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	<title>GemStone IV Wiki - User contributions [en]</title>
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	<updated>2026-04-28T09:11:01Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Swimming&amp;diff=146568</id>
		<title>Swimming</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Swimming&amp;diff=146568"/>
		<updated>2021-04-07T00:41:46Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: /* Locations Requiring Swimming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Swimming&#039;&#039;&#039; is a skill that requires significantly less training than most other skills to use properly.  A character with 30 ranks will be able to travel just about anywhere in Elanthia they may desire, and this skill isn&#039;t even necessary unless the character wants to go to certain locations.  Noteably, [[The Rift]], the Ruined Temple, [[Old Ta&#039;Faendryl]], and [[Maelstrom Bay]] require swimming training to hunt in those areas.  However, Maelstrom Bay can be bypassed without training in swimming if the character uses the spell, [[Water Walking (112)]].&lt;br /&gt;
&lt;br /&gt;
In areas where swimming is required, the [[SWIM (verb)|swim]] verb is usually used.&lt;br /&gt;
&lt;br /&gt;
{{Skill|&lt;br /&gt;
  | Bardranks     = 2 | Bardcost     = 3/0&lt;br /&gt;
  | Clericranks   = 1 | Clericcost   = 3/0&lt;br /&gt;
  | Empathranks   = 1 | Empathcost   = 3/0&lt;br /&gt;
  | Monkranks     = 2 | Monkcost     = 2/0&lt;br /&gt;
  | Rangerranks   = 2 | Rangercost   = 2/0&lt;br /&gt;
  | Rogueranks    = 2 | Roguecost    = 2/0&lt;br /&gt;
  | Sorcererranks = 1 | Sorcerercost = 3/0&lt;br /&gt;
  | Warriorranks  = 2 | Warriorcost  = 2/0&lt;br /&gt;
  | Paladinranks  = 2 | Paladincost  = 2/0&lt;br /&gt;
  | Wizardranks   = 1 | Wizardcost   = 3/0}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Locations Requiring Swimming==&lt;br /&gt;
&lt;br /&gt;
Most Swimming checks also take [[encumbrance]] and injuries into account.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
!Realm||Location||Applicable Level||Suggested Swimming Ranks||Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Wehnimer&#039;s Landing]]||[[:Category:Thanatoph creatures|Thanatoph Bowels]]||80-90||40||&lt;br /&gt;
|-&lt;br /&gt;
|[[Teras Isle]]||[[:Category:Ruined Temple creatures|Nelemar]]||100||70-75|| 3 sec minimum base RT, further reduced by 1 second each at 100, 150, and 200 ranks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ta&#039;Illistim]]||[[:Category:Old Ta&#039;Faendryl creatures|Old Ta&#039;Faendryl]]||73-100||25-30||Swim found on Gyldemar road, Encumbrance greatly affects&lt;br /&gt;
|-&lt;br /&gt;
|[[River&#039;s Rest]]||[[Sea Caves]]||20-25||1-10||Possible without any ranks, but much easier with. Still extremely difficult with advanced levels of encumbrance&lt;br /&gt;
|-&lt;br /&gt;
|[[River&#039;s Rest]]||[[Maelstrom Bay]]||30-55||10-15||Encumbrance greatly affects.  2 sec base RT, further reduced by 1 second each at 50 and 100 ranks.&lt;br /&gt;
|-&lt;br /&gt;
|[[The Rift]]||Entrance||75-100||30-40|| 3 sec base RT, further reduced by 1 second each at 100, 150, and 200 ranks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/skills.asp#swim Skills: Swimming], on Play.net&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Animalistic_Spirit&amp;diff=145056</id>
		<title>Animalistic Spirit</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Animalistic_Spirit&amp;diff=145056"/>
		<updated>2021-02-18T12:57:41Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright|limit=3}}The &#039;&#039;&#039;Animalistic Spirit&#039;&#039;&#039; Weapons and Shields, also known as Animalistic Fury, were first released at [[pay event]] [[Duskruin]] in August 2020 at the [[BVShop:Untamed_Spirit|Untamed Spirit]] shop.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Off the shelf, these items were sold at +20 enchants and contained offensive script flares ([[item properties|Category D]]) called Animalistic Fury which were [[grapple critical table|grapple criticals]] by default. On top of that, individuals could add the more typical [[flare]]s. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+Available Spirit Types and Allowed Alteration Nouns&lt;br /&gt;
|-&lt;br /&gt;
|Large feline||lion, lioness, panther, tiger, puma, catamount, jaguar, leopard, snow leopard, clouded leopard, cheetah&lt;br /&gt;
|-&lt;br /&gt;
|Small feline||cat, kitten, bobcat, lynx, serval, caracal, margay, ocelot, jaguarundi, snowcat&lt;br /&gt;
|-&lt;br /&gt;
|Canine||wolf, jackal, fox, fennec fox, hyena, dhole, coyote, dog, bush dog, foxhound, bloodhound, wolfhound, mastiff&lt;br /&gt;
|-&lt;br /&gt;
|Avian (predatory)||hawk, falcon, eagle, owl, barn owl, snow owl, screech owl, gyrfalcon, peregrine falcon, kestrel, osprey, goshawk, kite&lt;br /&gt;
|-&lt;br /&gt;
|Horned and hooved mammal||stag, deer, goat, antelope, buffalo, bison, bull, oryx, wildebeest, ram, moose&lt;br /&gt;
|-&lt;br /&gt;
|Equine||horse, pony, stallion, mare, zebra, donkey, mule&lt;br /&gt;
|-&lt;br /&gt;
|Snake||snake, serpent, cobra, asp, adder, boa, boa constrictor, rattlesnake, corn snake, mamba, eel&lt;br /&gt;
|-&lt;br /&gt;
|Aquatic mammal (with flippers)||dolphin, whale, orca, seal, sea lion, walrus&lt;br /&gt;
|-&lt;br /&gt;
|Small rodent||mouse, dormouse, rat, squirrel, chinchilla, hamster, cavy, gopher, groundhog, lemming&lt;br /&gt;
|-&lt;br /&gt;
|Ursine||bear, grizzly bear, polar bear, black bear, brown bear, cave bear, red bear&lt;br /&gt;
|-&lt;br /&gt;
|Rabbit/hare||hare, rabbit, jackrabbit, cottontail, arctic hare, snowshoe hare&lt;br /&gt;
|-&lt;br /&gt;
|Porcine||boar, iron boar, pig, hog, warthog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each weapon or shield has a slightly different {{boldmono|[[ANALYZE (verb)|ANALYZE]]}} depending on its base.&lt;br /&gt;
&lt;br /&gt;
===Example Shield Analyze===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;---- Animalistic Spirit Shields ----&lt;br /&gt;
-General Script Information-&lt;br /&gt;
This is a shield with the spirit of an animal trapped within it.&lt;br /&gt;
The spirit is wild and must be tamed by unleashing it against like-level foes, or successfully blocking against them during combat.&lt;br /&gt;
If not fully tame, the spirit within can backlash upon the owner.&lt;br /&gt;
Allegiance can be changed, but the new owner must work off the trust gained by the previous owner.&lt;br /&gt;
When striking, there is a chance the spirit will unleash Animalistic Fury flares.&lt;br /&gt;
-Alteration Guidelines-&lt;br /&gt;
* Alterations to the 15/15/15, long and show of this shield are fine.&lt;br /&gt;
* Some merchants can change the spirit color, spirit call or how the spirit looks.&lt;br /&gt;
NOTE: You cannot change the general type of animal, such as changing a large feline to be a canine, except using certificates.&lt;br /&gt;
As well, each spirit type only has certain pre-approved nouns allowed.&lt;br /&gt;
-Features-&lt;br /&gt;
* Animalistic Fury Flares (Tier 1 of 4)&lt;br /&gt;
The spirit within lashes out with a stampede. (Damage Type: Grapple)&lt;br /&gt;
Flares are currently: ON [RUB to toggle]&lt;br /&gt;
* Revenge Flares = Locked&lt;br /&gt;
On a successful block, there is a chance to unleash Animalistic Fury flares. You must be in a forward or greater stance and be an active combatant in combat for the spirit to react.&lt;br /&gt;
NOTE: Power of this ability is tied to the Flare tier.&lt;br /&gt;
* Wild Backlash = Locked&lt;br /&gt;
When Animalistic Fury flares hit, the spirit within lashes out with its untamed anger, causing a momentary reduction in the target&#039;s DS and TD.&lt;br /&gt;
NOTE: Power of this ability is tied to the Flare tier.&lt;br /&gt;
* Savage Power = Locked&lt;br /&gt;
Once an hour, draw on the power of the spirit within your weapon for an increase in AS, CS and critical padding by CLENCHing the aegis.&lt;br /&gt;
* Flavor Actions (Tier 1 of 3)&lt;br /&gt;
At this tier, this shield captures the following:WEAR, REMOVE, RUB (Flares On/Off), WHISTLE.&lt;br /&gt;
* Tameness/Affinity&lt;br /&gt;
Tame the spirit to prevent it enacting its rage upon you.&lt;br /&gt;
Only one person can have allegiance to this shield&#039;s spirit at a time.&lt;br /&gt;
The feeling of this spirit toward no one is wild (Level 0 of 12).&lt;br /&gt;
NOTE: To start taming this shield, damage a like-level foe with it or block a like-level foe&#039;s incoming attack while in combat.&lt;br /&gt;
-Current Settings-&lt;br /&gt;
* Spirit: bear (Type: Ursine)&lt;br /&gt;
Available nouns for this type are: bear, grizzly bear, polar bear, black bear, brown bear, cave bear, red bear.&lt;br /&gt;
* Spirit Descriptor: burly&lt;br /&gt;
* Spirit Color: misty green&lt;br /&gt;
* Spirit Call: growl&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example Weapon Analyze===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;---- Animalistic Spirit Weapons ----&lt;br /&gt;
-General Script Information-&lt;br /&gt;
This is a weapon with the spirit of an animal trapped within it.&lt;br /&gt;
The spirit is wild and must be tamed by unleashing it against like-level foes (successful hits), as well as successful parries (melee/runestaves) or evades (UCS/ranged) from like-level foes during combat.&lt;br /&gt;
If not fully tame, the spirit within can backlash upon the owner.&lt;br /&gt;
Allegiance can be changed, but the new owner must work off the trust gained by the previous owner.&lt;br /&gt;
When striking, there is a chance the spirit will unleash Animalistic Fury flares.&lt;br /&gt;
-Alteration Guidelines-&lt;br /&gt;
* Alterations to the 15/15/15, long and show of this weapon are fine.&lt;br /&gt;
* Some merchants can change the spirit color, spirit call or how the spirit looks.&lt;br /&gt;
NOTE: You cannot change the general type of animal, such as changing a large feline to be a canine, except using certificates.&lt;br /&gt;
As well, each spirit type only has certain pre-approved nouns allowed.&lt;br /&gt;
-Features-&lt;br /&gt;
* Animalistic Fury Flares (Tier 1 of 4)&lt;br /&gt;
The spirit within lashes out with a stampede. (Damage Type: Grapple)&lt;br /&gt;
Flares are currently: ON [RUB to toggle]&lt;br /&gt;
* Revenge Flares = Locked&lt;br /&gt;
On a successful parry (melee/runestaves) or evade (UCS/ranged), there is a chance to unleash Animalistic Fury flares. You must be in a forward or greater stance and be an active combatant in combat for the spirit to react.&lt;br /&gt;
NOTE: Power of this ability is tied to the Flare tier.&lt;br /&gt;
* Wild Backlash = Locked&lt;br /&gt;
When Animalistic Fury flares hit, the spirit within lashes out with its untamed anger, causing a momentary reduction in the target&#039;s DS and TD.&lt;br /&gt;
NOTE: Power of this ability is tied to the Flare tier.&lt;br /&gt;
* Savage Power = Locked&lt;br /&gt;
Once an hour, draw on the power of the spirit within your weapon for an increase in AS, CS and critical padding by CLENCHING the bow.&lt;br /&gt;
* Flavor Actions (Tier 1 of 3)&lt;br /&gt;
At this tier, this weapon captures the following:WEAR, REMOVE, RUB (Flares On/Off), WHISTLE.&lt;br /&gt;
* Tameness/Affinity&lt;br /&gt;
Tame the spirit to prevent it enacting its rage upon you.&lt;br /&gt;
Only one person can have allegiance to this weapon&#039;s spirit at a time.&lt;br /&gt;
The feeling of this spirit toward no one is wild (Level 0 of 12).&lt;br /&gt;
NOTE: To start taming this weapon, damage a like-level creature with it or successfully parrying (melee/runestaff) or evading (UCS/ranged) attacks from a like-level foe while in active combat.&lt;br /&gt;
-Current Settings-&lt;br /&gt;
* Spirit: hawk (Type: Predatory Avian)&lt;br /&gt;
Available nouns for this type are: hawk, falcon, eagle, owl, barn owl, snow owl, screech owl, gyrefalcon, peregrine falcon, kestrel, osprey, goshawk, kite.&lt;br /&gt;
* Spirit Descriptor: angular&lt;br /&gt;
* Spirit Color: misty green&lt;br /&gt;
* Spirit Call: screech&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affinity/Taming==&lt;br /&gt;
&lt;br /&gt;
As the spirits within the items are wild and untamed, you must tame the spirit to prevent them from backlashing on you. The backlash happens if you are wielding the weapon/shield (i.e., held in hand or worn in the case of UCS gloves/boots). The backlash is different depending on the weapon or shield type - melee weapons and runestaves will make it so you cannot parry, UCS gloves/boots and ranged will give you a DS/TD debuff, while shields will make it so you cannot block. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; This is only a very short effect and does not happen all the time. The more tame the spirit is, the less chance it will backlash and the shorter the backlash will last. When fully tame, the spirit will not backlash on you at all.&lt;br /&gt;
&lt;br /&gt;
To tame the spirit, you must successfully hit like-level foes with the weapon/shield, or successfully parry(melee/runestaves), evade (UCS/ranged), or block (shield) attacks from like-level foes while you are in a forward or greater stance and actively participating in combat.&lt;br /&gt;
&lt;br /&gt;
The spirits will only trust one person at a time - if you want to pass this weapon/shield off to someone else, the new owner will have to work off the trust gained by the previous owner before gaining trust of their own.&lt;br /&gt;
&lt;br /&gt;
The more tame the spirit is, the more powerful the Animalistic Fury flares will become. You can unlock the ceiling/potential top end of the flare strength by unlocking the flare tier. Off the shelf, the flares will max out at regular flare strength.&lt;br /&gt;
&lt;br /&gt;
==Unlockable Features==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+Unlockable Extra Features&lt;br /&gt;
|-&lt;br /&gt;
|Animalistic Fury Flares |||While these weapons/shields come with this grapple-based offensive script flare off-the-shelf, you can unlock the ceiling of the flare&#039;s potential power even more. (NOTE: The flare power scales based on your affinity with the spirit, the flare tier only raises how high the flare&#039;s power can go when the spirit is fully tame.)&lt;br /&gt;
|-&lt;br /&gt;
|Revenge flares ||Unlock this to have a chance to unleash Animalistic Fury flares upon a successful parry (melee/runestaves), evade (UCS/ranged) or block (shields). NOTE: You must be in forward or greater stance and be an active participant in combat recently for the spirit to be roused into responding. IE, you can&#039;t just stand in defensive in front of a creature and let the flares kill things for you.&lt;br /&gt;
As well, UCS gloves/boots reactive flares will NOT proc if your hands are full. You should NOT expect these to work unless you actually use UCS open-handed Brawling - no casters wearing these for an extra reactive flare chance. In addition, only one piece of equipment will reactively flare on each successful evade, so you will not be able to get multiple flares from gloves/boots on the same evade.&lt;br /&gt;
|-&lt;br /&gt;
|Wild Backlash ||Unlock this to add a DS/TD debuff to your target when Animalistic Fury flares hit. The stronger your Fury flares, the stronger this debuff becomes.&lt;br /&gt;
NOTE: This is essentially a -5 DS/-3 TD debuff per flare tier. Unlocking this will add the debuff to the flare itself, so consider it a boost to the flare itself with the power tied to the flare tier. At max flare tier, the debuff is -20 DS/-12 TD.&lt;br /&gt;
|-&lt;br /&gt;
|Savage Power||Unlock this to be able to draw upon the strength of the spirit within your weapon/shield once every 60 minutes to increase your AS, CS and critical padding for 2 minutes. Each unlock adds equivalent to 1x accuity (+5 AS/+3 CS) up to +25 AS/+15 CS at Tier 5. You need to CLENCH the weapon/shield to activate this, and the cooldown is applied to your character itself. (IE, you will not be able to activate a weapon and a shield in the same 60 minute period.)&lt;br /&gt;
|-&lt;br /&gt;
|Damage Type Change ||If you are unhappy with the default Grapple damage of the Animalistic Fury flares, you can change the damage type to something else (either a common damage type or uncommon damage type). Please be sure to READ the vouchers to see what types are available.&lt;br /&gt;
|-&lt;br /&gt;
|Fluff Action unlocks ||There are 2 unlocks available to add more verbs/actions to your weapons/shields that are pure fluff. These are completely separate from the flare tier unlocks to allow you to expand the fluff actions without having to pay a premium price if you do not want the extra power.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Change ||If you want to change the type of spirit in your weapon/shield (IE changing a feline to a canine), you can use this certificate. All GALD merchants should be able to change the color of the spirit, but only limited merchants can change how the spirit looks in general, while only certificates can change the overall &amp;quot;type&amp;quot; of the spirit. Each &amp;quot;type&amp;quot; of spirit has a limited list of pre-approved nouns/species that will work for that type in alterations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Questions and Answers==&lt;br /&gt;
&lt;br /&gt;
GM Avaluka provided these potential questions and answers in the release post.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;- Does this work with Ranged?&lt;br /&gt;
Yes, the flares do fire with Ranged, but they do NOT fire with every shot. The flare chance is equivalent to if you were swinging a weapon.&lt;br /&gt;
&lt;br /&gt;
This also works with UCS, runestaves and all shields. Armor is not available at this time.&lt;br /&gt;
&lt;br /&gt;
- Can I add this to an existing weapon/shield?&lt;br /&gt;
Not at this time unfortunately. There will be a small selection of some weapon bases this run, as well as all sizes of shields, but you will not find every single weapon base available off-the-shelf. I tried to cover the more popular bases this run to try to appeal to most.&lt;br /&gt;
&lt;br /&gt;
- How long will it take to fully tame the spirit?&lt;br /&gt;
Hard to say - it depends on how much you use it. The spirit is tamed by successful hits with the weapon/shield, and successful parry/evade/block while in forward+ stance and actively participating in combat (depending on the weapon/shield you have- these must be done with a like-level foe that you can gain experience from. You do not need to kill the creatures to get credit for taming - they only care about whether you do damage, bloodthirsty spirits that they are.&lt;br /&gt;
&lt;br /&gt;
Due to shield maneuvers not being used as much, shields can also gain affinity from any successful physical attack if the shield is being wielded in the left hand.&lt;br /&gt;
&lt;br /&gt;
- How does the flare tier affect the flares?&lt;br /&gt;
The flare tier only affects the potential power of the flare, /not/ the flare rate. The flare rate of Animalistic Fury flares is always a base flare rate that you&#039;d see with any flare. The flare power is dependent on the flare tier, but this is a ceiling of how high the power will go. The power itself scales based on your affinity with the spirit. OTS weapons/shields have Animalistic Fury flares with the ceiling of normal flare power.&lt;br /&gt;
&lt;br /&gt;
- Do I need to unlock all of these different features in some kind of order?&lt;br /&gt;
No, not really. The only ones dependent on &amp;quot;order&amp;quot; are the unlock certificates in the same &amp;quot;feature&amp;quot; (IE, you&#039;d need to unlock the flare tiers in order from T2 up to T4.) However, you can easily unlock Wild Backlash and Revenge flares on something without even unlocking the flare power beyond the first tier. If you do not think you want Savage Power, you do not need to unlock it at all. If you are more interstsed in the fluff verbs, you can just grab those. It is a mix and match approach.&lt;br /&gt;
&lt;br /&gt;
- How hard are these to enchant/ensorcell?&lt;br /&gt;
They do have a difficulty to them on par with similar scripted weapons. The penalty is flat, however, so an OTS weapon/shield will have the same penalty even before it is unlocked, so you do not need to worry about enchanting first before unlocking abilities.&lt;br /&gt;
&lt;br /&gt;
- So the flares will not work on these for UCS gloves/boots at all?&lt;br /&gt;
That is /only/ the case for the Revenge/retaliatory flares. Offensive Animalistic Fury script flares will still fire on your UCS gloves/boots with UCS attacks, even if you have Brawling weapons or a shield in your hand. If you plan to try to take advantage of the Revenge flares firing on a successful evade, however, these will /not/ fire if you have anything whatsoever in your hands (both hands must be empty.)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Verb Traps==&lt;br /&gt;
===UAC Boots===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|background:#F0F8FF;height:15px;}}&lt;br /&gt;
|+ Verb Traps for UAC Boots&lt;br /&gt;
! Verb !!Tier !!Viewpoint !!Messaging&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2 | WEAR&lt;br /&gt;
!rowspan=2 | Tier 1 (OTS)&lt;br /&gt;
|First Person || You step into some rugged leather boots reinforced with vultite toe caps one at a time, stomping the ground with each foot to ensure a tight fit. Coalescing over the surface of the boots, a thin layer of misty green light briefly ripples into being before dying with an echoing roar.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Character steps into some rugged leather boots reinforced with vultite toe caps one at a time, stomping the ground with each foot to ensure a tight fit. Coalescing over the surface of the boots, a thin layer of misty green light briefly ripples into being before dying with an echoing roar.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=2 | REMOVE&lt;br /&gt;
!rowspan=2 | Tier 1 (OTS)&lt;br /&gt;
|First Person || You step out of some rugged leather boots reinforced with vultite toe caps one foot at a time, pausing only to bend to retrieve them from the ground. A spray of misty green motes skitters over the surface of the boots before fizzling out with a fading roar.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Character steps out of some rugged leather boots reinforced with vultite toe caps one foot at a time, pausing only to bend to retrieve them from the ground. A spray of misty green motes skitters over the surface of the boots before fizzling out with a fading roar.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=2 | RUB (flares on)&lt;br /&gt;
!rowspan=2 | Tier 1 (OTS)&lt;br /&gt;
|First Person || You run the palm of one hand over the surface of your rugged leather boots. A shiver runs through the boots as a misty green light surrounds them, briefly coalescing into a lion.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Character runs the palm of one hand over the surface of &amp;lt;his/her&amp;gt; rugged leather boots. A shiver runs through the boots as a misty green light surrounds them, briefly coalescing into a lion.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=2 | RUB (flares off)&lt;br /&gt;
!rowspan=2 | Tier 1 (OTS)&lt;br /&gt;
|First Person || You run the palm of one hand over the surface of your rugged leather boots. A flicker of misty green light surrounds the boots before winking out with a fading roar.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Character runs the palm of one hand over the surface of &amp;lt;his/her&amp;gt; rugged leather boots. A flicker of misty green light surrounds the boots before winking out with a fading roar.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=2 | WHISTLE&lt;br /&gt;
!rowspan=2 | Tier 1 (OTS)&lt;br /&gt;
|First Person || Crouching down low,, you whistle a set of three notes in a descending scale. Threads of misty green light pulse over the surface of the rugged leather boots in time to the notes, coalescing into the ethereal form of a lithe lion on the floor at your feet. Body alert for possible threats, a lithe ethereal lion stalks protectively in a circle around you, pausing briefly to brush affectionately against you. In a burst of misty green motes, it dissolves back into the rugged leather boots.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Crouching down low,, Character whistles a set of three notes in a descending scale. Threads of misty green light pulse over the surface of the rugged leather boots in time to the notes, coalescing into the ethereal form of a lithe lion on the floor at &amp;lt;his/her&amp;gt; feet. Body alert for possible threats, a lithe ethereal lion stalks protectively in a circle around Character, pausing briefly to brush affectionately against &amp;lt;him/her&amp;gt;. In a burst of misty green motes, it dissolves back into the rugged leather boots.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=3 | TURN (targeted/untargeted)&lt;br /&gt;
!rowspan=3 | Tier 2&lt;br /&gt;
|First Person || Crouching low to the ground with arms spread for balance, you spin adroitly on one heel and turn around [to face &amp;lt;target&amp;gt;] in a[n aggressive/defensive] stance, &amp;lt;color&amp;gt; eyes alert. Misty green light crackles over the surface of your rugged leather boots in a wildly chaotic pattern.&lt;br /&gt;
|-&lt;br /&gt;
|Second Person ||Crouching low to the ground with arms spread for balance, Character spins adroitly on one heel and turns around [to face you] in a[n aggressive/defensive] stance, &amp;lt;color&amp;gt; eyes alert. Misty green light crackles over the surface of &amp;lt;his/her&amp;gt; rugged leather boots in a wildly chaotic pattern.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || &lt;br /&gt;
|- &lt;br /&gt;
!rowspan=2 | RAISE&lt;br /&gt;
!rowspan=2 | Tier 2&lt;br /&gt;
|First Person || Raising one foot high, you slam it down on the floor hard! A ripple of misty green light spreads out from your rugged leather boots as an echoing roar bursts from the point of contact.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Raising one foot high, Character slams it down on the floor hard! A ripple of misty green light spreads out from &amp;lt;his/her&amp;gt; rugged leather boots as an echoing roar erupts from the point of contact.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=2 | POINT (untargeted)&lt;br /&gt;
!rowspan=2 | Tier 2&lt;br /&gt;
|First Person || Crouching down low, you leap agilely into the air and land solidly on the floor, a ripple of misty green light expanding from your rugged leather boots. With a resounding roar, a lithe lion made of misty green light bursts from the boots and stalks forward a few steps before pouncing, claws extended and teeth bared! It moves off into the distance and dissipates into an array of bright misty green motes that scatter into the air.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Crouching down low, Character leaps agilely into the air and lands solidly on the floor, a ripple of misty green light expanding from &amp;lt;his/her&amp;gt; rugged leather boots. With a resounding roar, a lithe lion made of misty green light bursts from the boots and stalks forward a few steps before pouncing, claws extended and teeth bared! It moves off into the distance and dissipates into an array of bright misty green motes that scatter into the air.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=3 | POINT (targeted)&lt;br /&gt;
!rowspan=3 | Tier 2&lt;br /&gt;
|First Person || Crouching down low, you leap agilely into the air and land solidly on the floor in front of &amp;lt;target&amp;gt;, a ripple of misty green light expanding from your rugged leather boots. With a resounding roar, a lithe lion made of misty green light bursts from the boots and stalks toward &amp;lt;target&amp;gt; a few steps before pouncing, claws extended and teeth bared! It seems to collide with &amp;lt;target&amp;gt;, but merely ends up dissipating into an array of bright misty green motes that scatter into the air.&lt;br /&gt;
|-&lt;br /&gt;
|Second Person || Crouching down low, Character leaps agilely into the air and lands solidly on the floor in front of you, a ripple of misty green light expanding from &amp;lt;his/her&amp;gt; rugged leather boots. With a resounding roar, a lithe lion made of misty green light bursts from the boots and stalks toward you a few steps before pouncing, claws extended and teeth bared! It seems to collide with you, but merely ends up passing through your body and disipating into an array of bright misty green motes that scatter into the air.&lt;br /&gt;
|- &lt;br /&gt;
|Third Person ||&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2 | CLEAN&lt;br /&gt;
!rowspan=2 | Tier 2&lt;br /&gt;
|First Person || Stomping your feet briskly on the floor, you do your best to knock off any lingering dirt from your rugged leather boots. A shiver runs through the rugged leather boots in response to each blow, sending a rippling pattern of misty green light out from the point of impact.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Stomping &amp;lt;his/her&amp;gt; feet briskly on the floor, Character does &amp;lt;his/her&amp;gt; best to knock off any lingering dirt from &amp;lt;his/her&amp;gt; rugged leather boots. A shiver runs through the rugged leather boots in response to each blow, sending a rippling pattern of misty green light out from the point of impact.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=2 | PRAY&lt;br /&gt;
!rowspan=2 | Tier 3&lt;br /&gt;
|First Person || Crouching low, you place the palm of one hand on the floor between your rugged leather boots and bow your head, murmuring a prayer to the spirit within them. Riotous streams of light coil from the boots and spread upward through your body, making your eyes flash briefly with a wild misty green glow. As a faint roar echoes through the air, the light recedes into your rugged leather boots.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Crouching low, Character places the palm of one hand on the floor between &amp;lt;his/her&amp;gt; rugged leather boots and bows &amp;lt;his/her&amp;gt; head, murmuring a prayer to the spirit within them. Riotous streams of light coil from the boots and spread upward through Character&#039;s body, making &amp;lt;his/her&amp;gt; eyes flash briefly with a wild misty green glow. As a faint roar echoes through the air, the light recedes into &amp;lt;his/her&amp;gt; rugged leather boots.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=3 |  BOW (targeted/untargeted)&lt;br /&gt;
!rowspan=3 | Tier 3&lt;br /&gt;
|First Person || Sliding the heels of your rugged leather boots together sharply, you bow low [toward &amp;lt;target&amp;gt;]. Misty green light seeps into your body from the boots, a brief ethereal image of a lion overlaying your face in a temporary mask as you straighten up.&lt;br /&gt;
|-&lt;br /&gt;
|Second Person || Sliding the heels of &amp;lt;his/her&amp;gt; rugged leather boots together sharply, Character bows low [toward you]. Misty green light seeps into &amp;lt;his/her&amp;gt; body from the boots, a brief ethereal image of a lion overlaying &amp;lt;his/her&amp;gt; face in a temporary mask as &amp;lt;he/she&amp;gt; straightens up.&lt;br /&gt;
|- &lt;br /&gt;
|Third Person||&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2 | EXHALE &lt;br /&gt;
!rowspan=2 | Tier 3&lt;br /&gt;
|First Person || Tilting your head back, you slowly inhale, causing an array of misty green lights to rise from your [item] in time to the rhythm of your breath. As you exhale, the bright motes burst outwards in a flurry of incandescence, briefly forming into the outline of a hawk before winking out.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Tilting &amp;lt;his/her&amp;gt; head back, Character slowly inhales, causing an array of misty green lights to rise from &amp;lt;his/her&amp;gt; [item] in time to the rhythm of &amp;lt;his/her&amp;gt; breath. As &amp;lt;he/she&amp;gt; exhales, the bright motes burst outwards in a flurry of incandescence, briefly forming into the outline of a lion before winking out.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=3 | WAVE (targeted/untargeted)&lt;br /&gt;
!rowspan=3 | Tier 3&lt;br /&gt;
|First Person || Stomping your rugged leather boots in a rhythmic cadence, you break into a frenetic tribal dance [around &amp;lt;target&amp;gt;], misty green sparks swirling in your wake. The tiny motes of light merge together into the ethereal form of a lithe lion as it stalks behind you, its gait full of both power and grace.&lt;br /&gt;
|-&lt;br /&gt;
|Second Person||Stomping &amp;lt;his/her&amp;gt; rugged leather boots in a rhythmic cadence, Character breaks into a frenetic tribal dance [around you], misty green sparks swirling in &amp;lt;his/her&amp;gt; wake. The tiny motes of light merge together into the ethereal form of a lithe lion as it stalks behind &amp;lt;him/her&amp;gt;, its gait full of both power and grace.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UAC Gloves===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|background:#F0F8FF;height:15px;}}&lt;br /&gt;
|+ Verb Traps for UAC Gloves&lt;br /&gt;
! Verb !!Tier !!Viewpoint !!Messaging&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2 | WEAR&lt;br /&gt;
!rowspan=2 | Tier 1 (OTS)&lt;br /&gt;
|First Person || You pull on some suede-palmed leather gloves with vultite knuckles one at a time, wiggling your fingers to ensure a good fit. Coalescing over the surface of the gloves, a thin layer of misty green light briefly ripples into being before dying with an echoing screech.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Character pulls on some suede-palmed leather gloves with vultite knuckles one at a time, wiggling &amp;lt;his/her&amp;gt; fingers to ensure a good fit. Coalescing over the surface of the gloves, a thin layer of misty green light briefly ripples into being before dying with an echoing screech.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=2 | REMOVE&lt;br /&gt;
!rowspan=2 | Tier 1 (OTS)&lt;br /&gt;
|First Person || You tug some suede-palmed leather gloves with vultite knuckles free from your hands one at a time. A spray of misty green motes skitters over the surface of the gloves before fizzling out with a fading screech.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Character tugs some suede-palmed leather gloves with vultite knuckles free from &amp;lt;his/her&amp;gt; hands one at a time. A spray of misty green motes skitters over the surface of the gloves before fizzling out with a fading screech.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=2 | RUB (flares on)&lt;br /&gt;
!rowspan=2 | Tier 1 (OTS)&lt;br /&gt;
|First Person || You run the palms of your hands over the back of each of your leather gloves in turn. A shiver runs through the gloves as a misty green light surrounds them, briefly coalescing into a hawk.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Character runs the palms of &amp;lt;his/her&amp;gt; hands over the back of each of &amp;lt;his/her&amp;gt; leather gloves in turn. A shiver runs through the gloves as a misty green light surrounds them, briefly coalescing into a hawk.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=2 | RUB (flares off)&lt;br /&gt;
!rowspan=2 | Tier 1 (OTS)&lt;br /&gt;
|First Person || You run the palms of your hands over the back of each of your leather gloves in turn. A flicker of misty green light surrounds the gloves before winking out with a fading screech.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Character runs the palms of &amp;lt;his/her&amp;gt; hands over the back of each of &amp;lt;his/her&amp;gt; leather gloves in turn. A flicker of misty green light surrounds the gloves before winking out with a fading screech.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=2 | WHISTLE&lt;br /&gt;
!rowspan=2 | Tier 1 (OTS)&lt;br /&gt;
|First Person || Clenching your hands into fists, you hold your leather gloves up in front of your face and whistle a set of three notes in a descending scale. Threads of misty green light pulse over the surface of the leather gloves in time to the notes, coalescing into the ethereal form of an angular hawk on the floor at your feet. With a piercing screech, an angular ethereal hawk launches into the air and lands on your shoulder, its gaze taking on a fiercely protective gleam. In a burst of misty green motes, it dissolves back into the leather gloves.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Clenching your hands into fists, Character holds &amp;lt;his/her&amp;gt; leather gloves out in front of &amp;lt;him/her&amp;gt; and whistles a set of three notes in a descending scale. Threads of misty green light pulse over the surface of the leather gloves in time to the notes, coalescing into the ethereal form of an angular hawk on the floor at &amp;lt;his/her&amp;gt; feet. With a piercing screech, an angular ethereal hawk launches into the air and lands on Character&#039;s shoulder, its gaze taking on a fiercely protective gleam. In a burst of misty green motes, it dissolves back into the leather gloves.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=3 | TURN (targeted/untargeted)&lt;br /&gt;
!rowspan=3 | Tier 2&lt;br /&gt;
|First Person || Clenching both fists and raising your leather gloves, you spin adroitly on one heel and turn around [to face &amp;lt;target&amp;gt;] in a[n aggressive/defensive] stance, &amp;lt;color&amp;gt; eyes alert. Misty green light crackles over the surface of your leather gloves in a wildly chaotic pattern.&lt;br /&gt;
|-&lt;br /&gt;
|Second Person || Character spins adroitly on one heel and turns around [to face you] in a[n aggressive/defensive] stance, &amp;lt;color&amp;gt; eyes alert. Misty green light crackles over the surface of &amp;lt;his/her&amp;gt; leather gloves in a wildly chaotic pattern.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || &lt;br /&gt;
|- &lt;br /&gt;
!rowspan=2 | RAISE&lt;br /&gt;
!rowspan=2 | Tier 2&lt;br /&gt;
|First Person || Clenching one of your hands into a fist, you raise it above your head in triumph! A cacophony of screeches bursts from your leather gloves as a flicker of misty green light surrounds them.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Clenching one of &amp;lt;his/her&amp;gt; hands into a fist, Character raises it above &amp;lt;his/her&amp;gt; head in triumph! A cacophony of screeches bursts from &amp;lt;his/her&amp;gt; leather gloves as a flicker of misty green light surrounds them.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=2 | POINT (untargeted)&lt;br /&gt;
!rowspan=2 | Tier 2&lt;br /&gt;
|First Person || Clenching one of your leather gloves into a fist, you flick the other in a decisive gesture. With a resounding screech, an angular hawk made of misty green light bursts from the gloves and soars forward before diving down in a menacing arc, talons extended and beak wide! It moves off into the distance and dissipates into an array of bright misty green motes that scatter into the air.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Clenching one of &amp;lt;his/her&amp;gt; leather gloves into a fist, Character flicks the other in a decisive gesture. With a resounding screech, an angular hawk made of misty green light bursts from the gloves and soars forward before diving down in a menacing arc, talons extended and beak wide! It moves off into the distance and dissipates into an array of bright misty green motes that scatter into the air.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=3 | POINT (targeted)&lt;br /&gt;
!rowspan=3 | Tier 2&lt;br /&gt;
|First Person || Clenching one of your leather gloves into a fist, you flick the other in a decisive gesture toward &amp;lt;target&amp;gt;. With a resounding screech, an angular hawk made of misty green light bursts from the gloves and soars toward &amp;lt;target&amp;gt; before diving down in a menacing arc, talons extended and beak wide! It seems to collide with &amp;lt;target&amp;gt;, but merely ends up dissipating into an array of bright misty green motes that scatter into the air.&lt;br /&gt;
|-&lt;br /&gt;
|Second Person || Clenching one of &amp;lt;his/her&amp;gt; leather gloves into a fist, Character flicks the other in a decisive gesture toward you. With a resounding screech, an angular hawk made of misty green light bursts from the gloves and soars toward you before diving down in a menacing arc, talons extended and beak wide! It seems to collide with you, but merely ends up passing through your body and disipating into an array of bright misty green motes that scatter into the air.&lt;br /&gt;
|- &lt;br /&gt;
|Third Person ||&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2 | CLEAN&lt;br /&gt;
!rowspan=2 | Tier 2&lt;br /&gt;
|First Person || You brush your leather gloves together briskly, removing any lingering dirt and grime. A shiver runs through the leather gloves in response to the touch, sending fractal patterns of misty green light into the air.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Character brushes &amp;lt;his/her&amp;gt; leather gloves together briskly, removing any lingering dirt and grime. A shiver runs through the leather gloves in response to the touch, sending fractal patterns of misty green light into the air.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=2 | PRAY&lt;br /&gt;
!rowspan=2 | Tier 3&lt;br /&gt;
|First Person || Pressing the palms of your leather gloves together, you bow your head and murmur a prayer to the spirit within them. Riotous streams of light coil from the gloves and spread upward through your body, making your eyes flash briefly with a wild misty green glow. As a faint screech echoes through the air, the light recedes into your leather gloves.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Pressing the palms of &amp;lt;his/her&amp;gt; leather gloves together, Character bows &amp;lt;his/her&amp;gt; head and murmurs a prayer to the spirit within them. Riotous streams of light coil from the gloves and spread upward through Character&#039;s body, making &amp;lt;his/her&amp;gt; eyes flash briefly with a wild misty green glow. As a faint screech echoes through the air, the light recedes into &amp;lt;his/her&amp;gt; leather gloves.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=3 |  BOW (targeted/untargeted)&lt;br /&gt;
!rowspan=3 | Tier 3&lt;br /&gt;
|First Person || Clenching your hands into fists within your leather gloves and holding them against your chest, you bow low [toward &amp;lt;target&amp;gt;]. Misty green light seeps into your body from the gloves, a brief ethereal image of a hawk overlaying your face in a temporary mask as you straighten up.&lt;br /&gt;
|-&lt;br /&gt;
|Second Person || Clenching &amp;lt;his/her&amp;gt; hands into fists within &amp;lt;his/her&amp;gt; leather gloves and holding them against &amp;lt;his/her&amp;gt; chest, Character bows low [toward you]. Misty green light seeps into &amp;lt;his/her&amp;gt; body from the gloves, a brief ethereal image of a hawk overlaying &amp;lt;his/her&amp;gt; face in a temporary mask as she straightens up.&lt;br /&gt;
|- &lt;br /&gt;
|Third Person ||&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2 | EXHALE &lt;br /&gt;
!rowspan=2 | Tier 3&lt;br /&gt;
|First Person || Tilting your head back, you slowly inhale, causing an array of misty green lights to rise from your [item] in time to the rhythm of your breath. As you exhale, the bright motes burst outwards in a flurry of incandescence, briefly forming into the outline of a hawk before winking out.&lt;br /&gt;
|-&lt;br /&gt;
|Third Person || Tilting &amp;lt;his/her&amp;gt; head back, Character slowly inhales, causing an array of misty green lights to rise from &amp;lt;his/her&amp;gt; [item] in time to the rhythm of &amp;lt;his/her&amp;gt; breath. As &amp;lt;he/she&amp;gt; exhales, the bright motes burst outwards in a flurry of incandescence, briefly forming into the outline of a lion before winking out.&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=3 | WAVE (targeted/untargeted)&lt;br /&gt;
!rowspan=3 | Tier 3&lt;br /&gt;
|First Person || Clapping the palms of your leather gloves together rhythmically, you break into a frenetic tribal dance [around &amp;lt;target&amp;gt;], misty green sparks swirling in your wake. The tiny motes of light merge together into the ethereal form of an angular hawk as it soars behind you, its wingbeats silent.&lt;br /&gt;
|-&lt;br /&gt;
|Second Person || Clapping the palms of &amp;lt;his/her&amp;gt; leather gloves together rhythmically, Character breaks into a frenetic tribal dance [around you], misty green sparks swirling in &amp;lt;his/her&amp;gt; wake. The tiny motes of light merge together into the ethereal form of an angular hawk as it soars behind &amp;lt;him/her&amp;gt;, its wingbeats silent.&lt;br /&gt;
|- &lt;br /&gt;
|Third Person ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
The messaging follows the following format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Riotous misty green energy races along the surface of the (item), slender tendrils rising up to coalesce into the ethereal form of (animal).&lt;br /&gt;
&lt;br /&gt;
** (Flare Messaging) **&lt;br /&gt;
&lt;br /&gt;
A turbulent cloud of misty green light lashes out from (item) with an echoing (noise)!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|background:#F0F8FF;height:15px;}}&lt;br /&gt;
|+ Stock Animal Messaging&lt;br /&gt;
!Category !!Animal !!Noise !!Flare Messaging&lt;br /&gt;
|-&lt;br /&gt;
|Large feline||a lithe lion||roar||Baring its sharp teeth in a snarl, a lithe ghostly lion charges forward with a deafening roar as a stampede of wispy misty green lions roil forward in an angry torrent!&lt;br /&gt;
|-&lt;br /&gt;
|Small feline||||||&lt;br /&gt;
|-&lt;br /&gt;
|Canine||a rangy wolf||howl||Hackles raised and teeth bared, a rangy ghostly wolf rushes forward with a deafening howl as a stampede of wispy misty green wolves roil forward in an angry torrent!&lt;br /&gt;
|-&lt;br /&gt;
|Avian||an angular hawk||screech||Talons extended and wings flared, an angular ghostly hawk dives down with an ear-piercing screech as a stampede of wispy misty green hawks roil forward in an angry torrent!&lt;br /&gt;
|-&lt;br /&gt;
|Horned and hooved mammal||a burly ram||bellow||Pawing angrily at the air, a burly ghostly ram charges forward with its horned head lowered as a stampede of wispy misty green rams roil forward in an angry torrent!&lt;br /&gt;
|-&lt;br /&gt;
|Equine||a muscular stallion||whinny||Tossing its maned head angrily, a muscular ghostly stallion gallops forward with a wild whinny as a stampede of wispy misty green stallions roil forward in an angry torrent!&lt;br /&gt;
|-&lt;br /&gt;
|Snake||a ghostly snake||hiss||Undulating in a sinuous motion, a sinuous ghostly snake slithers forward with an angry hiss as a stampede of wispy misty green snakes roil forward in an angry torrent!&lt;br /&gt;
|-&lt;br /&gt;
|Aquatic mammal||a sleek dolphin||chitter||Flicking its tail sharply, a sleek ghostly dolphin swims forward through the air with an angry chitter as a stampede of wispy misty green dolphins roil forward in an angry torrent!&lt;br /&gt;
|-&lt;br /&gt;
|Small rodent||||||&lt;br /&gt;
|-&lt;br /&gt;
|Ursine||a burly bear||growl||Lifting its lip to expose sharp teeth in a growl, a burly ghostly bear lumbers forward with a deafening growl as a stampede of wispy misty green bears roil forward in an angry torrent!&lt;br /&gt;
|-&lt;br /&gt;
|Rabbit/hare||a ghostly hare||||Flicking its long ears and baring sharp teeth, a lanky ghostly hare hops forward with an angry growl as a stampede of wispy misty green hares roil forward in an angry torrent!&lt;br /&gt;
|-&lt;br /&gt;
|Porcine||||||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Functional Scripts]][[Category:Scripted Items]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Other_Gear_Difficulty_Modifier&amp;diff=144778</id>
		<title>Template:Other Gear Difficulty Modifier</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Other_Gear_Difficulty_Modifier&amp;diff=144778"/>
		<updated>2021-02-14T22:51:55Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: /* Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
This table is set up to accept any properties that cause a gear difficulty modifier that does not belong in the [[Template:Material Gear Difficulty Modifier]] or the [[Template:Script Gear Difficulty Modifier]].&lt;br /&gt;
==Table==&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Other Gear Difficulty Modifiers&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Modifiers for (Property) to (Proprety)&lt;br /&gt;
|-&lt;br /&gt;
! Property !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Enchant || -((Bonus - 2)/3)^2&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Ensorcell || -50 per tier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Damage Type Resistance || - (Total / 2)&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Sanctified || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Creature Bane || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Defender (DS) || -Bonus^2&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Offensive Bonus (AS) || -Bonus^2&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Target Defense (TD) || -Bonus^2&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Category B Flares (except otherwise noted) || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Acuity Flares || -15 per tier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Dispel Flares || -50 + -50*dispel attempts&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Mana Flares || -20 per tier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| WPS || -CER^2 (separately for each type)&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Enhancive || varies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Modifiers for (Property) to (Proprety)&lt;br /&gt;
|-&lt;br /&gt;
! Property !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|&amp;lt;!--Name--&amp;gt; || &amp;lt;!--Modifier--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|&amp;lt;!--Name--&amp;gt; || &amp;lt;!--Modifier--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|&amp;lt;!--Name--&amp;gt; || &amp;lt;!--Modifier--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|&amp;lt;!--Name--&amp;gt; || &amp;lt;!--Modifier--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|&amp;lt;!--Name--&amp;gt; || &amp;lt;!--Modifier--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Modifiers for (Property) to (Proprety)&lt;br /&gt;
|-&lt;br /&gt;
! Property !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|&amp;lt;!--Name--&amp;gt; || &amp;lt;!--Modifier--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|&amp;lt;!--Name--&amp;gt; || &amp;lt;!--Modifier--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|&amp;lt;!--Name--&amp;gt; || &amp;lt;!--Modifier--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|&amp;lt;!--Name--&amp;gt; || &amp;lt;!--Modifier--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|&amp;lt;!--Name--&amp;gt; || &amp;lt;!--Modifier--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Modifiers for (Property) to (Proprety)&lt;br /&gt;
