notes!).&lt;br /&gt;
    LORESING   - Loresing items for other players.&lt;br /&gt;
    SKIN       - Retrieving skins for other players.&lt;br /&gt;
    FORAGE     - Retrieving herbs for other players.&lt;br /&gt;
    BOUNTY     - Assisting other players with bounties.&lt;br /&gt;
    HUNT       - Looking to hunt with other players.&lt;br /&gt;
    RAISE      - Resurrecting other players.&lt;br /&gt;
    ARTISAN    - Offering artisan skills.&lt;br /&gt;
&lt;br /&gt;
    --- SERVICE SHOW Specific Options ---&lt;br /&gt;
    ALL       - Show all services being offered.&lt;br /&gt;
    ME        - Show all services being offered by you.&lt;br /&gt;
    SPECIAL   - Merchant services being offered.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Service toggle&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
   [[Picking Locks|LOCKPICK]]  - Opening locked boxes.&lt;br /&gt;
   [[Empath|HEAL]]      - Healing other players.&lt;br /&gt;
   SPELLUP   - Offering spells to other players.&lt;br /&gt;
   [[Guild|GUILD]]     - Looking to do guild-specific tasks with other players.&lt;br /&gt;
   [[loresinging|LORESING]]  - Loresing items for other players.&lt;br /&gt;
   [[SKIN]]      - Retrieving skins for other players.&lt;br /&gt;
   [[foraging|FORAGE]]    - Retrieving herbs for other players.&lt;br /&gt;
   HUNT      - Looking to hunt with other players.&lt;br /&gt;
   [[318|RAISE]]     - Resurrecting other players.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Service suspend&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;service suspend&amp;lt;br&amp;gt;Your offered services will be suspended until you unsuspend them via &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;SERVICE UNSUSPEND&amp;lt;/span&amp;gt;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Service unsuspend&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;service unsuspend&amp;lt;br&amp;gt;Your offered services have been unsuspended and will be viewable by other players.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[SERVICE verb (saved post)]]&lt;br /&gt;
&lt;br /&gt;
[[category:Verbs]]&lt;br /&gt;
[[Category: New Player]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rapid_Fire_(515)&amp;diff=73464</id>
		<title>Rapid Fire (515)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rapid_Fire_(515)&amp;diff=73464"/>
		<updated>2016-01-20T21:53:21Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
{{spell&lt;br /&gt;
 | mnemonic = RAPIDFIRE&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | duration = 60 seconds&lt;br /&gt;
 | span = [[Stackable]]&lt;br /&gt;
 | subtype = Instant Spell Prep&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = All&lt;br /&gt;
 | navigation = {{Major elemental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
While Rapid Fire is active, it will reduce the castRT of all subsequent spells to 1 second. Once the effect ends, there is a short recovery period of 90 seconds before the spell can be used again without an extra penalty. If the spell is recast during the recovery period, all subsequent spells cast cost +5 mana. Training in [[Elemental Mana Control]] reduces the cooldown by (0.3 * (skill - 100)) seconds. So at 202 skill, the duration is 60 seconds, and at 302 skill, the cooldown is 30 seconds.&lt;br /&gt;
&lt;br /&gt;
The spell will no longer automatically prepare the same spell again.  Rapid Fire is &#039;&#039;&#039;not&#039;&#039;&#039; restricted to self-cast: it can be cast on other characters and uses the target&#039;s skill to determine the cooldown.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
Training in [[Elemental Lore, Air]] has a seed 1 summation (based upon ranks) % chance to cause your spell to be channeled without incurring the normal hard RT from channeling.  When this effect occurs for a warding spell, the caster will be treated as if they were in offensive stance for the purposes of determining the bonus from channeling. &lt;br /&gt;
&lt;br /&gt;
Training in [[Elemental Lore, Water]], has a seed 1 summation (based upon ranks) % chance to not cause the spell to go on cooldown when the effect ends.&lt;br /&gt;
&lt;br /&gt;
Thus the chance for each of these to trigger is 10% at 55 lore ranks, 20% at 210 lore ranks, etc.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
Initial cast:&lt;br /&gt;
&amp;lt;div {{Log|margin-right=400px}}&amp;gt;&lt;br /&gt;
You feel the magic surge through you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wearing off:&lt;br /&gt;
&amp;lt;div {{Log|margin-right=400px}}&amp;gt;&lt;br /&gt;
As the surge of magic departs, you feel a slight elemental fatigue settle in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Air lore effect messaging:&lt;br /&gt;
&amp;lt;div {{Log|margin-right=400px}}&amp;gt;&lt;br /&gt;
Seeing an opportunity, you accelerate time and empower your spell!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cooldown wearing off:&lt;br /&gt;
&amp;lt;div {{Log|margin-right=400px}}&amp;gt;&lt;br /&gt;
You notice the feeling of elemental fatigue fade away.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Rapid_Fire_.28515.29|Elemental lore review (saved posts)]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rapid_Fire_(515)&amp;diff=73463</id>
		<title>Rapid Fire (515)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rapid_Fire_(515)&amp;diff=73463"/>
		<updated>2016-01-20T21:52:14Z</updated>

		<summary type="html">&lt;p&gt;GS4-KONACON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
{{spell&lt;br /&gt;
 | mnemonic = RAPIDFIRE&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | duration = 60 seconds&lt;br /&gt;
 | span = [[Stackable]]&lt;br /&gt;
 | subtype = Instant Spell Prep&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = All&lt;br /&gt;
 | navigation = {{Major elemental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
While Rapid Fire is active, it will reduce the castRT of all subsequent spells to 1 second. Once the effect ends, there is a short recovery period of 90 seconds before the spell can be used again without an extra penalty. If the spell is recast during the recovery period, all subsequent spells cast cost +5 mana. Training in [[Elemental Mana Control]] reduces the cooldown by (0.3 * (skill - 100)) seconds. So at 202 skill, the duration is 60 seconds, and at 302 skill, the cooldown is 30 seconds.&lt;br /&gt;
&lt;br /&gt;
The spell will no longer automatically prepare the same spell again.  Rapid Fire is &#039;&#039;&#039;not&#039;&#039;&#039; restricted to self-cast: it can be cast on other characters and uses the target&#039;s skill to determine the cooldown.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
Training in [[Elemental Lore, Air]] has a seed 1 summation (based upon ranks) % chance to cause your spell to be channeled without incurring the normal hard RT from channeling.  When this effect occurs for a warding spell, the caster will be treated as if they were in offensive stance for the purposes of determining the bonus from channeling. &lt;br /&gt;
&lt;br /&gt;
Training in [[Elemental Lore, Water]], has a seed 1 summation (based upon ranks) % chance to not cause the spell to go on cooldown when the effect ends.&lt;br /&gt;
&lt;br /&gt;
Thus the chance for each of these to trigger is 10% at 55 lore ranks, 20% at 210 lore ranks, etc.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
Initial cast:&lt;br /&gt;
&amp;lt;div {{Log|margin-right=400px}}&amp;gt;&lt;br /&gt;
You feel the magic surge through you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wearing off:&lt;br /&gt;
&amp;lt;div {{Log|margin-right=400px}}&amp;gt;&lt;br /&gt;
As the surge of magic departs, you feel a slight elemental fatigue settle in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cooldown wearing off:&lt;br /&gt;
&amp;lt;div {{Log|margin-right=400px}}&amp;gt;&lt;br /&gt;
You notice the feeling of elemental fatigue fade away.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Rapid_Fire_.28515.29|Elemental lore review (saved posts)]]&lt;/div&gt;</summary>
		<author><name>GS4-KONACON</name></author>
	</entry>
</feed>