|-&lt;br /&gt;
! Property !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|&amp;lt;!--Name--&amp;gt; || &amp;lt;!--Modifier--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|&amp;lt;!--Name--&amp;gt; || &amp;lt;!--Modifier--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|&amp;lt;!--Name--&amp;gt; || &amp;lt;!--Modifier--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|&amp;lt;!--Name--&amp;gt; || &amp;lt;!--Modifier--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|&amp;lt;!--Name--&amp;gt; || &amp;lt;!--Modifier--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Script_Gear_Difficulty_Modifier&amp;diff=144777</id>
		<title>Template:Script Gear Difficulty Modifier</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Script_Gear_Difficulty_Modifier&amp;diff=144777"/>
		<updated>2021-02-14T22:25:48Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: /* Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
==Table==&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Script Gear Difficulty Modifier&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Script Modifiers for Animalistic Spirit to Fusion Arms&lt;br /&gt;
|-&lt;br /&gt;
! Script Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Animalistic Spirit Weapon/Shield/Armor || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Banshee Flares || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Blink Weapon || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Bloodtooth Bracers || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Briar Flares (T1/T2/T3) || -70/-100/-200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Bubble Flares || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Chain Spear || -150&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Chronomage Flares || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Cursed Armor || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Elemental Gloves || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Elven Armor (T1/T2/T3/T4) || 10/20/30/40&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Energy Runestaff || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Ethereal Armor || varies with unlocks, caps at -140&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Ethereal String || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Ethereal Tattoo Weapon || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Forest Armor || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Fusion Arms (1/2/3/4/5/6 slots) || -25/-75/-140/-225/-325/-450&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Script Modifiers for Globus Elanthius to Pure White Ora Weapon (Iasha)&lt;br /&gt;
|-&lt;br /&gt;
! Script Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Globus Elanthius (T1/T2/T3/T4) || -40/-40/-40/-100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Greater Elemental Flares || -150&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Grobey Shield || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Hinged Armor || -10&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Ithzir Armor || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Karma Armor || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Knockout Flares || -150&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Mana-infused Armor (T0/T1/T2/T3/T4) || -70/-70/-140/-200/-200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Mechanical Crossbow (T1/T2) || -70/-140&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Morphing Armor || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Nerve Staff || -150&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Parasite Armor || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Parasite Weapon || -250 (including penalty from bone material)&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Poison Weapon || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Polearm Flares || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Pure Black Ora Weapon (Iasha) || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Pure White Ora Weapon (Iasha) || -70&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Script Modifiers for Realm Weapon to Wand Bow&lt;br /&gt;
|-&lt;br /&gt;
! Script Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Realm Weapon || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Returning (Disarm) Weapon || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Returning (Hurl) Weapon || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Rotflares || -200 (Note: subscript, penalty stacks with main script&#039;s)&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Self-mana Armor || -40&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Shell Armor || -40&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Shock Lance || varies with unlocks, caps at -140&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Sigil Staff (T0/T1/T2/T3/T4) || 0/-40/-70/-140/-200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Snake Flares || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Solar/Nebular Weapon (T1/T2+) || -40/-80&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Splitter Weapon || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Sprite Weapon/Armor || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Twin Weapon (T1/T2/T3) || -50/-100/-150&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Vial Flares || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Voln Armor (T1/T2/T3+) || -70/-140/-200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Wand Bow || -150&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Script_Gear_Difficulty_Modifier&amp;diff=144776</id>
		<title>Template:Script Gear Difficulty Modifier</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Script_Gear_Difficulty_Modifier&amp;diff=144776"/>
		<updated>2021-02-14T22:23:35Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: /* Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
==Table==&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Script Gear Difficulty Modifier&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Script Modifiers for (Script Name) to (Script Name)&lt;br /&gt;
|-&lt;br /&gt;
! Script Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Animalistic Spirit Weapon/Shield/Armor || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Banshee Flares || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Blink Weapon || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Bloodtooth Bracers || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Briar Flares (T1/T2/T3) || -70/-100/-200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Bubble Flares || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Chain Spear || -150&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Chronomage Flares || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Cursed Armor || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Elemental Gloves || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Elven Armor (T1/T2/T3/T4) || 10/20/30/40&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Energy Runestaff || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Ethereal Armor || varies with unlocks, caps at -140&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Ethereal String || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Ethereal Tattoo Weapon || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Forest Armor || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Fusion Arms (1/2/3/4/5/6 slots) || -25/-75/-140/-225/-325/-450&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Script Modifiers for (Script Name) to (Script Name)&lt;br /&gt;
|-&lt;br /&gt;
! Script Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Globus Elanthius (T1/T2/T3/T4) || -40/-40/-40/-100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Greater Elemental Flares || -150&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Grobey Shield || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Hinged Armor || -10&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Ithzir Armor || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Karma Armor || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Knockout Flares || -150&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Mana-infused Armor (T0/T1/T2/T3/T4) || -70/-70/-140/-200/-200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Mechanical Crossbow (T1/T2) || -70/-140&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Morphing Armor || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Nerve Staff || -150&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Parasite Armor || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Parasite Weapon || -250 (including penalty from bone material)&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Poison Weapon || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Polearm Flares || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Pure Black Ora Weapons (Iasha) || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Pure White Ora Weapons (Iasha) || -70&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Script Modifiers for Animalistic Spirit to Fusion Arms&lt;br /&gt;
|-&lt;br /&gt;
! Script Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Realm Weapon || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Returning (Disarm) Weapon || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Returning (Hurl) Weapon || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Rotflares || -200 (Note: subscript, penalty stacks with main script&#039;s)&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Self-mana Armor || -40&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Shell Armor || -40&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Shock Lance || varies with unlocks, caps at -140&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Sigil Staff (T0/T1/T2/T3/T4) || 0/-40/-70/-140/-200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Snake Flares || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Solar/Nebular Weapon (T1/T2+) || -40/-80&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Splitter Weapon || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Sprite Weapon/Armor || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Twin Weapon (T1/T2/T3) || -50/-100/-150&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Vial Flares || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| Wand Bow || -150&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Material_Gear_Difficulty_Modifier&amp;diff=144452</id>
		<title>Template:Material Gear Difficulty Modifier</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Material_Gear_Difficulty_Modifier&amp;diff=144452"/>
		<updated>2021-02-12T01:25:57Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: /* Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
==Table==&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Material Gear Difficulty Modifier&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Material Modifiers for Adamantine to Glaes&lt;br /&gt;
|-&lt;br /&gt;
! Material Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|adamantine || -150&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|alexandrite || -500&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|black alloy || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|bone || -250 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|bronze || -50&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|carmiln || 10&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|cloth || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|copper || -50&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|coraesine || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|deringo || -20 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|drakar || -50 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|drake || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|eahnor || 15 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|eonake || -60 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|faenor || 15 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|faewood ||  0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|feras || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|fireleaf || 15&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ghezyte || -50 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|glaes || -10 &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Material Modifiers for Glass to Mesille&lt;br /&gt;
|-&lt;br /&gt;
! Material Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|glass || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|glowbark || -10&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|golvern || -10 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|gornar || -50 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|high steel|| 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|hoarbeam || 5 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|illthorn || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|imflass || -30&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|invar || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ipantor || -40 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|iron || -30 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ironwood || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|kakore || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|kelyn || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|krodera || -999&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|kroderine || -999&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|leather || -10&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|lor ||  -25&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|low steel|| 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|mein || -10 &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Material Modifiers for Metal to Stone&lt;br /&gt;
|-&lt;br /&gt;
! Material Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|metal&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || -500 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|mesille || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|mithglin || 15 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|mithril || 20 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|modwir || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|mossbark || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|obsidian || -500 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ora || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ora, black || -75 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ora, white || -40 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|orase || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|razern || -20 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|rhimar || -50 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|rolaren || -40 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|rowan || 20&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ruby || -500 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ruic || -60&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|sephwir || -25&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|steel || -10 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|stone||-500&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Material Modifiers for Surita to Zorchar&lt;br /&gt;
|-&lt;br /&gt;
! Material Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|surita (lesser) ||  -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|surita (greater) ||  -250&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|urglaes || -999&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|urnon || -999 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|vaalorn || 10 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|veil iron || -50 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|villswood || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|vultite || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|white alloy || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|witchwood || -75&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|wood || -10&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|wyrwood || -60&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|yew || -20&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|zelnorn || -250 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|zorchar || -50 &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; If the item inspects as &amp;quot;metal&amp;quot; (rather than a specific type of metal) something is wrong.{{boldmono| [[ASSIST]] }}to get it fixed.&amp;lt;section end=material chart /&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Material_Gear_Difficulty_Modifier&amp;diff=144451</id>
		<title>Template:Material Gear Difficulty Modifier</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Material_Gear_Difficulty_Modifier&amp;diff=144451"/>
		<updated>2021-02-12T01:25:06Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: /* Instructions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
==Table==&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Material Gear Difficulty Modifier&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Material Modifiers for Adamantine to Glaes&lt;br /&gt;
|-&lt;br /&gt;
! Material Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|adamantine || -150&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|alexandrite || -500&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|black alloy || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|bone || -250 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|bronze || -50&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|carmiln || 10&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|cloth || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|copper || -50&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|coraesine || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|deringo || -20 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|drakar || -50 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|drake || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|eahnor || 15 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|eonake || -60 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|faenor || 15 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|faewood ||  0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|feras || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|fireleaf || 15&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ghezyte || -50 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|glaes || -10 &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Material Modifiers for Glass to Mesille&lt;br /&gt;
|-&lt;br /&gt;
! Material Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|glass || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|glowbark || -10&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|golvern || -10 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|gornar || -50 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|high steel|| 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|hoarbeam || 5 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|illthorn || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|imflass || -30&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|invar || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ipantor || -40 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|iron || -30 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ironwood || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|kakore || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|kelyn || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|krodera || -999&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|kroderine || -999&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|leather || -10&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|lor ||  -25&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|low steel|| 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|mein || -10 &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Material Modifiers for Metal to Stone&lt;br /&gt;
|-&lt;br /&gt;
! Material Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|metal&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || -500 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|mesille || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|mithglin || 15 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|mithril || 20 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|modwir || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|mossbark || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|obsidian || -500 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ora || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ora, black || -75 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ora, white || -40 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|orase || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|razern || -20 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|rhimar || -50 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|rolaren || -40 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|rowan || 20&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ruby || -500 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ruic || -60&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|sephwir || -25&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|steel || -10 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|stone||-500&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Material Modifiers for Surita to Zorchar&lt;br /&gt;
|-&lt;br /&gt;
! Material Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|surita (lesser) ||  -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|surita (greater) ||  -250&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|urglaes || -999&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|urnon || -999 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|vaalorn || 10 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|veil iron || -50 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|villswood || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|vultite || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|white-alloy || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|witchwood || -75&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|wood || -10&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|wyrwood || -60&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|yew || -20&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|zelnorn || -250 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|zorchar || -50 &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; If the item inspects as &amp;quot;metal&amp;quot; (rather than a specific type of metal) something is wrong.{{boldmono| [[ASSIST]] }}to get it fixed.&amp;lt;section end=material chart /&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Material_Gear_Difficulty_Modifier&amp;diff=144447</id>
		<title>Template:Material Gear Difficulty Modifier</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Material_Gear_Difficulty_Modifier&amp;diff=144447"/>
		<updated>2021-02-12T01:20:21Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: /* Instructions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Instructions==&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Material Gear Difficulty Modifier&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Material Modifiers for Adamantine to Glaes&lt;br /&gt;
|-&lt;br /&gt;
! Material Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|adamantine || -150&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|alexandrite || -500&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|black-alloy || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|bone || -250 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|bronze || -50&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|carmiln || 10&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|cloth || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|copper || -50&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|coraesine || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|deringo || -20 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|drakar || -50 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|drake || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|eahnor || 15 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|eonake || -60 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|faenor || 15 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|faewood ||  0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|feras || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|fireleaf || 15&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ghezyte || -50 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|glaes || -10 &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Material Modifiers for Glass to Mesille&lt;br /&gt;
|-&lt;br /&gt;
! Material Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|glass || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|glowbark || -10&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|golvern || -10 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|gornar || -50 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|hoarbeam || 5 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|illthorn || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|imflass || -30&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|invar || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ipantor || -40 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|iron || -30 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ironwood || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|kakore || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|kelyn || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|krodera || -999&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|kroderine || -999&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|leather || -10&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|lor ||  -25&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|mein || -10 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|metal&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || -500 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|mesille || 0 &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Material Modifiers for Mithglin to Surita&lt;br /&gt;
|-&lt;br /&gt;
! Material Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|mithglin || 15 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|mithril || 20 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|modwir || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|mossbark || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|obsidian || -500 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ora || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ora-black || -75 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ora-white || -40 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|orase || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|razern || -20 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|rhimar || -50 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|rolaren || -40 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|rowan || 20&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ruby || -500 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|ruic || -60&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|sephwir || -25&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|steel || -10 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|stone||-500&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|surita (lesser) ||  -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|surita (greater) ||  -250&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Material Modifiers for Urglaes to Zorchar&lt;br /&gt;
|-&lt;br /&gt;
! Material Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|urglaes || -999&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|urnon || -999 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|vaalorn || 10 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|veil-iron || -50 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|villswood || 0&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|vultite || 0 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|white-alloy ||  &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|witchwood || -75&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|wood || -10&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|wyrwood || -60&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|yew || -20&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|zelnorn || -250 &lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left|zorchar || -50 &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; If the item inspects as &amp;quot;metal&amp;quot; (rather than a specific type of metal) something is wrong.{{boldmono| [[ASSIST]] }}to get it fixed.&amp;lt;section end=material chart /&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elven_Armor&amp;diff=144422</id>
		<title>Elven Armor</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elven_Armor&amp;diff=144422"/>
		<updated>2021-02-11T04:04:07Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NoTOC__&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Elven Armor&#039;&#039;&#039; was released at [[Duskruin Arena]] in February 2021 at SHOP NAME by [[User:GS4-OSCURO|GameMaster Oscuro]].  Messaging by [[User:GS4-VALYRKA|GameMaster Valyrka]] and [[User:GS4-XYNWEN|GameMaster Xynwen]].&amp;lt;br&amp;gt;Through ancient secrets and master craftsmanship, elves have made armor that more easily allows for spellcraft. This special armor script is only available on armor crafted of [[eahnor]], [[vaalorn]], (these two available off the shelf) or [[high steel]] (special releases) and only on studded leather or heavier armors.&lt;br /&gt;
&lt;br /&gt;
{{itemtier  &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 1/Off the Shelf &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= Magic Affinity - Spells cast to permanently improve this armor, such as [[Enchant]] or [[Ensorcell]], are more easily incorporated into it.  Those spells gain a +10 bonus per tier to success rolls.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} {| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &lt;br /&gt;
|tier= Tier 2 &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= Elven Spell Barrier - Casting while in this armor will generate a protection shield of +5 Bolt DS/+3 TD per tier for 8 seconds (duration refreshable).&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} {| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &lt;br /&gt;
|tier= Tier 3 &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= Spell Alacrity - Casting spells in this armor is occasionally swifter.  You have a 1% chance per tier of having your casting time reduced by 1 second (to a minimum cast RT of 1 second) every time you cast a spell.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} {| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &lt;br /&gt;
|tier= Tier 4 &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= Casting Fluidity - Casting spells in this armor is easier.  You gain a reduction of 1% (flat) in base spell hindrance for all circles of magic.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} {| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type= Mechanical &amp;lt;!-- REQUIRED: Mechanical or Fluff. --&amp;gt;&lt;br /&gt;
|type2= &amp;lt;!-- OPTIONAL: If an item is feature altering, please enter &amp;quot;Feature altering&amp;quot;. --&amp;gt;&lt;br /&gt;
|itemclass= Armor &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Clothing, Accessory, Container, Miscellaneous. --&amp;gt;&lt;br /&gt;
|itemclass2= &amp;lt;!-- OPTIONAL: If a script can be applied to more than one classification.  An example would be Joola items (clothing and jewelry). --&amp;gt;&lt;br /&gt;
|itemclass3=&lt;br /&gt;
|itemtype= Armor&amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified. --&amp;gt;&lt;br /&gt;
|itemtype2=&lt;br /&gt;
|itemtype3=&lt;br /&gt;
|itemtype4=&lt;br /&gt;
|itemtype5=&lt;br /&gt;
|itemtype6=&lt;br /&gt;
|itemtype7=&lt;br /&gt;
|itemtype8=&lt;br /&gt;
|alter= Yes &amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|ld= Yes &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered --&amp;gt;&lt;br /&gt;
|feature2=&lt;br /&gt;
|feature3=&lt;br /&gt;
|feature4=&lt;br /&gt;
|feature5=&lt;br /&gt;
|feature6=&lt;br /&gt;
|feature7=&lt;br /&gt;
|feature8=&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;--&amp;gt;&lt;br /&gt;
|custom2=&lt;br /&gt;
|custom3=&lt;br /&gt;
|custom4=&lt;br /&gt;
|custom5=&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If not, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue= &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot; or &amp;quot;Certificate&amp;quot; ONLY. If both, enter at unlock2.--&amp;gt;&lt;br /&gt;
|unlock2=&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hideable= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if an item is hideable in inventory.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hide= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable.  This should indicate HOW it hides, whether by a verb or simply by being WORN. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell2=&lt;br /&gt;
|spell3=&lt;br /&gt;
|spell4=&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= You may alter Elven Armor to change its description, but it must NOT ever imply that it was not originally crafted by elves - it was.&amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb= Bow&amp;lt;!-- Verbs MUST be capitalized when entered. --&amp;gt;&lt;br /&gt;
|verb2= Clean&lt;br /&gt;
|verb3= Push&lt;br /&gt;
|verb4= Pull&lt;br /&gt;
|verb5= Remove&lt;br /&gt;
|verb6= Rub&lt;br /&gt;
|verb7= Tap&lt;br /&gt;
|verb8= Wear&lt;br /&gt;
|verb9=&lt;br /&gt;
|verb10=&lt;br /&gt;
|verb11=&lt;br /&gt;
|verb12=&lt;br /&gt;
|verb13=&lt;br /&gt;
|verb14=&lt;br /&gt;
|verb15=&lt;br /&gt;
|verb16=&lt;br /&gt;
|verb17=&lt;br /&gt;
|verb18=&lt;br /&gt;
|verb19=&lt;br /&gt;
|verb20=&lt;br /&gt;
|verb21=&lt;br /&gt;
|verb22=&lt;br /&gt;
|verb23=&lt;br /&gt;
|verb24=&lt;br /&gt;
|verb25=&lt;br /&gt;
|verb26=&lt;br /&gt;
|verb27=&lt;br /&gt;
|verb28=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elven_Armor&amp;diff=144421</id>
		<title>Elven Armor</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elven_Armor&amp;diff=144421"/>
		<updated>2021-02-11T03:58:57Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NoTOC__&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Elven Armor&#039;&#039;&#039; was released at [[Duskruin Arena]] in February 2021 at SHOP NAME by [[User:GS4-OSCURO|GameMaster Oscuro]].  Messaging by [[User:GS4-VALYRKA|GameMaster Valyrka]] and [[User:GS4-XYNWEN|GameMaster Xynwen]].&amp;lt;br&amp;gt;Through ancient secrets and master craftsmanship, elves have made armor that more easily allows for spellcraft. This special armor script is only available on armor crafted of [[eahnor]], [[vaalorn]], (these two available off the shelf) or [[high steel]] (special releases) and only on studded leather or heavier armors.&lt;br /&gt;
&lt;br /&gt;
{{itemtier  &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 1/Off the Shelf &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= Magic Affinity - Spells cast to permanently improve this armor, such as Enchant or Ensorcell, are more easily incorporated into it.  Those spells gain a +10 bonus per tier to success rolls.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} {| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &lt;br /&gt;
|tier= Tier 2 &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= Elven Spell Barrier - Casting while in this armor will generate a protection shield of +5 Bolt DS/+3 TD per tier for 8 seconds (duration refreshable).&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} {| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &lt;br /&gt;
|tier= Tier 3 &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= Spell Alacrity - Casting spells in this armor is occasionally swifter.  You have a 1% chance per tier of having your casting time reduced by 1 second (to a minimum cast RT of 1 second) every time you cast a spell.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} {| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &lt;br /&gt;
|tier= Tier 4 &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= Casting Fluidity - Casting spells in this armor is easier.  You gain a reduction of 1% (flat) in base spell hindrance for all circles of magic.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} {| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type= Mechanical &amp;lt;!-- REQUIRED: Mechanical or Fluff. --&amp;gt;&lt;br /&gt;
|type2= &amp;lt;!-- OPTIONAL: If an item is feature altering, please enter &amp;quot;Feature altering&amp;quot;. --&amp;gt;&lt;br /&gt;
|itemclass= Armor &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Clothing, Accessory, Container, Miscellaneous. --&amp;gt;&lt;br /&gt;
|itemclass2= &amp;lt;!-- OPTIONAL: If a script can be applied to more than one classification.  An example would be Joola items (clothing and jewelry). --&amp;gt;&lt;br /&gt;
|itemclass3=&lt;br /&gt;
|itemtype= Armor&amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified. --&amp;gt;&lt;br /&gt;
|itemtype2=&lt;br /&gt;
|itemtype3=&lt;br /&gt;
|itemtype4=&lt;br /&gt;
|itemtype5=&lt;br /&gt;
|itemtype6=&lt;br /&gt;
|itemtype7=&lt;br /&gt;
|itemtype8=&lt;br /&gt;
|alter= Yes &amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|ld= Yes &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered --&amp;gt;&lt;br /&gt;
|feature2=&lt;br /&gt;
|feature3=&lt;br /&gt;
|feature4=&lt;br /&gt;
|feature5=&lt;br /&gt;
|feature6=&lt;br /&gt;
|feature7=&lt;br /&gt;
|feature8=&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;--&amp;gt;&lt;br /&gt;
|custom2=&lt;br /&gt;
|custom3=&lt;br /&gt;
|custom4=&lt;br /&gt;
|custom5=&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If not, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue= &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot; or &amp;quot;Certificate&amp;quot; ONLY. If both, enter at unlock2.--&amp;gt;&lt;br /&gt;
|unlock2=&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hideable= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if an item is hideable in inventory.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hide= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable.  This should indicate HOW it hides, whether by a verb or simply by being WORN. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell2=&lt;br /&gt;
|spell3=&lt;br /&gt;
|spell4=&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= You may alter Elven Armor to change its description, but it must NOT ever imply that it was not originally crafted by elves - it was.&amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb= Bow&amp;lt;!-- Verbs MUST be capitalized when entered. --&amp;gt;&lt;br /&gt;
|verb2= Clean&lt;br /&gt;
|verb3= Push&lt;br /&gt;
|verb4= Pull&lt;br /&gt;
|verb5= Remove&lt;br /&gt;
|verb6= Rub&lt;br /&gt;
|verb7= Tap&lt;br /&gt;
|verb8= Wear&lt;br /&gt;
|verb9=&lt;br /&gt;
|verb10=&lt;br /&gt;
|verb11=&lt;br /&gt;
|verb12=&lt;br /&gt;
|verb13=&lt;br /&gt;
|verb14=&lt;br /&gt;
|verb15=&lt;br /&gt;
|verb16=&lt;br /&gt;
|verb17=&lt;br /&gt;
|verb18=&lt;br /&gt;
|verb19=&lt;br /&gt;
|verb20=&lt;br /&gt;
|verb21=&lt;br /&gt;
|verb22=&lt;br /&gt;
|verb23=&lt;br /&gt;
|verb24=&lt;br /&gt;
|verb25=&lt;br /&gt;
|verb26=&lt;br /&gt;
|verb27=&lt;br /&gt;
|verb28=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=144382</id>
		<title>Ensorcell (735)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=144382"/>
		<updated>2021-02-10T13:08:12Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: /* Permanent Ensorcellment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
| name = Ensorcell&lt;br /&gt;
| number = 735&lt;br /&gt;
| mnemonic = ENSORCELL&lt;br /&gt;
| duration = 4 hours real time (temporary)&amp;lt;br&amp;gt;or permanent&lt;br /&gt;
| type = Utility&lt;br /&gt;
| subtype = Weapon/Armor Enhancement &lt;br /&gt;
| skill = None&lt;br /&gt;
| components = None&lt;br /&gt;
| availability = Weapon, Armor, Shield, Runestaff&lt;br /&gt;
| navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&#039;&#039;&#039;Ensorcell&#039;&#039;&#039; allows [[sorcerer]]s to enhance [[weapon]]s, [[Runestaff|runestaves]], [[shield]]s, and [[armor]] by infusing necrotic energy into them. Items may be either temporarily or permanently ensorcelled, with varying benefits depending on the nature of the item and the strength of the ensorcellment. Most weapons, runestaves, shields, and armor are able to accept an ensorcellment (provided they do not resist magic in general), though the difficulty of the skill check increases based on the item&#039;s exact properties. One thing of note is that an ensorcelled weapon may also be blessed.&lt;br /&gt;
&lt;br /&gt;
==Temporary Ensorcellment==&lt;br /&gt;
*{{boldmono|[[PREP]] 735 {{!}} [[EVOKE]] {item} }}with the item in hand&lt;br /&gt;
Temporary ensorcellment allows sorcerers (and sorcerers only) to gain temporary necrotic (life channeling) flares on their weapons and runestaves.  There is no skill check or necrotic energy requirement for adding a temporary ensorcellment, though an item&#039;s properties may prevent it. The flares from temporary and permanent ensorcelled items are exactly the same (see table below).  &lt;br /&gt;
&lt;br /&gt;
According to the official spell description, non-sorcerers may benefit from temporarily ensorcelled gear to perform certain combat and shield maneuvers that require an ensorcelled or anti magic weapon or shield.  Temporarily ensorcelling armor has no current benefit to any profession.&lt;br /&gt;
&lt;br /&gt;
Higher level sorcerers can temporarily ensorcell a weapon/runestaff for lower level sorcerers who cannot yet cast the spell.&lt;br /&gt;
&lt;br /&gt;
===Duration===&lt;br /&gt;
&lt;br /&gt;
A temporary ensorcell lasts four real time hours.  Should the player log off with an active temporary ensorcell and return more than four hours later, the ensorcell will dispel after the first cast/attack.  Temporary ensorcellment can be refreshed without dispelling first.  &lt;br /&gt;
&lt;br /&gt;
===Flare Rate===&lt;br /&gt;
&lt;br /&gt;
Magical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 7 attacks.  Physical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 5 attacks. This is the same rate as an [[Elemental Blade (411)|ebladed weapon]].&lt;br /&gt;
&lt;br /&gt;
==Permanent Ensorcellment==&lt;br /&gt;
{{side box|The items that are difficult/impossible are by design. [Ensorcell] will never be offered as a future merchant service. Not all items are intended to be ensorcelled, especially if they already have a number of high end properties. ~GM Estild August 2017}}&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} [[CHANNEL]] {item} }} (must be done twice (until 4/1/2021, at which point you only need to channel once))&lt;br /&gt;
Permanent ensorcellment can be put on a weapon, armor, shield, or runestaff with the benefits dependent on the type of item ensorcelled, and can be used by members of any profession.  Permanently ensorcelling an item requires necrotic energy, which is gained by absorbing experience. &lt;br /&gt;
&lt;br /&gt;
To permanently ensorcell an item, {{boldmono|PREP 735}} and {{boldmono|CAST}} at the item while holding it.  This will give a message saying how difficult it will be to place a permanent ensorcellment on the item as well as the current tier of ensorcellment already on that item.  Then {{boldmono|CHANNEL}} 735 at the item within 30 seconds to make the Ensorcell attempt.  Enhancive and holy items require the use of a special potion prior to the attempt.  See below for a more detailed [[#Process|process]].&lt;br /&gt;
&lt;br /&gt;
An item that has been permanently ensorcelled will have a strange necrotic haze radiating from it when {{boldmono|[[LOOK]]}}ed at.  The level of ensorcellment can be detected with a cast of [[Elemental Detection (405)]].  Or a bard can determine the sorcerer and ensorcellment by [[Loresinging]] to the item.&lt;br /&gt;
&lt;br /&gt;
===Weapons and Runestaves===&lt;br /&gt;
&lt;br /&gt;
Weapons and runestaves that have been permanently ensorcelled gain permanent necrotic (life channeling) flares which can be used by members of any profession (unlike temporary ensorcellment, which can, for the most part, only be used by sorcerers).  The strength of these flares is based on the tier of ensorcellment. &lt;br /&gt;
&lt;br /&gt;
There is no increase in flare frequency with higher tiers as had been previously described in the official spell documentation.&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons are infused with necrotic energy that will flare and affect the wielder in one of four ways: [[Attack strength|attack]]/[[Casting strength|casting]] strength increase (+5/+3 per tier, respectively - [[acuity]]), [[health]], [[mana]] (runestaves) or [[stamina]] (weapons), or [[spirit]], based mostly on random chance.  However, health flares will have a much higher chance of flaring than the others when the wielder is missing health points.  If the wielder is full on health, mana, stamina or spirit, it will not flare for that feature. Runestaves also gain 2 lower CvA per tier of ensorcellment so long as the wielder&#039;s left hand is empty; unlike normal Runestaff defense, this CvA adjustment is NOT applied while holding a magical implement (wand, scroll, trinket).&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons will trigger flares when the weapon is swung at or used on (IE: a bow) an enemy while ensorcelled [[runestaff|runestaves]] will flare when attack spells are cast (successful hits required).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Flare&lt;br /&gt;
!  bgcolor = lightgrey | Message&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Health]]&lt;br /&gt;
| You feel healed!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Mana]]&lt;br /&gt;
| You feel empowered!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Spirit]]&lt;br /&gt;
| You feel rejuvenated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Stamina]]&lt;br /&gt;
| You feel reinvigorated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[acuity flare|Acuity]] (+AS/CS)&lt;br /&gt;
| You feel energized!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shields and Armor===&lt;br /&gt;
&lt;br /&gt;
Shields and armor that are permanently ensorcelled provide the bearer with 2 lower [[CvA]] per tier of ensorcellment.  This bonus is permanent and no flare is required to activate.  Armor accessories can be permanently ensorcelled for no benefit, similar to their capability to receive an enchant.&lt;br /&gt;
&lt;br /&gt;
===Combat and Shield Maneuvers===&lt;br /&gt;
&lt;br /&gt;
[[Shield Use|Shield]] Maneuvers requiring an ensorcelled shield are [[Spell Block]] and [[Shield Mind]].&lt;br /&gt;
&lt;br /&gt;
[[Combat Maneuvers]] requiring an ensorcelled weapon are [[Spell Cleaving]], [[Spell Thieve]], and [[Spell Parry]].  [[Tainted Bond]] does not require one, but users of ensorcelled weapons receive the benefit of one extra attack before expending the periodic attack boost.&lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
&lt;br /&gt;
There are 5 permanent ensorcellment tiers with each tier requiring a separate [[CHANNEL (verb)|CHANNEL]] of 735. Both the [[#Necrotic energy|necrotic energy]] cost and ensorcell benefits increase incrementally with each higher tier. Sorcerers (only) wielding permanently ensorcelled weapons or runestaves also receive a phantom &#039;bonus&#039; tier (for purposes of calculating the flare strength only). For example, a sorcerer with a Tier 5 weapon or runestaff will have an effective tier 6 flare strength (+30 AS/+18 CS).&lt;br /&gt;
&lt;br /&gt;
===Success Factors (&amp;amp; Mana Control Benefit) ===&lt;br /&gt;
:&#039;&#039;Numbers provided in this section, except for the material difficulty chart, are player research. A bard may loresing an item to determine its exact ensorcell penalty that must be overcome.&lt;br /&gt;
Primary:&lt;br /&gt;
*[[Level]]: +1 per level&lt;br /&gt;
*[[Sorcerer Base|Sorcerer Spell Ranks]]: +2 per rank up to level, +1 per rank above level (uncapped)&lt;br /&gt;
*[[Wisdom]]: +1 per stat bonus&lt;br /&gt;
*[[Intuition]] +1 per stat bonus&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
*[[Elemental Mana Control]]: +1 per 2 ranks if higher than SMC, otherwise +1 per 4 ranks&lt;br /&gt;
*[[Spiritual Mana Control]]: +1 per 2 ranks if higher than EMC, otherwise +1 per 4 ranks&lt;br /&gt;
*[[Arcane Symbols]]: +1 per 10 ranks&lt;br /&gt;
*[[Magic Item Use]]: +1 per 10 ranks&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
*Each existing tier of ensorcelling hinders by -50, with a -50 penalty to start.&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Ensorcellment||T0 to T1||T1 to T2||T2 to T3||T3 to T4||T4 to T5&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total Penalty||-50||-100||-150||-200||-250&lt;br /&gt;
|}&lt;br /&gt;
*[[Magical workshop]]: +20 bonus&lt;br /&gt;
*[[Wound]]s (hinders)&lt;br /&gt;
*[[Spirit]] (having less then full spirit hinders)&lt;br /&gt;
*Applicable skill and stat [[enhancive]]s (helps)&lt;br /&gt;
*[[Gift of Eonak]] (helps)  &lt;br /&gt;
*[[Voln armor]], ebows, silver, [[krodera]], [[coraesine]] and [[veil iron]] cannot be ensorcelled&lt;br /&gt;
*Some [[:category: Functional Scripts|item scripts]] can outright reject ensorcell (see above), or add to difficulty.&lt;br /&gt;
*Armor resistance does not appear to add to difficulty&lt;br /&gt;
*Forged weapons do not seem to be any more difficult than regular weapons when everything else is equal&lt;br /&gt;
*Properties of the item (including the item&#039;s [[enchantment]], whether it is [[enhancive]], [[sanctified]], [[padding|padded]]/[[weighting|weighted]], if it [[flares]], what material it is, etc.)&lt;br /&gt;
*{{#section:Fusion|nopry}}&lt;br /&gt;
:Click on [&amp;lt;font color=blue&amp;gt;Expand&amp;lt;/font&amp;gt;] just below and to the right for the &#039;&#039;&#039;material difficulty chart&#039;&#039;&#039; for Ensorcell.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: none; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible-content&amp;quot; &lt;br /&gt;
|{{#section:Material|material chart}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Script Difficulty Chart===&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
! Script !! Penalty (based on unlock tier/slots) || Owner&lt;br /&gt;
|-&lt;br /&gt;
|Greater Elemental Flares||-150||Wyrom&lt;br /&gt;
|-&lt;br /&gt;
|Energy Staves||-200||Retser&lt;br /&gt;
|-&lt;br /&gt;
|Sigil Staff || -200 || Estild&lt;br /&gt;
|-&lt;br /&gt;
|Sprite Weapon||-200||Retser&lt;br /&gt;
|-&lt;br /&gt;
|Twin Weapons||-50/-100/-150||Retser&lt;br /&gt;
|-&lt;br /&gt;
|Karma Armor||-200||Quilic&lt;br /&gt;
|-&lt;br /&gt;
|Mana-Infused Armor||-100/-100/-140/-200/-200/-200||Estild&lt;br /&gt;
|-&lt;br /&gt;
|Fusion || -25/-75/-140/-225/-325/-450 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ensorcell Formula====&lt;br /&gt;
&lt;br /&gt;
Formula based on player research is located [[Research:Ensorcell (735) Formula|here]].&lt;br /&gt;
&lt;br /&gt;
===Paladin bonded weapons===&lt;br /&gt;
&lt;br /&gt;
[[Holy Weapon (1625)]], the spell that bonds a weapon to a [[Paladin]], can make a weapon extremely difficult to ensorcell since the spell adds [[sanctified|sanctification]] and maybe [[flare|flaring]] and enhancive properties to weapons.  Depending on the properties of the weapon, the spell might take the weapon from possible to ensorcell to beyond the capabilities of even the most experienced sorcerer.  Should the weapon become very difficult or impossible to ensorcell, it is recommended that the Paladin remove the bond from the weapon, especially at higher tiers.  Bonded weapons always require the use of an [[inky black potion]] before an ensorcell difficulty test or channel attempt.&lt;br /&gt;
&lt;br /&gt;
===Failure===&lt;br /&gt;
&lt;br /&gt;
*A failed attempt costs 5% of the amount of necrotic energy that would have been required for a successful attempt&lt;br /&gt;
*There is no chance of losing or damaging an item due to a failed attempt&lt;br /&gt;
*A sorcerer may make another attempt immediately after a failed attempt, provided they still have the required amount of necrotic energy&lt;br /&gt;
&lt;br /&gt;
==Necrotic Energy==&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} CAST }}or{{boldmono| INCANT 735 }}to check a sorcerer&#039;s energy level.&lt;br /&gt;
Necrotic energy is the fuel source used to permanently ensorcell an item. All sorcerers with knowledge of Ensorcell (735) and able to cast the spell, will acquire energy by killing like-[[level]] creatures.  The amount of energy required to successfully ensorcell an item depends on the [[#Tiers|tier]] being attempted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In this context a like-level creature is any creature that, when killed, confers [[experience]] on the sorcerer. There is no energy gain with creatures 10 or more levels below the sorcerer&#039;s level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Necrotic Energy Limits===&lt;br /&gt;
&lt;br /&gt;
The limit for how much necrotic energy can be gathered per week is capped at 50,000 units. This is equal to the energy needed for a successful Tier 1 ensorcellment. The energy required for Tiers 2 to 5 increases in increments of 25,000 units. The maximum amount of energy a sorcerer can store at any given time is capped at 200,000 units. After gathering this amount, a sorcerer must attempt an ensorcellment to accumulate energy again.&lt;br /&gt;
&lt;br /&gt;
While there is a cap on both weekly and total necrotic energy gained, a sorcerer will only lose necrotic energy if they attempt to permanently ensorcell an item.&lt;br /&gt;
&lt;br /&gt;
===Gaining Necrotic Energy===&lt;br /&gt;
&lt;br /&gt;
A sorcerer will gain a point of necrotic energy per each point of experience they absorb.&lt;br /&gt;
&lt;br /&gt;
===Checking Stored Energy===&lt;br /&gt;
Sorcerers may check their level of necrotic energy stored by self-casting ensorcell or simply using the [[SENSE]] verb or the [[RESOURCE]] verb.  When a sorcerer has reached his/her maximum for the week, the following message will appear below the accumulated amount:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Your rapid build up of necrotic energy has left you feeling overwhelmed and temporarily unable to absorb any new necrotic power.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The weekly cap resets when the first experience is gained after the [[Gift of Lumnis]] has begun.&lt;br /&gt;
&lt;br /&gt;
When a sorcerer is completely full of energy the energy detection will be as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You sense the build up of necrotic energy within you has reached its limits.  You have enough energy to permanently ensorcell an item for the fifth and final time.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Energy Cost per Tier===&lt;br /&gt;
&lt;br /&gt;
The table below details the energy requirement for each ensorcellment tier.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
! bgcolor = lightgrey | Energy Units&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 75,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 125,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To permanently ensorcell an item from Tier 0 to Tier 5 requires 500,000 energy units and takes a minimum of 10 weeks to gain that amount, barring any failed casts.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
&lt;br /&gt;
Sorcerers training in [[Sorcerous Lore, Necromancy]] receive additional charges of Ensorcell flares:&amp;lt;ref&amp;gt;Baswab, a non-sorcerer, tested 90 ranks of necromancy in Shattered and it did not work to give him multiple strikes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Sorcerous Lore, Necromancy ranks||90||180&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total acuity flare attacks (You feel energized!)||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
&lt;br /&gt;
The ensorcelling process is very straight forward. &lt;br /&gt;
&lt;br /&gt;
#Gather energy, by gaining experience, until a self-cast of Ensorcell (735) gives you the message that you have &#039;&#039;&#039;reached the point necessary to permanently ensorcell an item&#039;&#039;&#039; for whichever tier you are casting.&lt;br /&gt;
#Do a preliminary 735 channel on the item to check for difficulty.  If you (a) get a reading, (b) get the easiest difficulty message of &#039;&#039;&#039;you can only fail if you are horribly unlucky&#039;&#039;&#039;, and (c) are outside of a workshop, skip to the last step.&lt;br /&gt;
#If you do not get a reading (the item resists), or if you know the item is enhanced or sanctified, you will need to pour an inky black potion on it (not required for difficulty testing).  Repeat preliminary channel to get a reading.  Potion pours last approximately 30 minutes.&lt;br /&gt;
#If the item is at all difficult, wear as many applicable skill and stat [[enhancive]]s that you have available to you. &lt;br /&gt;
#Go to a [[magical workshop]] (use the [[sense|SENSE]] verb to check). &lt;br /&gt;
#Prep and channel at the item again.  You may have to repeat if you did any of steps 3-5 above. (Note: if the item is blessed, then you will receive the message &amp;quot;You sense a strange aura of power from within the &amp;lt;item&amp;gt; that disrupts the power of your spell!&amp;quot; In this case you can cast 119 at the item to remove the bless and try again.)&lt;br /&gt;
&lt;br /&gt;
Sorcerers successfully completing an ensorcell receive [[experience]] and [[fame]].&lt;br /&gt;
&lt;br /&gt;
===Difficulties===&lt;br /&gt;
&amp;lt;!-- The difficulty chart is formatted to transclude on the Enchant page only --&amp;gt;&lt;br /&gt;
Sorcerers doing an initial channel on an item will get a reading for one of the following levels of difficulty (from easiest to hardest):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tables provided by GM Estild&#039;&#039;&amp;lt;section begin=difficulty chart /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||~99% (will only fail on a fumble)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you should be able to ensorcell it &amp;lt;/noinclude&amp;gt;easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side&amp;lt;noinclude&amp;gt; to successfully complete the ensorcellment&amp;lt;/noinclude&amp;gt;||75+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you are &amp;lt;/noinclude&amp;gt;more likely than not to succeed&amp;lt;noinclude&amp;gt; on your cast&amp;lt;/noinclude&amp;gt;, but&amp;lt;noinclude&amp;gt; you will&amp;lt;/noinclude&amp;gt; need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;that this ensorcellment will be &amp;lt;/noinclude&amp;gt;nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle&amp;lt;noinclude&amp;gt; to complete this ensorcellment&amp;lt;/noinclude&amp;gt;||Need an open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment is &amp;lt;/noinclude&amp;gt;completely beyond your abilities||0%&lt;br /&gt;
|}&amp;lt;section end=difficulty chart /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=miracle /&amp;gt;When an item &#039;&#039;&#039;needs a miracle&#039;&#039;&#039;, the &amp;lt;noinclude&amp;gt;sorcerer&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;wizard&amp;lt;/includeonly&amp;gt; must roll a 100 on the attempt, after which another [[d100]] roll is made to add to the first result.  The chance of successfully &amp;lt;noinclude&amp;gt;ensorcelling&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;enchanting&amp;lt;/includeonly&amp;gt; a miracle item is between approximately .01-.99%.&amp;lt;section end=miracle /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attempts===&lt;br /&gt;
&lt;br /&gt;
From best to worst, here are the rolls possible on any permanent ensorcell attempt:&lt;br /&gt;
&amp;lt;section begin=attempt table /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly good attempt!||High open roll&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||1+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||Low open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;You make the most horribly incompetent attempt possible!&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Something doesn&#039;t seem right...&amp;lt;/includeonly&amp;gt; ||Fumble&lt;br /&gt;
|}&amp;lt;section end=attempt table /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ensorcell Pricing==&lt;br /&gt;
&lt;br /&gt;
Because of the weekly time increments, many sorcerers price their ensorcell casts by the week, instead of by the tier, not knowing what tier the next customer might need.  Below is a table showing the costs for sorcerers charging 1 million, 2 million, 3 million, and 4 million silvers per week:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Weeks&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 1m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 2m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 3m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 4m/wk&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1m&lt;br /&gt;
| 2m&lt;br /&gt;
| 3m&lt;br /&gt;
| 4m&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1.5&amp;lt;br&amp;gt;2&lt;br /&gt;
| 2&amp;lt;br&amp;gt;3&lt;br /&gt;
| 1.5m T2&amp;lt;br&amp;gt;2m T3&lt;br /&gt;
| 3m T2&amp;lt;br&amp;gt;4m T3&lt;br /&gt;
| 4.5m T2&amp;lt;br&amp;gt;6m T3&lt;br /&gt;
| 6m T2&amp;lt;br&amp;gt;8m T3&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2.5&amp;lt;br&amp;gt;3&lt;br /&gt;
| 4&amp;lt;br&amp;gt;5&lt;br /&gt;
| 2.5m T4&amp;lt;br&amp;gt;3m T5&lt;br /&gt;
| 5m T4&amp;lt;br&amp;gt;6m T5&lt;br /&gt;
| 7.5m T4&amp;lt;br&amp;gt;9m T5&lt;br /&gt;
| 10m T4&amp;lt;br&amp;gt;12m T5&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;small&amp;gt;Total for&amp;lt;br&amp;gt;5 casts&amp;lt;br&amp;gt;(10 weeks)&lt;br /&gt;
| 1-5&lt;br /&gt;
| 10m&lt;br /&gt;
| 20m&lt;br /&gt;
| 30m&lt;br /&gt;
| 40m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sorcerers charging around 1 million per week might be just starting out with the spell, working on easier items.  Sorcerers charging 2 million per week will be working on mid range items.  Sorcerers charging 3 million per week and more might have full enhancive sets and/or use [[Strong Potions of Accelerated Unlearning]] (fixskills), and only work on the most difficult items.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
===Bonuses===&lt;br /&gt;
;The flares appear basically similar, besides their respective messages of feeling.  For example, an acuity flare:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt; ** Necrotic energy from your &amp;lt;weapon&amp;gt; overflows into you! **&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
    You feel energized!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Acuity is the only flare which also wears off (whether used or unused):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel the unnatural surge of necrotic power wane away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will take the hit when dispel magic and hex [[715|curses]] are cast at you (spells without warding rolls):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A hooded figure gestures at you!&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
The elemental aura around you wavers.&lt;br /&gt;
&lt;br /&gt;
An eidolon points a spectral finger at you!&lt;br /&gt;
As the tendril of swirling gray magic leaves the eidolon, it is deflected away from you and dissipates harmlessly into the air.&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will be applied to the hidden CS roll of [[Pestilence (716)]] reactive flares&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
;Temporary Ensorcell success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast at my staff&lt;br /&gt;
You gesture at a drakar-runed ebonwood staff.&lt;br /&gt;
Necrotic energy materializes around your ebonwood staff and sinks onto it like an ethereal film.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of permanently ensorcelled item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my leather&lt;br /&gt;
You gesture at some vruul skin casting leathers.&lt;br /&gt;
Necrotic energy materializes around your casting leathers before being repelled by the stronger necrotic energy already present.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of cursed item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my claidhmore&lt;br /&gt;
You gesture at a black steel claidhmore.&lt;br /&gt;
Necrotic energy materializes around your black steel claidhmore before being disrupted and fading away.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Probable success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the rune-carved crosier has not yet been permanently ensorcelled and that you should be able to ensorcell it easily enough, barring bad luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;channel my crosier&lt;br /&gt;
You channel at a tiny rune-carved crosier.&lt;br /&gt;
Having probed the rune-carved crosier already, you begin to channel your stored necrotic energy at it.  You carefully regulate the flow of energy in order to attempt to overcome its natural resistance while not simultaneously overwhelming yourself...&lt;br /&gt;
&lt;br /&gt;
You make an outstanding attempt!&lt;br /&gt;
&lt;br /&gt;
Success!  You manage to breach the rune-carved crosier&#039;s defenses and pour in enough of your stored necrotic energy to permanently fuse it to the rune-carved crosier&#039;s very structure.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wearing Off===&lt;br /&gt;
;Temporary item ensorcellment wearing off.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The ethereal necrotic film covering your hoarbeam runestaff shrivels away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Failures===&lt;br /&gt;
;Failure message for testing a permanent item (7x @ lvl 36):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at an ice blue tapered faewood runestaff tipped with a smooth bone wand.&lt;br /&gt;
You sense that the tapered faewood runestaff has not yet been permanently ensorcelled and that this ensorcellment will be nearly impossible.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Possible failure for testing (5x @ lvl 37):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the faewood runestaff has not yet been permanently ensorcelled and that you are more likely than not to succeed on your cast, but you will need some luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for permanent item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You make an excellent attempt!&lt;br /&gt;
Failure!  You are unable to overcome the tapered faewood runestaff&#039;s defenses, wasting some of your stored necrotic energy in the fruitless attempt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a sanctified/enhancive item without first pouring an inky black potion:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a double bit eonake handaxe.&lt;br /&gt;
You sense a strange aura of power from within the eonake handaxe that disrupts the power of your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a magic resistant item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a dented veil iron war hammer.&lt;br /&gt;
Your veil iron war hammer resists your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Alchemy]] [[recipes|Recipes]]==&lt;br /&gt;
===Inky Black Potion===&lt;br /&gt;
{{:inky black potion}}&lt;br /&gt;
&lt;br /&gt;
===Glimmering Sanguine Potion===&lt;br /&gt;
{{#section:Glimmering sanguine potion|intro}}&lt;br /&gt;
{{#section:Glimmering sanguine potion|formula}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[The Courtesan: A Reflection on Necrotic Energy]]&lt;br /&gt;
*[http://gsguide.wikia.com/wiki/Ensorcell Dergoatean&#039;s Guide]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?83562-Ensorcell-data-blame-Goat PC: Ensorcell Data Thread]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?80647-I-checked-t1-ensorcell-difficulty-on-a-few-items PC: Item Difficulty Checking Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;br /&gt;
[[category:Weapon Enhancements]]&lt;br /&gt;
[[Category:Armor Enhancements]]&lt;br /&gt;
[[Category:Shield Enhancements]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=144381</id>
		<title>Enchant (925)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=144381"/>
		<updated>2021-02-10T12:58:16Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: /* Script Difficulty Chart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant&lt;br /&gt;
 | number = 925&lt;br /&gt;
 | mnemonic = ENCHANT&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Permanent Enchantment&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = [[Enchanting potions]]&lt;br /&gt;
 | availability = Channel at held item&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}} &lt;br /&gt;
:&#039;&#039;{{Redirect|Enchant}}&#039;&#039;&lt;br /&gt;
:&#039;&#039;This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
The &#039;&#039;&#039;Enchant&#039;&#039;&#039; spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent +1 bonus to the item&#039;s [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. &lt;br /&gt;
&lt;br /&gt;
==Essence==&lt;br /&gt;
Enchanting now requires the gathering of [[essence]] by a wizard and expending it to increase the enchantment of an item. You can {{boldmono|[[SENSE (verb)|SENSE]]}} how much essence you have accumulated and how strong of an enchantment you can complete.  &lt;br /&gt;
&lt;br /&gt;
For every point of experience a wizard earns, he will obtain and equal point of essence.&lt;br /&gt;
&lt;br /&gt;
You can now also see your resources via the {{boldmono|[[RESOURCE (verb)|RESOURCE]]}} verb which shows how much essence you&#039;ve fully absorbed toward your 50,000 weekly cap and how close you are to the 200,000 maximum cap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Health: 100/100     Mana: 200/200     Stamina: 50/50     Spirit: 10/10&lt;br /&gt;
Essence: 50,000/50,000 (Weekly)     200,000/200,000 (Total)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cost to Enchant===&lt;br /&gt;
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is TRUNC(100 * 3.125) essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 7500 essence plus 7500 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 7500 essence; from +49 to +50 costs 195,000 essence; from +0 to +1 costs zero essence. &lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Essence Cost to Enchant per Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +0 to +1||0&lt;br /&gt;
|-&lt;br /&gt;
| +1 to +2||312&lt;br /&gt;
|-&lt;br /&gt;
| +2 to +3||625&lt;br /&gt;
|-&lt;br /&gt;
| +3 to +4||937&lt;br /&gt;
|-&lt;br /&gt;
| +4 to +5||1250&lt;br /&gt;
|-&lt;br /&gt;
| +5 to +6||1562&lt;br /&gt;
|-&lt;br /&gt;
| +6 to +7||1875&lt;br /&gt;
|-&lt;br /&gt;
| +7 to +8||2187&lt;br /&gt;
|-&lt;br /&gt;
| +8 to +9||2500&lt;br /&gt;
|-&lt;br /&gt;
| +9 to +10||2812&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +10 to +11||3125&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +12||3437&lt;br /&gt;
|-&lt;br /&gt;
| +12 to +13||3750&lt;br /&gt;
|-&lt;br /&gt;
| +13 to +14||4062&lt;br /&gt;
|-&lt;br /&gt;
| +14 to +15||4375&lt;br /&gt;
|-&lt;br /&gt;
| +15 to +16||4687&lt;br /&gt;
|-&lt;br /&gt;
| +16 to +17||5000&lt;br /&gt;
|-&lt;br /&gt;
| +17 to +18||5312&lt;br /&gt;
|-&lt;br /&gt;
| +18 to +19||5625&lt;br /&gt;
|-&lt;br /&gt;
| +19 to +20||5937&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +20 to +21||6250&lt;br /&gt;
|-&lt;br /&gt;
| +21 to +22||6562&lt;br /&gt;
|-&lt;br /&gt;
| +22 to +23||6875&lt;br /&gt;
|-&lt;br /&gt;
| +23 to +24||7187&lt;br /&gt;
|-&lt;br /&gt;
| +24 to +25||7500&lt;br /&gt;
|-&lt;br /&gt;
| +25 to +26||15000&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +27||22500&lt;br /&gt;
|-&lt;br /&gt;
| +27 to +28||30000&lt;br /&gt;
|-&lt;br /&gt;
| +28 to +29||37500&lt;br /&gt;
|-&lt;br /&gt;
| +29 to +30||45000&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +30 to +31||52500&lt;br /&gt;
|-&lt;br /&gt;
| +31 to +32||60000&lt;br /&gt;
|-&lt;br /&gt;
| +32 to +33||67500&lt;br /&gt;
|-&lt;br /&gt;
| +33 to +34||75000&lt;br /&gt;
|-&lt;br /&gt;
| +34 to +35||82500&lt;br /&gt;
|-&lt;br /&gt;
| +35 to +36||90000&lt;br /&gt;
|-&lt;br /&gt;
| +36 to +37||97500&lt;br /&gt;
|-&lt;br /&gt;
| +37 to +38||105000&lt;br /&gt;
|-&lt;br /&gt;
| +38 to +39||112500&lt;br /&gt;
|-&lt;br /&gt;
| +39 to +40||120000&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +40 to +41||127500&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +42||135000&lt;br /&gt;
|-&lt;br /&gt;
| +42 to +43||142500&lt;br /&gt;
|-&lt;br /&gt;
| +43 to +44||150000&lt;br /&gt;
|-&lt;br /&gt;
| +44 to +45||157500&lt;br /&gt;
|-&lt;br /&gt;
| +45 to +46||165000&lt;br /&gt;
|-&lt;br /&gt;
| +46 to +47||172500&lt;br /&gt;
|-&lt;br /&gt;
| +47 to +48||180000&lt;br /&gt;
|-&lt;br /&gt;
| +48 to +49||187500&lt;br /&gt;
|-&lt;br /&gt;
| +49 to +50||195000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Essence &amp;amp; Weekly Cost for Full Enchant Tier&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 3124 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 1x to 2x || 10937|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 2x to 3x || 18750|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 3x to 4x || 26562|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 4x to 5x || 34375|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 5x to 6x || 150000|| 3&lt;br /&gt;
|-&lt;br /&gt;
| 6x to 7x || 337500|| 6.75&lt;br /&gt;
|-&lt;br /&gt;
| 7x to 8x || 525000|| 10.5&lt;br /&gt;
|-&lt;br /&gt;
| 8x to 9x || 712500|| 14.25&lt;br /&gt;
|-&lt;br /&gt;
| 9x to 10x || 900000|| 18&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 3124 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 2x || 14062|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 3x || 32812|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 4x || 59375|| 1.1875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 5x || 93750|| 1.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 6x || 243750 || 4.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 7x || 581250|| 11.625&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 8x || 1106250|| 22.125&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 9x || 1818750 || 36.375&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 10x || 2718750|| 54.375&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Using Essence to Enchant===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you begin any project with the new style enchanting system, you will NOT be able to use the old style enchant system again!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item.  This is done via the various color ayan&#039;eth potions now available at the various wizard guild shops.  The color of each potion corresponds to the ROYGBIV colors associated with the [[AI crystal]], where green equates up to +20 and so on.&lt;br /&gt;
&lt;br /&gt;
Unlock potions must be used in order, starting with green.  Green ayan&#039;eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20.  So, if enchanting a steel weapon, the green ayan&#039;eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour.  After that, a single pour of the blue ayan&#039;eth potion will unlock its maximum enchant further to +25.&lt;br /&gt;
&lt;br /&gt;
The current maximum enchant unlock can be checked by a wizard via 405:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body...&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20.&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A wizard can cast also use 405 to determine the precise current enchant.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Color intensity&lt;br /&gt;
 !Enchant value&lt;br /&gt;
 |-&lt;br /&gt;
 | faint&lt;br /&gt;
 | color value -4&lt;br /&gt;
 |-&lt;br /&gt;
 | muted&lt;br /&gt;
 | color value -3&lt;br /&gt;
 |-&lt;br /&gt;
 | hazy&lt;br /&gt;
 | color value -2&lt;br /&gt;
 |-&lt;br /&gt;
 | soft&lt;br /&gt;
 | color value -1&lt;br /&gt;
 |-&lt;br /&gt;
 | vibrant&lt;br /&gt;
 | full color value&lt;br /&gt;
|}&lt;br /&gt;
Thus, an item that registers as yellow with the AI crystal (+11 to +15) would have a faint yellow aura if +11, a hazy yellow aura if +13, and a vibrant yellow aura if a full +15.  Once it reaches +16, the item then has a faint green aura.&lt;br /&gt;
&lt;br /&gt;
There is no tempering time associated with maximum enchant potential unlocks.  As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it.  The maximum unlock is permanent and never fades.  The item can be used in combat at any point during new style enchanting process.  The item cannot be &amp;quot;locked&amp;quot; as with old style enchants, and it cannot be destroyed in a catastrophic failure.  The item is not associated with any individual wizard&#039;s project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.&lt;br /&gt;
&lt;br /&gt;
Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using {{boldmono|[[CHANNEL (verb)|CHANNEL]]}} on the item.  Each enchant channel increases the item&#039;s enchant by +1.  Each channel enchant also reduces the wizard&#039;s available essence by that individual step amount, referenced in the above essence charts.  If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.&lt;br /&gt;
&lt;br /&gt;
==Difficulty Detection==&lt;br /&gt;
A wizard&#039;s chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item.  This can be done without first unlocking the item for enchantment.&lt;br /&gt;
&lt;br /&gt;
:{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable|1=font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||97% (will only fail on a &#039;&#039;&#039;[[#Fumble|fumble]]&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| you should be able to enchant it easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side to successfully complete the enchantment||75+%&lt;br /&gt;
|-&lt;br /&gt;
| you are more likely than not to succeed on your cast, but you will need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| that this enchantment will be nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle to complete this enchantment||-100+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment is completely beyond your abilities||less than -100%&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable|1=font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly good attempt!||100+ ([[Open roll]])&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||2+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||1&lt;br /&gt;
|-&lt;br /&gt;
| Something doesn&#039;t seem right... ||Fumble&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following table lists all known factors (positive or negative), in no particular order.  &#039;&#039;&#039;At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Positive Factors&lt;br /&gt;
 !Negative Factors&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Wizard Base]] ranks&lt;br /&gt;
 |Existing enchant bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Level]] of enchanter&lt;br /&gt;
 |[[Ensorcell (735)|Ensorcell]] tier&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magic Item Use]] ranks&lt;br /&gt;
 |[[Material]] of the item&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Arcane Symbols]] ranks&lt;br /&gt;
 |[[Resistance]]s (Penalty = sum of all resist/2)&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]]&lt;br /&gt;
 |[[Bane weapon|Creature bane]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 |Holy&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Public workshop]]&lt;br /&gt;
 |[[WPS|Weighting, Padding, and/or Sighting]] (Penalty = CER*CER)&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 |Health or Spirit Loss, Injuries&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |[[Flares]], [[TD bonus]], AS/DS bonus (Flare Penalty = Nearly all -100) , (TD Penalty = TD*TD)&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |[[Enhancive item]], [[Fusion]], Scripted item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Difficulty Chart===&lt;br /&gt;
{{#section:Material|material chart}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Script Difficulty Chart===&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
! Script !! Penalty (based on unlock tier/slots) || Owner&lt;br /&gt;
|-&lt;br /&gt;
|Acuity Flares || -15 per tier || (not a script)&lt;br /&gt;
|-&lt;br /&gt;
|Blink Flares || -200 || Estild&lt;br /&gt;
|-&lt;br /&gt;
|Briar Flares || -70/-100/-200 || Estild&lt;br /&gt;
|-&lt;br /&gt;
|Dispel Flares || -100/-150/-200 || (not a script)&lt;br /&gt;
|-&lt;br /&gt;
|Energy Staff || -350 || Retser&lt;br /&gt;
|-&lt;br /&gt;
|Fusion || -25/-75/-140/-225/-325/-450 || Auchand&lt;br /&gt;
|-&lt;br /&gt;
|Greater Elemental Flares|| -150 || Wyrom&lt;br /&gt;
|-&lt;br /&gt;
|Mana Flares|| -20 per 1 mana || (not a script)&lt;br /&gt;
|-&lt;br /&gt;
|Rotflares || -200 || Wyrom&lt;br /&gt;
|-&lt;br /&gt;
|Sigil Staff || -200 || Estild&lt;br /&gt;
|-&lt;br /&gt;
|Sprite Weapon || -200 || Retser&lt;br /&gt;
|-&lt;br /&gt;
|Stalwart Resilience || -200 || Estild&lt;br /&gt;
|-&lt;br /&gt;
|Twin weapons || -50/-100/-150 || Retser&lt;br /&gt;
|-&lt;br /&gt;
|Voln Armor || -70/-140/-200/-200 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weighting/Padding Difficulty===&lt;br /&gt;
Difficulty is the square of CER, truncated, i.e. trunc(CER²).  Whatever the percent to reach the next CER level is also used.  Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty.  Mixed types are the sum of each type&#039;s square - i.e.  [crit trunc(CER²)] + [dmg trunc(CER²)]&lt;br /&gt;
&lt;br /&gt;
===Permanent Resist Penalty Difficulty===&lt;br /&gt;
&lt;br /&gt;
[Total Resist % / 2]&lt;br /&gt;
&lt;br /&gt;
==Failures==&lt;br /&gt;
It is not possible to destroy an item during the enchanting process.  Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.&lt;br /&gt;
&lt;br /&gt;
==Pre-Temper Potions==&lt;br /&gt;
Pre-temper potions currently have a limited duration once successfully applied to an item. These potions are poured prior to [[Channel]]ing the Enchant spell.&lt;br /&gt;
&lt;br /&gt;
===Flaring Items===&lt;br /&gt;
{{main|Pre-tempering potions}}&lt;br /&gt;
Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion. No [[Elemental Lore]] skills are required to apply an appropriate pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
===Enhancive and Holy Items===&lt;br /&gt;
{{main|Pre-tempering potions}}&lt;br /&gt;
No lore training is required to enchant either enhancive or holy items, but these items will be more difficult to enchant than plain items.  The potion required is the [[urven&#039;eth potion]].&lt;br /&gt;
&lt;br /&gt;
[[Permabless]]ed items can similarly be further enchanted, with a difficulty modifier, through the use of the [[urven&#039;eth potion]].&lt;br /&gt;
&lt;br /&gt;
Special Note: Unlike ayveneh and eoveneh potions, urven&#039;eth potions are not restricted to 35 and lower enchants.&lt;br /&gt;
&lt;br /&gt;
{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
==Enchant Unlocking==&lt;br /&gt;
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is permanently unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item.&lt;br /&gt;
&lt;br /&gt;
==Rewards for Enchanting==&lt;br /&gt;
Successful enchantments earn experience, and potentially large amounts of [[silver]]. &lt;br /&gt;
&lt;br /&gt;
While the enchantment process does not directly reward the wizard in silver, many items are enchanted with the intent of sale.  By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.&lt;br /&gt;
&lt;br /&gt;
==Negative Bonus Items==&lt;br /&gt;
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.&lt;br /&gt;
&lt;br /&gt;
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan&#039;eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.&lt;br /&gt;
&lt;br /&gt;
== Functional Item Scripts ==&lt;br /&gt;
:&#039;&#039;Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted.  Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;These are player-created lists and are not complete.  [[:Category: Functional Scripts|See here]] for more functional scripts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CAN be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)&lt;br /&gt;
*[[Blink_weapon|Blink Weapons]]&lt;br /&gt;
*[[Briar_flare|Briar Flaring Weapons]]&lt;br /&gt;
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]&lt;br /&gt;
*[[Ethereal weapon]]&lt;br /&gt;
*[[Forest armor]]&lt;br /&gt;
*[[Fusion]]&lt;br /&gt;
*[[Greater elemental flare]]s (appropriate pre-temper potion required)&lt;br /&gt;
*[[Ironwright|Ironwright Weapons]]&lt;br /&gt;
*[[Ithziri_armor|Ithziri Armor]]&lt;br /&gt;
*[[Shock_Weapon|Shock Weapons]]&lt;br /&gt;
*[[Sprite_Weapon|Sprite Weapons]]&lt;br /&gt;
*[[Stalwart Resilience]] (bubble flares)&lt;br /&gt;
*[[Vial flare]]s&lt;br /&gt;
*[[Voln armor]]&lt;br /&gt;
*[[Realm_flare|Realm flares]]&lt;br /&gt;
*Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Need to re-verify these since Spring Spectacular 2019 release&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CANNOT be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Coraesine|Coraesine Weapons]]&lt;br /&gt;
*[[Gem-eating runestaff]]&lt;br /&gt;
*[[Gem-eating weapon]]&lt;br /&gt;
*[[Black_ora#Pure_black_ora|Greater Black Ora Weapons]]&lt;br /&gt;
*[[Iasha_white_ora_weapon|Iasha Weapons]]&lt;br /&gt;
*[[Nebular Weapon]]s&lt;br /&gt;
*[[ShadowDeath weapons]]&lt;br /&gt;
*[[Snake flare]]s&lt;br /&gt;
*[[Solar Weapon]]s&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Other Items Marked for No Enchanting==&lt;br /&gt;
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to &amp;quot;not take any magic&amp;quot;[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible sortable&amp;quot; width=75%&lt;br /&gt;
!Specific Items Marked for No Enchanting ||Origin&lt;br /&gt;
|-&lt;br /&gt;
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the fel-hafted waraxes||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the rolaren longsword (ruby, sapphire, and one other)||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the pryothag hide brigandine||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the white ora warmaces||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.&lt;br /&gt;
&lt;br /&gt;
==Potion Tables==&lt;br /&gt;
{{main|Enchanting potions}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{#section:Enchanting potions|unlock potions1}}&lt;br /&gt;
{{#section:Enchanting potions|unlock potions2}}&lt;br /&gt;
{{#section:Enchanting potions|unlock potions3}}&lt;br /&gt;
{{#section:Enchanting potions|pre-temper potions}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Enchant Item (925)|Old Enchant Item (925)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[/history|Spell history]]&lt;br /&gt;
*[[Magical workshop/saved posts|Magical workshop saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]&lt;br /&gt;
*[[User:ZHEPHEN|Zhephen&#039;s Enchant (925) Research Notes]]&lt;br /&gt;
{{top}}&lt;br /&gt;
{{wizard}}&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Icy_Ilvan%27eth_potion&amp;diff=144380</id>
		<title>Icy Ilvan&#039;eth potion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Icy_Ilvan%27eth_potion&amp;diff=144380"/>
		<updated>2021-02-10T12:53:27Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icy Ilvan&#039;eth Potion is obtained by making [[Rhiveneh_potion|Rhiveneh Potion]] and exchanging it at the NPC in the Wizard Guild.  Icy Ilvan&#039;eth Potion is used before enchanting or ensorcelling items with cold/ice flares.  Icy Ilvan&#039;eth Potion is NOT mandatory for enchanting items with cold/ice flares, but it will negate the -100 penalty for the flaring item.&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cloudy_Ilvan%27eth_potion&amp;diff=144379</id>
		<title>Cloudy Ilvan&#039;eth potion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cloudy_Ilvan%27eth_potion&amp;diff=144379"/>
		<updated>2021-02-10T12:51:12Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cloudy Ilvan&#039;eth Potion is obtained by making [[Zorveneh_potion|Zorveneh Potion]] and exchanging it at the NPC in the Wizard Guild.  Cloudy Ilvan&#039;eth Potion is used before enchanting or ensorcelling items with void/vacuum flare or lightning flares.  Cloudy Ilvan&#039;eth Potion is NOT mandatory for enchanting items with void/vacuum or lightning flares, but it will negate the -100 penalty for the flaring item.&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fiery_Ilvan%27eth_potion&amp;diff=144378</id>
		<title>Fiery Ilvan&#039;eth potion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fiery_Ilvan%27eth_potion&amp;diff=144378"/>
		<updated>2021-02-10T12:50:49Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fiery Ilvan&#039;eth Potion is obtained by making [[Draveneh_potion|Draveneh Potion]] and exchanging it at the NPC in the Wizard Guild. Fiery Ilvan&#039;eth Potion is used for enchanting or ensorcelling items with fire flares or steam flares.  Fiery Ilvan&#039;eth Potion is NOT mandatory for enchanting items with fire flares or steam flares, but it will negate the -100 penalty for the flaring item.&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Earthy_Ilvan%27eth_potion&amp;diff=144377</id>
		<title>Earthy Ilvan&#039;eth potion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Earthy_Ilvan%27eth_potion&amp;diff=144377"/>
		<updated>2021-02-10T12:50:26Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthy Ilvan&#039;eth Potion is obtained by making [[Gorveneh_potion|Gorveneh Potion]] and exchanging it at the NPC in the Wizard Guild. Earthy Ilvan&#039;eth Potion is used for enchanting or ensorcelling items with earth/impact flares or acid flares. Earthy Ilvan&#039;eth Potion is NOT mandatory for enchanting items with earth/impact flares or acid flares, but it will negate the -100 penalty for the flaring item.&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=144376</id>
		<title>Ensorcell (735)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=144376"/>
		<updated>2021-02-10T12:48:52Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: /* Script Difficulty Chart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
| name = Ensorcell&lt;br /&gt;
| number = 735&lt;br /&gt;
| mnemonic = ENSORCELL&lt;br /&gt;
| duration = 4 hours real time (temporary)&amp;lt;br&amp;gt;or permanent&lt;br /&gt;
| type = Utility&lt;br /&gt;
| subtype = Weapon/Armor Enhancement &lt;br /&gt;
| skill = None&lt;br /&gt;
| components = None&lt;br /&gt;
| availability = Weapon, Armor, Shield, Runestaff&lt;br /&gt;
| navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&#039;&#039;&#039;Ensorcell&#039;&#039;&#039; allows [[sorcerer]]s to enhance [[weapon]]s, [[Runestaff|runestaves]], [[shield]]s, and [[armor]] by infusing necrotic energy into them. Items may be either temporarily or permanently ensorcelled, with varying benefits depending on the nature of the item and the strength of the ensorcellment. Most weapons, runestaves, shields, and armor are able to accept an ensorcellment (provided they do not resist magic in general), though the difficulty of the skill check increases based on the item&#039;s exact properties. One thing of note is that an ensorcelled weapon may also be blessed.&lt;br /&gt;
&lt;br /&gt;
==Temporary Ensorcellment==&lt;br /&gt;
*{{boldmono|[[PREP]] 735 {{!}} [[EVOKE]] {item} }}with the item in hand&lt;br /&gt;
Temporary ensorcellment allows sorcerers (and sorcerers only) to gain temporary necrotic (life channeling) flares on their weapons and runestaves.  There is no skill check or necrotic energy requirement for adding a temporary ensorcellment, though an item&#039;s properties may prevent it. The flares from temporary and permanent ensorcelled items are exactly the same (see table below).  &lt;br /&gt;
&lt;br /&gt;
According to the official spell description, non-sorcerers may benefit from temporarily ensorcelled gear to perform certain combat and shield maneuvers that require an ensorcelled or anti magic weapon or shield.  Temporarily ensorcelling armor has no current benefit to any profession.&lt;br /&gt;
&lt;br /&gt;
Higher level sorcerers can temporarily ensorcell a weapon/runestaff for lower level sorcerers who cannot yet cast the spell.&lt;br /&gt;
&lt;br /&gt;
===Duration===&lt;br /&gt;
&lt;br /&gt;
A temporary ensorcell lasts four real time hours.  Should the player log off with an active temporary ensorcell and return more than four hours later, the ensorcell will dispel after the first cast/attack.  Temporary ensorcellment can be refreshed without dispelling first.  &lt;br /&gt;
&lt;br /&gt;
===Flare Rate===&lt;br /&gt;
&lt;br /&gt;
Magical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 7 attacks.  Physical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 5 attacks. This is the same rate as an [[Elemental Blade (411)|ebladed weapon]].&lt;br /&gt;
&lt;br /&gt;
==Permanent Ensorcellment==&lt;br /&gt;
{{side box|The items that are difficult/impossible are by design. [Ensorcell] will never be offered as a future merchant service. Not all items are intended to be ensorcelled, especially if they already have a number of high end properties. ~GM Estild August 2017}}&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} [[CHANNEL]] {item} }}(must be done twice)&lt;br /&gt;
Permanent ensorcellment can be put on a weapon, armor, shield, or runestaff with the benefits dependent on the type of item ensorcelled, and can be used by members of any profession.  Permanently ensorcelling an item requires necrotic energy, which is gained by absorbing experience. &lt;br /&gt;
&lt;br /&gt;
In order to permanently ensorcell an item, {{boldmono|PREP 735}} and {{boldmono|CHANNEL}} at the item while holding it.  This will give a message saying how difficult it will be to place a permanent ensorcellment on the item as well as the current tier of ensorcellment already on that item.  {{boldmono|CHANNEL}} 735 at the item again within 30 seconds to make the Ensorcell attempt. Enhancive and holy items require the use of a special potion prior to the attempt.  See below for a more detailed [[#Process|process]].&lt;br /&gt;
&lt;br /&gt;
An item that has been permanently ensorcelled will have a strange necrotic haze radiating from it when {{boldmono|[[LOOK]]}}ed at.  The level of ensorcellment can be detected with a cast of [[Elemental Detection (405)]].  Or a bard can determine the sorcerer and ensorcellment by [[Loresinging]] to the item.&lt;br /&gt;
&lt;br /&gt;
===Weapons and Runestaves===&lt;br /&gt;
&lt;br /&gt;
Weapons and runestaves that have been permanently ensorcelled gain permanent necrotic (life channeling) flares which can be used by members of any profession (unlike temporary ensorcellment, which can, for the most part, only be used by sorcerers).  The strength of these flares is based on the tier of ensorcellment. &lt;br /&gt;
&lt;br /&gt;
There is no increase in flare frequency with higher tiers as had been previously described in the official spell documentation.&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons are infused with necrotic energy that will flare and affect the wielder in one of four ways: [[Attack strength|attack]]/[[Casting strength|casting]] strength increase (+5/+3 per tier, respectively - [[acuity]]), [[health]], [[mana]] (runestaves) or [[stamina]] (weapons), or [[spirit]], based mostly on random chance.  However, health flares will have a much higher chance of flaring than the others when the wielder is missing health points.  If the wielder is full on health, mana, stamina or spirit, it will not flare for that feature. Runestaves also gain 2 lower CvA per tier of ensorcellment so long as the wielder&#039;s left hand is empty; unlike normal Runestaff defense, this CvA adjustment is NOT applied while holding a magical implement (wand, scroll, trinket).&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons will trigger flares when the weapon is swung at or used on (IE: a bow) an enemy while ensorcelled [[runestaff|runestaves]] will flare when attack spells are cast (successful hits required).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Flare&lt;br /&gt;
!  bgcolor = lightgrey | Message&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Health]]&lt;br /&gt;
| You feel healed!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Mana]]&lt;br /&gt;
| You feel empowered!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Spirit]]&lt;br /&gt;
| You feel rejuvenated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Stamina]]&lt;br /&gt;
| You feel reinvigorated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[acuity flare|Acuity]] (+AS/CS)&lt;br /&gt;
| You feel energized!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shields and Armor===&lt;br /&gt;
&lt;br /&gt;
Shields and armor that are permanently ensorcelled provide the bearer with 2 lower [[CvA]] per tier of ensorcellment.  This bonus is permanent and no flare is required to activate.  Armor accessories can be permanently ensorcelled for no benefit, similar to their capability to receive an enchant.&lt;br /&gt;
&lt;br /&gt;
===Combat and Shield Maneuvers===&lt;br /&gt;
&lt;br /&gt;
[[Shield Use|Shield]] Maneuvers requiring an ensorcelled shield are [[Spell Block]] and [[Shield Mind]].&lt;br /&gt;
&lt;br /&gt;
[[Combat Maneuvers]] requiring an ensorcelled weapon are [[Spell Cleaving]], [[Spell Thieve]], and [[Spell Parry]].  [[Tainted Bond]] does not require one, but users of ensorcelled weapons receive the benefit of one extra attack before expending the periodic attack boost.&lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
&lt;br /&gt;
There are 5 permanent ensorcellment tiers with each tier requiring a separate [[CHANNEL (verb)|CHANNEL]] of 735. Both the [[#Necrotic energy|necrotic energy]] cost and ensorcell benefits increase incrementally with each higher tier. Sorcerers (only) wielding permanently ensorcelled weapons or runestaves also receive a phantom &#039;bonus&#039; tier (for purposes of calculating the flare strength only). For example, a sorcerer with a Tier 5 weapon or runestaff will have an effective tier 6 flare strength (+30 AS/+18 CS).&lt;br /&gt;
&lt;br /&gt;
===Success Factors (&amp;amp; Mana Control Benefit) ===&lt;br /&gt;
:&#039;&#039;Numbers provided in this section, except for the material difficulty chart, are player research. A bard may loresing an item to determine its exact ensorcell penalty that must be overcome.&lt;br /&gt;
Primary:&lt;br /&gt;
*[[Level]]: +1 per level&lt;br /&gt;
*[[Sorcerer Base|Sorcerer Spell Ranks]]: +2 per rank up to level, +1 per rank above level (uncapped)&lt;br /&gt;
*[[Wisdom]]: +1 per stat bonus&lt;br /&gt;
*[[Intuition]] +1 per stat bonus&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
*[[Elemental Mana Control]]: +1 per 2 ranks if higher than SMC, otherwise +1 per 4 ranks&lt;br /&gt;
*[[Spiritual Mana Control]]: +1 per 2 ranks if higher than EMC, otherwise +1 per 4 ranks&lt;br /&gt;
*[[Arcane Symbols]]: +1 per 10 ranks&lt;br /&gt;
*[[Magic Item Use]]: +1 per 10 ranks&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
*Each existing tier of ensorcelling hinders by -50, with a -50 penalty to start.&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Ensorcellment||T0 to T1||T1 to T2||T2 to T3||T3 to T4||T4 to T5&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total Penalty||-50||-100||-150||-200||-250&lt;br /&gt;
|}&lt;br /&gt;
*[[Magical workshop]]: +20 bonus&lt;br /&gt;
*[[Wound]]s (hinders)&lt;br /&gt;
*[[Spirit]] (having less then full spirit hinders)&lt;br /&gt;
*Applicable skill and stat [[enhancive]]s (helps)&lt;br /&gt;
*[[Gift of Eonak]] (helps)  &lt;br /&gt;
*[[Voln armor]], ebows, silver, [[krodera]], [[coraesine]] and [[veil iron]] cannot be ensorcelled&lt;br /&gt;
*Some [[:category: Functional Scripts|item scripts]] can outright reject ensorcell (see above), or add to difficulty.&lt;br /&gt;
*Armor resistance does not appear to add to difficulty&lt;br /&gt;
*Forged weapons do not seem to be any more difficult than regular weapons when everything else is equal&lt;br /&gt;
*Properties of the item (including the item&#039;s [[enchantment]], whether it is [[enhancive]], [[sanctified]], [[padding|padded]]/[[weighting|weighted]], if it [[flares]], what material it is, etc.)&lt;br /&gt;
*{{#section:Fusion|nopry}}&lt;br /&gt;
:Click on [&amp;lt;font color=blue&amp;gt;Expand&amp;lt;/font&amp;gt;] just below and to the right for the &#039;&#039;&#039;material difficulty chart&#039;&#039;&#039; for Ensorcell.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: none; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible-content&amp;quot; &lt;br /&gt;
|{{#section:Material|material chart}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Script Difficulty Chart===&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
! Script !! Penalty (based on unlock tier/slots) || Owner&lt;br /&gt;
|-&lt;br /&gt;
|Greater Elemental Flares||-150||Wyrom&lt;br /&gt;
|-&lt;br /&gt;
|Energy Staves||-200||Retser&lt;br /&gt;
|-&lt;br /&gt;
|Sigil Staff || -200 || Estild&lt;br /&gt;
|-&lt;br /&gt;
|Sprite Weapon||-200||Retser&lt;br /&gt;
|-&lt;br /&gt;
|Twin Weapons||-50/-100/-150||Retser&lt;br /&gt;
|-&lt;br /&gt;
|Karma Armor||-200||Quilic&lt;br /&gt;
|-&lt;br /&gt;
|Mana-Infused Armor||-100/-100/-140/-200/-200/-200||Estild&lt;br /&gt;
|-&lt;br /&gt;
|Fusion || -25/-75/-140/-225/-325/-450 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ensorcell Formula====&lt;br /&gt;
&lt;br /&gt;
Formula based on player research is located [[Research:Ensorcell (735) Formula|here]].&lt;br /&gt;
&lt;br /&gt;
===Paladin bonded weapons===&lt;br /&gt;
&lt;br /&gt;
[[Holy Weapon (1625)]], the spell that bonds a weapon to a [[Paladin]], can make a weapon extremely difficult to ensorcell since the spell adds [[sanctified|sanctification]] and maybe [[flare|flaring]] and enhancive properties to weapons.  Depending on the properties of the weapon, the spell might take the weapon from possible to ensorcell to beyond the capabilities of even the most experienced sorcerer.  Should the weapon become very difficult or impossible to ensorcell, it is recommended that the Paladin remove the bond from the weapon, especially at higher tiers.  Bonded weapons always require the use of an [[inky black potion]] before an ensorcell difficulty test or channel attempt.&lt;br /&gt;
&lt;br /&gt;
===Failure===&lt;br /&gt;
&lt;br /&gt;
*A failed attempt costs 5% of the amount of necrotic energy that would have been required for a successful attempt&lt;br /&gt;
*There is no chance of losing or damaging an item due to a failed attempt&lt;br /&gt;
*A sorcerer may make another attempt immediately after a failed attempt, provided they still have the required amount of necrotic energy&lt;br /&gt;
&lt;br /&gt;
==Necrotic Energy==&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} CAST }}or{{boldmono| INCANT 735 }}to check a sorcerer&#039;s energy level.&lt;br /&gt;
Necrotic energy is the fuel source used to permanently ensorcell an item. All sorcerers with knowledge of Ensorcell (735) and able to cast the spell, will acquire energy by killing like-[[level]] creatures.  The amount of energy required to successfully ensorcell an item depends on the [[#Tiers|tier]] being attempted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In this context a like-level creature is any creature that, when killed, confers [[experience]] on the sorcerer. There is no energy gain with creatures 10 or more levels below the sorcerer&#039;s level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Necrotic Energy Limits===&lt;br /&gt;
&lt;br /&gt;
The limit for how much necrotic energy can be gathered per week is capped at 50,000 units. This is equal to the energy needed for a successful Tier 1 ensorcellment. The energy required for Tiers 2 to 5 increases in increments of 25,000 units. The maximum amount of energy a sorcerer can store at any given time is capped at 200,000 units. After gathering this amount, a sorcerer must attempt an ensorcellment to accumulate energy again.&lt;br /&gt;
&lt;br /&gt;
While there is a cap on both weekly and total necrotic energy gained, a sorcerer will only lose necrotic energy if they attempt to permanently ensorcell an item.&lt;br /&gt;
&lt;br /&gt;
===Gaining Necrotic Energy===&lt;br /&gt;
&lt;br /&gt;
A sorcerer will gain a point of necrotic energy per each point of experience they absorb.&lt;br /&gt;
&lt;br /&gt;
===Checking Stored Energy===&lt;br /&gt;
Sorcerers may check their level of necrotic energy stored by self-casting ensorcell or simply using the [[SENSE]] verb or the [[RESOURCE]] verb.  When a sorcerer has reached his/her maximum for the week, the following message will appear below the accumulated amount:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Your rapid build up of necrotic energy has left you feeling overwhelmed and temporarily unable to absorb any new necrotic power.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The weekly cap resets when the first experience is gained after the [[Gift of Lumnis]] has begun.&lt;br /&gt;
&lt;br /&gt;
When a sorcerer is completely full of energy the energy detection will be as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You sense the build up of necrotic energy within you has reached its limits.  You have enough energy to permanently ensorcell an item for the fifth and final time.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Energy Cost per Tier===&lt;br /&gt;
&lt;br /&gt;
The table below details the energy requirement for each ensorcellment tier.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
! bgcolor = lightgrey | Energy Units&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 75,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 125,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To permanently ensorcell an item from Tier 0 to Tier 5 requires 500,000 energy units and takes a minimum of 10 weeks to gain that amount, barring any failed casts.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
&lt;br /&gt;
Sorcerers training in [[Sorcerous Lore, Necromancy]] receive additional charges of Ensorcell flares:&amp;lt;ref&amp;gt;Baswab, a non-sorcerer, tested 90 ranks of necromancy in Shattered and it did not work to give him multiple strikes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Sorcerous Lore, Necromancy ranks||90||180&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total acuity flare attacks (You feel energized!)||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
&lt;br /&gt;
The ensorcelling process is very straight forward. &lt;br /&gt;
&lt;br /&gt;
#Gather energy, by gaining experience, until a self-cast of Ensorcell (735) gives you the message that you have &#039;&#039;&#039;reached the point necessary to permanently ensorcell an item&#039;&#039;&#039; for whichever tier you are casting.&lt;br /&gt;
#Do a preliminary 735 channel on the item to check for difficulty.  If you (a) get a reading, (b) get the easiest difficulty message of &#039;&#039;&#039;you can only fail if you are horribly unlucky&#039;&#039;&#039;, and (c) are outside of a workshop, skip to the last step.&lt;br /&gt;
#If you do not get a reading (the item resists), or if you know the item is enhanced or sanctified, you will need to pour an inky black potion on it (not required for difficulty testing).  Repeat preliminary channel to get a reading.  Potion pours last approximately 30 minutes.&lt;br /&gt;
#If the item is at all difficult, wear as many applicable skill and stat [[enhancive]]s that you have available to you. &lt;br /&gt;
#Go to a [[magical workshop]] (use the [[sense|SENSE]] verb to check). &lt;br /&gt;
#Prep and channel at the item again.  You may have to repeat if you did any of steps 3-5 above. (Note: if the item is blessed, then you will receive the message &amp;quot;You sense a strange aura of power from within the &amp;lt;item&amp;gt; that disrupts the power of your spell!&amp;quot; In this case you can cast 119 at the item to remove the bless and try again.)&lt;br /&gt;
&lt;br /&gt;
Sorcerers successfully completing an ensorcell receive [[experience]] and [[fame]].&lt;br /&gt;
&lt;br /&gt;
===Difficulties===&lt;br /&gt;
&amp;lt;!-- The difficulty chart is formatted to transclude on the Enchant page only --&amp;gt;&lt;br /&gt;
Sorcerers doing an initial channel on an item will get a reading for one of the following levels of difficulty (from easiest to hardest):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tables provided by GM Estild&#039;&#039;&amp;lt;section begin=difficulty chart /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||~99% (will only fail on a fumble)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you should be able to ensorcell it &amp;lt;/noinclude&amp;gt;easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side&amp;lt;noinclude&amp;gt; to successfully complete the ensorcellment&amp;lt;/noinclude&amp;gt;||75+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you are &amp;lt;/noinclude&amp;gt;more likely than not to succeed&amp;lt;noinclude&amp;gt; on your cast&amp;lt;/noinclude&amp;gt;, but&amp;lt;noinclude&amp;gt; you will&amp;lt;/noinclude&amp;gt; need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;that this ensorcellment will be &amp;lt;/noinclude&amp;gt;nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle&amp;lt;noinclude&amp;gt; to complete this ensorcellment&amp;lt;/noinclude&amp;gt;||Need an open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment is &amp;lt;/noinclude&amp;gt;completely beyond your abilities||0%&lt;br /&gt;
|}&amp;lt;section end=difficulty chart /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=miracle /&amp;gt;When an item &#039;&#039;&#039;needs a miracle&#039;&#039;&#039;, the &amp;lt;noinclude&amp;gt;sorcerer&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;wizard&amp;lt;/includeonly&amp;gt; must roll a 100 on the attempt, after which another [[d100]] roll is made to add to the first result.  The chance of successfully &amp;lt;noinclude&amp;gt;ensorcelling&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;enchanting&amp;lt;/includeonly&amp;gt; a miracle item is between approximately .01-.99%.&amp;lt;section end=miracle /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attempts===&lt;br /&gt;
&lt;br /&gt;
From best to worst, here are the rolls possible on any permanent ensorcell attempt:&lt;br /&gt;
&amp;lt;section begin=attempt table /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly good attempt!||High open roll&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||1+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||Low open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;You make the most horribly incompetent attempt possible!&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Something doesn&#039;t seem right...&amp;lt;/includeonly&amp;gt; ||Fumble&lt;br /&gt;
|}&amp;lt;section end=attempt table /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ensorcell Pricing==&lt;br /&gt;
&lt;br /&gt;
Because of the weekly time increments, many sorcerers price their ensorcell casts by the week, instead of by the tier, not knowing what tier the next customer might need.  Below is a table showing the costs for sorcerers charging 1 million, 2 million, 3 million, and 4 million silvers per week:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Weeks&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 1m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 2m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 3m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 4m/wk&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1m&lt;br /&gt;
| 2m&lt;br /&gt;
| 3m&lt;br /&gt;
| 4m&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1.5&amp;lt;br&amp;gt;2&lt;br /&gt;
| 2&amp;lt;br&amp;gt;3&lt;br /&gt;
| 1.5m T2&amp;lt;br&amp;gt;2m T3&lt;br /&gt;
| 3m T2&amp;lt;br&amp;gt;4m T3&lt;br /&gt;
| 4.5m T2&amp;lt;br&amp;gt;6m T3&lt;br /&gt;
| 6m T2&amp;lt;br&amp;gt;8m T3&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2.5&amp;lt;br&amp;gt;3&lt;br /&gt;
| 4&amp;lt;br&amp;gt;5&lt;br /&gt;
| 2.5m T4&amp;lt;br&amp;gt;3m T5&lt;br /&gt;
| 5m T4&amp;lt;br&amp;gt;6m T5&lt;br /&gt;
| 7.5m T4&amp;lt;br&amp;gt;9m T5&lt;br /&gt;
| 10m T4&amp;lt;br&amp;gt;12m T5&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;small&amp;gt;Total for&amp;lt;br&amp;gt;5 casts&amp;lt;br&amp;gt;(10 weeks)&lt;br /&gt;
| 1-5&lt;br /&gt;
| 10m&lt;br /&gt;
| 20m&lt;br /&gt;
| 30m&lt;br /&gt;
| 40m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sorcerers charging around 1 million per week might be just starting out with the spell, working on easier items.  Sorcerers charging 2 million per week will be working on mid range items.  Sorcerers charging 3 million per week and more might have full enhancive sets and/or use [[Strong Potions of Accelerated Unlearning]] (fixskills), and only work on the most difficult items.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
===Bonuses===&lt;br /&gt;
;The flares appear basically similar, besides their respective messages of feeling.  For example, an acuity flare:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt; ** Necrotic energy from your &amp;lt;weapon&amp;gt; overflows into you! **&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
    You feel energized!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Acuity is the only flare which also wears off (whether used or unused):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel the unnatural surge of necrotic power wane away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will take the hit when dispel magic and hex [[715|curses]] are cast at you (spells without warding rolls):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A hooded figure gestures at you!&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
The elemental aura around you wavers.&lt;br /&gt;
&lt;br /&gt;
An eidolon points a spectral finger at you!&lt;br /&gt;
As the tendril of swirling gray magic leaves the eidolon, it is deflected away from you and dissipates harmlessly into the air.&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will be applied to the hidden CS roll of [[Pestilence (716)]] reactive flares&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
;Temporary Ensorcell success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast at my staff&lt;br /&gt;
You gesture at a drakar-runed ebonwood staff.&lt;br /&gt;
Necrotic energy materializes around your ebonwood staff and sinks onto it like an ethereal film.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of permanently ensorcelled item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my leather&lt;br /&gt;
You gesture at some vruul skin casting leathers.&lt;br /&gt;
Necrotic energy materializes around your casting leathers before being repelled by the stronger necrotic energy already present.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of cursed item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my claidhmore&lt;br /&gt;
You gesture at a black steel claidhmore.&lt;br /&gt;
Necrotic energy materializes around your black steel claidhmore before being disrupted and fading away.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Probable success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the rune-carved crosier has not yet been permanently ensorcelled and that you should be able to ensorcell it easily enough, barring bad luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;channel my crosier&lt;br /&gt;
You channel at a tiny rune-carved crosier.&lt;br /&gt;
Having probed the rune-carved crosier already, you begin to channel your stored necrotic energy at it.  You carefully regulate the flow of energy in order to attempt to overcome its natural resistance while not simultaneously overwhelming yourself...&lt;br /&gt;
&lt;br /&gt;
You make an outstanding attempt!&lt;br /&gt;
&lt;br /&gt;
Success!  You manage to breach the rune-carved crosier&#039;s defenses and pour in enough of your stored necrotic energy to permanently fuse it to the rune-carved crosier&#039;s very structure.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wearing Off===&lt;br /&gt;
;Temporary item ensorcellment wearing off.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The ethereal necrotic film covering your hoarbeam runestaff shrivels away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Failures===&lt;br /&gt;
;Failure message for testing a permanent item (7x @ lvl 36):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at an ice blue tapered faewood runestaff tipped with a smooth bone wand.&lt;br /&gt;
You sense that the tapered faewood runestaff has not yet been permanently ensorcelled and that this ensorcellment will be nearly impossible.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Possible failure for testing (5x @ lvl 37):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the faewood runestaff has not yet been permanently ensorcelled and that you are more likely than not to succeed on your cast, but you will need some luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for permanent item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You make an excellent attempt!&lt;br /&gt;
Failure!  You are unable to overcome the tapered faewood runestaff&#039;s defenses, wasting some of your stored necrotic energy in the fruitless attempt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a sanctified/enhancive item without first pouring an inky black potion:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a double bit eonake handaxe.&lt;br /&gt;
You sense a strange aura of power from within the eonake handaxe that disrupts the power of your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a magic resistant item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a dented veil iron war hammer.&lt;br /&gt;
Your veil iron war hammer resists your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Alchemy]] [[recipes|Recipes]]==&lt;br /&gt;
===Inky Black Potion===&lt;br /&gt;
{{:inky black potion}}&lt;br /&gt;
&lt;br /&gt;
===Glimmering Sanguine Potion===&lt;br /&gt;
{{#section:Glimmering sanguine potion|intro}}&lt;br /&gt;
{{#section:Glimmering sanguine potion|formula}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[The Courtesan: A Reflection on Necrotic Energy]]&lt;br /&gt;
*[http://gsguide.wikia.com/wiki/Ensorcell Dergoatean&#039;s Guide]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?83562-Ensorcell-data-blame-Goat PC: Ensorcell Data Thread]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?80647-I-checked-t1-ensorcell-difficulty-on-a-few-items PC: Item Difficulty Checking Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;br /&gt;
[[category:Weapon Enhancements]]&lt;br /&gt;
[[Category:Armor Enhancements]]&lt;br /&gt;
[[Category:Shield Enhancements]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Survival&amp;diff=144375</id>
		<title>Survival</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Survival&amp;diff=144375"/>
		<updated>2021-02-10T12:41:15Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Survival&#039;&#039;&#039; represents a character&#039;s ability to survive in the wilderness. Success in performing actions such as [[foraging]] for edible or medicinal herbs, finding certain hidden passageways, building a fire, or [[SKIN (verb)|skinning]] an animal is affected by this skill. When skinning an animal, one rank of the Survival skill is equal to one rank of the [[First Aid]] skill when factoring success. Training in the Survival skill also assists in moving through rough, treacherous, or otherwise cumbersome terrain, as well as avoiding some natural hazards.&lt;br /&gt;
&lt;br /&gt;
Survival helps in situations like:&lt;br /&gt;
*Resisting damage from extreme weather, such as near [[Icemule Trace]] and [[Pinefar]]&lt;br /&gt;
*Defending against [[bandit]] traps&lt;br /&gt;
*Preventing being poisoned while skinning venomous creatures like snakes&lt;br /&gt;
*Remaining on the ledge in [[Thanatoph]]&lt;br /&gt;
*Accessing the [[Red Forest]]&lt;br /&gt;
*Reducing [[roundtime]] from moving through difficult terrain in areas like [[Marsh Keep]] and [[Elemental Confluence]]&lt;br /&gt;
*Avoiding wounds when searching certain creatures like [[Fire elemental]]s&lt;br /&gt;
&lt;br /&gt;
Survival reduces the likelihood of slipping when moving quickly through icy areas such as [[Olbin Pass]] and the Landing-Icemule trail. Without ranks in survival, a character would have to wait approximately 5 seconds before moving in order to avoid a chance to slip. In addition, survival ranks will allow characters to [[Stalking and Hiding|sneak]] over ice. Without ranks in survival, a character is guaranteed to fall prone, be revealed from hiding, and incur 10 seconds of [[roundtime]] when attempting to [[Stalking and Hiding|sneak]] out of an icy room.&lt;br /&gt;
&lt;br /&gt;
At 25 ranks of Survival the ability to [[Foraging#Forage_Sense|{{boldmono|FORAGE SENSE}}]] is unlocked, allowing the character to determine every herb that can be foraged in that room.&lt;br /&gt;
&lt;br /&gt;
== Maximum Ranks and Training Costs ==&lt;br /&gt;
Survival is generally a low-cost skill.  Every profession can train in it up to twice per level, except wizards.&lt;br /&gt;
{{Skill|&lt;br /&gt;
  | Bardranks     = 2 | Bardcost     = 2/2&lt;br /&gt;
  | Clericranks   = 2 | Clericcost   = 3/2&lt;br /&gt;
  | Empathranks   = 2 | Empathcost   = 3/2&lt;br /&gt;
  | Monkranks     = 2 | Monkcost     = 2/2&lt;br /&gt;
  | Rangerranks   = 3 | Rangercost   = 1/1&lt;br /&gt;
  | Rogueranks    = 2 | Roguecost    = 2/2&lt;br /&gt;
  | Sorcererranks = 2 | Sorcerercost = 3/2&lt;br /&gt;
  | Warriorranks  = 2 | Warriorcost  = 1/3&lt;br /&gt;
  | Paladinranks  = 2 | Paladincost  = 2/2&lt;br /&gt;
  | Wizardranks   = 2 | Wizardcost   = 3/2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*http://www.play.net/gs4/info/skills.asp#survival&lt;br /&gt;
*[[Poison and skinning (saved post)]]&lt;br /&gt;
*[[River&#039;s Rest hunting expansion (saved post)]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:General_Skills_TP_Cost&amp;diff=142024</id>
		<title>Template:General Skills TP Cost</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:General_Skills_TP_Cost&amp;diff=142024"/>
		<updated>2020-12-07T21:09:51Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable text-center&amp;quot; style=&amp;quot;table-layout:fixed; width:100%; font-size:smaller;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Table: Training Point Costs for General Skills (Physical Training Points / Mental Training Points) &amp;lt;small class=&amp;quot;editlink noprint plainlinksneverexpand&amp;quot;&amp;gt; - [{{SERVER}}{{localurl:Template:General Skills TP Cost|action=edit}} edit] &amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:120px&amp;quot; | &lt;br /&gt;
! Warrior&lt;br /&gt;
! Rogue&lt;br /&gt;
! Monk&lt;br /&gt;
! Wizard&lt;br /&gt;
! Sorcerer&lt;br /&gt;
! Cleric&lt;br /&gt;
! Empath&lt;br /&gt;
! Ranger&lt;br /&gt;
! Bard&lt;br /&gt;
! Paladin&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Survival]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 1/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/2&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 1/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Disarming Traps]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/4&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 1/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/4&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 2/6&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 2/6&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 2/6&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 2/6&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/4&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 2/5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Picking Locks]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/3&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 1/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/4&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/4&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/4&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/4&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Stalking and Hiding]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/2&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 1/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 5/4&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 5/4&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 5/4&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 5/4&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 4/4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Perception]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Climbing]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 1/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 1/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 4/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 4/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 4/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 4/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Swimming]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 3/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 3/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 3/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 3/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[First Aid]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 1/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 1/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 1/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 1/1&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 1/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 1/1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Trading]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Pickpocketing]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 2/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 1/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 3/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 3/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 3/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 3/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 2/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 4/4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 style=&amp;quot;background:white&amp;quot; | White = 1 rank/level&lt;br /&gt;
! colspan=4 style=&amp;quot;background:#BCD4E6&amp;quot; | Blue = 2 ranks/level&lt;br /&gt;
! colspan=4 style=&amp;quot;background:#FFD1DC&amp;quot; | Pink = 3 ranks/level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Skills templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Physical_Skills_TP_Cost&amp;diff=142023</id>
		<title>Template:Physical Skills TP Cost</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Physical_Skills_TP_Cost&amp;diff=142023"/>
		<updated>2020-12-07T21:08:11Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable text-center&amp;quot; style=&amp;quot;table-layout:fixed; width:100%; font-size:smaller;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Table: Training Point Costs for Physical Skills (Physical Training Points / Mental Training Points) &amp;lt;small class=&amp;quot;editlink noprint plainlinksneverexpand&amp;quot;&amp;gt; - [{{SERVER}}{{localurl:Template:Physical Skills TP Cost|action=edit}} edit] &amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:120px&amp;quot; | Physical Skills&lt;br /&gt;
! Warrior&lt;br /&gt;
! Rogue&lt;br /&gt;
! Monk&lt;br /&gt;
! Wizard&lt;br /&gt;
! Sorcerer&lt;br /&gt;
! Cleric&lt;br /&gt;
! Empath&lt;br /&gt;
! Ranger&lt;br /&gt;
! Bard&lt;br /&gt;
! Paladin&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Two Weapon Combat]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 12/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 12/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 9/9&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 12/12&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Armor Use]]&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 2/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 10/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 14/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 15/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 8/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 15/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/0&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 3/0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Shield Use]]&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 2/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 8/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 13/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 13/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 13/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 13/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Combat Maneuvers]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/4&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 12/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 12/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 10/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 12/8&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 6/4&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 8/4&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Edged Weapons]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 6/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 6/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 6/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 6/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Blunt Weapons]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 6/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 6/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 6/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 6/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Two-Handed Weapons]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 6/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 14/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 14/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 10/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 13/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 6/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 7/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ranged Weapons]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 14/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 14/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 9/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 14/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 6/2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Thrown Weapons]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 8/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 9/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 9/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 9/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Polearm Weapons]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 7/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 6/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 14/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 14/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 11/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 14/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 7/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 6/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Brawling]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 10/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 10/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 6/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 10/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ambush]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/4&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 15/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 15/14&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 12/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 15/15&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 4/4&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 4/5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Multi Opponent Combat]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 10/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 15/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 15/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 15/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 15/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 10/4&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 7/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 5/2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Physical Fitness]]&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 2/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/0&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 2/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 8/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 8/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 8/0&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 2/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dodging]]&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 4/2&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 1/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 20/20&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 20/20&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 20/20&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 20/20&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 7/5&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 6/6&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 style=&amp;quot;background:white&amp;quot; | White = 1 rank/level&lt;br /&gt;
! colspan=4 style=&amp;quot;background:#BCD4E6&amp;quot; | Blue = 2 ranks/level&lt;br /&gt;
! colspan=4 style=&amp;quot;background:#FFD1DC&amp;quot; | Pink = 3 ranks/level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Skills templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Mental_Skills_TP_Cost&amp;diff=142022</id>
		<title>Template:Mental Skills TP Cost</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Mental_Skills_TP_Cost&amp;diff=142022"/>
		<updated>2020-12-07T21:07:14Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable text-center&amp;quot; style=&amp;quot;table-layout:fixed; width:100%; font-size:smaller;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Table: Training Point Costs for Mental Skills (Physical Training Points / Mental Training Points) &amp;lt;small class=&amp;quot;editlink noprint plainlinksneverexpand&amp;quot;&amp;gt; - [{{SERVER}}{{localurl:Template:Mental Skills TP Cost|action=edit}} edit] &amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:120px&amp;quot; | Physical Skills&lt;br /&gt;
! Warrior&lt;br /&gt;
! Rogue&lt;br /&gt;
! Monk&lt;br /&gt;
! Wizard&lt;br /&gt;
! Sorcerer&lt;br /&gt;
! Cleric&lt;br /&gt;
! Empath&lt;br /&gt;
! Ranger&lt;br /&gt;
! Bard&lt;br /&gt;
! Paladin&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Arcane Symbols]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/7&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/7&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/6&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/5&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/4&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Magic Item Use]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/7&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/5&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/4&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Spell Aiming]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 4/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 4/5&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 3/4&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Harness Power]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/9&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/6&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/4&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/4&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/4&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/4&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/5&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/5&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Elemental Mana Control]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/5&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Mental Mana Control]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/12&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/5&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Spirit Mana Control]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/12&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/5&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Spell Research]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/120&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/67&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/38&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/17&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/17&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/17&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Elemental Lore]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/40&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/6&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/6&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Spiritual Lore]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/6&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/6&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/6&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sorcerous Lore]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/30&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/30&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/35&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/10&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/6&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/18&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/18&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/18&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Mental Lore]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/40&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/40&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/6&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 style=&amp;quot;background:white&amp;quot; | White = 1 rank/level&lt;br /&gt;
! colspan=4 style=&amp;quot;background:#BCD4E6&amp;quot; | Blue = 2 ranks/level&lt;br /&gt;
! colspan=4 style=&amp;quot;background:#FFD1DC&amp;quot; | Pink = 3 ranks/level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Skills templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ranger&amp;diff=142019</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ranger&amp;diff=142019"/>
		<updated>2020-12-07T16:46:10Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Profession&lt;br /&gt;
| [[File:Small_ranger.jpg]]&lt;br /&gt;
| name = Ranger&lt;br /&gt;
| type = [[Spiritual]] [[Semi]]&lt;br /&gt;
| circles = [[Minor Spiritual]], [[Ranger Base]]&lt;br /&gt;
| prime = [[Dexterity]], [[Intuition]]&lt;br /&gt;
| mana = [[Wisdom]]&lt;br /&gt;
  | TWCcost = 3/2 | TWCranks = 2&lt;br /&gt;
  | AUcost = 5/0 | AUranks = 2&lt;br /&gt;
  | SUcost = 5/0 | SUranks = 2&lt;br /&gt;
  | CMcost = 6/4 | CMranks = 2&lt;br /&gt;
  | OHEcost = 3/1 | OHEranks = 2&lt;br /&gt;
  | OHBcost = 4/1 | OHBranks = 2&lt;br /&gt;
  | THWcost = 6/2 | THWranks = 2&lt;br /&gt;
  | RWcost = 3/1 | RWranks = 2&lt;br /&gt;
  | TWcost = 3/1 | TWranks = 2&lt;br /&gt;
  | PWcost = 7/2 | PWranks = 2&lt;br /&gt;
  | BRLcost = 4/1 | BRLranks = 2&lt;br /&gt;
  | AMBcost = 3/3 | AMBranks = 2&lt;br /&gt;
  | MOCcost = 10/4 | MOCranks = 1&lt;br /&gt;
  | PFcost = 4/0 | PFranks = 2&lt;br /&gt;
  | DODcost = 7/5 | DODranks = 2&lt;br /&gt;
  | AScost = 0/5 | ASranks = 1&lt;br /&gt;
  | MIUcost = 0/5 | MIUranks = 1&lt;br /&gt;
  | SAcost = 4/1 | SAranks = 2&lt;br /&gt;
  | HPcost = 0/5 | HPranks = 2&lt;br /&gt;
  | EMCcost = 0/15 | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0/15 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/5 | SMCranks = 1&lt;br /&gt;
  | SRcost = 0/17 | SRranks = 2&lt;br /&gt;
  | ELcost = 0/20 | ELranks = 1&lt;br /&gt;
  | SpLcost = 0/10 | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0/18 | SoLranks = 1&lt;br /&gt;
  | MLcost = 0/20 | MLranks = 1&lt;br /&gt;
  | SURcost = 1/1 | SURranks = 3&lt;br /&gt;
  | DTcost = 2/4 | DTranks = 2&lt;br /&gt;
  | PLcost = 2/3 | PLranks = 2&lt;br /&gt;
  | SHcost = 2/1 | SHranks = 2&lt;br /&gt;
  | PERcost = 0/2 | PERranks = 2&lt;br /&gt;
  | CLIcost = 2/0 | CLIranks = 2&lt;br /&gt;
  | SWIcost = 2/0 | SWIranks = 2&lt;br /&gt;
  | FAcost = 2/1 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3 | TRAranks = 2&lt;br /&gt;
  | PPcost = 2/3 | PPranks = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rangers are one of the three semi class professions in [[GemStone IV]]. They draw on the spiritual sphere for magic and focus heavily on nature. A ranger is a jack-of-all-trades, having skill costs that allow a character to excel at almost any endeavor whether they be physically or magically focused, although not all at one time. They are less physical than [[Paladin]]s and less magical than [[Bard]]s, putting them squarely in the middle of the semi grouping.&lt;br /&gt;
&lt;br /&gt;
Rangers can be compared to [[rogue]]s in hunting style, but rely more on magic to set up an ambush rather than combat maneuvers. Rangers often use a hidden ambush style, using virtually any style of weapon. Archery is one of the most popular ranger styles with several variants. The ranger spell circle is by far one of the most versatile in the game, ranging from highly focused combat spells to practical utility spells, all of which foster a general roleplay idea. The pinnacle of these spells is considered to be Animal Companion, which is unique in its class, providing combat, utility, and RP functions that last for the entirety of the character&#039;s existence.&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers List ==&lt;br /&gt;
Rangers have the ability to train in the following [[combat maneuvers]]. None of them are exclusive to the ranger profession.&lt;br /&gt;
&lt;br /&gt;
* [[Combat Focus]]&lt;br /&gt;
* [[Combat Mastery]]&lt;br /&gt;
* [[Combat Movement]]&lt;br /&gt;
* [[Cunning Defense]]&lt;br /&gt;
* [[Dirtkick]]&lt;br /&gt;
* [[Disarm Weapon]]&lt;br /&gt;
* [[Dislodge]]&lt;br /&gt;
* [[Feint]]&lt;br /&gt;
* [[Garrote]]&lt;br /&gt;
* [[Hamstring]]&lt;br /&gt;
* [[Precision]]&lt;br /&gt;
* [[Shadow Mastery]]&lt;br /&gt;
* [[Shield Bash]]&lt;br /&gt;
* [[Side by Side]]&lt;br /&gt;
* [[Subdual Strike]]&lt;br /&gt;
* [[Sweep]]&lt;br /&gt;
* [[Trip]]&lt;br /&gt;
* [[Unarmed Specialist]]&lt;br /&gt;
&lt;br /&gt;
== Professional Highlights ==&lt;br /&gt;
&lt;br /&gt;
;SENSE&lt;br /&gt;
:The [[SENSE]] verb is one used by several professions, with differing results. Rangers are stewards and students of nature, and as such have the ability to detect more information about the world around them than do other classes. A ranger can SENSE the &amp;quot;nature&amp;quot; of their environs, providing the ranger with useful data about available Animal Companions, climate, and terrain; the latter two are mostly of interest to those attempting to [[FORAGE]].&lt;br /&gt;
:Rangers can also sense non-obvious paths, or exits from a room, unless they are not supposed to be findable. &lt;br /&gt;
:SENSE [[roundtime]] is determined by a ranger&#039;s [[level]]. It is calculated by 10 - (Level/10), with a minimum base roundtime of 5 seconds.&lt;br /&gt;
:[[Assume Aspect (650)|Assume Aspect]]&#039;s Aspect of the Yierka further reduces SENSE roundtime to a minimum base of 3 seconds.&lt;br /&gt;
:Only rangers who are at least level 30 and know at least [[Animal Companion (630)|Animal Companion]] can sense any present companion types.&lt;br /&gt;
&lt;br /&gt;
;[[Whispering Willow (605)]]&lt;br /&gt;
:A utility spell, Whispering Willow allows the caster to whisper to individuals who are not in the same room. With a set number of ranks in [[Spiritual Lore, Summoning]], the spell is maximized to allow the caster to whisper to anyone, almost anywhere in game.&lt;br /&gt;
;[[Camouflage (608)]]&lt;br /&gt;
:Designed for combat, Camouflage places the caster into hiding with no hard roundtime. It also imparts a +30 AS bonus to the caster until the ranger is revealed from hiding. While melee users only receive the bonus for the first ambush attempt, archers who are highly trained in [[Stalking and Hiding]] have the potential to remain hidden and continue reaping the benefits of the AS bonus. The maximum duration for the AS bonus is 10 minutes.&lt;br /&gt;
;[[Mass Colors (611)]]&lt;br /&gt;
:A defensive spell, Mass Colors is a group-version of [[Natural Colors (601)]]. Unfortunately, the two spells are considered identical and do not stack their respective bonuses.&lt;br /&gt;
;[[Imbue (614)]]&lt;br /&gt;
:Imbue allows the caster to prepare foraged plant material to be imbedded with a spell via [[Magic Item Create (420)|Magic Item Create]]. The most commonly imbued items are sticks (wands, rods), wiregrass (bracelets, anklets), and various tree barks (amulets).&lt;br /&gt;
;[[Spike Thorn (616)]]&lt;br /&gt;
:A maneuver-based attack spell, Spike Thorn was the primary identifying spell for rangers prior to the release of Animal Companion. Augmented by level, spell ranks, and [[Spiritual Lore, Summoning]], it can provide a devastating and lethal attack against poorly prepared targets.&lt;br /&gt;
;[[Sneaking (617)]]&lt;br /&gt;
:When combined with Natural Colors or Mass Colors, Sneaking allows the silent movement type to be set. The ranger can walk from room to room without others present receiving any arrival or departure message, unless the others have enough [[Perception]] ranks to detect the ranger.&lt;br /&gt;
;[[Mobility (618)]]&lt;br /&gt;
:Not only does Mobility add DS to the caster, but it also adds phantom [[Dodge]] ranks based on the number of ranger spells known. It is highly useful versus maneuver-based attacks.&lt;br /&gt;
;[[Resist Nature (620)]]&lt;br /&gt;
:Resist Nature is the ranger&#039;s answer to [[wizard]]s&#039; [[Enchant Item (925)|Enchant Item]]. Using foraged and prepared ingredients, the caster can impart a temporary padding to cloth or leather armor that resists a very specific type of attack - heat, frost, steam, or nature. Only one form of resistance can be added to a piece of armor at any given time.&lt;br /&gt;
;[[Animal Companion (630)]]&lt;br /&gt;
:Regarded now as the identifying ranger circle spell, Animal Companion allows the ranger to form a permanent bond with a wild animal. Once formed, the bond cannot be broken without an Animal Companion Reset from the [[SimuCoin]] store. The companion can aid in combat, and its effectiveness is determined through an affinity process.&lt;br /&gt;
;[[Wall of Thorns (640)]]&lt;br /&gt;
:A defensive spell, Wall of Thorns is notable in that it adds an added opportunity for the spell to block prior to a physical attack engaging the caster through the EBP system. It also provides a DS bonus.&lt;br /&gt;
;[[Assume Aspect (650)]]&lt;br /&gt;
:The Assume Aspect grants the caster access to a wide variety of skill and other bonuses, each of which is based upon the traits of an animal. The drawback to its versatility is its high mana cost - and that each aspect can only be assumed for a two minute stretch before that individual aspect undergoes another two minute cool down before it can be re-assumed. One interesting feature of the spell is that it temporarily changes some of the caster&#039;s features to shape shift along with the aspect assumed.&lt;br /&gt;
:If anything, that rangers truly are jacks-of-all-trades is evidenced most by this spell. Its various bonuses range from defensive to offensive, depending on which skill or stat is boosted. Some aspects also further augment utility skills or further aid mechanics such as crossing icy patches, scaling cliffs, or using the SENSE or FORAGE verbs.&lt;br /&gt;
&lt;br /&gt;
;[[Minor Spiritual]] Circle&lt;br /&gt;
:In addition to the ranger base spells, rangers have access to those in the minor spiritual circle. Comprised of many defensive and utility spells, it also enhances the diverse range of skills for rangers.&lt;br /&gt;
&lt;br /&gt;
== General Training Suggestions ==&lt;br /&gt;
&lt;br /&gt;
A versatile profession, rangers can train in myriad ways, creating characters ranging from the more physical to the more magical, from a hunter with a bow to a druid with a wand.  With the implementation of FixSkills and skill migration, rangers can also choose to gradually shift their training and skills in order to alter their hunting strategy.  &lt;br /&gt;
&lt;br /&gt;
With archery, for example, the [[attack strength]] for [[Ranged Weapons | ranged weapons]] increases with [[Perception | perception]] and [[Ambush | ambush]] skills, but only after forty ranks.  It is not unheard of for some rangers to gradually switch their weapon of choice from a sword to a bow -- to start out training in [[Edged Weapons | edged weapons]] while wielding a drake falchion or other commonly found blade and then to later migrate to training in [[Ranged Weapons | ranged weapons]] after taking up a bow and quiver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ranger Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate | statistic growth rates]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Ranger Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Ranger&#039;&#039;&#039;  ||25||20||30||20||20||15||15||25||25||10&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
=====Discussion Forums=====&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Professions/Ranger/view Official Ranger Forum]&lt;br /&gt;
*[http://forum.gsplayers.com/forumdisplay.php?28-Ranger/view GSPlayers Corner Ranger Forum]&lt;br /&gt;
&lt;br /&gt;
=====Guides=====&lt;br /&gt;
*[[A beginner&#039;s guide to playing a ranger]]&lt;br /&gt;
*[[Comprehensive Ranger Guide]]&lt;br /&gt;
*[[Aurach&#039;s Two Weapon Combat Guide: A Ranger&#039;s Perspective]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ranger}}&lt;br /&gt;
&lt;br /&gt;
{{Professions}}&lt;br /&gt;
[[Category: Professions]]&lt;br /&gt;
[[category:Ranger| ]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Paladin&amp;diff=142018</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Paladin&amp;diff=142018"/>
		<updated>2020-12-07T16:45:08Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
{{Profession&lt;br /&gt;
| [[File:Small_paladin.jpg]]&lt;br /&gt;
| name = Paladin&lt;br /&gt;
| type = [[Spiritual]] [[Semi]]&lt;br /&gt;
| circles = [[Minor Spiritual]], [[Paladin Base]]&lt;br /&gt;
| prime = [[Wisdom]] [[Strength]]&lt;br /&gt;
| mana = [[Wisdom]]&lt;br /&gt;
  | TWCcost = 3 / 3 | TWCranks = 2&lt;br /&gt;
  | AUcost  = 3 / 0 | AUranks  = 3&lt;br /&gt;
  | SUcost  = 3 / 0 | SUranks  = 2&lt;br /&gt;
  | CMcost  = 5 / 4 | CMranks  = 2&lt;br /&gt;
  | OHEcost = 3 / 1 | OHEranks = 2&lt;br /&gt;
  | OHBcost = 3 / 1 | OHBranks = 2&lt;br /&gt;
  | THWcost = 4 / 2 | THWranks = 2&lt;br /&gt;
  | RWcost  = 6 / 2 | RWranks  = 2&lt;br /&gt;
  | TWcost  = 5 / 1 | TWranks  = 2&lt;br /&gt;
  | PWcost  = 5 / 2 | PWranks  = 2&lt;br /&gt;
  | BRLcost = 4 / 1 | BRLranks = 2&lt;br /&gt;
  | AMBcost = 4 / 5 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 5 / 2 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 3 / 0 | PFranks  = 2&lt;br /&gt;
  | DODcost = 5 / 3 | DODranks = 2&lt;br /&gt;
  | SRcost  = 0 / 17 | SRranks  = 2&lt;br /&gt;
  | AScost  = 0 / 5 | ASranks  = 1&lt;br /&gt;
  | MIUcost = 0 / 5 | MIUranks = 1&lt;br /&gt;
  | SAcost  = 4 / 2 | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 5 | HPranks  = 2&lt;br /&gt;
  | EMCcost = 0 / 15 | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0 / 15 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 5 | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 20 | ELranks  = 1&lt;br /&gt;
  | SpLcost = 0 / 10 | SpLranks = 2&lt;br /&gt;
  | SoLcost = 0 / 18 | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20 | MLranks  = 1&lt;br /&gt;
  | SURcost = 2 / 2 | SURranks = 2&lt;br /&gt;
  | DTcost  = 2 / 5 | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4 | PLranks  = 2&lt;br /&gt;
  | SHcost  = 4 / 4 | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 3 / 0 | CLIranks = 2&lt;br /&gt;
  | SWIcost = 2 / 0 | SWIranks = 2&lt;br /&gt;
  | FAcost  = 1 / 1 | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3 | TRAranks = 2&lt;br /&gt;
  | PPcost  = 4 / 4 | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladins&#039;&#039;&#039; are a [[semi]] profession in GemStone IV, and were the first new profession added to the original eight from GemStone III.  As holy warriors, paladins span the range of space between [[warrior]]s and [[cleric]]s; characters of these two professions were granted the ability to convert to paladins until the release of the tenth profession, [[monk]]s.  Because of this history, paladins have professional abilities which are otherwise considered exclusive to both warriors and clerics; for instance, compare [[Sanctify (1625)]] to [[Weapon Bonding]] or [[Divine Word (1640)]] to [[Raise Dead (318)]].  Some of these were not even retained by the original class; [[Zealot (1617)]] used to be a [[Cleric Base]] spell, its slot now occupied by [[Divine Fury (317)]].  Their place as holy warriors is cemented by nearly-innate abilities such as [[Divine Vengeance]].&lt;br /&gt;
&lt;br /&gt;
Although in the most general sense Paladins find themselves in between a [[Square]] and a [[Pure]] class, they should be considered the most square of the semi classes, having the cheapest total skill costs to attain [[Redux]], the ability to triple train in [[Armor Use]], and a more difficult time hunting by solely magical means than [[ranger]]s or [[bard]]s.&lt;br /&gt;
&lt;br /&gt;
Paladins are spiritual fighters who can boast the lowest [[spell hindrance]] and one of the highest physical [[attack strength]]s of any class.  The price paid for this [[melee]] combat prowess is largely higher training costs for general skills and diversity compared to the other square and semi classes.&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==General Training Suggestions==&lt;br /&gt;
As square-leaning semis, Paladins should ensure they have enough physical skills to be robust hunters.  A typical path will also include some magical skills and general skills to improve and supplement their combat prowess.  Naturally, the information below is merely a guide, particularly for those unfamiliar with the class, and a variety of training paths can be effective.&lt;br /&gt;
&lt;br /&gt;
===Physical Skills===&lt;br /&gt;
&lt;br /&gt;
The core of any paladin is their selection of and dedication to combat-oriented physical skills.&lt;br /&gt;
&lt;br /&gt;
====Weapon Skills====&lt;br /&gt;
Paladins will normally specialize in a [[melee]] weapon: [[Edged Weapons]], [[Blunt Weapons]], [[Polearm Weapons]], or [[Two-Handed Weapons]].  As far as the remaining options, it can be said that [[Thrown Weapons]] are unpopular in general, Paladins are somewhat lacking in access to abundant and cheap skills to be effective at [[Ranged Weapons]], and they would not be as effective at [[Brawling]] as [[Warrior]]s or [[Monk]]s (although it may be a useful supplementary skill).  Paladins also have access to specific spells which increase the power of melee and thrown weapons: [[Arm of the Arkati (1605)]], [[Zealot (1617)]] and [[Sanctify (1625)]].  The choice of the particular melee weapon is largely up to the player&#039;s taste.  Two-Handed Weapons will prohibit the effective use of a shield, whereas the [[damage factor]]s for these and polearms are generally higher than for edged or blunt weapons.  A more flexible hunting style is possible coupling weapons that can be used one or two handed ([[katana]], [[bastard sword]]s, or various approaches with polearms) with a shield.  Whatever the choice, the paladin should train twice per level in at least one type of weapon.&lt;br /&gt;
&lt;br /&gt;
====[[Two Weapon Combat]] ====&lt;br /&gt;
As Paladins have the highest training cost for Two Weapon Combat among all the other squares and semis, they are not necessarily the best suited for the skill.  However, the effectiveness of Arm of the Arkati (1605) and Zealot (1617) is certainly improved when using two weapons.  Coupling this skill with edged or blunt weapons is most sensible, although brawling is also possible.  The dedicated paladin would train twice every level, and also forego the benefits of a shield.&lt;br /&gt;
&lt;br /&gt;
====[[Shield Use]]====&lt;br /&gt;
Access to [[Shield Specialization]]s (detailed below) as well as the spell [[Divine Shield (1609)]] gives Paladins more reason than most to be efficient at using a shield.  [[Consecrate (1604)]] can also be used on a shield for plasma flares.  Furthermore, the [[Paladin Base]] circle is largely lacking in good defenses against [[bolt spell]]s (although this is reasonably supplemented by the [[Minor Spiritual]] circle).  Using [[Zealot (1617)]] also forces the paladin into offensive stance and further lowers their defenses (although this cannot be cast at the same time as Divine Shield).  That being said, many paladins choose to use primarily two-handed weapons or large polearms and forego the benefits of a shield.  Certainly the choice of weapon skill should be coupled with the shield training.  If using a shield, a paladin should single or double train the skill.&lt;br /&gt;
&lt;br /&gt;
====[[Dodging]]====&lt;br /&gt;
As the primary factor in [[evade|evading]], this is a staple defensive skill.  Any paladin without a shield ought to at least single train in this skill, and as a paladin wears heavier armor, the skill becomes more important.  Because dodging is more difficult with a larger shield, a paladin heavily training in shield use with a large shield may find an unimpressive benefit to spending many points on dodge.  Even so, more dodge ranks always make dodging easier, so this skill (in any amount, more always being better) fits well into any training path, but training twice per level becomes prohibitively expensive.&lt;br /&gt;
&lt;br /&gt;
====[[Combat Maneuvers]]====&lt;br /&gt;
Combat maneuvers is another staple skill for any melee-combat oriented character.  It helps defend against opposing maneuvers (combat or [[creature maneuver|creature]]), increases physical AS, and gains one CMAN point per rank for learning specific maneuvers (see below).  However, it should be said that paladins have [[Patron&#039;s Blessing (1611)]] to increase their AS in a similar manner, and [[Sanctify (1625)]] for better CM defenses.  Even so, a paladin should be expected to single train in this skill.&lt;br /&gt;
&lt;br /&gt;
====[[Armor Use]]====&lt;br /&gt;
Every paladin should quickly find themselves in heavier [[armor]]; paladins have few reasons to stay in soft or even hard leather.  Heavier armor obviously protects the wearer better when fully trained (with the exception of some aspects of the evade system), typically considered as a trade-off for the ability to easily cast spells.  However, paladins have many advantages when it comes to casting spells in armor.  In the first place, the [[Paladin Base]] circle has the lowest [[Spell hindrance]] of any circle (often by half or much more), and the [[Minor Spiritual]] circle has the second lowest hindrance.  But these low base hindrances are only the beginning, as paladins have [[Faith&#039;s Clarity (1603)]] to temporarily reduce the hindrance, which can be important when casting a high-cost spell such as [[Spirit Strike (117)]], [[Wall of Force (140)]], [[Faith Shield (1619)]], or [[Judgment (1630)]].  Finally, paladins have access to two unique [[Armor Specialization]]s (see below); not only does each rank of armor use give one point towards learning either of these skills, but they both decrease the penalties for casting spells when well-armored.  As the ability to easily cast spells in heavy armor is unique to paladins, one ought to take advantage of this fact with dedicated training in armor use.  &lt;br /&gt;
&lt;br /&gt;
Unlike the other physical skills, armor use should be trained in a tiered system rather than on a per-level basis, because a new armor should not be used until one is fully trained for at least the RT and maneuver penalties (which is usually similar to the requirements for the Paladin Base), and it isn&#039;t realistic to expect most paladins to change armors every few levels (unless they enjoy an extensive armor collection).  On the whole, the paladin should have some goals set with their next armor set in their possession as they gain the ability to wear it.  As an example, by triple-training armor use, a paladin, like a warrior, can be in augmented chain by level 20.  The paladin could then skip training in armor use for many levels, picking up other skills, while eventually working towards the next goal, for instance, being triple trained again at level 50 to wear full plate.  A simple reason to choose a type of armor may very well be having access to a particularly nice set of a given armor, but most paladins eventually are working towards full platemail.  This system is feasible because of other threshold based skills (particularly magical skills, see below), as well as stat growth which increases the total training points available.&lt;br /&gt;
&lt;br /&gt;
====[[Physical Fitness]]====&lt;br /&gt;
Physical fitness increases hitpoints up to a character&#039;s maximum, plays the most important role in [[Redux]], helps with some environmental checks, defends against some combat maneuvers, and is the strongest factor in defending against [[creature maneuver]]s.  Training less than once per level in this skill is absolutely silly, and every paladin should have the eventual goal of reaching two times per level as their training path allows.  In particular, training more than once per level may be used to achieve redux faster or gain full HPs.&lt;br /&gt;
&lt;br /&gt;
====[[Multi-Opponent Combat]]====&lt;br /&gt;
Training in Multi-Opponent Combat helps both defend against swarms and attack multiple times at once.  As paladins do not have access to [[Berserk]], this is as good as it gets (besides of course, [[Judgment (1630)]]).  However, a normal training path would already allocate most of a paladin&#039;s training points without including this skill, and similar to armor use, it is better viewed as a threshold skill than something to train each level.  Although the defensive benefits increase with each rank, the offensive benefits are strictly tiered.  A paladin is well-advised to quickly get five ranks so two opponents can be attacked at once, and after that set their own goals for additional training as they can.  The benefits of this skill will be self-evident after a short time playing a paladin, and each player can choose how quickly or slowly to progress beyond the first five ranks.  This is in part because the incurred roundtime is effected by [[Dexterity]] and [[Agility]] bonuses as well as the base roundtime of the weapon; for example, a halfling swinging three times with a dagger will be much faster than a giantman with a claidhmore.&lt;br /&gt;
&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
This skill helps aim attacks or successfully ambush from hiding, as well as with ranged and thrown weapons in general.  However, this skill is costly for paladins and can only be trained once per level.  Coupled with the same situation for [[Stalking and Hiding]], this skill is not worthwhile for a normal paladin training path.  It can be useful later on for open aimed swings, for example to prevent creatures from casting spells, and so on.&lt;br /&gt;
{{top}}&lt;br /&gt;
===Magical Skills===&lt;br /&gt;
Although most of a paladin&#039;s skills will be physical, being a semi would be pointless if one does not take some advantage of the magical skills available.  At the very least, every paladin should learn a number of spells and get enough mana to cast them.  As mental points are tight for paladins, one will likely be sparse in training magical skills or be forced to convert physical points.&lt;br /&gt;
&lt;br /&gt;
====[[Spell Research]]====&lt;br /&gt;
Easily the most important magical skill for a paladin, this skill should be trained once per level early in a paladin&#039;s career, often for life, but some may drop the training after some essential spells are achieved to focus on other training.  At least early on, the only real leeway to singling is that a paladin could go slightly over this value to more quickly reach a given goal, or do slightly less to squeeze in a tight training path.  &lt;br /&gt;
&lt;br /&gt;
At first, a paladin should focus on the [[Paladin Base]] up to some point of their own choosing, often to [[Divine Word (1640)]]; there are also benefits for continuing to train in the Paladin base, such as higher DS, CS, HPs, etc.  &lt;br /&gt;
*[[Aid The Fallen (1620)]]: A natural stopping point since it is the first time a paladin would not learn a new spell with one more rank, and moderately helpful on rescues.&lt;br /&gt;
*[[Sanctify (1625)]]: Not a very good stopping point, since only the first bonding rank can be unlocked with 25 spells.  29 spells are required to fully bond to a weapon.&lt;br /&gt;
*[[Divine Intervention (1635)]]: Unlocking BESEECH is critical for combat, and a reasonable stopping point for any paladin not interested in raising the dead.&lt;br /&gt;
*[[Divine Word (1640)]]: The last paladin spell at present.  Further paladin base ranks provide benefits to known spells, but no new spells can be learned.&lt;br /&gt;
&lt;br /&gt;
Most paladins will train slightly in the [[Minor Spiritual]] circle early on, at least to get [[Spirit Warding I (101)]] right away, and potentially up to [[Spirit Defense (103)]] to delay their Paladin base knowledge by one level.  The next most generally important spells for a paladin are:&lt;br /&gt;
*[[Spirit Warding II (107)]]: The paladin base does not have much warding or bolt defenses.&lt;br /&gt;
*[[Locate Person (116)]]: Important for those dedicated to rescuing.&lt;br /&gt;
*[[Spirit Strike (117)]]: With a general abundance of mana and focusing on melee combat, this spell is a perpetual mana sink for any paladin.&lt;br /&gt;
*[[Lesser Shroud (120)]]: A very respectable self-cast defensive spell.&lt;br /&gt;
*[[Spirit Guide (130)]]: Important to those dedicated to rescuing and raising the dead.  Aid The Fallen (1620) can be learned more easily, but is much more limited in application.  [[Symbol of Return]] could be learned much sooner, but only for those who join the [[Order of Voln]].&lt;br /&gt;
*[[Wall of Force (140)]]: The best defensive magic in Elanthia.  Paladins also have fewer uses for mana than most other classes, and can keep this up much more easily.&lt;br /&gt;
&lt;br /&gt;
Overall, the most common approach is a quick rank in Minor Spiritual to get light blues, then all the way up to Divine Word to be able to raise the dead, and then back to the Minor Spiritual until Lesser Shroud or Wall of Force.  After that, further training the Paladin Base is most beneficial.  It&#039;s worth noting that before about the spell [[Fasthr&#039;s Reward (115)]], most Minor Spiritual spells are not limited to self-casting, and furthermore that the MnS circle is known by the most professions; if a paladin has lots of friends or is good at begging for spells, training in this circle can be put off until such a time that the paladin is likely to want Spirit Strike and/or Lesser Shroud.&lt;br /&gt;
&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
This skill is required to get more [[mana]], which is needed to make use of the above spells.  The first rank per level gains 3 mana points, and each additional rank gains only one additional mana point.  Training up to once per level is probably normal, but a paladin with a tight training path could variously delay or occasionally skip this skill, since the class is largely physical in nature.  Training more than once per level is a path for a mutant magical paladin build, but likely necessary in that case owing to the high cost of [[Divine Strike (1615)]].  For all others, it is important to skip this skill at level 0 and for in-between level training.  That is to say that, for instance, a level 20 paladin could have up to 22 ranks of harness power for the 0/5 cost per rank, but the last two ranks only give one mana each and are not worth it.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
Mana control influences [[CAST|multi-casting]], the ability to [[SEND]] or receive spiritual mana, unlocks some [[MANA (verb)]] skills, increases the mana gained at each pulse, and most importantly allows one to successfully cast [[Divine Word (1640)]] to raise the dead.  A skill of 102, or 24 ranks, is required to raise the dead without chance of failure.  This is also the same amount of skill to achieve the best mana sharing possible with another fully trained character.  As the first multi-cast is unlocked at 25 ranks, a typical goal would be 25 ranks by the time Divine Word is learned.  However, even for those not interested in raising the dead, sending spiritual mana is an easier way to access to defensive spells known by others who typically train spiritual mana control ([[cleric]]s, [[empath]]s, [[sorcerer]]s, and to a lesser extent [[ranger]]s and [[monk]]s).&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Lore]]====&lt;br /&gt;
&lt;br /&gt;
Spiritual Lores are entirely unnecessary, particularly at lower levels, but give perks to spells paladins cast, even with slight dabbling in the skills.  It is interesting to note that paladins have the cheapest in-sphere lore cost of any semi, but that Paladin Base spells are affected by all three different spiritual lores.  This is in contrast to having the highest cost for learning spells among semis.  Because most lores use a [[Summation Chart]], it usually makes the most sense for paladins to get a small number of ranks (five or fewer) in many lores before dedicating themselves to a single one; here, the term &#039;dedication&#039; loosely means more than five to ten ranks of a single lore.  However, significant dedication to lores is not without benefits.  Although there are minor benefits for the [[Minor Spiritual]] circle, the benefits are much more relevant for the [[Paladin Base]] circle.&lt;br /&gt;
*[[Spiritual Lore, Blessings]]: Most notable is the DS and TD increases to [[Mantle of Faith (1601)]], the only spells paladins can trade with others.  [[Consecrate (1604)]] also becomes much more potent even for a small number of ranks.  Many of the benefits here are for helping others, and gaining more defensive prowess for the Paladin and his/her group.&lt;br /&gt;
*[[Spiritual Lore, Religion]]: Arguably the most important lore for paladins from a roleplaying perspective, it gives great benefits to [[Zealot (1617)]] and allows more raises per day with [[Divine Word (1640)]] with dedicated training, two of the professional-specific abilities of paladins.  This also unlocks a popular [[Title system|title]] at 40 ranks: &#039;Paladin of Deity&#039; (where &#039;Paladin&#039; is any of the Paladin professional titles).&lt;br /&gt;
*[[Spiritual Lore, Summoning]]: Perhaps the least versatile, but notably increases the DF for [[Arm of the Arkati (1605)]], the level of spells which can be infused with [[Sanctify (1625)]] and dedicated training allows more targets with [[Judgment (1630)]].  Getting up to 10 ranks allows [[Divine Strike (1615)]] to be infused to a fully bonded weapon and hit an additional target with Judgement, making this a reasonable goal for early lore training.  40 ranks can also allow the Paladin to self-cast [[Aid The Fallen (1620)]].&lt;br /&gt;
&lt;br /&gt;
As a vast majority of Paladin base spells have lore benefits, it is worth carefully studying the [[Lore_chart#Paladin Base|Lore Chart]] to make an informed decision to suit the character&#039;s style.&lt;br /&gt;
&lt;br /&gt;
====[[Magic Item Use]] and [[Arcane Symbols]]====&lt;br /&gt;
Training in these skills not only allows paladins to use magic items or scrolls they otherwise might not, it can also extend the duration of that magic.  20 ranks should allow the use of most items, and 40 ranks would enable use of practically all items; the duration gained beyond these number of ranks would be generally not worth the investment of training points.  For the helpful paladin, using an [[oaken wand]] before learning [[Stun Relief (108)]] might be suitable either for raising clerics or during group hunts.  Arcane Symbols, in particular, is relevant for infusing spells outside the paladin&#039;s knowledge to their weapon bonded with [[Sanctify (1625)]], which opens up a new array of combat utility.  Some arcane symbols are also needed for access to certain areas, in particular reading the runes in the Misty Chamber.  Overall, these skills are threshold skills a paladin can pick up later in their career.&lt;br /&gt;
&lt;br /&gt;
====Other Magical Skills====&lt;br /&gt;
None of the other skills are particularly important for a paladin, with the exception of [[Elemental Mana Control]] if a paladin really wishes to be able to send mana to [[wizard]]s.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===General Skills===&lt;br /&gt;
Paladins will not generally acquire a lot of general skills, since the training costs are prohibitively high and the maximum number of ranks low.  It should be noted that [[Guardians of Sunfist]] gives abilities to help swimming, climbing, and eating herbs, and if one plans to join that society, the advice below may be less applicable.&lt;br /&gt;
&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
A base amount of these skills are needed simply to get around Elanthia.  10 to 15 ranks of climbing should be acquired early on, as well as 5 to 10 ranks of swimming, depending what area of the world the paladin prefers.  The best rule of thumb to increase the ranks is to save some extra training points when going to a new hunting area with such skill checks.  If the paladin significantly fails a skill check, immediately type GOALS to add 5 ranks in the relevant skill, and try again.  Then the paladin will not have to spend unneeded training points on these skills.  35 ranks of climbing and 20-35 ranks of swimming is more than enough for the pre-cap areas.&lt;br /&gt;
&lt;br /&gt;
====[[Perception]]====&lt;br /&gt;
Arguably one of the most useful skills in general, paladins will have a hard time fitting dedication to this skill into their training path.  Paladins hardly need to work on added maneuver defense, and most other benefits are irrelevant except for its minor boon to [[foraging]].  Basically a paladin should get some ranks of this skill early on to be able to travel around, similar with climbing and swimming above.  10 ranks is a good value to aim for by level 20.&lt;br /&gt;
&lt;br /&gt;
====[[First Aid]]====&lt;br /&gt;
The only cheap general skill for paladins, this helps a paladin eat herbs faster, tend wounds, and skin better.  Paladins will often get beat up while hunting, so eating herbs faster is a definite benefit.  Skinning creatures is easy supplemental income, but it&#039;s worth noting that a certain amount of combined ranks in First Aid and Survival toggles the Adventurer&#039;s Guild into assigning skinning tasks, which the paladin may have a positive or negative feeling towards; these tasks are assigned when the total ranks equal or exceed 0.5 times per level (see [[Adventurer&#039;s Guild#Skinning|skinning bounties]]).  All in all, at such a cheap cost, training in this skill once per level is practically free and easily worthwhile for most, or just under 0.5x to avoid skinning tasks.&lt;br /&gt;
&lt;br /&gt;
====[[Survival]]====&lt;br /&gt;
Like climbing, swimming, and first aid, a threshold of this skill may be necessary for travelling around, especially in cold climates.  10 ranks of this skill may be useful if one plans to hunt around [[Icemule Trace]], for instance.  This skill helps for foraging, which a paladin may like to pursue.  If training in First Aid, this can certainly help increase skin quality, as well.  Survival is useful enough to train, but not useful enough to be a staple skill.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
Paladins have the ability to train in 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;
! Combat Maneuver (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]] (cmovement) || 3 || 4 || 6 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat Focus]] (focus) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat Mastery]] (cmastery) || 3 || 6 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Dirtkick]] (dirtkick) || 3 || 4 || 6 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Bash]] (sbash) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Charge]] (scharge) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Disarm Weapon]] (disarm) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Feint]] (feint) || 3 || 4 || 7 || 10 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Charge (combat maneuver)|Charge]] (charge) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Precision]] (precision) || 6 || 9 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Subdual Strike]] (sstrike) || 3 || 4 || 6 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[Specialization]] (wspec1/2/3) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Dislodge]] (dislodge) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Side by Side]] (sidebyside) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Crowd Press]] (cpress) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat Toughness]] (toughness) || 9 || 12 || 15 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[True Strike]] (truestrike) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Bull Rush]] (bullrush) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Surge of Strength]] (surge) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Trip]] (trip) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning Defense]] (cdefense) || 3 || 4 || 6 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[Tainted Bond]] (tainted) || 30 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor Spike Focus]] (spikefocus) || 7 || 15 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Unarmed Specialist]] (unarmedspec) || 9 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shield Specializations==&lt;br /&gt;
&lt;br /&gt;
Paladins have the ability to train in the following [[shield specialization]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Shield Cost Per Rank&lt;br /&gt;
|-&lt;br /&gt;
! Specialization || 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;
| [[Medium Shield Focus]] || 4 || 6 || 8 || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Large Shield Focus]] || 4 || 6 || 8 || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Shield Focus]] || 4 || 6 || 8 || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Bash]] || 2 || 4 || 6 || 8 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Charge]] || 2 || 4 || 6 || 8 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Push]] || 2 || 4 || 6 || 8 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Shielded Brawler]] || 6 || 8 || 10 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
| [[Prop Up]] || 6 || 12 || 18 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Forward]] || 4 || 8 || 12 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Spike Focus]] || 8 || 12 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Spike Mastery]] || 8 || 12 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Block the Elements]] || 6 || 12 || 18 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Spell Block]] || 6 || 12 || 18 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Mind]] || 6 || 12 || 18 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Protective Wall]] || 4 || 6 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Strike]] || 2 || 4 || 6 || 8 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Strike Mastery]] || 30 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Steely Resolve]] || 6 || 12 || 18 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Phalanx]] || 2 || 4 || 6 || 8 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armor Specializations == &lt;br /&gt;
&lt;br /&gt;
Paladins can train in several [[Armor Specialization]]s relevant for spell casting in heavy armor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Armor Cost Per Rank&lt;br /&gt;
! Specialization || 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;
| [[Armor Blessing]] || 20 || 30 || 40 || 50 || 60&lt;br /&gt;
|-&lt;br /&gt;
| [[Armored Casting]] || 20 || 30 || 40 || 50 || 60&lt;br /&gt;
|-&lt;br /&gt;
| [[Armored Fluidity]] || 20 || 30 || 40 || 50 || 60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Paladin Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate | statistic growth rates]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Paladin Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Paladin&#039;&#039;&#039; ||30||25||20||20||25||15||10||15||25||20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/paladins.asp Professions: Paladins], on Play.net.&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=13 Paladin Base Spell Circle], on Play.net&lt;br /&gt;
=====Officials Folders=====&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paladins/view Main folder]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paladins/Announcements/view Announcements]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paladins/Developer&#039;s%20Corner%20-%20Paladins/view Developer&#039;s Corner]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paladins/Paladin%20Banter/view Banter]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paladins/Paladin%20Spells/view Spells]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paladins/So%20You%20Want%20to%20be%20a%20Paladin%3F/view So You Want to be a Paladin]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paladins/Roleplaying%20a%20Paladin/view Roleplaying a Paladin]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paladins/Paladin%20General%20Discussion/view General Discussion]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paladins/Hunting%20Strategies/view Hunting Strategies]&lt;br /&gt;
=====Guides=====&lt;br /&gt;
*[[A beginner&#039;s guide to playing a paladin]] (work-in-progress)&lt;br /&gt;
*[[Nairdin&#039;s paladin guide (saved post)]]&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Paladins were released in GemStone IV during the [https://www.play.net/gs4/news/2004_plans/RSN/released.asp Really Spectacular November (RSN)] event of 2004. &lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
{{Paladin}}&lt;br /&gt;
&lt;br /&gt;
{{Professions}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Professions]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bard&amp;diff=142017</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bard&amp;diff=142017"/>
		<updated>2020-12-07T16:43:47Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profession&lt;br /&gt;
| [[File:Small_bard.jpg]]&lt;br /&gt;
| name = Bard&lt;br /&gt;
| type = [[Elemental]]/[[Mental]] [[Semi]]&lt;br /&gt;
| circles = [[Minor Elemental]], [[Bard Base]]&lt;br /&gt;
| prime = [[Influence]], [[Aura]]&lt;br /&gt;
| mana = [[Influence]], [[Aura]]&lt;br /&gt;
  | TWCcost = 3/2 | TWCranks = 2&lt;br /&gt;
  | AUcost = 5/0 | AUranks = 2&lt;br /&gt;
  | SUcost = 5/0 | SUranks = 2&lt;br /&gt;
  | CMcost = 8/4 | CMranks = 2&lt;br /&gt;
  | OHEcost = 3/1 | OHEranks = 2&lt;br /&gt;
  | OHBcost = 4/1 | OHBranks = 2&lt;br /&gt;
  | THWcost = 7/2 | THWranks = 2&lt;br /&gt;
  | RWcost = 4/2 | RWranks = 2&lt;br /&gt;
  | TWcost = 3/1 | TWranks = 2&lt;br /&gt;
  | PWcost = 6/1 | PWranks = 2&lt;br /&gt;
  | BRLcost = 3/1 | BRLranks = 2&lt;br /&gt;
  | AMBcost = 4/4 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 7/3 | MOCranks = 1&lt;br /&gt;
  | PFcost = 4/0 | PFranks = 2&lt;br /&gt;
  | DODcost = 6/6 | DODranks = 2&lt;br /&gt;
  | AScost = 0/4 | ASranks = 2&lt;br /&gt;
  | MIUcost = 0/4 | MIUranks = 2&lt;br /&gt;
  | SAcost = 4/1 | SAranks = 2&lt;br /&gt;
  | HPcost = 0/5 | HPranks = 2&lt;br /&gt;
  | EMCcost = 0/5 | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0/5 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/15 | SMCranks = 1&lt;br /&gt;
  | SRcost = 0/17 | SRranks = 2&lt;br /&gt;
  | ELcost = 0/8 | ELranks = 1&lt;br /&gt;
  | SpLcost = 0/20 | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0/18 | SoLranks = 1&lt;br /&gt;
  | MLcost = 0/8 | MLranks = 1&lt;br /&gt;
  | SURcost = 2/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 2/3 | DTranks = 2&lt;br /&gt;
  | PLcost = 2/1 | PLranks = 2&lt;br /&gt;
  | SHcost = 3/2 | SHranks = 2&lt;br /&gt;
  | PERcost = 0/3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 3/0 | CLIranks = 2&lt;br /&gt;
  | SWIcost = 3/0 | SWIranks = 2&lt;br /&gt;
  | FAcost = 2/1 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/2 | TRAranks = 2&lt;br /&gt;
  | PPcost = 2/1 | PPranks = 2&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bards&#039;&#039;&#039; are semi-spell users who combine skill at arms with a hybrid of [[elemental]] and [[mental]] magic. Their [[Bard Base|song spells]] allow them to enhance not only their own skills in combat, but those of all in their party. Bards are also masters of lore, adept at revealing the secrets of magic items. Nearly as versatile as [[Rangers]], Bards are somewhat more adept at using magical devices, but less so at physical skills, such as combat or maneuvering. Heavy armor will restrict their spellcasting abilities.&lt;br /&gt;
&lt;br /&gt;
== Professional Highlights ==&lt;br /&gt;
&lt;br /&gt;
=== Spellsongs ===&lt;br /&gt;
&lt;br /&gt;
{{main|Bard Base}}&lt;br /&gt;
&lt;br /&gt;
To sing a spellsong the bard must first [[PREPARE]] the song using either the spellsong number or the mnemonic. Next, the bard [[SING]]s the song either at himself or a target.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
&amp;lt;pre{{log2|padding=0|margin-top=0|margin-bottom=0|margin-right=26em|background=none|border=none}}&amp;gt;&lt;br /&gt;
PREP 1001 or PREP HOLDSONG&lt;br /&gt;
SING or SING &amp;lt;target&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Spellsongs depend primarily on the bard&#039;s [[Influence]] and [[Aura]].&lt;br /&gt;
&lt;br /&gt;
=== Loresinging ===&lt;br /&gt;
&lt;br /&gt;
{{main|Loresinging}}&lt;br /&gt;
&lt;br /&gt;
LORESING &amp;lt;lyrics&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While holding an item in your right hand, sing a song whose lyrics inquire about the nature of the object. Use a semicolon (;) to separate lines. &lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&amp;lt;pre{{log2|padding=0|margin-top=0|margin-bottom=0|margin-right=26em|background=none|border=none}}&amp;gt;&lt;br /&gt;
loresing Sparkling stone I found this night;Tell me why you shine so bright?;Do you by chance possess a spell,;Or sharpen weapons very well?;Are you worth much if I sell,;Or should I throw you in the well?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are skilled enough and use the appropriate keywords, something of the item&#039;s nature will be revealed to you.&lt;br /&gt;
&lt;br /&gt;
=== Instruments ===&lt;br /&gt;
&lt;br /&gt;
{{main|Instrument learning}}&lt;br /&gt;
&lt;br /&gt;
All professions can [[PLAY]] musical instruments, but only bards are capable of mastering the art.&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
Bards also have the ability to train in the following [[combat maneuvers]], none of which are exclusive to the bard profession.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style = &amp;quot;vertical-align:top; width: 50%&amp;quot; |&lt;br /&gt;
* [[Charge (combat maneuver)|Charge]]&lt;br /&gt;
* [[Cheapshots]]&lt;br /&gt;
* [[Combat Focus]]&lt;br /&gt;
* [[Combat Mastery]]&lt;br /&gt;
* [[Combat Movement]]&lt;br /&gt;
* [[Cunning Defense]]&lt;br /&gt;
* [[Dirtkick]]&lt;br /&gt;
* [[Disarm Weapon]]&lt;br /&gt;
* [[Feint]]&lt;br /&gt;
* [[Garrote]]&lt;br /&gt;
| style = &amp;quot;vertical-align:top; width: 50%;&amp;quot; |&lt;br /&gt;
* [[Hamstring]]&lt;br /&gt;
* [[Multi-Fire]]&lt;br /&gt;
* [[Precision]]&lt;br /&gt;
* [[Shield Bash]]&lt;br /&gt;
* [[Side by Side]] (prereq: Combat Movement at rank 2)&lt;br /&gt;
* [[Spin Attack]]&lt;br /&gt;
* [[Subdual Strike]]&lt;br /&gt;
* [[Sweep]]&lt;br /&gt;
* [[Trip]]&lt;br /&gt;
* [[Unarmed Specialist]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
=====Officials Folders=====&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Bards/view Bards]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Bards/Announcements/view Announcements]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Bards/Developer&#039;s%20Corner%20-%20Bards/view Developer&#039;s Corner - Bards]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Bards/Bard%20Banter/view Banter]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Bards/Bard%20Magic,%20Spells,%20and%20Spellsongs/view Magic, Spells, and Spellsongs]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Bards/Bard%20Guild%20Discussions/view Guild Discussions]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Bards/So%20You%20Want%20to%20be%20a%20Bard%3F/view So You Want to be a Bard?]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Bards/Roleplaying%20a%20Bard/view Roleplaying a Bard]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Bards/Hunting%20Strategies/view Hunting Strategies]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Bards/Instruments/view Instruments]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Bards/Loresinging/view Loresinging]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Guides=====&lt;br /&gt;
* [[A beginner&#039;s guide to playing a bard|A Beginner&#039;s Guide to Playing a Bard]] (work-in-progress)&lt;br /&gt;
* [[Comprehensive Bard Guide]]&lt;br /&gt;
* [[Archales&#039; bard guide|Archales&#039; Bard Guide]]&lt;br /&gt;
* [http://freepages.genealogy.rootsweb.ancestry.com/~laplante/gemstone/bardguide.html Loresinging and Purifying Gems Guide]&lt;br /&gt;
&lt;br /&gt;
{{Bard}}&lt;br /&gt;
{{Professions}}&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wizard&amp;diff=142016</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wizard&amp;diff=142016"/>
		<updated>2020-12-07T16:41:28Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Profession&lt;br /&gt;
| [[File:Small_wizard.jpg]]&lt;br /&gt;
| name = Wizard&lt;br /&gt;
| type = [[Elemental]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]]&amp;lt;br /&amp;gt;[[Major Elemental]]&amp;lt;br /&amp;gt;[[Wizard Base]]&lt;br /&gt;
| prime = [[Aura]], [[Logic]]&lt;br /&gt;
| mana = [[Aura]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  =  14 / 0 | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 14 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 8 / 2   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 10 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 8 / 0   | PFranks  = 1&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 2   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 1   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 2 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 3   | EMCranks = 3&lt;br /&gt;
  | MMCcost = 0 / 12  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 12  | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 6   | ELranks  = 2&lt;br /&gt;
  | SpLcost = 0 / 20  | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 10  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20  | MLranks  = 1&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 2&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 2 / 1   | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
{{otheruses4|the Wizard profession|the front end|Wizard (front end)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizards&#039;&#039;&#039; are one of four [[pure]] [[profession]]s in [[GemStone]], and are considered to be masters of the [[sphere]] of [[elemental|elemental magic]].  Wizardly offensive spells are primarily represented by [[bolt spell]]s of a particular elemental energy, and are complemented by a wide array of defensive magics and utility spells.  A common [[mutant]] Wizard sub-type is the [[War Mage]], which relies on [[Haste (506)|hasted]] physical attacks in combination with various utility spells.&lt;br /&gt;
&lt;br /&gt;
Wizards can [[enchant]] weapons and armor by means of the [[Enchant Item (925)]] spell to give bonuses to attack or defense, respectively.  Wizards can also [[imbed]] their spells into certain imbedable items by means of the [[Create Magic Item (420)]] spell, and [[recharge]] some of these items by means of the [[Charge Item (517)]] spell to keep their magic strong.&lt;br /&gt;
&lt;br /&gt;
Finally, Wizards are able to summon a magical [[familiar]] by means of the [[Call Familiar (920)]] spell, which they can use for various non-combat purposes.&lt;br /&gt;
&lt;br /&gt;
== Stat Placement and Race Selection ==&lt;br /&gt;
&lt;br /&gt;
The most important [[statistic]]s for a Wizard are [[Aura]] and [[Logic]], as they provide double the training points as the other stats.  In addition, Aura determines the bonus for some elemental spells and the amount of mana a character starts with.  [[Dexterity]] is an important statistic for any Wizard as it adds an AS bonus to bolt spells.  The other statistics are less important, but should not be &amp;quot;tanked&amp;quot; as that can result in serious penalties.  [[Strength]] in particular can be important if you want to be able to carry treasure back from a hunt without being encumbered, an issue that [[Constitution]] also factors into somewhat.  A higher Strength statistic will also let a wizard hold heavier armors unencumbered while enchanting, and is essential for the [[War Mage]] subtype as it factors directly into their AS with weapons.&lt;br /&gt;
&lt;br /&gt;
Statistical placement should be optimized for either growth, training points, or a balance of the two.  As most players will not reach level one-hundred, a balance of the two is best.  Wizards primarily rely on mental training points, and thus high statistical placement of mental statistics is desirable.   Most wizards convert a large amount of physical training points to mental training points during the course of their training, but the GemStone training system is currently set up to optimize conversion of points. ([[War Mage]]s tend to convert much lower numbers of points, but will probably still find it necessary.)&lt;br /&gt;
&lt;br /&gt;
Race selection is a fairly non-mechanical decision.  Though some races receive more appropriate bonuses (i.e. [[Dark elf|dark elves]] and [[halfling]]s) there is no single race that is superior over the others.  Choose whichever one best fits the character. [[War Mage]]s tend to choose races with a [[Strength]] bonus, while caster wizards tend to choose one with a [[Dexterity]] bonus.&lt;br /&gt;
&lt;br /&gt;
== General Training Suggestions ==&lt;br /&gt;
&lt;br /&gt;
Wizards are designed to train primarily in magical skills and, of course, spells.  The magical skills which apply to Wizardry are Arcane Symbols, Magic Item Use, Spell Aiming, Harness Power, Elemental Mana Control, and the four Elemental Lores.  Magical skills and spells are key for wizards who use a runestaff, which requires at least eight total magical skill ranks per level to be an effective form of defense.  Wizards may also choose to train in shield, armor, and weapon use, depending on the specific type of wizard desired.  Wizards who choose to focus on physical combat and supplement that with spells are called [[War Mage]]s.  The War Mage build is supported by a number of spell benefits.&lt;br /&gt;
&lt;br /&gt;
;[[Arcane Symbols]]&lt;br /&gt;
:Most recommend singling in this for life, possibly doubling in it if one is interested in being an Enchanter.  It helps with reading and casting spells from scrolls.  Though scrolls aren&#039;t particularly useful in the middle of combat, they&#039;re very useful for casting utility and defensive spells outside of battle.  This skill also serves as a cheap way to improve [[runestaff]] defense.&lt;br /&gt;
&lt;br /&gt;
;[[Magic Item Use]]&lt;br /&gt;
:This skill is particularly useful for using wands during lower levels.  Magical items sometimes also require certain skill to activate.  Singling in MIU for life is usually recommended, though a wizard serious about enchanting might consider doubling in it.  MIU is another cheap skill to increase [[runestaff]] defense.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Aiming]]&lt;br /&gt;
:This is a pure wizard&#039;s primary attack skill, and some War Mages also find it important as a backup. It determines accuracy with aimed bolt spells, and therefore should always be doubled in for life.&lt;br /&gt;
&lt;br /&gt;
;[[Harness Power]]&lt;br /&gt;
:Training in this provides three mana for each training up to level.  Training beyond that only provides a single extra mana point per rank.  Because of this, most wizards train up to their level, and beyond that when they feel the need for more mana (especially at the lower levels).  Some wizards enjoy the extra mana, however, and find it well worth the cost to double in it. War Mages tend to single train, but not exceed that.&lt;br /&gt;
&lt;br /&gt;
;[[Elemental Mana Control]] (EMC)&lt;br /&gt;
:This skill determines how effective one will be in sharing elemental mana with others also trained in EMC, as well as providing benefits to numerous spells, including [[Enchant Item]].  Twenty-four ranks will give maximum efficiency in sharing mana, but most wizards will 1x for life to benefit their spells.  Also, training in EMC increases a Wizard&#039;s mana regeneration rate, both on and off node.  &lt;br /&gt;
&lt;br /&gt;
;[[Elemental Lores]]&lt;br /&gt;
:This skill can define a Wizard by determining which element they will specialize in.  Lores result in a small (.001) increase in the respective bolt&#039;s Damage Factor, as well as benefiting many spells in a variety of ways.  Wizards are expected to 1x in some combination of Elemental Lores.&lt;br /&gt;
&lt;br /&gt;
;[[Weapon|Weapon Skills]]&lt;br /&gt;
:War Mages train in a specific weapon 1x for life.  This may be anything from [[ranged]] to [[polearm]]s.&lt;br /&gt;
&lt;br /&gt;
;[[Shield Training]]&lt;br /&gt;
:Training 1x in this for life is the basic defensive training for any wizard that chooses to use a one-handed weapon ([[Edged Weapons]] or [[Blunt Weapons]]).&lt;br /&gt;
&lt;br /&gt;
;[[Armor Use]]&lt;br /&gt;
:Most wizards will recommend training four ranks to wear full leathers with no maneuver hindrance.  Other wizards recommend enough ranks to wear double leathers, though there is always a casting hindrance for armors in an AsG above full leather.  Opinions vary over whether the extra protection is worth the spell hindrance and extra training cost.&lt;br /&gt;
&lt;br /&gt;
;[[Physical Fitness]]&lt;br /&gt;
:It is recommended to train in Physical Fitness 1x for life.  Maximum health (which is based on Race and Con bonus), generally maximizes at about 20-25 ranks, and further training provide benefits to the length of stuns and severity of criticals.&lt;br /&gt;
&lt;br /&gt;
== Secondary Skills ==&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Mana Control]]&lt;br /&gt;
:Handy for any Wizard who wants to share mana with spiritual casters such as [[empath]]s or [[cleric]]s.  Doesn&#039;t directly affect any Wizard abilities.  Twenty-four ranks will provide the most efficiency for mana sharing.&lt;br /&gt;
&lt;br /&gt;
;[[Climbing]] and [[Swimming]]&lt;br /&gt;
:These skills become more important with time, particularly climbing.  Generally, thirty ranks of each will get you everywhere you want to go, but having that many ranks is unnecessary until much later in life.  Five ranks in each by level 20 should suffice for some time.&lt;br /&gt;
&lt;br /&gt;
;[[Survival]] and [[First Aid]]&lt;br /&gt;
:If one chooses to train in these, their primary application is usually the ability to remove pelts from creatures during hunts.  First Aid also reduces roundtime from eating herbs, while Survival can diminish the effects of certain adverse environmental conditions (particularly in the frigid north).&lt;br /&gt;
&lt;br /&gt;
;[[Perception]]&lt;br /&gt;
:Most players get at least 24 ranks or so to allow them to find certain hidden paths that are scattered throughout the land and will allow you access to certain hunting grounds.  This skill also is a cheap way to increase defenses against some [[creature maneuver]].&lt;br /&gt;
&lt;br /&gt;
;Other Skills&lt;br /&gt;
:Just because a skill isn&#039;t mentioned here doesn&#039;t mean it&#039;s entirely useless.  The only skills that serve no purpose are the non-elemental lores.  All the other skills can be trained in and garner some ability. Wizards can pick boxes rather well, or train in [[Combat Maneuvers]] to [[Disarm Weapon|disarm]] their opponents (or gain additional AS and DS bonuses with weapons), or better defend against disarming.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Spell Training ==&lt;br /&gt;
Most wizards recommend anything between 2x and 3x training in Spell Research.  Wizards have three Spell Circles available to them: Major Elemental Spells, Minor Elemental Spells, and Wizard Spells.  All three have important spells and how one decides to progress through the lists is a personal choice.&lt;br /&gt;
&lt;br /&gt;
=== [[Minor Elemental]] ===&lt;br /&gt;
This circle is one of the most widely available spell circles.  However, it provides a lot of defensive and utility spells that will be important for a Wizard.&lt;br /&gt;
&lt;br /&gt;
:*[[Elemental Defense I (401)]]&lt;br /&gt;
:*[[Elemental Defense II (406)]]&lt;br /&gt;
:*[[Elemental Defense III (414)]]&lt;br /&gt;
::Getting these at their respective levels will help keep defenses high.  Since the gap between 406 and 414 is rather large, you may want to drop off training after 406 in order to focus on the other two circles.&lt;br /&gt;
&lt;br /&gt;
:*[[Elemental Wave (410)]]&lt;br /&gt;
::An excellent set-up spell, it tends to knock down everyone in the room that is NOT joined to the caster&#039;s group and give them round time before they can stand back up.  Useful, but not vital and can be acquired after 10th level with no adverse consequences.&lt;br /&gt;
&lt;br /&gt;
:*[[Mass Elemental Defense (419)]]&lt;br /&gt;
::A spell truly for the masses, is the equivalent of casting Elemental Defense III at each member of the caster&#039;s [[group]].  It will make you friends, but is not necessary at level 19. In common usage, this spell is often referred to as &amp;quot;guards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:*[[Elemental Targetting (425)]]&lt;br /&gt;
::Highly recommended as soon as one reaches level twenty-five because of the bonus it adds to AS and CS.  It aids considerably in hunting.&lt;br /&gt;
&lt;br /&gt;
:*[[Elemental Barrier (430)]]&lt;br /&gt;
::Though handy, the extra defense is not strictly necessary until later.  One can wait until well after level 30 to acquire this spell.&lt;br /&gt;
&lt;br /&gt;
=== [[Major Elemental]] ===&lt;br /&gt;
This circle provides several key utility and defensive spells, as well as a few important offensive ones.&lt;br /&gt;
&lt;br /&gt;
:*[[Thurfel&#039;s Ward (503)]]&lt;br /&gt;
::A cheap and powerful defensive spell that should be acquired as soon as possible. The color of the specks of light is based on one&#039;s [[attunement]].&lt;br /&gt;
&lt;br /&gt;
:*[[Hand of Tonis (505)]]&lt;br /&gt;
::Hand of Tonis is a relatively weak spell when first acquired, only stunning targets or dissipating clouds. But it gains incredible utility with twenty ranks of [[Elemental Lore, Air]], where a bolt version of the spell becomes available at offensive stances. The Tonis bolt uses [[unbalance]] crits, which have a very high knockdown and stun chance. &lt;br /&gt;
&lt;br /&gt;
:*[[Haste (506)]]&lt;br /&gt;
::Not especially important for pure wizards, the spell is still very useful.  It can be used to reduce physical roundtimes caused by actions (such as healing herbs, standing up, and rough terrain) as well as those inflicted by certain combat maneuvers or spells. This is a critical spell for [[War Mage]]s with sufficient training, who may use Haste to swing a weapon with 1 second of RT. It becomes supremely effective once the caster has twenty-four ranks of [[Elemental Lore, Air]] and at least twenty-seven [[Major Elemental]] spell ranks.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The use of Haste as a combat enhancer is the defining characteristic of the [[War Mage]] subtype of wizards, who generally rely on the use of weapons for a majority of their offensive power, rather than using magical attacks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:*[[Strength (509)]]&lt;br /&gt;
::[[War Mage]]s find Strength essential, as they use it for its offensive boost with physical attacks (or for a reduction in roundtime with bow use). Other wizards will primarily reap the benefit of increased [[Encumbrance|carrying capacity]].&lt;br /&gt;
&lt;br /&gt;
:*[[Floating Disk (511)]]&lt;br /&gt;
::A commonly sought after spells from other classes, this disk is used to hold items so that they do not encumber the owner.  Again, not vital at its level, but another important spell.&lt;br /&gt;
&lt;br /&gt;
:*[[Elemental Focus (513)]]&lt;br /&gt;
::This is the first spell that a wizard can learn to boost bolt AS, and so bolting wizards should acquire it as soon as possible. Due to the penalty with weapon-based attacks, [[War Mage]]s will be generally uninterested in its tradeoff.&lt;br /&gt;
&lt;br /&gt;
:*[[Mana Leech (516)]]&lt;br /&gt;
::For casting wizards, Mana Leech is quite possibly the most important spell to get as soon as possible at level 16. It is the best mana returning spell in the game, and helps provide the wizard with enough mana to make a hunt last long enough to [[Experience|fill the head]].&lt;br /&gt;
&lt;br /&gt;
:*[[Cone of Elements (518)]]&lt;br /&gt;
::Not a vital spell at its level, this is still one of the most powerful spells a Wizard can cast.  It hits a large number of creatures with varying of elemental bolts.  It can be very useful for destroying swarms of creatures during invasions.  Great to show off with.  Caution should be observed, however, when this spell is used in invasions.  Certain creatures can reflect the Cone back at the caster and all player characters in the room.  &lt;br /&gt;
&lt;br /&gt;
:*[[Meteor Swarm (525)]]&lt;br /&gt;
::Although not generally considered a useful spell, this is one of the most devastating spells available.  It summons meteors into both the room in which the spell is cast as well as surrounding rooms.  The meteors deal damage to players, creatures, and even the caster. Casting the spell sends a warning to [[GameMaster]]s due to its potential for abuse. This spell should be used very rarely and with an abundance of caution.&lt;br /&gt;
{{top}}&lt;br /&gt;
=== [[Wizard Base]] ===&lt;br /&gt;
This circle contains the majority of a Wizard&#039;s offensive power in the form of [[bolt spell]]s.  It also has some of the more profession defining spells such as [[Call Familiar (920)]] and [[Enchant Item (925)]].&lt;br /&gt;
&lt;br /&gt;
:*[[Minor Shock (901)]]&lt;br /&gt;
:*[[Minor Water (903)]]&lt;br /&gt;
:*[[Minor Acid (904)]]&lt;br /&gt;
:*[[Minor Fire (906)]]&lt;br /&gt;
:*[[Major Shock (910)]]&lt;br /&gt;
::Bolt spells deal damage to a single enemy based on Spell Aiming ranks and Dexterity bonus.  Most Wizards use [[Minor Acid (904)]] as their primary bolt until higher levels or against specific creatures. [[Minor Fire (906)]] is particularly useful against the undead and in the [[Icemule Trace]] and [[Glacier]] areas. These are the spells commonly found in iron, silver, aquamarine, crystal, and golden wands.&lt;br /&gt;
&lt;br /&gt;
:*[[Major Cold (907)]]&lt;br /&gt;
:*[[Major Fire (908)]]&lt;br /&gt;
::Ball spells tend to deal less damage than Bolt spells, but they have the advantage of being able to cause multiple flares beyond the first hit.  These flares can hit multiple creatures in the room, which makes Ball spells ideal for crowd control.  Most Wizards prefer to use [[Major Fire (908)]] because of it&#039;s higher damage. [[Major Cold (907)]] is the spell found in blue wands.&lt;br /&gt;
&lt;br /&gt;
:*[[Mass Blur (911)]]&lt;br /&gt;
::One of the more popular spells among other classes, Mass Blurs affects everyone joined to the caster. It&#039;s not vital for a Wizard, but it does make you popular, and helps boost your defenses further.&lt;br /&gt;
&lt;br /&gt;
:*[[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
::An excellent defensive spell, this spell will make hunting significantly easier.  Acquire it as soon as possible.&lt;br /&gt;
&lt;br /&gt;
:*[[Call Familiar (920)]] &lt;br /&gt;
::Call Familiar allows a player to summon an animal to serve as an ally.  Wizards who are [[Attunement|attuned]] to a particular element have the opportunity to summon a [[wyrdling]] in addition to the typical mundane animal.  Though [[familiar]]s cannot perform any combat actions, they can deliver messages, watch rooms, carry an item, and find other players.  Call Familiar is considered to be a defining spell of the Wizard profession.&lt;br /&gt;
&lt;br /&gt;
:*[[Enchant Item (925)]]&lt;br /&gt;
::Enchant Item allows a player to enchant weapons, shields and armor, increating the bonus to [[Attack strength|AS]] for weapons or [[Defensive Strength|DS]] for shields and armor.  Enchant Item is limited to increasing the bonus of items to a maximum of plus fifty (+50), with each complete enchantment increasing the bonus of the item by five (5). (However, enchantments above thirty-five (+35) are exceedingly rare and difficult under the current limitations.)  Typically trained Wizards who learn this spell at level twenty-five (25) are considered capable of using Enchant Item to bring items to a bonus of plus twenty (+20). Enchant Item is generally considered a defining spell of the Wizard profession.&lt;br /&gt;
&lt;br /&gt;
:*[[Familiar Gate (930)]]&lt;br /&gt;
::Familiar Gate allows a player to create a gate between their own location and that of their familiar.  While the gate remains open, any player may pass through it to travel between the two locations.  The gate remains open for a short period of time, typically a few seconds, or until the player who created it passes through.&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
Few non-[[War Mage]]s train in combat maneuvers, but wizards have access to the following CMAN&#039;s:&lt;br /&gt;
*[[Combat Movement]]&lt;br /&gt;
*[[Combat Mastery]]&lt;br /&gt;
*[[Cunning Defense]]&lt;br /&gt;
*[[Dirtkick]]&lt;br /&gt;
*[[Disarm Weapon]]&lt;br /&gt;
*[[Feint]]&lt;br /&gt;
*[[Multi-Fire]]&lt;br /&gt;
*[[Precision]]&lt;br /&gt;
*[[Side by Side]] (prereq: Combat Movement at rank 2)&lt;br /&gt;
*[[Subdual Strike]]&lt;br /&gt;
*[[Trip]]&lt;br /&gt;
*[[Unarmed Specialist]]&lt;br /&gt;
&lt;br /&gt;
==Wizard Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate | statistic growth rates]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Wizard Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Wizard&#039;&#039;&#039;  ||10||15||25||15||20||30||25||25||20||20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
{{top}}&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
=====Officials Folders=====&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Wizards/view Main folder]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Wizards/Announcements/view Announcements]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Wizards/Developer&#039;s%20Corner%20-%20Wizards/view Developer&#039;s Corner]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Wizards/Wizard%20Banter/view Banter]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Wizards/Wizard%20Spells/view Spells (Wizard Base)]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Enchanting]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Wizards/Familiars/view Familiars]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Wizards/Wizard%20Guild%20Discussion/view Guild Discussion]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Wizards/So%20You%20Want%20to%20be%20a%20Wizard%3F/view So You Want to be a Wizard?]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Wizards/Roleplaying%20a%20Wizard/view Roleplaying a Wizard]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Wizards/Wizard%20General%20Discussion/view General Discussion]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Wizards/Hunting%20Strategies/view Hunting Strategies]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Wizards/Major%20Elemental%20Circle/view Major Elemental Circle]&lt;br /&gt;
=====Guides=====&lt;br /&gt;
*[[A beginner&#039;s guide to playing a wizard]] &lt;br /&gt;
*[[Comprehensive Wizard Guide]]&lt;br /&gt;
&lt;br /&gt;
{{Wizard}}&lt;br /&gt;
{{Professions}}&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerer&amp;diff=142015</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerer&amp;diff=142015"/>
		<updated>2020-12-07T16:39:49Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Profession&lt;br /&gt;
| [[File:Small_sorc.jpg]]&lt;br /&gt;
| name = Sorcerer&lt;br /&gt;
| type = [[Elemental]]/[[Spiritual]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]], [[Minor Spiritual]], [[Sorcerer Base]]&lt;br /&gt;
| prime = [[Aura]], [[Wisdom]]&lt;br /&gt;
| mana = [[Aura]], [[Wisdom]]&lt;br /&gt;
  | TWCcost = 12/12 | TWCranks = 1&lt;br /&gt;
  | AUcost = 15/0 | AUranks = 1&lt;br /&gt;
  | SUcost = 13/0 | SUranks = 1&lt;br /&gt;
  | CMcost = 12/8 | CMranks = 1&lt;br /&gt;
  | OHEcost = 6/2 | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6/2 | OHBranks = 1&lt;br /&gt;
  | THWcost = 14/3 | THWranks = 1&lt;br /&gt;
  | RWcost = 14/3 | RWranks = 1&lt;br /&gt;
  | TWcost = 9/3 | TWranks = 1&lt;br /&gt;
  | PWcost = 14/3 | PWranks = 1&lt;br /&gt;
  | BRLcost = 10/2 | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15/14 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15/10 | MOCranks = 1&lt;br /&gt;
  | PFcost = 8/0 | PFranks = 1&lt;br /&gt;
  | DODcost = 20/20 | DODranks = 1&lt;br /&gt;
  | AScost = 0/1 | ASranks = 2&lt;br /&gt;
  | MIUcost = 0/2 | MIUranks = 2&lt;br /&gt;
  | SAcost = 3/1 | SAranks = 2&lt;br /&gt;
  | HPcost = 0/4 | HPranks = 3&lt;br /&gt;
  | EMCcost = 0/3 | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0/12 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/3 | SMCranks = 2&lt;br /&gt;
  | SRcost = 0/8 | SRranks = 3&lt;br /&gt;
  | ELcost = 0/6 | ELranks = 2&lt;br /&gt;
  | SpLcost = 0/6 | SpLranks = 2&lt;br /&gt;
  | SoLcost = 0/6 | SoLranks = 2&lt;br /&gt;
  | MLcost = 0/20 | MLranks = 1&lt;br /&gt;
  | SURcost = 3/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 2/6 | DTranks = 1&lt;br /&gt;
  | PLcost = 2/4 | PLranks = 2&lt;br /&gt;
  | SHcost = 5/4 | SHranks = 1&lt;br /&gt;
  | PERcost = 0/3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 4/0 | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3/0 | SWIranks = 1&lt;br /&gt;
  | FAcost = 2/1 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3 | TRAranks = 2&lt;br /&gt;
  | PPcost = 3/3 | PPranks = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerers&#039;&#039;&#039; are [[pure]] spell casters affluent in both [[elemental]] and [[spiritual]] [[magic]]. They also possess knowledge of an ancient, arcane [[spell circle|circle]] of magic which can only be explained as a &#039;hybrid&#039; of both types. The two primary foci of sorcerous magic are [[Sorcerous Lore, Demonology|Demonology]] and [[Sorcerous Lore, Necromancy|Necromancy]], though it also commands the manipulation of [[flows of essence|essence]] and a number of [[illusion]]s. Much of sorcery is dedicated to destruction of both animate and inanimate matter, with many spells focused on [[:category:Attack Spells|combat-oriented magic]]. However, sorcerer spells are by no means limited to war, many offer utility and productive purposes.&lt;br /&gt;
&lt;br /&gt;
=== Related Essays ===&lt;br /&gt;
&lt;br /&gt;
* [[The True Meaning of Sorcery (essay)|The True Meaning of Sorcery]]&lt;br /&gt;
* [[On the Nature of Sorcery (essay)|On the Nature of Sorcery]]&lt;br /&gt;
* [[Of War, Sorcery, and the Passion for Power (essay)|Of War, Sorcery, and the Passion for Power]]&lt;br /&gt;
&lt;br /&gt;
== [[Race]] &amp;amp; [[Statistics]] ==&lt;br /&gt;
Race is a [[roleplaying]] choice.  See [[list of statistic growth rates]] for how to place stats to max at cap and adjust for maximum points allowed and if maxing certain stats earlier is desired.&lt;br /&gt;
&lt;br /&gt;
== [[Skills]] ==&lt;br /&gt;
&lt;br /&gt;
=== Physical Skills ===&lt;br /&gt;
&lt;br /&gt;
Although sorcerers are primarily focused on magic, most will still hunt to earn [[experience]], [[fame]], and [[treasure]]. Due to the physical nature of combat, minimums of certain skills are trained during the earlier [[level]]s (0-30) of the sorcerer&#039;s career.&lt;br /&gt;
&lt;br /&gt;
;[[Physical Fitness]]&lt;br /&gt;
:Training this skill is required to obtain [[hitpoint]]s. Even though pures tend to survive by &#039;&#039;not&#039;&#039; getting hit, it is still recommended that sorcerers train 1&amp;amp;times; per level for defense (or at least to mitigate damage) against [[creature maneuver]]s.  &lt;br /&gt;
&lt;br /&gt;
;[[Armor Use]]&lt;br /&gt;
:The amount a sorcerer should train this skill depends upon which type of armor the player selects for their character. Most commonly sorcerers are seen with robes (0% spell failure, 0 ranks armor use), full leather (0% spell failure, 4 ranks armor use), or double leathers (2% spell failure, 8 ranks armor use). Heavier armors provide better protection, but also carry a high percentage of spell failure. Whatever the choice, it is highly recommended that the character be considered &#039;fully trained&#039; for their armor. This will eliminate any movement and maneuver penalties, as well as reduce the amount of spell failure to the lowest possible percentage.&lt;br /&gt;
&lt;br /&gt;
;Weapon Skills&lt;br /&gt;
:Most will opt to defend their sorcerer with a [[runestaff]] which does not require weapon training to be used as a defensive tool. Thus it is the minority who choose otherwise, usually selecting one of the weapon skill types ([[Edged Weapons|edged]], [[Blunt Weapons|blunt]], [[Two-Handed Weapons|two-handed]], [[Ranged Weapons|ranged]], [[Thrown Weapons|thrown]], [[Polearm Weapons|polearm]], or [[Brawling|hand-to-hand combat]]) to dedicate themselves to. Those who choose a one-handed weapon type most likely train Shield Use as well. &lt;br /&gt;
&lt;br /&gt;
:Due to the fact that sorcerers can only train once per level in the weapon types, they experience a large disparity in [[attack strength]] when compared to their [[square]] counterparts. Unfortunately, creature defenses will reflect the abilities of those &#039;&#039;most&#039;&#039; capable, which results in a very challenging progression for weapon-wielding sorcerers past level fifty. The expenditure of training points on weapon skills is not without its benefits, though. Sorcerers skilled with weapons possess an additional form of attack to supplement their magic, or replace it if their [[mana]] supply is low or they have sustained an injury which prevents them from casting. Additionally, those skilled with weapons also experience [[defensive strength]]s greater than what is capable from a runestaff and/or spells alone.&lt;br /&gt;
&lt;br /&gt;
;[[Shield Use]]&lt;br /&gt;
:Reserved for those who have chosen to utilize a one-handed weapon or are dissatisfied with the defense offered by runestaves (especially in more offensive [[stance]]s). Between 0.5&amp;amp;times; and 1&amp;amp;times; ranks per level is recommended for either of these purposes.&lt;br /&gt;
&lt;br /&gt;
;[[Combat Maneuvers]]&lt;br /&gt;
:Sorcerers will generally not train in combat maneuvers until higher levels or after level 100 (cap).  These are primarily for defensive purpose, and as such the more popular choices are [[Cunning Defense]] and [[Disarm Weapon]].  Given the large cost of gaining these combat maneuvers for [[Pure|pures]], a capped sorcerer fully trained in combat maneuvers would have barely enough points to master both of these two skills.  Obviously, any sorcerers planning to swing a weapon will have more reason to train in this skill for offensive purposes, since their AS will already be comparatively low.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Available Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
:{|&lt;br /&gt;
|width=&amp;quot;45%&amp;quot;|&lt;br /&gt;
*[[Combat Movement]]&lt;br /&gt;
*[[Combat Mastery]]&lt;br /&gt;
*[[Cunning Defense]]&lt;br /&gt;
*[[Dirtkick]]&lt;br /&gt;
*[[Disarm Weapon]]&lt;br /&gt;
*[[Feint]]&lt;br /&gt;
|&lt;br /&gt;
*[[Multi-Fire]]&lt;br /&gt;
*[[Precision]]&lt;br /&gt;
*[[Side by Side]] (prereq: Combat Movement at rank 2)&lt;br /&gt;
*[[Subdual Strike]]&lt;br /&gt;
*[[Trip]]&lt;br /&gt;
*[[Unarmed Specialist]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;[[Multi Opponent Combat]]&lt;br /&gt;
:Though expensive, this skill can actually help sorcerers in a few areas. First, [[area of effect]] spells (such as [[Implosion]]) will affect more opponents more often with proficiency in this skill. Second, [[ball spell]]s can &#039;splash&#039; more additional targets.   It should be emphasized that just a small number of ranks, even one or two, are quite effective for striking additional opponents.  Finally, MOC affords the character increased defenses against [[Multi_Opponent_Combat#Force_on_Force|force on force]] mechanics, when being swarmed by multiple foes.  All benefits considered, this skill is more of a bonus than something a sorcerer should dedicate themselves to.  More than five or ten ranks is probably foolish for a magically-oriented sorcerer.&lt;br /&gt;
&lt;br /&gt;
=== Magical Skills ===&lt;br /&gt;
&lt;br /&gt;
Being a [[pure]] profession, sorcerers typically concentrate the majority of their training points on their magical skills. Those who choose to defend themselves with a [[runestaff]] will generally obtain one rank per level of each type of magical skill for the course of their character&#039;s career. This strategy also helps bolster the general magical capabilities of their character. It is quite common for sorcerers to be converting their physical training points to be used on magical skills.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Research]]&lt;br /&gt;
:Easily the most important skill for a sorcerer. The majority of a sorcerer&#039;s attack spells are [[warding]] based, and spell ranks are the most influential factor in [[casting strength]] (CS). Anything less than 2 ranks per level is considered foolish, many opt for more. It is possible to train up to 3 ranks per level, though the cost is prohibitively expensive.&lt;br /&gt;
&lt;br /&gt;
;[[Harness Power]]&lt;br /&gt;
:Another important skill, ranks in this skill equal to or less than the character&#039;s level increases their maximum mana capacity by three. Ranks exceeding one&#039;s level will only garner one additional mana capacity. Each rank will also increase the rate at which mana is regenerated naturally. Although it is a significant cost for a small benefit to train ranks in excess of one&#039;s level, some don&#039;t mind the expenditure. 2&amp;amp;times; per level is particularly common among lower level ranges, but most average 1&amp;amp;times; once their mana supply reaches a reasonable amount.&lt;br /&gt;
&lt;br /&gt;
;[[Arcane Symbols]] and [[Magic Item Use]]&lt;br /&gt;
:Both staple magical skills for the sorcerer. One rank per level in both of these skills is expected. In addition to being cheap skills for the runestaff, each rank adds to the success and duration of magic activated from [[scroll]]s and [[magic item]]s respectively. Both skills are primary factors in the success of [[Scroll Infusion (714)]], and secondary factors in [[Ensorcell (735)]]. MIU is particularly useful at lower level ranges, for those who choose to supplement their lack of mana or low hit ratios with [[wand]]s. Arcane Symbols can aid the character in spotting magical traps (such as [[glyph]] and [[scarab]]) when using the [[DETECT (verb)]].&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Mana Control]] and [[Elemental Mana Control]]&lt;br /&gt;
:1&amp;amp;times; per level in both of these skills is expected from the proficient sorcerer. In addition to the capability of [[SEND (verb)|sharing mana]], increased mana regeneration, and access to the [[MANA (verb)|MANA verb abilities]], these skills offer significant benefits for spells in all three trained circles. Most notably, the mana cost of focused [[Implosion (720)]] is reduced by training in MCs. The amount of mana returned by [[Dark Catalyst (719)]], success of both [[Animate Dead (730)]] and [[Planar Shift (740)]], and the ability to share mana with [[minor demon]]s are all increased by these skills. MC skill also determines the percentage chance of a demon flare on [[Balefire (713)]]. Significant amounts of MCs have been known to reduce the amount of mana required when performing Scroll Infusion as well.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Aiming]]&lt;br /&gt;
:Adds directly to the power of a sorcerer&#039;s focused [[Energy Maelstrom (710)]], and [[Implosion (720)]] spells. Those with less than 2&amp;amp;times; per level in this skill will have severe penalties to their CS when using the targeted version of [[Limb Disruption (708)]]. &lt;br /&gt;
&lt;br /&gt;
:Spell Aiming is also the primary factor when determining the [[attack strength]] (AS) of one&#039;s [[bolt spell]]s. Sorcerers have direct access to five bolt spells ([[Arcane Blast (1700)]], [[Fire Spirit (111)]], [[Balefire (713)]], and potentially [[Disintegrate (705)]] and [[Web (118)]]), and bolting can be a reliable form of attack against foes whose [[target defense]] (TD) is difficult to overcome.  Spell Aiming provides AS to &#039;&#039;any&#039;&#039; bolt spell, meaning a low level sorcerer proficiently trained in Spell Aiming could reliably use the wands of any profession to supplement mana.&lt;br /&gt;
&lt;br /&gt;
:It can be also considered a cheap magical skill in the sense that the majority of its cost is in physical training points, which sorcerers often have an excess of. Either don&#039;t train in Spell Aiming or train 2&amp;amp;times; per level.&lt;br /&gt;
&lt;br /&gt;
;[[Sorcerous Lore, Demonology]]&lt;br /&gt;
:Demonology benefits seven sorcerer spells. It increases the weight limit of [[Phase (704)]], provides a chance for a [[Mind Jolt (706)]] stun to carry over to a new target, increases retribution success with [[Cloak of Shadows (712)]], increases the [[damage factor|DF bonus]] and maximum number of targets of [[Balefire (713)]], reduces the [[Torment (718)]] spell preparation restriction, increases the [[Minor Summoning (725)]] success rate and capabilities of the demon, and increases cross-[[realm]]s success rates and same-realm passenger capacity in [[Planar Shift (740)]].&lt;br /&gt;
&lt;br /&gt;
;[[Sorcerous Lore, Necromancy]]&lt;br /&gt;
:Necromancy benefits eight sorcerer spells and [[Sacrifice]]. It increases hitpoint return of [[Blood Burst (701)]], increases chance of limb animation in [[Limb Disruption (708)]], increases the [[Pain (711)]] damage and incapacitation potential, increases the number of charges and chance for reactive attack by [[Pestilence (716)]], and increases [[Maximum Animatable Level]] as well as success of [[Animate Dead (730)]].  It also increases the absorption rate of [[Necrotic Energy]] for [[Ensorcell]] and provides for additional attacks with flare benefits.  For Sacrifice, it will negate the spirit loss. &lt;br /&gt;
&lt;br /&gt;
;[[Elemental Lore]]&lt;br /&gt;
:Elemental Lores (EL) benefit the spells [[Energy Maelstrom (710)]], [[Dark Catalyst (719)]], and [[Animate Dead (730)]] corpse explosions.  In addition, various Minor Elemental spells have EL benefits.  Please see the individual EL pages for specific information for each spell.&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Lore]]&lt;br /&gt;
:[[Spiritual Lore, Summoning]] increases [[Curse (715)#Power|cursing power]], as well as giving modest benefits to a handful of [[Minor Spiritual]] spells; the main combat benefits are for those using bolt spells, as Summoning Lore increases the power of [[Fire Spirit (111)]] and unlocks the bolt version of [[Web (118)]].  [[Spiritual Lore, Blessings]] provides quite limited benefits to spells directly accessible by sorcerers and only with a significant dedication to training.  [[Spiritual Lore, Religion]] does not affect any spells native to sorcerers.&lt;br /&gt;
&lt;br /&gt;
=== General Skills ===&lt;br /&gt;
&lt;br /&gt;
There are a variety of secondary skills to train, each benefiting and customizing the character in their own way. Most of these skills are optional for sorcery, though a few have benefits worth their investment.&lt;br /&gt;
&lt;br /&gt;
;[[Climbing]] and [[Swimming]]&lt;br /&gt;
:Certain locations require these skills in order to be traversed. Having some proficiency in both early on can save time and injury down the road.  Most characters are well-advised to get 5&amp;amp;ndash;10 ranks of swimming and 5&amp;amp;ndash;15 ranks of climbing at the outset, and then just increase the relevant skill as it becomes necessary (when the sorcerer has difficulty travelling to some location of interest).  Even though sorcerers will eventually learn [[Planar Shift (740)]] and may be able to circumvent such hazards, in order to set a planar rune, one still needs to be able to get to the location, and might not want to rely on friends to set [[gold ring]]s.&lt;br /&gt;
&lt;br /&gt;
;[[Perception]]&lt;br /&gt;
:This skill helps in addition to Survival on attempts to [[forage]] items. The more ranks in perception the easier it becomes to find herbs.  It is a success factor in the [[Illusions]] guild skill.  It also helps for success with [[Piercing Gaze]], which is useful for [[popping boxes]].  It also aids in defense against [[creature maneuver]]s as much as [[combat maneuvers]], but at an extremely lower cost.&lt;br /&gt;
&lt;br /&gt;
;[[Survival]]&lt;br /&gt;
:Training in this skill will help increase chances of success in foraging.  It also helps in reducing damage taken in frigid weather conditions such as those found in some of the [[Icemule Trace]] hunting areas. It also contributes toward [[skin]]ning ability.&lt;br /&gt;
 &lt;br /&gt;
;[[First Aid]]&lt;br /&gt;
:Training in this skill will increase [[skin]]ning ability and is cheaper to train in than [[survival]] and allow tending and faster eating of herbs.&lt;br /&gt;
&lt;br /&gt;
== [[Spell]] and Ability Highlights ==&lt;br /&gt;
Sorcerers are the most effective profession at disabling creatures and have some of the best utility spells.&lt;br /&gt;
&lt;br /&gt;
;[[Sacrifice]]&lt;br /&gt;
:Turn the life force of [[creature|enemies]] into usable [[mana]], refresh and heal [[Animate Dead (730)|animates]], and infest future creature spawns with AS/DS/CS/TD penalties.&lt;br /&gt;
&lt;br /&gt;
;[[Alchemy]]&lt;br /&gt;
:Make a limited number of useful potions/trinkets with this trio of [[Sorcerer guild]] skills. [[Alchemy dye]]s, [[inky black potion]]s, and [[mana potion]]s are all useful.&lt;br /&gt;
&lt;br /&gt;
;[[Illusions]]&lt;br /&gt;
:A [[guild]] skill teaching visual manipulation of essence.&lt;br /&gt;
&lt;br /&gt;
;[[Disintegrate (705)]]&lt;br /&gt;
:A potent destructive magic which can melt flesh, disassemble [[non-corporeal]] beings, and even destroy items.  Also available in bolt form.&lt;br /&gt;
&lt;br /&gt;
;[[Grasp of the Grave (709)]]&lt;br /&gt;
:Arms erupt from the floor and drag enemies down.&lt;br /&gt;
&lt;br /&gt;
;[[Cloak of Shadows (712)]]&lt;br /&gt;
:A standard defensive spell with the ability to retaliate against an attacker when the sorcerer is [[stunned]]. This potent magic can turn the tides of a battle gone wrong quickly into the sorcerer&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
;[[Scroll Infusion (714)]]&lt;br /&gt;
:The unique ability to unlock and [[recharge]] [[scroll]]s. This extends the life of the usable magic found on scrolls many times over, granting a level of versatility reviled by [[Wizard|other magical professions]].&lt;br /&gt;
&lt;br /&gt;
;[[Curse (715)]]&lt;br /&gt;
:Various debilitating hexes can be placed on foes and items. Cursed items will impart their curse upon others than its caster when touched.&lt;br /&gt;
&lt;br /&gt;
;[[Pestilence (716)]]&lt;br /&gt;
:Both a defensive and offensive spell, self-cast Pestilence will store charges within the sorcerer to potentially backlash at anything that attacks, regardless of the success of the attack.&lt;br /&gt;
&lt;br /&gt;
;[[Implosion (720)]]&lt;br /&gt;
:One of the most destructive magics known to all of [[Elanthia]], a miniature [http://en.wikipedia.org/wiki/Gravitational_singularity singularity] is created, causing widespread destruction and a general sucking effect.&lt;br /&gt;
&lt;br /&gt;
;[[Minor Summoning (725)]]&lt;br /&gt;
:Historically, the art of [[demonic summoning|summoning]] [[demon|extraplanar creatures]] is widely disapproved. This spell is a lesser form of such magic, limited to the seizing of [[minor demon]]s which can perform a myriad of utility functions for their master.&lt;br /&gt;
&lt;br /&gt;
;[[Animate Dead (730)]]&lt;br /&gt;
:Animation of dead corpses is not a matter taken lightly. Most Elanthians frown upon this practice, viewing it as a form of [[undead]] creation. However this magic can be quite beneficial, offering the ability to command the re-animated cadaver of one&#039;s [[creature|foes]] for attack or utility purposes, as well as fallen [[character|comrades]] to expedite rescues.&lt;br /&gt;
&lt;br /&gt;
;[[Ensorcell (735)]]&lt;br /&gt;
:While some may shun weapons and armor tainted by black magic, Ensorcell is an extremely popular service that provides a flaring bonus to AS/CS (on the next attack), or regenerates mana, stamina, spirit, or hitpoints.  Sorcerers gain [[Necrotic Energy]] needed to cast Ensorcell by hunting.  Sorcerers with knowledge of the spell may use temporary Ensorcell on their own staves/weapons, or cast for a lower level sorcerer for a 4 hour real time duration.&lt;br /&gt;
 &lt;br /&gt;
;[[Planar Shift (740)]]&lt;br /&gt;
:By [[SENSE (verb)|sensing]] the surrounding flows and recording their unique pattern into a [[Rune book|book]], a sorcerer can later recall those patterns and inscribe them upon the ground. Coupled with protective [[rune]]s and sorcerous magic, these otherwise dormant lines activate a rift in space. Stepping through can immediately transport a traveler great distances.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate]]s.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Sorcerer Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Sorcerer&#039;&#039;&#039;||10||15||20||15||25||30||25||20||25||20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Profession Verbs==&lt;br /&gt;
&lt;br /&gt;
You can set a verb by using:  &amp;lt;verb&amp;gt; set profession&lt;br /&gt;
&lt;br /&gt;
* GAZE &amp;lt;person, creature, item&amp;gt; - You shift your eyes to &amp;lt;person&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Hybrid casting changes (saved post)]]&lt;br /&gt;
&lt;br /&gt;
=====Officials Folders=====&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/view Main folder]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Announcements/view Announcements]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Developer&#039;s%20Corner%20-%20Sorcerers/view Developer&#039;s Corner]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Banter/view Banter]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view Spells]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Demonology/view Sorcerous Lore - Demonology]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Sorcerous Lore - Necromancy]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Guild%20Discussions/view Guild Discussions]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/So%20You%20Want%20to%20be%20a%20Sorcerer%3F/view So You Want to be a Sorcerer?]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Roleplaying%20a%20Sorcerer/view Roleplaying a Sorcerer]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20General%20Discussion/view General Discussion]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Hunting%20Strategies/view Hunting Strategies]&lt;br /&gt;
=====Guides=====&lt;br /&gt;
*[[A beginner&#039;s guide to playing a sorcerer]] &lt;br /&gt;
*[[Pure sorcerer]]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?93777-Goat-s-mutant-sorcerer-guide| Goat&#039;s Mutant Sorcerer Guide] - for the rare few who want to use a weapon&lt;br /&gt;
*[[Comprehensive Sorcerer Guide]]&lt;br /&gt;
&lt;br /&gt;
{{Sorcerer}}&lt;br /&gt;
{{Professions}}&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cleric&amp;diff=142014</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cleric&amp;diff=142014"/>
		<updated>2020-12-07T16:38:51Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profession&lt;br /&gt;
| [[File:Small_cleric.jpg]]&lt;br /&gt;
| type = [[Spiritual]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Spiritual]]&amp;lt;br&amp;gt;[[Major Spiritual]]&amp;lt;br&amp;gt;[[Cleric Base]]&lt;br /&gt;
| prime = [[Wisdom]], [[Intuition]]&lt;br /&gt;
| mana = [[Wisdom]]&lt;br /&gt;
  | TWCcost = 9/9   | TWCranks = 1&lt;br /&gt;
  | AUcost = 8/0    | AUranks = 1&lt;br /&gt;
  | SUcost = 13/0   | SUranks = 1&lt;br /&gt;
  | CMcost = 10/8   | CMranks = 1&lt;br /&gt;
  | OHEcost = 6/1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6/1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 10/3  | THWranks = 1&lt;br /&gt;
  | RWcost = 9/3    | RWranks = 1&lt;br /&gt;
  | TWcost = 9/3    | TWranks = 1&lt;br /&gt;
  | PWcost = 11/3   | PWranks = 1&lt;br /&gt;
  | BRLcost = 6/1   | BRLranks = 1&lt;br /&gt;
  | AMBcost = 12/12 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15/8  | MOCranks = 1&lt;br /&gt;
  | PFcost = 8/0    | PFranks = 1&lt;br /&gt;
  | DODcost = 20/20 | DODranks = 1&lt;br /&gt;
  | AScost = 0/2    | ASranks = 2&lt;br /&gt;
  | MIUcost = 0/2   | MIUranks = 2&lt;br /&gt;
  | SAcost = 3/1    | SAranks = 2&lt;br /&gt;
  | HPcost = 0/4    | HPranks = 3&lt;br /&gt;
  | EMCcost = 0/12  | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0/12  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/3   | SMCranks = 3&lt;br /&gt;
  | SRcost = 0/8    | SRranks = 3&lt;br /&gt;
  | ELcost = 0/20   | ELranks = 1&lt;br /&gt;
  | SpLcost = 0/6   | SpLranks = 2&lt;br /&gt;
  | SoLcost = 0/10  | SoLranks = 1&lt;br /&gt;
  | MLcost = 0/20   | MLranks = 1&lt;br /&gt;
  | SURcost = 3/2   | SURranks = 2&lt;br /&gt;
  | DTcost = 2/6    | DTranks = 1&lt;br /&gt;
  | PLcost = 2/4    | PLranks = 2&lt;br /&gt;
  | SHcost = 5/4    | SHranks = 1&lt;br /&gt;
  | PERcost = 0/3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4/0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3/0   | SWIranks = 1&lt;br /&gt;
  | FAcost = 1/1    | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3   | TRAranks = 2&lt;br /&gt;
  | PPcost = 3/3    | PPranks = 1&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039; are one of the four [[pure]] [[spell]]-casting [[profession]]s in [[GemStone IV]], and are arguably the masters of the spiritual realms.  Drawing heavily upon the power of the [[Arkati]] or Greater Spirits that they serve, clerics in Gemstone are very versatile spellcasters with a variety of offensive, defensive, and utility spells at their disposal.  Considering the differing natures of their patrons, clerics also have a wide variety of skills available to them at reasonable training costs.&lt;br /&gt;
&lt;br /&gt;
Clerics joining battle in the name of their patrons do so in many ways, although the commonest methods are by use of [[warding]] and [[bolt]] spells.  In the past, clerics were primarily physical combatants that used disabling spells to augment their combat abilities, but the addition of the [[Paladin]] class has turned this into a [[mutant]] path called the [[Melee Cleric]].  Now, the power and variety of attack spells available to the cleric allow for a pure-casting build, with the [[Warding Cleric]] as the extreme end that relies solely on extensive spell-training for a potent [[casting strength]].&lt;br /&gt;
&lt;br /&gt;
While not fulfilling the traditional role of healer (a role assumed by the [[Empath]]s), clerics are able to restore life by use of the [[Well of Life (308)|Well of Life]] and [[Raise Dead (318)|Raise Dead]] spells.  With this power, combined with the ability to find corpses (and other adventurers) by means of the [[Locate Person (116)|Locate Person]] spell and then to ‘fog’ to them by the [[Transference (225)|Transference]] spell, clerics are very helpful and useful rescuers.  These four ‘core spells’ make up the initial training plan for the [[Rescuing Cleric]] archetype.&lt;br /&gt;
&lt;br /&gt;
== Stat Placement and Race Selection ==&lt;br /&gt;
&lt;br /&gt;
Considering the versatility of the class, there are many [[statistic]]s that are important to a cleric, but the most important as far as [[training point]]s are concerned are [[Wisdom]] and [[Intuition]], as they yield double training points due to being [[prime requisite|primary stats]] for the cleric [[profession]].  Additionally, Wisdom is the statistic that affects [[casting strength]] for all three spheres of magic clerics have access to.  [[Aura]] affects the amount of [[spirit point]]s that a cleric has available when [[Raise Dead (318)|raising the dead]].&lt;br /&gt;
&lt;br /&gt;
While no statistic is unimportant, certain others have a more profound impact depending on training path.  For a [[Melee Cleric]], [[Strength]] is of vital importance, as it is used to calculate [[attack strength]].  Similarly, a cleric that uses [[bolt spell]]s will want to have a high [[Dexterity]].  Strength and [[Constitution]] are used to determine how much a character can hold without becoming [[encumbrance|encumbered]].  [[Agility]] is used to determine [[defensive strength]], which makes a character harder to hit in combat.&lt;br /&gt;
&lt;br /&gt;
Choice of [[race]] is encouraged to be a decision based on [[roleplay]]ing, but various races offer some mechanical advantage.  Races with lower bonuses to Aura (such as [[Dwarf|dwarves]] and [[Giantman|giants]]) have a slightly faster rate of spirit point return compared to those with larger bonuses (such as [[Elf|elves]] and [[Dark elf|dark elves]]), although this advantage is mitigated by the ability to use the [[MEDITATE]] verb to restore [[health]], [[mana]], and spirit points more quickly.&lt;br /&gt;
&lt;br /&gt;
== General Training Suggestions ==&lt;br /&gt;
&lt;br /&gt;
Clerics are pure spellcasters, and such are encouraged to train in magic-related skills.  It was for this reason that the concept of [[Runestaff]] defense, allowing a magical character to focus on magical skills without being entirely unable to defend themselves.  While there are many other options for defense ([[Brawling]], shields, among others), for a cleric that uses a runestaff, heavy training in magical skills (at least 8 ranks per level) is required.&lt;br /&gt;
&lt;br /&gt;
=== Magical Skills ===&lt;br /&gt;
These are the skills that are used when calculating [[Runestaff]] defense.  In general, they are skills a cleric would want to train in anyhow, and thus perform a double service.&lt;br /&gt;
&lt;br /&gt;
;[[Arcane Symbols]]&lt;br /&gt;
:[[Arcane Symbols]] is the skill used to read and invoke scrolls.  It is not possible to read a spell of higher level than your number of ranks in Arcane Symbols, and further skill increases both your chance of successfully invoking the spell and the duration of a spell cast off a scroll.  Additionally, the spell [[Living Spell (208)|Living Spell]] uses the caster&#039;s Arcane Symbols skill when determining if the spell is successfully transferred.  It is an inexpensive and useful skill, and frequently taken to aid [[Runestaff]] defense.&lt;br /&gt;
&lt;br /&gt;
;[[Magic Item Use]]&lt;br /&gt;
:Similar in nature to Arcane Symbols, [[Magic Item Use]] allows the use of magic items.  Increased skill allows greater success rates in activation, which is especially useful when using wands (particularly [[aquamarine wand]]s that have been [[Holy Blade (304)|blessed]]) as a form of attack.  It is often trained for the same reason as Arcane Symbols.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Aiming]]&lt;br /&gt;
:[[Spell Aiming]] is one of the attack methods available to clerics, by use of [[Holy Bolt (306)|Holy Bolt]], [[Fire Spirit (111)|Fire Spirit]], [[Web (118)|Web]], or various wands.  Conventional wisdom suggests that if one intends to train in Spell Aiming at all, double training is necessary to reap sufficient benefit.  A useful skill, and also aids [[runestaff]] defense at a moderate cost.&lt;br /&gt;
&lt;br /&gt;
;[[Harness Power]]&lt;br /&gt;
:The [[Harness Power]] skill determines the amount of [[mana]] available to a cleric.  Every rank in Harness Power up to the current level of the character provides 3 mana, while additional ranks provide only 1.  This is recalculated whenever a level is gained, so over-training at low-levels when mana is scarce for hunting can be recouped by less-frequent training later on.&lt;br /&gt;
&lt;br /&gt;
;[[Spirit Mana Control]]&lt;br /&gt;
:[[Spiritual Mana Control]] has several impacts on clerics, the first of which is governing the efficiency of transferring mana to another that has trained in Spirit Mana Control.  The second use of this spell is in determining whether a cast of [[Raise Dead (318)|Raise Dead]] will be effective, as a percentage chance based on skill (not ranks) of Spirit Mana Control.  For this reason, [[Rescuing Cleric]]s especially recommend having at least 24 ranks prior to attempting to cast Raise Dead, to prevent a failure resulting in the corpse dying again.  Spirit Mana Control also aids a cleric in mana recovery, providing one additional mana point returned per 10 ranks of SMC.&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Lore]]&lt;br /&gt;
:Considered a means of customizing a cleric, the [[Spiritual Lore]]s of [[Spiritual Lore, Blessings|Blessings]], [[Spiritual Lore, Religion|Religion]], and [[Spiritual Lore, Summoning|Spirit Summoning]] provide a cleric&#039;s spells with more power and versatility.  Many clerics choose to single train in this skill due to the cost, although some make it a point to gain the required ranks for the fourth tier of [[Holy Receptacle (325)|Holy Receptacle]] to be able to make Chrism gems as quickly as possible.&lt;br /&gt;
{{top}}&lt;br /&gt;
=== Physical Skills ===&lt;br /&gt;
;Weapon Skills&lt;br /&gt;
:For those that snear at those that hide behind &amp;quot;[[Runestaff|Twigs]],&amp;quot; the way of the holy warrior is not fully closed.  Weapon skills provide a means of attack when out of mana, or in areas that magic will not work.  Due to the pre-[[Paladin]] role of the cleric as a holy warrior (and enabling the [[Melee Cleric]]), the [[Cleric Base|cleric spell]] [[Benediction (307)|Benediction]] and the [[Major Spiritual]] spells [[Bravery (211)|Bravery]] and [[Heroism (215)|Heroism]] bolster the sword arm of the cleric.&lt;br /&gt;
&lt;br /&gt;
:Most clerics that train in weapon skills will do so 1x per level, every level.&lt;br /&gt;
&lt;br /&gt;
;[[Shield Use]]&lt;br /&gt;
:An alternative to the [[Runestaff]], a shield provides consistent defense which is increased with training in the [[Shield Use]] skill.  Those that rely on a shield for defense generally train in it 1x per level.  Shields provide more defense in an offensive stance than a weapon or runestaff does, although more defensive stances provide higher defense with a shield, as well.&lt;br /&gt;
&lt;br /&gt;
;[[Armor Use]]&lt;br /&gt;
:Of all the [[pure]] classes, Clerics have the lowest costs for both [[training points]] and spell hindrance associated with heavy armor.  At low levels, most clerics advocate the 8 ranks in [[Armor Use]] necessary to minimize the [[Combat Maneuvers|maneuver]] penalty for double leather.  Later, however, some clerics recommend moving to heavier armor such as leather breastplate, brigandine, or even chain mail for the additional protection.&lt;br /&gt;
&lt;br /&gt;
;[[Physical Training]]&lt;br /&gt;
:[[Physical Training]] determines amount of [[hit point]]s a character has, up to racial maximum plus [[Constitution]] bonus.  Most clerics will train this skill until health maxes out, although it does provide faster [[hitpoint]] regeneration.&lt;br /&gt;
{{top}}&lt;br /&gt;
=== Secondary Skills ===&lt;br /&gt;
While training in skills of combat and magic are a major part of skill training, they in no way encompass the entirety of a training plan.  Secondary skills allow a character to navigate the world of Elanthia, and provide a mechanical basis for fleshing out a character beyond a mere hunting/raising automaton.  There are many possible skills a cleric may choose to branch into ([[Thrown Weapons]] for a dart player, for example), and a few of the more common ones are detailed here.&lt;br /&gt;
&lt;br /&gt;
;[[First Aid]]&lt;br /&gt;
:Training in [[First Aid]] is a skill of major import to [[Rescuing Cleric]]s, who can use the skill to [[TEND (verb)|TEND]] the wounds of the fallen (or themselves) when an [[Empath]] is not at hand.  Further, the skill is used to determine skill in skinning, foraging for herbs, and reduces roundtime when eating herbs.&lt;br /&gt;
&lt;br /&gt;
;[[Climbing]] and [[Swimming]]&lt;br /&gt;
:The [[climbing]] and [[swimming]] skills allow a character to navigate safely some of the rougher terrain in Elanthia, from Climbing the Graveyard gate near Wehnimer&#039;s Landing to swimming into the Cavern of the Ages.  In general, the difficulty for such a climb or swim is based on the difficulty of the creatures to be found past it.  5-10 ranks of each skill by level 20 is generally sufficient, depending on encumbrance, and 20-30 is normally enough for the higher level hunting grounds.&lt;br /&gt;
&lt;br /&gt;
;[[Perception]]&lt;br /&gt;
:The [[Perception]] skill is one with a myriad of uses, from spotting hidden paths to foraging to detecting thieves.&lt;br /&gt;
&lt;br /&gt;
;[[Combat Maneuvers]]&lt;br /&gt;
:Primarily of use to the [[Melee Cleric]], training in [[Combat Maneuvers]] provides a holy warrior with a few additional [[Maneuver|tricks]] to use in battle.  It also gives the cleric a better chance to resist maneuver-based attacks, a notorious weakness for pures.  An expensive skill, but worth it in some circumstances.&lt;br /&gt;
&lt;br /&gt;
====Available Combat Maneuvers====&lt;br /&gt;
&lt;br /&gt;
*[[Combat Movement]]&lt;br /&gt;
*[[Combat Mastery]]&lt;br /&gt;
*[[Cunning Defense]]&lt;br /&gt;
*[[Dirtkick]]&lt;br /&gt;
*[[Disarm Weapon]]&lt;br /&gt;
*[[Feint]]&lt;br /&gt;
*[[Multi-Fire]]&lt;br /&gt;
*[[Precision]]&lt;br /&gt;
* [[Side by Side]] (prereq: Combat Movement at rank 2)&lt;br /&gt;
*[[Subdual Strike]]&lt;br /&gt;
*[[Trip]]&lt;br /&gt;
*[[Unarmed Specialist]]&lt;br /&gt;
&lt;br /&gt;
=== Spell Training ===&lt;br /&gt;
As [[pure]] spellcasters, the brunt of a cleric&#039;s power comes from spells, and spell power comes from training in [[Spell Research]].  Not only does this skill give a cleric access to new spells, it also increases the effectiveness of those they already possess (most often via increasing [[CS]] or spell duration).  While a cleric has three different spell circles to choose from ([[Minor Spiritual]], [[Major Spiritual]], and [[Cleric Base]]), they all fall under the blanket of [[Spell Research]] for the purpose of determining [[training point]] cost.  In general, most clerics will train between 2x and 3x per level in this skill.&lt;br /&gt;
{{top}}&lt;br /&gt;
=== Defense Methods ===&lt;br /&gt;
All clerics need a way to defend themselves. The main choices for physical defense are shield alone, brawl with shield, runestaff and two-handed weapon. The cleric spells are the most important for magical defense and 1x in cleric spells should be regarded as core training.&lt;br /&gt;
&lt;br /&gt;
The different defense choices provide substantially different amounts of defense. The comparison below splits this into two parts, the defense that is obtained from the configuration alone, and the defense that is added to that by training. The comparison assumes that the cleric has moderately good stats and that there is a contribution of 20 from stats to evade, 7 to block and 7 to parry DS. It assumes 4x equipment. Offensive and defensive stance values are given. The same training point cost is assumed for the comparison of shield without brawl (1x shield) and shield with brawl (5 ranks shield to every 13 ranks brawl). Armor is ignored so there is an additional +20 available to all defense from armor enchant and a small loss to be taken from the dodge DS if armor goes above soft leather. Runestaff defense assumes a spell heavy training plan, with the training points from not training brawl and shield used for magic ranks. A typical runestaff user would have less spells and up to 16 melee DS per 13 levels. Similarly the shield and brawl combination can gain increased defense at the cost of spending extra training points on it.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|1=text-align:center;}}&lt;br /&gt;
|-bgcolor=lightgrey&lt;br /&gt;
 !rowspan=2|&lt;br /&gt;
 !colspan=2|Melee (Def)&lt;br /&gt;
 !rowspan=8|&lt;br /&gt;
 !colspan=2|Melee (Off)&lt;br /&gt;
 !rowspan=8|&lt;br /&gt;
 !colspan=2|Ranged (Def)&lt;br /&gt;
 !rowspan=8|&lt;br /&gt;
 !colspan=2|Ranged (Off)&lt;br /&gt;
|-bgcolor=lightgrey&lt;br /&gt;
 !Base||Added&lt;br /&gt;
 !Base||Added&lt;br /&gt;
 !Base||Added&lt;br /&gt;
 !Base||Added&lt;br /&gt;
|-&lt;br /&gt;
  |Small shield without brawl || 57||7 || 51||4 || 111||10 || 55||5&lt;br /&gt;
|-&lt;br /&gt;
  |Tower shield without brawl || 46||11 || 42||6 || 125||18 || 61||9 &lt;br /&gt;
|-&lt;br /&gt;
  |Small shield with brawl || 114||12 || 51||5 || 61||4 || 55||2&lt;br /&gt;
|-&lt;br /&gt;
  |Tower shield with brawl || 103||13 || 42||6 || 75||7 || 61||4&lt;br /&gt;
|-&lt;br /&gt;
  |Runestaff || 96||14 || 20||4 || 64||7 || 24||2&lt;br /&gt;
|-&lt;br /&gt;
  |Two handed weapon || 86||13 || 17||4 || 29||0 || 21||0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Spell and Ability Highlights ==&lt;br /&gt;
Because of the nature of the cleric, as a spiritual link between mortals and [[Arkati]], clerics are empowered with certain abilities not given to most.  While mostly of a mechanical nature, certain verbs have different or augmented usage for a cleric.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APPRAISE&lt;br /&gt;
:By [[APPRAISE (verb)|appraising]] a corpse, the cleric may determine:&lt;br /&gt;
:#The amount of spirit the corpse has, which is a factor in how many spirit points will be taken away when using Well of Life or Raise Dead.&lt;br /&gt;
:#Whether a corpse is currently preserved against decay, how long remains in the preservation, and if it is by the Preservation spell or by the [[Order of Voln]]&#039;s [[Symbol of Preservation]]&lt;br /&gt;
:#If a corpse is currently linked to another cleric via Well of Life&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEDITATE&lt;br /&gt;
:To provide a cleric (or [[empath]]) the ability to recover their vital forces more quickly, the gods grant them the ability to {{boldmono|[[MEDITATE]]}}.  Use of this power causes the cleric to kneel and enter a meditative trance during which regeneration of health, spirit points, mana, and stamina is accelerated.  This trance is tenuous, and can be easily broken by most activities or the actions of outside parties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SENSE&lt;br /&gt;
:The {{boldmono|[[SENSE]]}} verb is one used by several professions, with differing results.  For a cleric, SENSE informs the cleric if an [[Arkati]] or Greater Spirit has a particularly strong presence in the area.  This verb is most useful when used with the [[Prayer of Commune (330)|Prayer of Commune]] and [[Intercession|Tier 5]] of the [[Holy Receptacle (325)|Holy Receptacle]] spell, as well as the unlocked [[Iasha white ora weapons]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Holy Blade (304)]] &lt;br /&gt;
:Allows physical weapons to damage Undead.  With 40 or more ranks in this spell circle, weapons blessed by this spell may cause random holy water flares.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Well of Life (308)]] &lt;br /&gt;
:Permits the cleric to link to a corpse in preparation to cast Raise Dead, or to transfer spirit points.  Either party can use {{boldmono|[[UNLINK]]}} to terminate the link.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Divine Fury (317)]] &lt;br /&gt;
:High-powered CS-based attack spell.  Does plasma-based damage, with additional flares based on the {{boldmono|[[CONVERT (verb)|CONVERT]]}} status of the cleric.  Causes frequent stuns and critical kills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Raise Dead (318)]] &lt;br /&gt;
:Restores life to a fallen character, at the cost of the cleric&#039;s spirit points.  The amount of spirit points drained is based on the maximum spirit of the corpse, as well as the number of ranks of this circle the cleric possesses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Holy Receptacle (325)]] &lt;br /&gt;
:Blesses an [[orb gem|orb]]-quality gem with the ability to hold either a certain number of charges of a spell or a special power, including [[chrism]]s.  Higher valued stones can hold more charges of a given spell, or more powerful blessings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prayer of Commune (330)]] &lt;br /&gt;
:The cleric uses his or her connection to the gods to call upon them for an audience.  In practice, it sends out a message to GameMasters that the cleric seeks audience, and it is at the discretion of the GameMasters to determine what response, if any, is appropriate.  Clerics are reminded to use discretion when casting this spell, as the whims of the Gods are not always what one might expect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Symbol of the Proselyte (340)]] &lt;br /&gt;
:Offensive boost spell that allows a cleric to create a holy symbol that can be used to punish the unrepentant when activated using the {{boldmono|[[CHANT]] (symbol)}} command. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Miracle (350)]] &lt;br /&gt;
:This spell allows a cleric to raise him or herself, using the {{boldmono|[[BESEECH]]}} command. Without lores, it can only be used once every 24 hours.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Cleric Guild ==&lt;br /&gt;
&lt;br /&gt;
Upon reaching level 15, clerics are invited to join the [[Cleric Guild]]. For a nominal monthly fee, the guild gives access to [[alchemy]] skills.&lt;br /&gt;
&lt;br /&gt;
Alchemy recipes exclusive to clerics include:&lt;br /&gt;
*[[lichbane talisman]]&lt;br /&gt;
*[[pure potion]]&lt;br /&gt;
*[[exorcism oil]]&lt;br /&gt;
*[[repelling oil]]&lt;br /&gt;
*enhancive [[spirit regeneration crystal]]s&lt;br /&gt;
*enhancive [[spirit-well potion]]s&lt;br /&gt;
*[[spiraled willow wand]] embedded with [[Holy Bolt]]&lt;br /&gt;
*[[holy water]] containing [[Neutralize Curse]]&lt;br /&gt;
&lt;br /&gt;
==Cleric Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate]]s.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Cleric Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Cleric&#039;&#039;&#039;||20||20||10||15||25||15||25||25||30||20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/clerics.asp Professions: Clerics], on Play.net.&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=7 Cleric Base Spell Circle], on Play.net&lt;br /&gt;
=====Officials Folders=====&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Clerics/view Main folder]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Clerics/Announcements/view Announcements]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Clerics/Developer&#039;s%20Corner%20-%20Clerics/view Developer&#039;s Corner]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Clerics/Cleric%20Banter/view Banter]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Clerics/Cleric%20Spells/view Cleric Spells]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Clerics/Cleric%20Guild%20Discussions/view Guild Discussions]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Clerics/So%20You%20Want%20to%20be%20a%20Cleric%3F/view So You Want to be a Cleric?]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Clerics/Roleplaying%20a%20Cleric/view Roleplaying a Cleric]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Clerics/Cleric%20General%20Discussion/view General Discussion]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Clerics/Hunting%20Strategies/view Hunting Strategies]&lt;br /&gt;
=====Guides=====&lt;br /&gt;
*[[A beginner&#039;s guide to playing a cleric]] (work-in-progress)&lt;br /&gt;
&lt;br /&gt;
{{Cleric}}&lt;br /&gt;
{{Professions}}&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Warrior&amp;diff=142013</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Warrior&amp;diff=142013"/>
		<updated>2020-12-07T16:38:06Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Profession&lt;br /&gt;
| [[File:Small_barbwar.jpg]]&lt;br /&gt;
| type = [[Square]]&lt;br /&gt;
| circles = [[Minor Spiritual]]&amp;lt;br /&amp;gt;[[Minor Elemental]]&lt;br /&gt;
| prime = [[Constitution]], [[Strength]]&lt;br /&gt;
| mana = [[Aura]], [[Wisdom]]&lt;br /&gt;
  | TWCcost = 2 / 2 | TWCranks = 2&lt;br /&gt;
  | AUcost  = 2 / 0 | AUranks  = 3&lt;br /&gt;
  | SUcost  = 2 / 0 | SUranks  = 3&lt;br /&gt;
  | CMcost  = 4 / 3 | CMranks  = 2&lt;br /&gt;
  | OHEcost = 2 / 1 | OHEranks = 2&lt;br /&gt;
  | OHBcost = 2 / 1 | OHBranks = 2&lt;br /&gt;
  | THWcost = 3 / 1 | THWranks = 2&lt;br /&gt;
  | RWcost  = 2 / 1 | RWranks  = 2&lt;br /&gt;
  | TWcost  = 2 / 1 | TWranks  = 2&lt;br /&gt;
  | PWcost  = 3 / 1 | PWranks  = 2&lt;br /&gt;
  | BRLcost = 2 / 1 | BRLranks = 2&lt;br /&gt;
  | AMBcost = 3 / 4 | AMBranks = 2&lt;br /&gt;
  | MOCcost = 4 / 3 | MOCranks = 2&lt;br /&gt;
  | PFcost  = 2 / 0 | PFranks  = 3&lt;br /&gt;
  | DODcost = 4 / 2 | DODranks = 3&lt;br /&gt;
  | SRcost  = 0 / 120 | SRranks  = 1&lt;br /&gt;
  | AScost  = 0 / 7 | ASranks  = 1&lt;br /&gt;
  | MIUcost = 0 / 8 | MIUranks = 1&lt;br /&gt;
  | SAcost  = 4 / 8 | SAranks  = 1&lt;br /&gt;
  | HPcost  = 0 / 10 | HPranks  = 1&lt;br /&gt;
  | EMCcost = 0 / 10 | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0 / 15 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 10 | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 15 | ELranks  = 1&lt;br /&gt;
  | SpLcost = 0 / 15 | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 30 | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 40 | MLranks  = 1&lt;br /&gt;
  | SURcost = 1 / 3 | SURranks = 2&lt;br /&gt;
  | DTcost  = 2 / 4 | DTranks  = 2&lt;br /&gt;
  | PLcost  = 2 / 3 | PLranks  = 2&lt;br /&gt;
  | SHcost  = 3 / 2 | SHranks  = 2&lt;br /&gt;
  | PERcost = 0 / 3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 3 / 0 | CLIranks = 2&lt;br /&gt;
  | SWIcost = 2 / 0 | SWIranks = 2&lt;br /&gt;
  | FAcost  = 1 / 2 | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3 | TRAranks = 2&lt;br /&gt;
  | PPcost  = 2 / 3 | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039; are the most physical and direct of professions in [[Elanthia]].  They&#039;ve very little magical skills, normally, relying on heavy armor and big weapons.  Warriors are capable of specializing in any weapon type easily, but most tend to prefer the use of [[Two-Handed Weapons]] or [[Polearm Weapons]] due to the high [[damage factor]]s of these weapons, or, in the case of the [[claidhmore]], has special properties that make them particularly deadly in combat.&amp;lt;ref&amp;gt;Profession list, [http://www.play.net/gs4/info/professions/warriors.asp Play.net]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warriors have access to [[Combat Maneuvers]] that no other profession has available such as [[Weapon Bonding]] and [[Berserk]].  These two [[Combat Maneuvers]] (or [[guild skill]], in the case of Berserk) are highly useful to a warrior of nearly any training path and is highly recommended to invest in.&lt;br /&gt;
&lt;br /&gt;
Due to physically oriented training plans that most possess, Warrior are the most likely profession to achieve damage reduction, or [[redux]]. This, in tandem with their ease in equipping heavy armors, allows them to take much more punishment than the other professions in the game.&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers List ==&lt;br /&gt;
Warriors also have the ability to train in the following [[combat maneuvers]]:&lt;br /&gt;
&lt;br /&gt;
===Warrior Exclusive Maneuvers===&lt;br /&gt;
* [[Berserk]] (Achievable through the Guild)&lt;br /&gt;
* [[Block Mastery]] &lt;br /&gt;
* [[Haymaker]]&lt;br /&gt;
* [[Mighty Blow]] &lt;br /&gt;
* [[Parry Mastery]] &lt;br /&gt;
* [[Staggering Blow]] &lt;br /&gt;
* [[Sunder Shield]] &lt;br /&gt;
* [[Tackle]] (Achievable through the Guild)&lt;br /&gt;
* [[Twin Hammerfists]]&lt;br /&gt;
* [[Weapon Bonding]] &lt;br /&gt;
&lt;br /&gt;
===Other Options===&lt;br /&gt;
* [[Armor Spike Focus]] &lt;br /&gt;
* [[Bearhug]] &lt;br /&gt;
* [[Bull Rush]] &lt;br /&gt;
* [[Charge (combat maneuver)|Charge]]&lt;br /&gt;
* [[Combat Focus]] &lt;br /&gt;
* [[Combat Mastery]] (Achievable through the Guild)&lt;br /&gt;
* [[Combat Mobility]]&lt;br /&gt;
* [[Combat Movement]]&lt;br /&gt;
* [[Combat Toughness]]&lt;br /&gt;
* [[Coup de Grace]] &lt;br /&gt;
* [[Crowd Press]] &lt;br /&gt;
* [[Cunning Defense]]&lt;br /&gt;
* [[Dirtkick]]&lt;br /&gt;
* [[Disarm Weapon]] (Achievable through the Guild)&lt;br /&gt;
* [[Dislodge]]&lt;br /&gt;
* [[Evade Mastery]]&lt;br /&gt;
* [[Feint]] (Achievable through the Guild)&lt;br /&gt;
* [[Grapple Mastery]]&lt;br /&gt;
* [[Hamstring]] &lt;br /&gt;
* [[Headbutt]]&lt;br /&gt;
* [[Kick Mastery]] &lt;br /&gt;
* [[Multi-Fire]] &lt;br /&gt;
* [[Precision]]&lt;br /&gt;
* [[Punch Mastery]]&lt;br /&gt;
* [[Quickstrike]] &lt;br /&gt;
* [[Shield Bash]] &lt;br /&gt;
* [[Shield Charge]]&lt;br /&gt;
* [[Side by Side]]&lt;br /&gt;
* [[Specialization]]&lt;br /&gt;
* [[Spell Cleaving]]&lt;br /&gt;
* [[Spell Parry]]&lt;br /&gt;
* [[Spin Attack]] (Achievable through the Guild)&lt;br /&gt;
* [[Stun Maneuvers]]&lt;br /&gt;
* [[Subdual Strike]]&lt;br /&gt;
* [[Surge of Strength]]&lt;br /&gt;
* [[Tainted Bond]]&lt;br /&gt;
* [[Trip]]&lt;br /&gt;
* [[Truehand]] &lt;br /&gt;
* [[Unarmed Specialist]]&lt;br /&gt;
&lt;br /&gt;
===[[Martial Stance]]s===&lt;br /&gt;
*[[Disarming Presence]]&lt;br /&gt;
*[[Executioner&#039;s Stance]]&lt;br /&gt;
*[[Griffin&#039;s Voice]]&lt;br /&gt;
*[[Shield Riposte]]&lt;br /&gt;
*[[Stance of the Mongoose]]&lt;br /&gt;
*[[Striking Asp Stance]]&lt;br /&gt;
*[[Tortoise Stance]]&lt;br /&gt;
*[[Whirling Dervish]]&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Armor Specialization ==&lt;br /&gt;
Warriors have the most choices for [[Armor Specialization|Armor Specializations]], and are the only class that can add Damage Resistance to [[Armor|armor]] through their specializations.  The three Damage Specializations require [[Specialized armor fitting|specialized armor fittings]] from the Warrior Guild.  All of the following Armor Specializations are Warrior exclusive:&lt;br /&gt;
&lt;br /&gt;
* [[Crush Protection]]&lt;br /&gt;
* [[Slash Protection]]&lt;br /&gt;
* [[Puncture Protection]]&lt;br /&gt;
* [[Armor Support]]&lt;br /&gt;
* [[Armor Reinforcement]]&lt;br /&gt;
* [[Light Armor Mastery]]&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Shield Specializations==&lt;br /&gt;
Warriors have the following list of [[Shield Use|Shield Specializations]] available.&lt;br /&gt;
&lt;br /&gt;
*[[Adamantine Bulwark]]&lt;br /&gt;
*[[Block the Elements]]&lt;br /&gt;
*[[Deflect the Elements]]&lt;br /&gt;
*[[Deflection Training]]&lt;br /&gt;
*[[Deflection Mastery]]&lt;br /&gt;
*[[Disarming Presence]]&lt;br /&gt;
*[[Guard Mastery]]&lt;br /&gt;
*[[Phalanx]]&lt;br /&gt;
*[[Prop Up]]&lt;br /&gt;
*[[Protective Wall]]&lt;br /&gt;
*[[Shield Bash]]&lt;br /&gt;
*[[Shielded Brawler]]&lt;br /&gt;
*[[Shield Charge]]&lt;br /&gt;
*[[Shield Focus]] (small)&lt;br /&gt;
*[[Shield Focus]] (medium)&lt;br /&gt;
*[[Shield Focus]] (large)&lt;br /&gt;
*[[Shield Focus]] (tower)&lt;br /&gt;
*[[Shield Forward]]&lt;br /&gt;
*[[Shield Mind]]&lt;br /&gt;
*[[Shield Pin]]&lt;br /&gt;
*[[Shield Push]]&lt;br /&gt;
*[[Shield Riposte]]&lt;br /&gt;
*[[Shield Spike Focus]]&lt;br /&gt;
*[[Shield Spike Mastery]]&lt;br /&gt;
*[[Shield Strike]]&lt;br /&gt;
*[[Shield Strike Mastery]]&lt;br /&gt;
*[[Shield Swiftness]]&lt;br /&gt;
*[[Shield Trample]]&lt;br /&gt;
*[[Shield Trample Mastery]]&lt;br /&gt;
*[[Spell Block]]&lt;br /&gt;
*[[Steady Shield]]&lt;br /&gt;
*[[Steely Resolve]]&lt;br /&gt;
*[[Tortoise Stance]]&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Guild Skills ==&lt;br /&gt;
Additionally, the [[Warrior Guild]] allows training in six skills.  They are:&lt;br /&gt;
&lt;br /&gt;
* [[Disarm Weapon]]&lt;br /&gt;
* [[Berserk]]&lt;br /&gt;
* [[Warrior Tricks]]&lt;br /&gt;
* [[Tackle]] &lt;br /&gt;
* [[War Cries]]&lt;br /&gt;
* [[Batter Barriers]]&lt;br /&gt;
&lt;br /&gt;
War Cries and Batter Barriers are entirely unique to the guild, as are many of the less-mechanically-useful skills learned in Warrior Tricks.  Choosing to train a guild skill is a tradeoff, as mastering a guild skill takes a significant time investment, and the warrior must remain active in the guild to use it.  Once mastered, though, a master is more proficient than a character with all 5 ranks from the Combat Maneuver List would be, and has not used any Combat Maneuver Points.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Guard and Protect ==&lt;br /&gt;
&lt;br /&gt;
Warriors have access to the unique combat verbs: &#039;&#039;&#039;GUARD&#039;&#039;&#039; and &#039;&#039;&#039;PROTECT&#039;&#039;&#039;. These skills can be used to help defend another player or a non-player character. In either case, the warrior takes a position to defend the charge from an incoming attack, looking to either guard with a shield or protect with a parried weapon.  A warrior must choose to either guard or protect only a single target, and each target may only have one guard and one protector.&lt;br /&gt;
&lt;br /&gt;
GUARD uses the block system ([[shield]]s) and PROTECT the parry system ([[weapon]]s).  In each case, the warrior has a chance to stop the incoming attack with 50% his or her normal ability.  When guarding or protecting, the warrior suffers a 25% penalty to his or her own ability to block or parry incoming attacks.  GUARD and PROTECT have no effect on DS for the warrior or the defended target.&amp;lt;ref&amp;gt;Release Announcement, [http://www.play.net/gs4/events/event.asp?fid=1040&amp;amp;ID=16510&amp;amp;release=Y Play.net]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is worth noting that if two warriors with approximately the same defensive skills GUARD and/or PROTECT each other, they each receive a net increase in their defensive ability.&lt;br /&gt;
&lt;br /&gt;
Training in [[Guard Mastery]], a [[Shield Specialization]], can increase the chances a warrior has to block for their charge and remove the penalty to their own defenses. There is no equivalent skill to improve PROTECT.&lt;br /&gt;
&lt;br /&gt;
===GUARD (verb)===&lt;br /&gt;
&#039;&#039;&#039;Help guard:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
  GUARD {target} - Use your blocking skill to attempt to block attacks made against another.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===PROTECT (verb)===&lt;br /&gt;
&#039;&#039;&#039;Help protect:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
  PROTECT {target} - Use your parrying skill to attempt to parry attacks made against another.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both verbs give the following message when used by a non-warrior:&lt;br /&gt;
&#039;&#039;&#039;Guard/Protect person:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You mill about, but really don&#039;t have a clue what to do.&lt;br /&gt;
&lt;br /&gt;
Person mills about with an uncertain look on her face.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both abilities can be ended using the {{boldmono|[[STOP]]}} verb (e.g. {{mono|STOP GUARD}}).&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Warrior Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate | statistic growth rates]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Warrior Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Warrior&#039;&#039;&#039; ||30||25||25||25||20||15||10||20||15||20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
{{top}}&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
*[[ASSESS (verb)/saved posts]]&lt;br /&gt;
=====Officials Folders=====&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Warriors/view Main folder]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Warriors/Announcements/view Announcements]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Warriors/Developer&#039;s%20Corner%20-%20Warriors/view Developer&#039;s Corner]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Warriors/Warrior%20Ways/view Warrior Ways]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Warriors/Warrior%20Guild%20Discussion/view Guild Discussions]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Warriors/So%20You%20Want%20to%20be%20a%20Warrior%3F/view So You Want to be a Warrior?]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Warriors/Roleplaying%20a%20Warrior/view Roleplaying a Warrior]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Warriors/Warrior%20General%20Discussion/view General Discussion]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Warriors/Hunting%20Strategies/view Hunting Strategies]&lt;br /&gt;
&lt;br /&gt;
=====Guides=====&lt;br /&gt;
*[[A beginner&#039;s guide to playing a warrior]] (work-in-progress)&lt;br /&gt;
&lt;br /&gt;
{{Warrior}}&lt;br /&gt;
&lt;br /&gt;
{{Professions}}&lt;br /&gt;
[[Category:Professions]][[Category:Warrior| ]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rogue&amp;diff=142012</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rogue&amp;diff=142012"/>
		<updated>2020-12-07T16:37:20Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Profession&lt;br /&gt;
| [[File:Small_teef.jpg]]&lt;br /&gt;
| type = [[Square]]&lt;br /&gt;
| circles = [[Minor Spiritual]]&amp;lt;br /&amp;gt;[[Minor Elemental]]&lt;br /&gt;
| prime = [[Dexterity]], [[Agility]]&lt;br /&gt;
| mana = [[Aura]], [[Wisdom]]&lt;br /&gt;
  | TWCcost = 2/2 | TWCranks = 2&lt;br /&gt;
  | AUcost = 5/0 | AUranks = 2&lt;br /&gt;
  | SUcost = 4/0 | SUranks = 2&lt;br /&gt;
  | CMcost = 4/4 | CMranks = 2&lt;br /&gt;
  | OHEcost = 2/1 | OHEranks = 2&lt;br /&gt;
  | OHBcost = 3/1 | OHBranks = 2&lt;br /&gt;
  | THWcost = 6/2 | THWranks = 2&lt;br /&gt;
  | RWcost = 3/1 | RWranks = 2&lt;br /&gt;
  | TWcost = 2/1 | TWranks = 2&lt;br /&gt;
  | PWcost = 7/2 | PWranks = 2&lt;br /&gt;
  | BRLcost = 3/1 | BRLranks = 2&lt;br /&gt;
  | AMBcost = 2/1 | AMBranks = 2&lt;br /&gt;
  | MOCcost = 10/3 | MOCranks = 1&lt;br /&gt;
  | PFcost = 3/0 | PFranks = 2&lt;br /&gt;
  | DODcost = 2/1 | DODranks = 3&lt;br /&gt;
  | AScost = 0/7 | ASranks = 1&lt;br /&gt;
  | MIUcost = 0/8 | MIUranks = 1&lt;br /&gt;
  | SAcost = 4/5 | SAranks = 1&lt;br /&gt;
  | HPcost = 0/9 | HPranks = 1&lt;br /&gt;
  | EMCcost = 0/10 | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0/15 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/10 | SMCranks = 1&lt;br /&gt;
  | SRcost = 0/67 | SRranks = 1&lt;br /&gt;
  | ELcost = 0/15 | ELranks = 1&lt;br /&gt;
  | SpLcost = 0/15 | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0/30 | SoLranks = 1&lt;br /&gt;
  | MLcost = 0/40 | MLranks = 1&lt;br /&gt;
  | SURcost = 2/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 1/1 | DTranks = 3&lt;br /&gt;
  | PLcost = 1/1 | PLranks = 3&lt;br /&gt;
  | SHcost = 1/1 | SHranks = 3&lt;br /&gt;
  | PERcost = 0/1 | PERranks = 3&lt;br /&gt;
  | CLIcost = 1/0 | CLIranks = 2&lt;br /&gt;
  | SWIcost = 2/0 | SWIranks = 2&lt;br /&gt;
  | FAcost = 1/2 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3 | TRAranks = 2&lt;br /&gt;
  | PPcost = 1/0 | PPranks = 2&lt;br /&gt;
}}&lt;br /&gt;
Striking from the shadows, &#039;&#039;&#039;Rogues&#039;&#039;&#039; are the masters of [[Ambush|stealth combat]]. With speed and agility, Rogues maneuver and dodge their way through the battlefield. This makes them most adept with lighter weapons and armor, though they are proficient with a wide variety of equipment. Outside of combat, the Rogue is more than capable of training any skill that may suit their needs. Their unparalleled abilities at [[Disarming Traps|bypassing]] traps, [[Picking Locks|opening]] locked doors or treasure chests, and spying out secret passages, make them valued members of any society. A Rogue is even capable of a modest amount of spellcasting, further increasing their versatility.&lt;br /&gt;
&lt;br /&gt;
== Training plans ==&lt;br /&gt;
Rogues are expected to train in the following skills:&lt;br /&gt;
*Twice per level in the following skills (Often called 2&amp;amp;times; training):&lt;br /&gt;
:A one-handed weapon skill ([[Edged Weapons]], [[Blunt Weapons]] or [[Brawling]]), [[Dodging]], [[Ambushing]], [[Perception]], and [[Stalking and Hiding]]&lt;br /&gt;
*Once, alternating twice every other level (or 1.5&amp;amp;times; training):&lt;br /&gt;
:[[Shield Use]] and [[Combat Maneuvers]]&lt;br /&gt;
*Once per level (or 1&amp;amp;times; training):&lt;br /&gt;
:[[Physical Training]] and [[Armor Use]]&lt;br /&gt;
&lt;br /&gt;
A character that uses [[Two Weapon Combat]] or decides to train in [[Two-handed Weapons]] is suggested to train more in Dodging to make up for the loss of a shield.  It is not recommended to train in [[Polearm Weapons]] as a two-handed polearm weapon cannot be used while ambushing.  [[Ranged Weapons]] is a very viable training path for rogues, however, such a training path would be very different than the one listed above.&lt;br /&gt;
&lt;br /&gt;
== Rogue Profession Highlights ==&lt;br /&gt;
The attractiveness of the rogue profession is in their ability to hide and ambush enemies, steal, pick locks, disarm traps, and cast minor spells.  They&#039;re skilled at combat without magical aid and have a wide variety of [[Combat Maneuvers]] and [[Shield Use|Shield Specializations]] available. These specialty skills will increase their effectiveness in battle.&lt;br /&gt;
&lt;br /&gt;
In addition, due to their ability to hide, they can avoid most damage in combat by simply keeping unseen.  When hunting, many rogues delight in the ability to strike first, [[stunned|stunning]], if not killing, their target, thus reducing the possibility of retaliation.&lt;br /&gt;
&lt;br /&gt;
=== Variety ===&lt;br /&gt;
One of the biggest strengths of the rogue profession is the ability to vary their training paths widely.  There are rogues that focus strongly on magical skills to aid them in combat or in their locksmithing endeavors, as well as rogues that focus on the aspects of combat or locksmithing, or some combination thereof.  The low [[training point]] costs of many of their [[skill]]s allows for a minor focus in many of them, or a major focus in a few.&lt;br /&gt;
&lt;br /&gt;
Rogues can excel in the use of every weapon type, with the exception of [[Polearm Weapons]] due to the inability to [[Ambush|ambush]] when using a two-handed polearm.  [[Ranged Weapons|Archery]] is common due to the low costs of training in [[Ambushing]] and [[Perception]], two skills that increase [[attack strength]] with ranged weapons, thus eliminating much the need to train in [[Combat Maneuvers]].  [[Two Weapon Combat]] is good for a rogue due to the increased damage potential and the possibility that if the first attack misses (due to low attack strength or the enemy dodges the attack) the second attack carries another chance to hit, and therefore stun, the target.  [[Two-Handed Weapons]], while a costly skill, makes a rogue quite deadly in the ambush.  A character&#039;s aim is diminished with larger weapons, but a hit will deal significantly more damage, almost always resulting in the enemy&#039;s death or dismemberment with a severe chunk of [[Hitpoint|health point]]s lost.  [[Brawling]], [[Blunt Weapons]], [[Edged Weapons]], and [[Thrown Weapons]] can be combined with either Two Weapon Combat or [[Shield Use]], though the Thrown Weapons skill does not work too well with Two Weapon Combat, and usually requires another combat skill, such as Edged Weapons, to be effective, thus making it a less popular choice.&lt;br /&gt;
&lt;br /&gt;
== Rogue Exclusive Combat Maneuvers ==&lt;br /&gt;
Rogues are the only profession that can train in the following [[combat maneuvers]]:&lt;br /&gt;
*[[Cutthroat]]&lt;br /&gt;
*[[Dust Shroud]]&lt;br /&gt;
*[[Divert]]&lt;br /&gt;
*[[Groin Kick]]&lt;br /&gt;
*[[Predator&#039;s Eye]] - ([[Martial Stance]])&lt;br /&gt;
*[[Shadow Dance]]&lt;br /&gt;
*[[Silent strike]] - A popular choice among assassins.&lt;br /&gt;
*[[Subdue]] (Also a Rogue Guild skill)&lt;br /&gt;
*[[Sucker Punch]]&lt;br /&gt;
*[[Vanish]]&lt;br /&gt;
&lt;br /&gt;
===Other Combat Maneuvers Available To Rogues===&lt;br /&gt;
*[[Armor Spike Focus]]&lt;br /&gt;
*[[Cheapshots]] (also a Rogue Guild skill)&lt;br /&gt;
*[[Combat Focus]]&lt;br /&gt;
*[[Combat Mastery]]&lt;br /&gt;
*[[Combat Movement]]&lt;br /&gt;
*[[Combat Toughness]]&lt;br /&gt;
*[[Coup de Grace]]&lt;br /&gt;
*[[Crowd Press]]&lt;br /&gt;
*[[Cunning Defense]]&lt;br /&gt;
*[[Dirtkick]]&lt;br /&gt;
*[[Disarm Weapon]]&lt;br /&gt;
*[[Evade Mastery]]&lt;br /&gt;
*[[Feint]]&lt;br /&gt;
*[[Garrote]]&lt;br /&gt;
*[[Grapple Mastery]]&lt;br /&gt;
*[[Hamstring]]&lt;br /&gt;
*[[Kick Mastery]]&lt;br /&gt;
*[[Multi-Fire]]&lt;br /&gt;
*[[Precision]]&lt;br /&gt;
*[[Punch Mastery]]&lt;br /&gt;
*[[Quickstrike]]&lt;br /&gt;
*[[Shadow Mastery]]&lt;br /&gt;
*[[Shield Bash]]&lt;br /&gt;
*[[Side by Side]]&lt;br /&gt;
*[[Slippery Mind]] - ([[Martial Stance]])&lt;br /&gt;
*[[Spin Attack]]&lt;br /&gt;
*[[Stun Maneuvers]] (also a Rogue Guild skill)&lt;br /&gt;
*[[Subdual Strike]]&lt;br /&gt;
*[[Surge of Strength]]&lt;br /&gt;
*[[Sweep]] (also a Rogue Guild skill)&lt;br /&gt;
*[[Trip]]&lt;br /&gt;
*[[Truehand]]&lt;br /&gt;
*[[Specialization|Wspec I]]&lt;br /&gt;
*[[Specialization|Wspec II]]&lt;br /&gt;
*[[Specialization|Wspec III]]&lt;br /&gt;
*[[Spell Parry]]&lt;br /&gt;
*[[Unarmed Specialist]]&lt;br /&gt;
*[[Whirling Dervish]] - ([[Martial Stance]])&lt;br /&gt;
&lt;br /&gt;
==Shield Specializations==&lt;br /&gt;
Rogues can further enhance their combat effectiveness by training in one or more of the following [[Shield Use|Shield Specializations]]. Each rank in the [[Shield Use]] skill will garner 1 point toward training in these specializations.&lt;br /&gt;
&lt;br /&gt;
*[[Deflect the Elements]]&lt;br /&gt;
*[[Deflection Training]]&lt;br /&gt;
*[[Deflection Mastery]]&lt;br /&gt;
*[[Disarming Presence]] - ([[Martial Stance]])&lt;br /&gt;
*[[Phalanx]]&lt;br /&gt;
*[[Shield Bash]]&lt;br /&gt;
*[[Shielded Brawler]]&lt;br /&gt;
*[[Shield Focus]] (small)&lt;br /&gt;
*[[Shield Focus]] (medium)&lt;br /&gt;
*[[Shield Forward]]&lt;br /&gt;
*[[Shield Mind]]&lt;br /&gt;
*[[Shield Riposte]] - ([[Martial Stance]])&lt;br /&gt;
*[[Shield Spike Focus]]&lt;br /&gt;
*[[Shield Spike Mastery]]&lt;br /&gt;
*[[Shield Strike]]&lt;br /&gt;
*[[Shield Strike Mastery]]&lt;br /&gt;
*[[Shield Swiftness]]&lt;br /&gt;
*[[Spell Block]]&lt;br /&gt;
*[[Steady Shield]]&lt;br /&gt;
&lt;br /&gt;
== Armor Specializations ==&lt;br /&gt;
&lt;br /&gt;
The following [[armor specialization]]s are available to rogues:&lt;br /&gt;
&lt;br /&gt;
*[[Light Armor Mastery]]&lt;br /&gt;
*[[Armored evasion]]&lt;br /&gt;
*[[Armored stealth]]&lt;br /&gt;
&lt;br /&gt;
==Rogue Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate | statistic growth rates]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Rogue Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Rogue&#039;&#039;&#039;   ||25||20||25||30||20||15||20||25||10||15&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
*[[Rogue Guild]]&lt;br /&gt;
*[[Combat Maneuvers]]&lt;br /&gt;
*[[Shield Use|Shield Specializations]]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/rogue_guild.asp Rogue Guild], on Play.net&lt;br /&gt;
&lt;br /&gt;
=====Officials Folders=====&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/view Main folder]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Announcements/view Announcements]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Developer&#039;s%20Corner%20-%20Rogues/view Developer&#039;s Corner]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Roguish%20Banter/view Banter]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Rogue%20Guild%20Discussions/view Guild Discussions]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Lock%20Mastery/view Lock Mastery]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/So%20You%20Want%20to%20be%20a%20Rogue%3F/view So You Want to be a Rogue?]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Roleplaying%20a%20Rogue/view Roleplaying a Rogue]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Rogue%20General%20Discussion/view General Discussion]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Hunting%20Strategies/view Hunting Strategies]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Pickpocketing/view Pickpocketing]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Locksmithing%20and%20Traps/view Locksmithing and Traps]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Great%20Ambushes/view Great Ambushes]&lt;br /&gt;
&lt;br /&gt;
=====Guides=====&lt;br /&gt;
*[[A beginner&#039;s guide to playing a rogue]] (work-in-progress)&lt;br /&gt;
*[[Starchitin&#039;s rogue sniper guide]]&lt;br /&gt;
{{Rogue}}&lt;br /&gt;
{{Professions}}&lt;br /&gt;
[[Category:Professions]][[Category:Rogue]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Monk&amp;diff=142011</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Monk&amp;diff=142011"/>
		<updated>2020-12-07T16:36:58Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profession&lt;br /&gt;
| [[File:Small_monk.jpg]]&lt;br /&gt;
| name = Monk&lt;br /&gt;
| type = [[Square]]&lt;br /&gt;
|prime = [[Agility]], [[Strength]]&lt;br /&gt;
|mana = [[Wisdom]], [[Logic]]&lt;br /&gt;
| circles = [[Minor Mental]], [[Minor Spiritual]]&lt;br /&gt;
| TWCcost = 2/2 | TWCranks = 2&lt;br /&gt;
  | AUcost = 10/0 | AUranks = 2&lt;br /&gt;
  | SUcost = 8/0 | SUranks = 2&lt;br /&gt;
  | CMcost = 5/3 | CMranks = 2&lt;br /&gt;
  | OHEcost = 2/1 | OHEranks = 2&lt;br /&gt;
  | OHBcost = 3/1 | OHBranks = 2&lt;br /&gt;
  | THWcost = 5/2 | THWranks = 2&lt;br /&gt;
  | RWcost = 4/1 | RWranks = 2&lt;br /&gt;
  | TWcost = 2/1 | TWranks = 2&lt;br /&gt;
  | PWcost = 6/2 | PWranks = 2&lt;br /&gt;
  | BRLcost = 2/1 | BRLranks = 2&lt;br /&gt;
  | AMBcost = 3/2 | AMBranks = 2&lt;br /&gt;
  | MOCcost = 5/2 | MOCranks = 2&lt;br /&gt;
  | PFcost = 2/0 | PFranks = 3&lt;br /&gt;
  | DODcost = 1/1 | DODranks = 3&lt;br /&gt;
  | AScost = 0/6 | ASranks = 1&lt;br /&gt;
  | MIUcost = 0/7 | MIUranks = 1&lt;br /&gt;
  | SAcost = 3/4 | SAranks = 1&lt;br /&gt;
  | HPcost = 0/6 | HPranks = 1&lt;br /&gt;
  | EMCcost = 0/15 | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0/8 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/8 | SMCranks = 1&lt;br /&gt;
  | SRcost = 0/38 | SRranks = 1&lt;br /&gt;
  | ELcost = 0/40 | ELranks = 1&lt;br /&gt;
  | SpLcost = 0/12 | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0/35 | SoLranks = 1&lt;br /&gt;
  | MLcost = 0/12 | MLranks = 1&lt;br /&gt;
  | SURcost = 2/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 3/4 | DTranks = 2&lt;br /&gt;
  | PLcost = 3/3 | PLranks = 2&lt;br /&gt;
  | SHcost = 3/2 | SHranks = 2&lt;br /&gt;
  | PERcost = 0/2 | PERranks = 2&lt;br /&gt;
  | CLIcost = 1/0 | CLIranks = 2&lt;br /&gt;
  | SWIcost = 2/0 | SWIranks = 2&lt;br /&gt;
  | FAcost = 1/2 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3 | TRAranks = 2&lt;br /&gt;
  | PPcost = 2/2 | PPranks = 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The [[Monk]] is the newest [[profession]] in [[GemStone IV]].  Monks are a [[square]] profession, with access to the [[Minor Mental]] and [[Minor Spiritual]] [[spell circle]]s. Monks have access to [[Iron Skin (1202)]] which obviates the need for armor. Monk [[training point]] costs favor their use of the [[unarmed combat system]].&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
*Inherent knowledge of [[Unarmed Specialist]].  &lt;br /&gt;
*Inherent ability to [[MEDITATE]] to receive resistances.  The amount of resistance is 10%, plus a 2% per bonus per a [[summation chart|seed]] 1 summation of the monk&#039;s [[Mental Lore, Transformation]] skill. Thus, a monk with 28 ranks of ML, Transformation would have a 24% resistance ability, and a monk with 91 ranks would have a 36% resistance.&lt;br /&gt;
&lt;br /&gt;
== [[Combat Maneuvers]] List ==&lt;br /&gt;
Besides the inherent knowledge of Unarmed Specialist, Monks have the ability to train in the following:&lt;br /&gt;
&lt;br /&gt;
===Monk-only Maneuvers===&lt;br /&gt;
*[[Burst of Swiftness]] (burst): [[Agility]]/[[Dexterity]] bonus (5 ranks)&lt;br /&gt;
*[[Internal Power]] (ipower): [[Hitpoint|Health point]] recovery (5 ranks)&lt;br /&gt;
*[[Ki Focus]] (kifocus): UAC tier bonus (3 ranks)&lt;br /&gt;
*[[Mystic Strike]] (mysticstrike): &lt;br /&gt;
*[[Perfect Self]] (perfectself): [[Statistic]]s enhancer (5 ranks)&lt;br /&gt;
&lt;br /&gt;
===[[Martial Stance]]s===&lt;br /&gt;
*[[Flurry of Blows]] (flurry): [[Jab]] multiple targets in area (monk only) (3 ranks)&lt;br /&gt;
*[[Inner Harmony]] (iharmony): chance to shake off spell effects (monk only) (3 ranks)&lt;br /&gt;
*[[Rolling Krynch Stance]] (krynch): potentially raise attack tier against second foe (monk only) (3 ranks)&lt;br /&gt;
*[[Stance of the Mongoose]] (mongoose): auto retaliatory strike (3 ranks)&lt;br /&gt;
*[[Slippery Mind]] (slipperymind): chance to avoid certain warding spells (3 ranks)&lt;br /&gt;
&lt;br /&gt;
===Other Available Maneuvers===&lt;br /&gt;
*[[Acrobat&#039;s Leap]] (leap)&lt;br /&gt;
*[[Bearhug]] (bearhug)&lt;br /&gt;
*[[Charge (combat maneuver)|Charge]] (charge)&lt;br /&gt;
*[[Cheapshots]] (cheapshots)&lt;br /&gt;
*[[Combat Focus]] (focus)&lt;br /&gt;
*[[Combat Mastery]] (cmastery)&lt;br /&gt;
*[[Combat Mobility]] (mobility)&lt;br /&gt;
*[[Combat Movement]] (cmovement)&lt;br /&gt;
*[[Combat Toughness]] (toughness)&lt;br /&gt;
*[[Coup de Grace]] (coupdegrace)&lt;br /&gt;
*[[Crowd Press]] (cpress)&lt;br /&gt;
*[[Cunning Defense]](cdefense)&lt;br /&gt;
*[[Dirtkick]] (dirtkick)&lt;br /&gt;
*[[Disarm Weapon]] (disarm)&lt;br /&gt;
*[[Dislodge]] (dislodge)&lt;br /&gt;
*[[Duck and Weave]] (weave): 30 second boost to [[evade]] chance (3 ranks)&lt;br /&gt;
*[[Evade Mastery]] (emastery)&lt;br /&gt;
*[[Feint]] (feint)&lt;br /&gt;
*[[Garrote]] (garrote)&lt;br /&gt;
*[[Grapple Mastery]] (gmastery): Increase [[GRAPPLE|Grapple]] attack proficiency (3 rank)&lt;br /&gt;
*[[Headbutt]] (headbutt)&lt;br /&gt;
*[[Kick Mastery]] (kmastery): Increase [[Kick]] attack proficiency (3 ranks)&lt;br /&gt;
*[[Precision]] (precision)&lt;br /&gt;
*[[Punch Mastery]] (punchmastery): Increase [[Punch]] attack proficiency (3 ranks)&lt;br /&gt;
*[[Quickstrike]] (qstrike)&lt;br /&gt;
*[[Side by Side]] (sidebyside)&lt;br /&gt;
*[[Spell Cleaving]] (scleave)&lt;br /&gt;
*[[Spell Parry]] (sparry)&lt;br /&gt;
*[[Spin Attack]] (sattack)&lt;br /&gt;
*[[Stun Maneuvers]] (stunman)&lt;br /&gt;
*[[Subdual Strike]] (sstrike)&lt;br /&gt;
*[[Surge of Strength]] (surge)&lt;br /&gt;
*[[Sweep]] (sweep)&lt;br /&gt;
*[[Trip]] (trip)&lt;br /&gt;
*[[Truestrike]] (truestrike)&lt;br /&gt;
*[[Unarmed Specialist]] (unarmedspec) (&#039;&#039;see note&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Note: All monks are inherently unarmed specialists and are granted this ability at no cost.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Armor Specialization ==&lt;br /&gt;
Monks have the fewest choices for armor specializations:&lt;br /&gt;
&lt;br /&gt;
* [[Light Armor Mastery]]&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the article on [[statistic growth rate]]s.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Monk [[Statistic]] Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength|STR]] || width=80px |  [[Constitution|CON]] || width=80px |  [[Dexterity|DEX]] || width=80px |  [[Agility|AGI]] || width=80px |  [[Discipline|DIS]]&lt;br /&gt;
! width=80px |  [[Aura|AUR]] || width=80px |  [[Logic|LOG]] || width=80px |  [[Intuition|INT]] || width=80px |  [[Wisdom|WIS]] || width=80px |  [[Influence|INF]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Monk&#039;&#039;&#039; ||25||25||20||30||25||15||20||20||15||10&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Training Recommendations==&lt;br /&gt;
&lt;br /&gt;
*TWC. One rank or 0.5x for defensive boost. The per rank benefit is trivial but there are significant DS boosts at these training amounts. Start out at 0.5x and drop back to 1 rank at high level if short of training points.&lt;br /&gt;
*Armor Use. Physical armor can be useful at cap, but otherwise this should not be trained.&lt;br /&gt;
*Combat Maneuvers. 1-2x. Start at 2x. Slack off whenever there isn&#039;t a pressing need for CM points.&lt;br /&gt;
*Brawling. 2x &lt;br /&gt;
*Ambush. Sufficient for reliable aiming. Train 5 ranks when you want to start aiming around level 20, and add one each time you miss an opening on the sort of aimed attack you want to be reliable in. The actual number of ranks needed will vary a lot depending on hunting style and race height.&lt;br /&gt;
*MOC. 0.5x for Force on Force defense. 0.5x is what is required for FoF offset for the typical bandit ambush size. Mstrike UAC is only worth using if you have a lot of AGIDEX and higher training for more strikes at lower levels will be attractive if you do have a 4s reduction. &lt;br /&gt;
*PF. 2x for general robustness, Sunfisters may well want 3x. 1x probably works fine too, but its so cheap that there&#039;s little to be saved by it.&lt;br /&gt;
*Dodge. 3x. High DS is one of the monk&#039;s key attributes. You can get away with 2x a lot of the time, but it takes a lot of dodge to keep dodging while disabled as well as while status free, and 3x is how you get it.&lt;br /&gt;
&lt;br /&gt;
*AS and MIU. Pick them up when you have spare points. Outside spells are critical for TD reasons and this is one way you access them. Get 25 in each as soon as you can, but you probably won&#039;t manage much before level 40.&lt;br /&gt;
*Harness Power. 0.5x Less if you train less spells, more if you train more, and more at high level if you are trying to use 1219.&lt;br /&gt;
*Mana Control. These are horribly expensive and even warriors train them more easily than monks. Don&#039;t train early. Maybe acquire enough to share effectively with a pure (10 ranks) at high level, and maybe a bit more to help manage mana fluctuations in the Rift if you hunt there. Stick to spirit unless you have a particular reason to choose a different one.&lt;br /&gt;
*Spells. 0.33-0.5x is the design range. You will want 1220 as soon as reasonably possible and it will pay to train spells more heavily when in range of it. You will want 120 at high level (its pretty suicidal going in the Rift without the TD from it). When in range of a desired spell, reckon on training every level, and at other times slack off, rather than sticking rigidly to once every two or three levels.&lt;br /&gt;
*Lores. These are not only horribly expensive but have fairly trivial boosts on spells. Modest training of transformation lore at low level may be worthwhile but the benefits degrade both with additional training and as you level. Unless there is some lore benefit you really have to have for RP reasons, 6 ranks transformation is about as far as its worth going. Plateskin (requires enhancives as well as 1x transformation lore) may appeal conceptually but the absence of any CvA and the ease of putting together a huge DS makes it fairly ineffectual mechanically.&lt;br /&gt;
&lt;br /&gt;
Playing a monk as your first character is not recommended. It is assumed that you already have an idea of how much you like in the way of tertiary skills and the same considerations apply for a monk too. The only particularly noteworthy thing is that Climbing and Swimming are dirt cheap (for the same reasons that tertiary magical skills are horribly expensive, monks are squares with physical prime stats but their core training costs are slanted towards mental training points)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
On July 8th 2012, the long awaited Monk profession was released in [[Platinum]] along with the revised [[Order of Voln]], followed by the [[Prime]] release on July 15.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Unarmed combat system]]&lt;br /&gt;
*[[Monk and UCS release storyline]]&lt;br /&gt;
*[[Meditation_(saved_posts)#Monk_Update|Monk meditation (saved posts)]]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/monks.asp Monks], on Play.net&lt;br /&gt;
*[https://web.archive.org/web/20100907014410/http://www.nilandia.com/simucon10.htm Nilandia&#039;s site on archive.org]&lt;br /&gt;
=====Officials Folders=====&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Monks/view Main folder]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Monks/Announcements/view Announcements]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Monks/Developer&#039;s%20Corner%20-%20Monks/view Developer&#039;s Corner]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Monks/So%20You%20Want%20to%20be%20a%20Monk%3F/view So You Want to be a Monk?]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Monks/Monk%20General%20Discussion/view General Discussion]&lt;br /&gt;
=====Guides=====&lt;br /&gt;
*[[A beginner&#039;s guide to playing a monk]] (work-in-progress)&lt;br /&gt;
*[[Flimbo&#039;s Monk Guide]]&lt;br /&gt;
*[[Comprehensive Monk Guide]]&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
{{Monk}}&lt;br /&gt;
{{Professions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Professions]]&lt;br /&gt;
[[Category:Monk| ]]&lt;br /&gt;
[[Category:Unarmed combat]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spiritual_Lore&amp;diff=142010</id>
		<title>Spiritual Lore</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spiritual_Lore&amp;diff=142010"/>
		<updated>2020-12-07T16:26:24Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Spiritual Lores&#039;&#039;&#039; are trained to enhance the magical capabilities of spiritualists. These lores benefit a variety of [[spiritual]] [[spell circle]]s, such as [[Minor Spiritual]], [[Major Spiritual]], [[Cleric Base]], [[Empath Base]], [[Ranger Base]], and [[Paladin Base]]. There are three types of Spiritual Lores:&lt;br /&gt;
&lt;br /&gt;
*[[Spiritual Lore, Blessings]]&lt;br /&gt;
*[[Spiritual Lore, Religion]]&lt;br /&gt;
*[[Spiritual Lore, Summoning]]&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 1 || Bardcost     = 0/20&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/6&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/6&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/12&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 0/10&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/10&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/15&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/6&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/15&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 0/20&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
*[[/saved posts|Saved posts]] (2007-2008 review)&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores|*]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spiritual_Lore&amp;diff=142009</id>
		<title>Spiritual Lore</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spiritual_Lore&amp;diff=142009"/>
		<updated>2020-12-07T16:24:44Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Spiritual Lores&#039;&#039;&#039; are trained to enhance the magical capabilities of spiritualists. These lores benefit a variety of [[spiritual]] [[spell circle]]s, such as [[Minor Spiritual]], [[Major Spiritual]], [[Cleric Base]], [[Empath Base]], [[Ranger Base]], and [[Paladin Base]]. There are three types of Spiritual Lores:&lt;br /&gt;
&lt;br /&gt;
*[[Spiritual Lore, Blessings]]&lt;br /&gt;
*[[Spiritual Lore, Religion]]&lt;br /&gt;
*[[Spiritual Lore, Summoning]]&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 1 || Bardcost     = 0/20&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/6&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/6&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/12&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 0/7&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/10&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/15&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/6&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/15&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 0/20&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
*[[/saved posts|Saved posts]] (2007-2008 review)&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores|*]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Lore&amp;diff=142008</id>
		<title>Elemental Lore</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Lore&amp;diff=142008"/>
		<updated>2020-12-07T16:24:19Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
&#039;&#039;&#039;Elemental Lores&#039;&#039;&#039; are trained to enhance the magical capabilities of elementalists. These lores are implemented primarily as benefits to [[Major Elemental]] and [[Wizard Base]] spells, certain [[Bard Base]] and [[Sorcerer Base]] spells. Elemental Lore skill training is not considered with [[attunement]]. There are four types of Elemental Lores: &lt;br /&gt;
&lt;br /&gt;
*[[Elemental Lore, Air]] - Time Alteration, Utility&lt;br /&gt;
*[[Elemental Lore, Earth]] - Defensive&lt;br /&gt;
*[[Elemental Lore, Fire]] - Offensive&lt;br /&gt;
*[[Elemental Lore, Water]] - Restoration, Utility&lt;br /&gt;
&lt;br /&gt;
The associated theme of each lore (e.g. defensive, offensive, utility) is a guideline, and not a rule.  See the specific element pages for details on each spell they affect.&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 1 || Bardcost     = 0/8&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 0/20&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 0/20&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/40&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/20&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/20&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/15&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/6&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/15&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/6&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Elemental lore review (saved posts)]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?98551-Elemental-Lore-Spreadsheet Yulis&#039; Elemental Lore Spreadsheet]&lt;br /&gt;
[[category:Lores|*]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spell_Research&amp;diff=142007</id>
		<title>Spell Research</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spell_Research&amp;diff=142007"/>
		<updated>2020-12-07T16:23:43Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Which [[spell circle]]s a character may learn ranks in is determined by their [[profession]]. The types of circles correspond to that profession&#039;s [[sphere]] of magical expertise. The cost to train a rank of &#039;&#039;&#039;Spell Research&#039;&#039;&#039;, and number of times it can be trained per level is dictated by whether the professions is considered [[square]], [[semi]], or [[pure]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=#cccccc&lt;br /&gt;
!&lt;br /&gt;
![[Bard]]&lt;br /&gt;
![[Cleric]]&lt;br /&gt;
![[Empath]]&lt;br /&gt;
![[Monk]]&lt;br /&gt;
![[Paladin]]&lt;br /&gt;
![[Ranger]]&lt;br /&gt;
![[Rogue]]&lt;br /&gt;
![[Savant]]&lt;br /&gt;
![[Sorcerer]]&lt;br /&gt;
![[Warrior]]&lt;br /&gt;
![[Wizard]]&lt;br /&gt;
|-align=center&lt;br /&gt;
!align=left bgcolor=#cccccc|[[Minor Spiritual]]&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
!X&lt;br /&gt;
!X&lt;br /&gt;
!X&lt;br /&gt;
!X&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-align=center&lt;br /&gt;
!align=left bgcolor=#cccccc|[[Major Spiritual]]&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-align=center&lt;br /&gt;
!align=left bgcolor=#cccccc|[[Cleric Base]]&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-align=center&lt;br /&gt;
!align=left bgcolor=#cccccc|[[Minor Elemental]]&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
!X&lt;br /&gt;
!X&lt;br /&gt;
|-align=center&lt;br /&gt;
!align=left bgcolor=#cccccc|[[Major Elemental]]&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
|-align=center&lt;br /&gt;
!align=left bgcolor=#cccccc|[[Ranger Base]]&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-align=center&lt;br /&gt;
!align=left bgcolor=#cccccc|[[Sorcerer Base]]&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-align=center&lt;br /&gt;
!align=left bgcolor=#cccccc|[[Wizard Base]]&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
|-align=center&lt;br /&gt;
!align=left bgcolor=#cccccc|[[Bard Base]]&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-align=center&lt;br /&gt;
!align=left bgcolor=#cccccc|[[Empath Base]]&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-align=center&lt;br /&gt;
!align=left bgcolor=#cccccc|[[Savant Base]]&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-align=center&lt;br /&gt;
!align=left bgcolor=#cccccc|[[Minor Mental]]&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-align=center&lt;br /&gt;
!align=left bgcolor=#cccccc|[[Major Mental]]&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-align=center&lt;br /&gt;
!align=left bgcolor=#cccccc|[[Paladin Base]]&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-bgcolor=#FFFF99&lt;br /&gt;
!Total [[spell circle|Circles]] Available&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
|-bgcolor=#99ff99&lt;br /&gt;
!Max [[Rank]]s Per Level&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!1&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!1&lt;br /&gt;
!3&lt;br /&gt;
|-bgcolor=#99ffff&lt;br /&gt;
![[Training point]] Cost&lt;br /&gt;
!0/17&lt;br /&gt;
!0/8&lt;br /&gt;
!0/8&lt;br /&gt;
!0/38&lt;br /&gt;
!0/17&lt;br /&gt;
!0/17&lt;br /&gt;
!0/67&lt;br /&gt;
!&lt;br /&gt;
!0/8&lt;br /&gt;
!0/120&lt;br /&gt;
!0/8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* http://www.play.net/gs4/info/professions/&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spiritual_Mana_Control&amp;diff=142006</id>
		<title>Spiritual Mana Control</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spiritual_Mana_Control&amp;diff=142006"/>
		<updated>2020-12-07T16:23:04Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
The &#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039; [[skill]] serves the same purpose as [[Mental Mana Control]] and [[Elemental Mana Control]]; it determines the efficiency with which a player can share [[mana]] with other players via [[SEND (verb)]].  [[Cleric]]s, [[sorcerer]]s, and [[empath]]s are the [[pure]] professions that benefit the most from SMC, along with the [[ranger]] and [[paladin]] [[semi]] professions.  The maximum benefit for sharing mana is achieved at twenty-four ranks, though many casters continue to train in it to aid some of their spells, increase the rate of return of their mana, or compensate for another player&#039;s low skill.  It should be noted that even at maximum efficiency, there is still approximately a 5% loss of mana during the transfer.&lt;br /&gt;
&lt;br /&gt;
This skill directly increases the amount of [[mana]] gained per pulse.&lt;br /&gt;
* If this is your primary mana control skill, then you will receive a bonus of one [[mana]] per pulse for every ten (10) ranks.  For Hybrid (multi-Realm) professions, your &amp;quot;primary&amp;quot; realm for mana control is defined as &amp;quot;that one--of the two of which you are a Hybrid--in which you have the most ranks of Mana Control.&amp;quot;&lt;br /&gt;
* If this is your secondary mana control skill--you are a Hybrid (multi-Realm) profession and this is the Realm in which you have fewer ranks of Mana Control--then you will receive a bonus of one (1) [[mana]] per pulse for every twenty (20) ranks.&lt;br /&gt;
&lt;br /&gt;
SMC also factors into avoiding [[spell burst]], [[runestaff]] defense, and some [[alchemy]] skills (mainly determining success at the training cauldrons).&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 1 || Bardcost     = 0/15&lt;br /&gt;
  | Clericranks   = 3 || Clericcost   = 0/3&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/3&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/8&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/5&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/10&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/3&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/10&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 0/12&lt;br /&gt;
|}}&lt;br /&gt;
==Spells and Abilities Affected by SMC==&lt;br /&gt;
====[[MANA (verb)]] (ability)====&lt;br /&gt;
Determines or helps determine sorcerer, empath, paladin, ranger, and cleric MANA SPELLUP and MANA PULSE proficiency.&lt;br /&gt;
&lt;br /&gt;
====[[Multicast]] (ability)====&lt;br /&gt;
Determines or helps determine sorcerer, empath, paladin, ranger, and cleric multicast proficiency.&lt;br /&gt;
&lt;br /&gt;
====[[Minor Spiritual]]====&lt;br /&gt;
*[[Spirit Dispel (119)]] - every 75 skill bonus will reduce mana cost for ending a spell by one&lt;br /&gt;
*[[Spirit Guide (130)]] - reduces severity of the sickness&lt;br /&gt;
====[[Major Spiritual]]====&lt;br /&gt;
*[[Living Spell (208)]] - decreases mana needed to cast a stolen spell by 1% per 2 ranks&lt;br /&gt;
*[[Major Sanctuary (220)]] - increases the chance of success (most important factor)&lt;br /&gt;
*[[Spirit Slayer (240)]] - [[CS]] boost is 25 + seed 5 ranks&lt;br /&gt;
&lt;br /&gt;
====[[Cleric Base]]====&lt;br /&gt;
*[[Raise Dead (318)]] - reduces the chance of a raise injuring or killing the caster; the chance is 100% - SMC bonus and reaches 0% at 24 ranks&lt;br /&gt;
*[[Ethereal Censer (320)]] - increases the base mana reduction by 1% per 20 ranks beyond 100 ranks&lt;br /&gt;
*[[Divine Wrath (335)]] - increases the number of targets by 1 per 75 skill bonus (or 1 per 50 skill bonus for the EVOKEd version)&lt;br /&gt;
&lt;br /&gt;
====[[Ranger Base]]====&lt;br /&gt;
*[[Imbue (614)]] - increases the success rate and chance of turning a stick into a rod&lt;br /&gt;
*[[Resist Nature (620)]] - increases the duration of the applied resistance and allows the spell to be applied padded armor based on a seed 1 summation of ranks&lt;br /&gt;
&lt;br /&gt;
====[[Sorcerer Base]]====&lt;br /&gt;
*[[Mana Disruption (702)]] - Mana Disruption has a chance to temporarily disable an enhancement (defensive) spell on a target for 15 seconds. Using the caster&#039;s Spirit and Elemental Mana Control (with the higher of the two counting all ranks and the lesser counting half ranks), it uses a seed 1 summation to determine the % chance to disrupt a spell. If the caster has higher SMC, it will attempt to randomly select a spiritual spell first&lt;br /&gt;
*[[Corrupt Essence (703)]] - Training in Elemental Mana Control and Spiritual Mana Control increases the number of targets available in the open cast version of the spell, with the higher of the two counting all ranks and the lesser counting half ranks. If they are trained equally, divide one of them by 2. [# of targets = 1 + (SMC + EMC (lower one counts for half) ÷ 20)]&lt;br /&gt;
*[[Balefire (713)]] - The chance that a demon will attack is equal to 2% for each Seed 1 bonus point of the Summation chart. Use SMC and EMC skill bonus separately to determine the bonus&lt;br /&gt;
*[[Scroll Infusion (714)]] - The amount of mana drained for a given spell on an infusion attempt is largely based on the spell’s level and sphere (magic that sorcerers do not have knowledge of, such as mentalist magic, require more mana to charge). High levels of Mana Control training (spiritual and elemental) will reduce the mana required.&lt;br /&gt;
*[[Dark Catalyst (719)]] - The amount of mana returned is modified by training in Elemental Mana Control and Spiritual Mana Control.&lt;br /&gt;
*[[Implosion (720)]] - Training in Elemental Mana Control and Spiritual Mana Control will reduce the mana cost.&lt;br /&gt;
*[[Ensorcell (735)]] - Spiritual Mana Control Ranks is a secondary factor in the success of Ensorcell.&lt;br /&gt;
*[[Planar Shift (740)]] - Training in Elemental and Spiritual Mana Controls improves the chances for success in an unknown way&lt;br /&gt;
*[[Sacrifice]] (ability) - A combined Elemental Mana Control and Spiritual Mana Control skill bonus of 102 (24 ranks total) is required to obtain the full amount of mana from a sacrifice.&lt;br /&gt;
&lt;br /&gt;
====[[Empath Base]]====&lt;br /&gt;
*[[Sympathy (1120)]] - with [[Mental Mana Control]], increases the number of possible targets at the rate of ((MMC + SMC) / 10)&lt;br /&gt;
*[[Troll&#039;s Blood (1125)]] - lessens the interval between stun break attempts&lt;br /&gt;
*[[Regeneration (1150)]] - reduces interval between regeneration pulses by one second per 100 SMC skill&lt;br /&gt;
====[[Paladin Base]]====&lt;br /&gt;
*[[Rejuvenation (1607)]] - reduces the cost by 1% for every 3 ranks&lt;br /&gt;
*[[Divine Word (1640)]] - reduces the chance of a raise injuring or killing the caster; the chance is 100% - SMC bonus and reaches 0% at 24 ranks&lt;br /&gt;
*[[Divine Incarnation (1650)]] - increases the size of the divine energy pool by one for every 5 ranks.&lt;br /&gt;
&lt;br /&gt;
==Scrolls and Magical Items==&lt;br /&gt;
Characters trained mana controls to gain applicable additional benefits from spells activated by items using [[Magic Item Use]] or scrolls using [[Arcane Symbols]] will receive full benefits when the spell cast through the item/scroll is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a [[spell knowledge item]]. When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell activated/invoked.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Mana sharing (saved posts)]]&lt;br /&gt;
*[[Elemental Mana Control]]&lt;br /&gt;
*[[Mental Mana Control]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Mana Controls| ]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mental_Mana_Control&amp;diff=142005</id>
		<title>Mental Mana Control</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mental_Mana_Control&amp;diff=142005"/>
		<updated>2020-12-07T16:20:08Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
The &#039;&#039;&#039;Mental Mana Control&#039;&#039;&#039; [[skill]] serves the same purpose as [[Elemental Mana Control]] and [[Spiritual Mana Control]]; it determines the efficiency with which a player can share [[mana]] with other players via [[SEND (verb)]].  Currently the [[Empath]] [[Pure]] profession, the [[Bard]] [[Semi]] profession and the [[Monk]] [[Square]] profession benefit the most from MMC, though eventually the [[Savant]] profession will as well.  The maximum benefit for sharing mana is achieved at twenty-four ranks, though many casters continue to train in it to aid some of their spells, increase the rate of return of their mana, or compensate for another player&#039;s low skill.  It should be noted that even at maximum efficiency, there is still approximately a 5% loss of mana during the transfer.&lt;br /&gt;
&lt;br /&gt;
This skill directly increases the amount of [[mana]] gained per pulse.&lt;br /&gt;
* If this is your primary mana control skill, then you will receive a bonus of one [[mana]] per pulse for every ten (10) ranks.  For Hybrid (multi-Realm) professions, your &amp;quot;primary&amp;quot; realm for mana control is defined as &amp;quot;that one--of the two of which you are a Hybrid--in which you have the most ranks of Mana Control.&amp;quot;&lt;br /&gt;
* If this is your secondary mana control skill--you are a Hybrid (multi-Realm) profession and this is the Realm in which you have fewer ranks of Mana Control--then you will receive a bonus of one (1) [[mana]] per pulse for every twenty (20) ranks.&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 1 || Bardcost     = 0/5&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 0/12&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/3&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/8&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/15&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/15&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/15&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 0/12&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/15&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 0/12&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==Spells and Abilities Affected by Mental Mana Control==&lt;br /&gt;
====[[MANA (verb)]] (ability)====&lt;br /&gt;
Determines or helps determine empath and bard MANA SPELLUP and MANA PULSE proficiency.&lt;br /&gt;
&lt;br /&gt;
====[[Multicast]] (ability)====&lt;br /&gt;
Determines or helps determine empath and bard  multicast proficiency.&lt;br /&gt;
&lt;br /&gt;
====[[Bard Base]]====&lt;br /&gt;
*[[Song of Unravelling (1013)]] - Affects the amount of mana recovered.&lt;br /&gt;
*[[Troubadour&#039;s Rally (1040)]] - Affects chance to remove stun, immobility, and web effects from the bard.&lt;br /&gt;
&lt;br /&gt;
====[[Empath Base]]====&lt;br /&gt;
*[[Empathic Assault (1110)]] - Modifies the warding margin on successful wardings that follow a successful bolt.&lt;br /&gt;
*[[Empathic Link (1117)]] - Increases target limit above base of 3 by skill bonus/50.&lt;br /&gt;
*[[Sympathy (1120)]] - Increase target limit above base of 6 in conjunction with SMC.&lt;br /&gt;
&lt;br /&gt;
====[[Minor Mental]]====&lt;br /&gt;
*[[Powersink (1203)]] - An extra target is gained every [[Summation chart|seed 6]] of (MMC skill bonus/10).&lt;br /&gt;
*[[Mental Dispel (1218)]] - Mana cost for removing a spell from opponent reduced by one point for every 75 skill bonus.&lt;br /&gt;
&lt;br /&gt;
==Scrolls and Magical Items==&lt;br /&gt;
Characters trained mana controls to gain applicable additional benefits from spells activated by items using [[Magic Item Use]] or scrolls using [[Arcane Symbols]] will receive full benefits when the spell cast through the item/scroll is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item. When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell activated/invoked.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Mana sharing (saved posts)]]&lt;br /&gt;
*[[Elemental Mana Control]]&lt;br /&gt;
*[[Spiritual Mana Control]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Mana Controls| ]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Mana_Control&amp;diff=142004</id>
		<title>Elemental Mana Control</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Mana_Control&amp;diff=142004"/>
		<updated>2020-12-07T16:19:25Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
The &#039;&#039;&#039;Elemental Mana Control&#039;&#039;&#039; [[skill]] serves the same purpose as [[Spiritual Mana Control]] and [[Mental Mana Control]];  it determines the efficiency with which a player can share [[mana]] with other players via [[SEND (verb)]].  [[Wizard]]s and [[sorcerer]]s are the [[pure]] professions that benefit the most from EMC, along with [[bard]]s.  The maximum benefit for sharing mana is achieved at twenty-four (24) ranks, though many casters continue to train in it to aid some of their spells, increase the rate of return of their mana, or compensate for another player&#039;s low skill.  It should be noted that even at maximum efficiency, there is still approximately a 5% loss of mana during the transfer.&lt;br /&gt;
&lt;br /&gt;
This skill directly increases the amount of [[mana]] gained per pulse.&lt;br /&gt;
* If this is your primary mana control skill, then you will receive a bonus of one [[mana]] per pulse for every ten (10) ranks.  For Hybrid (multi-Realm) professions, your &amp;quot;primary&amp;quot; realm for mana control is defined as &amp;quot;that one--of the two of which you are a Hybrid--in which you have the most ranks of Mana Control.&amp;quot;&lt;br /&gt;
* If this is your secondary mana control skill--you are a Hybrid (multi-Realm) profession and this is the Realm in which you have fewer ranks of Mana Control--then you will receive a bonus of one (1) [[mana]] per pulse for every twenty (20) ranks.&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill&lt;br /&gt;
  | Bardranks     = 1 || Bardcost     = 0/5&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 0/12&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 0/12&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/15&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/15&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/15&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/10&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/3&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/10&lt;br /&gt;
  | Wizardranks   = 3 || Wizardcost   = 0/3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and Abilities Affected by EMC==&lt;br /&gt;
====[[MANA (verb)]] (ability)====&lt;br /&gt;
Determines or helps determine wizard, sorcerer, and bard MANA SPELLUP and MANA PULSE proficiency.&lt;br /&gt;
&lt;br /&gt;
====[[Multicast]] (ability)====&lt;br /&gt;
Determines or helps determine wizard, sorcerer, and bard multicast proficiency.&lt;br /&gt;
&lt;br /&gt;
====[[Minor Elemental]]====&lt;br /&gt;
*[[Elemental Saturation (413)]] - the target&#039;s TD will be reduced by seed 1 of the caster&#039;s EMC ranks on the initial cast.&lt;br /&gt;
*[[Elemental Dispel (417)]] - the mana cost for removing a spell is reduced by one (1) mana per seventy-five (75) skill bonus in the Elemental Mana Control skill.&lt;br /&gt;
*[[Mana Focus (418)]] - adds to success by ranks &amp;amp;divide; 2.&lt;br /&gt;
&lt;br /&gt;
====[[Major Elemental]]====&lt;br /&gt;
*[[Rapid Fire (515)]] - reduces the 90 second recovery period by (Ranks/2.2) seconds.&lt;br /&gt;
*[[Mana Leech (516)]] - every 15 skill bonus increases recovery rate by +1 mana/min; +1 mana drained from the target for every 10 skill bonus&lt;br /&gt;
*[[Charge Item (517)]] - increases charge success rate, reduces charge cost by 1 mana per 5 ranks&lt;br /&gt;
*[[Cone of Elements (518)]] - skill bonus determines number of targets affected&lt;br /&gt;
*[[Temporal Reversion (540)]] - chance to trigger is increased by 1% per 20 skill bonus from a base of 10%&lt;br /&gt;
&lt;br /&gt;
====[[Wizard Base]]====&lt;br /&gt;
*[[Tremors (909)]] - decreases the mana cost of the [[evoke]] version from a base of 5 by 1 each at 75 and 150 ranks&lt;br /&gt;
*[[Enchant (925)]] - contributes towards the success rate of enchanting, and increases essence absorption. Minimum 26 EMC ranks required to gain essence&lt;br /&gt;
*[[Familiar Gate (930)]] - contributes towards the success rate of opening a portal and the number of people who can pass through&lt;br /&gt;
&lt;br /&gt;
====[[Sorcerer Base]]====&lt;br /&gt;
*[[Mana Disruption (702)]] - chance to temporarily disable an enhancement spell on a target for 15 seconds (in conjunction with SMC). If the caster has higher EMC, it will attempt to randomly select an elemental spell first&lt;br /&gt;
*[[Corrupt Essence (703)]] - open cast version number of additional targets = SMC + EMC (with the higher of the two counting all ranks and the lesser counting half ranks) / 20&lt;br /&gt;
*[[Balefire (713)]] - increases the chance that a demon will attack by 2% for each [[summation|seed]] 1 of [[skill bonus]].&lt;br /&gt;
*[[Scroll Infusion (714)]] - reduces the mana cost of infusing scrolls&lt;br /&gt;
*[[Dark Catalyst (719)]] - increases the amount of mana returned&lt;br /&gt;
*[[Implosion (720)]] - decreases the cost of focused casts (combined effect with SMC)&lt;br /&gt;
*[[Ensorcell (735)]] - EMC is a secondary factor in the success of Ensorcell&lt;br /&gt;
*[[Planar Shift (740)]] - adds to success rate&lt;br /&gt;
*[[Sacrifice]] (ability) - EMC + SMC skill bonus must be ≥ 102 (24 ranks total) to obtain the full amount of mana from a sacrifice&lt;br /&gt;
&lt;br /&gt;
==Scrolls and Magical Items==&lt;br /&gt;
Characters trained mana controls to gain applicable additional benefits from spells activated by items using [[Magic Item Use]] or scrolls using [[Arcane Symbols]] will receive full benefits when the spell cast through the item/scroll is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item. When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell activated/invoked.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Mana sharing (saved posts)]]&lt;br /&gt;
*[[Mental Mana Control]]&lt;br /&gt;
*[[Spiritual Mana Control]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Mana Controls| ]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spell_Aiming&amp;diff=142003</id>
		<title>Spell Aiming</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spell_Aiming&amp;diff=142003"/>
		<updated>2020-12-07T16:17:47Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Spell Aiming&#039;&#039;&#039; skill is used to determine a character&#039;s [[attack strength]] when using [[bolt spell]]s.  Each skill bonus point in spell aiming increases a character&#039;s bolt [[attack strength]] by 1.  Spell aiming is also a major factor in the aimed versions of [[Limb Disruption]], [[Energy Maelstrom]], and [[Implosion]].&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 4/1&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 3/1&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 3/1&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 3/4&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 4/2&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 4/1&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 4/5&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 3/1&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 4/8&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 2/1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/skills.asp#aimedspells Skills: Spell Aiming], on Play.net&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=142002</id>
		<title>Magic Item Use</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magic_Item_Use&amp;diff=142002"/>
		<updated>2020-12-07T16:14:45Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Magic Item Use&#039;&#039;&#039; (MIU) is the skill associated with the use of [[magic item|magical items]]. Training this skill will increase the character&#039;s ability to activate items as well as the duration of activated magic.  Additionally, training in MIU lends success with tasks related to the use of magical items, abilities, and [[spell]]s (including the [[runestaff]]), and [[#Casting Strength and Maneuver Defense Bonuses|will increase casting strength]] (CS) and provide maneuver defense on warding and maneuver bonus spells, respectively. MIU is one of the cheapest [[skill]]s available for members of [[pure]] professions.&lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/4&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/2&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/2&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/7&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/5&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/8&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/2&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/8&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Activating Magic Items ==&lt;br /&gt;
&lt;br /&gt;
The following [[verb]]s can be used to activate a magic item. Each item responds to a particular action by releasing the magic within. In general, common sense can be used to determine the appropriate action (food items are eaten, liquids drank, worn items tapped or rubbed, wands &amp;amp; rods waved or raised). Otherwise, consult a [[bard|loresinger]] or utilize trial and error methods. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=#cccccc &lt;br /&gt;
!Activator Verb&lt;br /&gt;
!Skill Required&lt;br /&gt;
!Activator Skill Modifier&lt;br /&gt;
!Activator Duration Modifier&lt;br /&gt;
|-&lt;br /&gt;
![[TAP (verb)|Tap]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+ 25&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
![[RUB (verb)|Rub]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[WAVE (verb)|Wave]]&lt;br /&gt;
|MIU&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
![[RAISE (verb)|Raise]]&lt;br /&gt;
|MIU&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;- 40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|133%&lt;br /&gt;
|-&lt;br /&gt;
![[EAT (verb)|Eat]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|-&lt;br /&gt;
![[DRINK (verb)|Drink]]&lt;br /&gt;
|None&lt;br /&gt;
|N/A&lt;br /&gt;
|Base only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Only wave can be used to target others (WAVE AT {target}). All other verbs initiate their effect immediately upon activation.&lt;br /&gt;
* [[Scroll]]s utilize the [[Arcane Symbols]] skill. The [[INVOKE (verb)]] is used to access their magic.&lt;br /&gt;
* Certain items do not require a skill check, regardless of the activator verb (e.g. [[small statue]]s &amp;amp; [[heavy quartz orb]]s).&lt;br /&gt;
&lt;br /&gt;
== Calculating Success ==&lt;br /&gt;
&lt;br /&gt;
Executing the appropriate verb to activate a magic item will make an attempt at activation. The character&#039;s [[stat]]s, [[skill]]s and other relevant variables (as seen in the formula below) are factored together. This total is displayed as the &amp;quot;modifiers&amp;quot; value. A [[d100]] roll is then added, and if the total is greater than 100, the activation is successful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Modifiers = (MIU Skill bonus) + ([[Magic Item Use#Activating Magic Items|Activator Skill Modifier]]) + ([[Magic Item Use#Stat Modifier|Stat Modifier]])&amp;lt;/tt&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;&amp;lt;tt&amp;gt;+ ([[Magic Item Use#Magical Knowledge Bonus|Magical Knowledge Bonus]]) + ([[INT|INTUITION]] bonus) + ([[LOG|LOGIC]] bonus)&lt;br /&gt;
::::&#039;&#039;&#039;- (Spell Level * 5) - ([[Magic Item Use#Armor Penalty|Armor Penalty]]) - ([[Magic Item Use#Encumbrance Penalty|Encumbrance Penalty]])&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The inherent [[spell hindrance |magical hindrance of armor]] can also potentially cause activations to fail.&lt;br /&gt;
* One must possess at least as many ranks of MIU as the level of the spell to be activated in order to succeed.&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
&#039;Morbo&#039; is a [[wizard]] with 50 ranks of MIU (150 skill bonus). Using [[Magic Item Creation (420)]], he has placed the [[Elemental Wave (410)]] spell into an amulet and selected rub as the activator. Morbo is not encumbered, and has removed his armor for the time being. He has an [[Aura]] bonus of +20, a [[Logic]] bonus of +10 and an [[Intuition]] bonus of +10. He then makes an attempt at activating his amulet.&lt;br /&gt;
&lt;br /&gt;
:(150) + (0) + (40) + (60) + (10) + (10) - (50) = 220&lt;br /&gt;
&lt;br /&gt;
Morbo was easily able to activate his amulet successfully, regardless of the d100 roll. Then, a friend hands him a rod with [[Lesser Shroud (120)]] which he attempts to activate. His [[Wisdom]] bonus is 10, and raise is used to activate it.&lt;br /&gt;
&lt;br /&gt;
:(150) + (-40) + (20) + (0) + (10) + (10) - (100) = 50&lt;br /&gt;
&lt;br /&gt;
Morbo would have needed a d100 roll of 51 or greater to activate a rod with the spell Lesser Shroud successfully. Unfortunately, the rod actually contained the spell [[Disintegrate (705)]], causing his head to melt rather abruptly.&lt;br /&gt;
&lt;br /&gt;
=== Stat Modifier ===&lt;br /&gt;
&lt;br /&gt;
Stat modifiers are determined by the associated [[spell circle]] activated and the activation verb. For this table, use [[stat]] &#039;&#039;bonus&#039;&#039; and not the value of the stat itself (round down).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Circle&amp;lt;br&amp;gt;Number&lt;br /&gt;
!Spell Circle&lt;br /&gt;
!Wave&lt;br /&gt;
!Rub&lt;br /&gt;
!Tap&lt;br /&gt;
!Raise&lt;br /&gt;
|-&lt;br /&gt;
|100s&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|WISDOM x 2&lt;br /&gt;
|-&lt;br /&gt;
|200s&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|300s&lt;br /&gt;
|[[Cleric Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|400s&lt;br /&gt;
|[[Minor Elemental]]&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|AURA x 2&lt;br /&gt;
|-&lt;br /&gt;
|500s&lt;br /&gt;
|[[Major Elemental]]&lt;br /&gt;
|AURA &amp;amp;divide; 2&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|600s&lt;br /&gt;
|[[Ranger Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|700s&lt;br /&gt;
|[[Sorcerer Base]]&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 4&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|(WIS + AUR) &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|900s&lt;br /&gt;
|[[Wizard Base]]&lt;br /&gt;
|AURA &amp;amp;divide; 4&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|1000s&lt;br /&gt;
|[[Bard Base]]&lt;br /&gt;
|AURA &amp;amp;dagger;&lt;br /&gt;
|AURA &amp;amp;dagger;&lt;br /&gt;
|AURA &amp;amp;dagger;&lt;br /&gt;
|AURA &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1100s&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|WISDOM &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1200s&lt;br /&gt;
|[[Minor Mental]]&lt;br /&gt;
|LOGIC&lt;br /&gt;
|LOGIC&lt;br /&gt;
|LOGIC&lt;br /&gt;
|LOGIC&lt;br /&gt;
|-&lt;br /&gt;
|1600s&lt;br /&gt;
|[[Paladin Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|1700s&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|(AUR + WIS +LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS +LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|(AUR + WIS + LOG) &amp;amp;divide; 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; Not yet confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Magical Knowledge Bonus ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the spell to be activated lies within a character&#039;s sphere of magical knowledge can enhance the possibility of success.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|Character has direct knowledge of the spell to be activated,&amp;lt;br&amp;gt;regardless of whether or not they can cast it yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+60&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[spell circle|circle]] of the spell to be activated,&amp;lt;br&amp;gt;but has not trained that rank yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[sphere]] of the spell to be activated,&amp;lt;br&amp;gt;but cannot directly train from the same circle&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character has no influence in the spell&#039;s sphere&lt;br /&gt;
|align=right|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Warrior]]s and [[rogue]]s are not magical enough to claim influence in any sphere; they receive bonuses for both minor circles and none for all others.&lt;br /&gt;
* Hybridists ([[bard]]s, [[empath]]s, and [[sorcerer]]s) are considered aligned with multiple spheres, and receive bonuses accordingly.&lt;br /&gt;
* When activating magic from a hybrid circle, it is considered &amp;quot;within a known sphere&amp;quot; by characters fluent in either sphere. For example, sorcerer magic is partially elemental, therefore a wizard would receive the full +20 bonus for their affiliation with the elemental sphere.&lt;br /&gt;
&lt;br /&gt;
=== Armor Penalty ===&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn [[armor]] may penalize a character&#039;s attempt to activate certain magical items. This penalty is based on the armor&#039;s [[Roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained, or is wearing robes or light leather. The penalty for AsG 6 (full leather) and higher is 20 points per second of untrained RT adder. The formula for calculating the amount of [[Armor Use|armor use]] skill required to fully negate the penalty is (RT adder * 20) - 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: Armor penalties do not apply when using the tap or rub activators.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance Penalty ===&lt;br /&gt;
&lt;br /&gt;
Encumbrance will reduce the activation modifiers when using WAVE AND RAISE by 1 pt. for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will see a reduction to their activation modifiers of 20. (24 / 120 = .20 or 20%). There are NO encumbrance penalties when activating an item with the RUB and TAP verbs.&lt;br /&gt;
&lt;br /&gt;
Encumbrance penalty calculation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Penalty = 100 * (encumbered weight / character&#039;s body weight)&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Calculating Duration ==&lt;br /&gt;
&lt;br /&gt;
To calculate the duration of a spell&#039;s magical effect when initiated from a magical item, use the following formula.  The overall duration is modified depending upon the activating verb. The more challenging activation verbs offer longer duration modifiers.  Activating spells from magical items provides half of the normal duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=300px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Duration = (Base Duration &amp;amp;divide; 2) + [(MIU Ranks) &amp;amp;times; [[Magic Item Use#Activating Magic Items|Activator Duration Modifier]] &amp;amp;times; (Per Spell Rank Duration &amp;amp;divide; 2)] &#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Example&lt;br /&gt;
Morbo has 50 ranks of MIU and activates an item with the [[Spirit Shield]] spell. The base duration of Spirit Shield is 1200 sec, and an additional duration of 60 sec for each [[Major Spiritual]] spell rank known.&lt;br /&gt;
&lt;br /&gt;
* Tap:&lt;br /&gt;
:600 + (50 &amp;amp;times; 0.5 &amp;amp;times; 30) = 1350 sec&lt;br /&gt;
&lt;br /&gt;
* Rub &amp;amp; Wave:&lt;br /&gt;
:600 + (50 &amp;amp;times; 1 &amp;amp;times; 30) = 2100 sec&lt;br /&gt;
&lt;br /&gt;
* Raise:&lt;br /&gt;
:600 + (50 &amp;amp;times; [4/3] &amp;amp;times; 30) = 2300 sec&lt;br /&gt;
&lt;br /&gt;
* [[Eat]] &amp;amp; Drink:&lt;br /&gt;
:600 sec only&lt;br /&gt;
&lt;br /&gt;
== Casting Strength and Maneuver Bonuses == &amp;lt;!--This section and subsections make heavy use of LSTs. If you are not familiar with using them, please use the Talk page to suggest changes or contact a moderator on the Slack channel.  If you do edit it, please check the other pages (AS, 1711, and CS) transcluding the sections to make sure the flow works.--&amp;gt;&lt;br /&gt;
{{work-in-progress|section}}&amp;lt;section begin=spellcirclerankbonus /&amp;gt;&amp;lt;!--This is set up to transclusion to the Arcane Symbols page--&amp;gt;&amp;lt;section begin=table /&amp;gt;&lt;br /&gt;
{| {{prettytable|float:right}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Applicable Spells&lt;br /&gt;
|-&lt;br /&gt;
! All [[warding]] spells||[[Call Wind (912)]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Elemental Wave (410)]]||[[Sandstorm (914)]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Major Elemental Wave (435)]]||[[Earthen Fury (917)]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Call Swarm (615)]]||[[Lullabye (1005)]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Spike Thorn (616)]]||[[Song of Noise (1017)]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Grasp of the Grave (709)]]||[[Force Projection (1207)]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=center|&amp;lt;small&amp;gt;&#039;&#039;Table provided by GM Viduus&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&amp;lt;section end=table /&amp;gt;&lt;br /&gt;
As of August 2017, Magic Item Use or Arcane Symbols ranks are treated as effective spell circle ranks for the purposes of calculating [[Casting Strength]] (CS) for warding spells or offensive bonus on maneuver-based spells when activating a spell from a magic item or scroll at the ratios shown below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=semicirclebonus /&amp;gt;[[Ranger Base]], [[Bard Base]], and [[Paladin Base]] bonuses are halved in all cases.&amp;lt;section end=semicirclebonus /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{red|These bonuses do not stack with natural Spell Research bonuses to CS and offensive maneuver spells — the higher bonus takes precedence.}}&#039;&#039;&#039;&amp;lt;section end=spellcirclerankbonus /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CS Calculation===&lt;br /&gt;
&amp;lt;section begin=castingstrength /&amp;gt;Activating a [[warding]] spell from a magic item or scroll will grant a CS bonus similar to spell ranks using the following formula:&lt;br /&gt;
:{| {{prettytable|text-align:center}}&lt;br /&gt;
!CS Per AS/MIU Rank||Limit&lt;br /&gt;
|-&lt;br /&gt;
|0.75 ||Up to level&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Up to 2x level&lt;br /&gt;
|-&lt;br /&gt;
|0.33 ||Over 2x level&lt;br /&gt;
|}&amp;lt;section end=castingstrength /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=mysticfocus /&amp;gt;While [[Mystic Focus (1711)|Mystic Focus]] is active, warding spells from the Elemental ([[MnE]], [[MjE]], [[Wizard Base|Wizard]], [[Bard Base|Bard]]) and [[Sorcerer Base|Sorcerer]] spheres receive a further bonus based on the caster&#039;s Magic Item Use or Arcane Symbols skill, depending on whether the subsequent warding spell is cast from a [[magic item]] or a [[scroll]]. &#039;&#039;&#039;The Elemental/Sorcerer sphere bonus does not stack with [[Elemental Targeting (425)]].&#039;&#039;&#039;&amp;lt;section end=mysticfocus /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maneuver Roll Calculation===&lt;br /&gt;
&amp;lt;section begin=maneuverstart /&amp;gt;&amp;lt;includeonly&amp;gt;Training in [[Magic Item Use]] and [[Arcane Symbols]] provides a bonus similar to spell ranks to add to the effectiveness of a maneuver attack spell activated from magic items and scrolls, respectively.  &amp;lt;/includeonly&amp;gt;&amp;lt;section end=maneuverstart /&amp;gt;&amp;lt;section begin=maneuver /&amp;gt;Spell maneuver bonuses are sphere/spell specific, but generally follow the pattern of:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center}}&lt;br /&gt;
!Bonus Per AS/MIU Rank||Limit&lt;br /&gt;
|-&lt;br /&gt;
|0.5 ||Up to level&lt;br /&gt;
|-&lt;br /&gt;
|0.33 ||Up to 2x level&lt;br /&gt;
|-&lt;br /&gt;
|0.1 ||Over 2x level&lt;br /&gt;
|}&amp;lt;section end=maneuver /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore Effects ==&lt;br /&gt;
&amp;lt;section begin=lore effects /&amp;gt;A character may train in [[Elemental Lore|Elemental]], [[Mental Lore|Mental]], or [[Spiritual Lore|Spiritual]] Lores to gain the same lore benefits for spells activated by Magic Item Use or Arcane Symbols (as applicable) as through native casting (learned via [[Spell Research]]), with different training requirements depending on the type of spell circle (Minor, Major, or Profession).  When activating an item to cast a Minor Circle spell, all trained lore ranks will count and thus the potential lore benefits are identical as native casting.  Major spell circles ([[Major Elemental]] and [[Major Spiritual]]) require &#039;&#039;&#039;double&#039;&#039;&#039; the lore ranks to unlock the same bonuses (i.e. only half of the ranks will count towards lore benefits).  Profession circles ([[Bard Base]], [[Cleric Base]], [[Empath Base]], [[Paladin Base]], [[Ranger Base]], [[Sorcerer Base]], and [[Wizard Base]]) require &#039;&#039;&#039;triple&#039;&#039;&#039; the training (i.e. only one third of the ranks will count towards lore benefits).&amp;lt;section end=lore effects /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#section:Spell knowledge item|lore}}&lt;br /&gt;
&lt;br /&gt;
== Mana Control Effects ==&lt;br /&gt;
&lt;br /&gt;
A character may also train in [[Elemental Mana Control|Elemental]], [[Spiritual Mana Control|Spiritual]], or [[Mental Mana Control|Mental]] Mana Controls to gain applicable additional benefits from spells activated by Magic Item Use.  Mana control training is counted fully when the spell cast through the item is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item.  When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell activated.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Charge Item (517)]]&lt;br /&gt;
* [[Magic item]]&lt;br /&gt;
* [[Magic Item Creation (420)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Magic Items| ]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Arcane_Symbols&amp;diff=142001</id>
		<title>Arcane Symbols</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Arcane_Symbols&amp;diff=142001"/>
		<updated>2020-12-07T16:13:02Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Arcane Symbols&#039;&#039;&#039; is the [[skill]] which determines a [[character|character&#039;s]] proficiency with [[scroll]]s. Increased training will increase one&#039;s success when activating and deciphering scrolls, as well as adding to the duration of magic initiated from scrolls. In addition, certain [[trap]]s (such as [[scarab]] and [[Trap#Glyph|glyph]] traps) are easier to spot and/or [[Disarming Traps|disarm]]. Also used as a secondary success factor when casting [[Ensorcell]] (735). &lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/4&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/2&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/2&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/6&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/5&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/7&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/1&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/7&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/2&lt;br /&gt;
|}}&lt;br /&gt;
== Reading Scrolls ==&lt;br /&gt;
&lt;br /&gt;
To view which [[spell]]s appear on the scroll, [[READ (verb)|read]] it. If the spell level is 20 or less, it requires a skill of (spell level * 5) to read. If the spell level is 21 - 40, it requires a skill of (100 + ((spell level - 20) * 3). If the spell level is greater than 40, it a skill of (160 + (spell level - 40)). Spells which have reached zero [[charges]] will no longer appear when the scroll is being read. In order to obtain a more precise reading of which spells exist on a scroll and how many charges of each remain (including spells with zero charges), a [[sorcerer]] can use the [[Odeir&#039;cos (rune)|odeir&#039;cos]] [[rune]] upon it.&lt;br /&gt;
&lt;br /&gt;
==Scroll Activation==&lt;br /&gt;
&lt;br /&gt;
With the scroll held in either hand simply INVOKE {spell#}. If successful the spell will be available to be cast. There is no longer a requirement to have one empty hand when invoking a spell from a scroll. However, if the off-hand is holding an item a 100 point penalty will be added to the activation modifiers. Once activated you will have approximately 20 to 30 seconds to cast the spell.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;invoke 101&lt;br /&gt;
  1d100: 58 + Modifiers: 266 == 324&lt;br /&gt;
&lt;br /&gt;
You raise the crumbling scroll and gesture to invoke the Spirit Warding I spell.&lt;br /&gt;
Sparks begin to fly between the crumbling scroll and your fingers.  With a sudden burst of enthusiasm, the sparks jump into your hand and a charged feeling surrounds you.&lt;br /&gt;
&amp;gt;cast&lt;br /&gt;
You gesture.&lt;br /&gt;
A light blue glow surrounds you.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Calculating Activation Success ==&lt;br /&gt;
&lt;br /&gt;
The character&#039;s [[stat]]s, [[skill]]s and other relevant variables (as seen in the formula below) are factored together. This total is displayed as the &amp;quot;modifiers&amp;quot; value. A [[d100]] roll is then added, and if the total is greater than 100, the activation is successful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=40%}}&amp;gt;&#039;&#039;&#039;Modifiers&#039;&#039;&#039; = (Arcane Symbols Skill bonus) + ([[Arcane Symbols#Stat Modifier|Stat Modifier]])&lt;br /&gt;
:::+ ([[Arcane Symbols#Magical Knowledge Bonus|Magical Knowledge Bonus]]) + (INTUITION bonus) + (LOGIC bonus) &lt;br /&gt;
:::- ([[Arcane Symbols#Armor Penalty|Armor Penalty]]) - ([[Arcane Symbols#Encumbrance Penalty|Encumbrance Penalty]]) - (Spell Level &amp;amp;times; 5)&lt;br /&gt;
:::- 100 (if both hands full)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The armor penalty applies to invocation, while [[spell hindrance]] applies to the prepared spell as normal.&lt;br /&gt;
* One must be able to see the spell on the scroll by reading it in order to be able to invoke it.&lt;br /&gt;
&lt;br /&gt;
=== Stat Modifier ===&lt;br /&gt;
&lt;br /&gt;
Stat modifiers are determined by which [[spell circle]] the spell to be activated is in. For this table, use [[stat]] &#039;&#039;bonus&#039;&#039; and not the value of the stat itself (round down).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!Circle&amp;lt;br&amp;gt;Number&lt;br /&gt;
!Spell Circle&lt;br /&gt;
!Modifier&amp;lt;br&amp;gt;Calculation&lt;br /&gt;
|-&lt;br /&gt;
|100s&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|200s&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|300s&lt;br /&gt;
|[[Cleric Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|400s&lt;br /&gt;
|[[Minor Elemental]]&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|500s&lt;br /&gt;
|[[Major Elemental]]&lt;br /&gt;
|AURA &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|600s&lt;br /&gt;
|[[Ranger Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|700s&lt;br /&gt;
|[[Sorcerer Base]]&lt;br /&gt;
|(WISDOM+AURA) &amp;amp;divide; 4&lt;br /&gt;
|-&lt;br /&gt;
|900s&lt;br /&gt;
|[[Wizard Base]]&lt;br /&gt;
|AURA &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|1000s&lt;br /&gt;
|[[Bard Base]]&lt;br /&gt;
|AURA &amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
|1100s&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
|WISDOM &amp;amp;divide; 2&lt;br /&gt;
|-&lt;br /&gt;
|1200s&lt;br /&gt;
|[[Minor Mental]]&lt;br /&gt;
|LOGIC &lt;br /&gt;
|-&lt;br /&gt;
|1600s&lt;br /&gt;
|[[Paladin Base]]&lt;br /&gt;
|WISDOM&lt;br /&gt;
|-&lt;br /&gt;
|1700s&lt;br /&gt;
|[[Arcane]]&lt;br /&gt;
|(AURA+WISDOM+LOGIC) &amp;amp;divide; 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; Not yet confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Magical Knowledge Bonus ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the spell to be activated lies within a character&#039;s sphere of magical knowledge can enhance the possibility of success.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|Character has direct knowledge of the spell to be activated,&amp;lt;br&amp;gt;regardless of whether or not they can cast it yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+60&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[spell circle|circle]] of the spell to be activated,&amp;lt;br&amp;gt;but has not trained that rank yet&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character can learn spells from the same [[sphere]] of the spell to be activated,&amp;lt;br&amp;gt;but cannot directly train from the same circle&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Character has no influence in the spell&#039;s sphere&lt;br /&gt;
|align=right|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Warrior]]s and [[rogue]]s are not magical enough to claim influence in any sphere; they receive bonuses for both minor circles and none for all others.&lt;br /&gt;
* Hybridists ([[bard]]s, [[empath]]s, and [[sorcerer]]s) are considered aligned with multiple spheres, and receive bonuses accordingly.&lt;br /&gt;
* When activating magic from a hybrid circle, it is considered &amp;quot;within a known sphere&amp;quot; by characters fluent in either sphere. For example, sorcerer magic is partially elemental, therefore a wizard would receive the full +20 bonus for their affiliation with the elemental sphere.&lt;br /&gt;
&lt;br /&gt;
=== Armor Penalty ===&lt;br /&gt;
&lt;br /&gt;
Not being adequately trained for worn [[armor]] may penalize a character&#039;s attempt to invoke a spell. This penalty is based on the armor&#039;s [[Roundtime]] adder and the wearer&#039;s [[Armor Use]] skill. There is no armor penalty to the activation roll if the character is properly trained, or is wearing robes or light leather. The penalty for [[AsG]] 6 (full leather) and higher is 20 points per second of untrained RT adder. The formula for calculating the amount of [[Armor Use|armor use]] skill required to fully negate the penalty is (RT adder * 20) - 10.&lt;br /&gt;
&lt;br /&gt;
For example, brigandine armor ([[AsG]] 12) has a roundtime adder of 6 seconds. To fully negate the armor penalty requires ((6 * 20) - 10) = 110 armor use skill (27 ranks). A character wearing brigandine with no armor use skill would have an activation penalty of 120 (20 points per second).&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance Penalty ===&lt;br /&gt;
&lt;br /&gt;
[[Encumbrance]] will reduce the activation modifiers by 1 for each 1% of encumbered body weight. E.g., a halfling with a body weight of 120 lbs. and 24 lbs. of encumbered weight will have a penalty of -20 since 24 lbs. is 20% of the character&#039;s body weight.&lt;br /&gt;
&lt;br /&gt;
Encumbrance penalty calculations:&lt;br /&gt;
&lt;br /&gt;
:100 * (encumbered weight / character&#039;s body weight)&lt;br /&gt;
&lt;br /&gt;
== Calculating Duration ==&lt;br /&gt;
&lt;br /&gt;
Calculating the duration of magic invoked from a scroll is similar to [[Magic Item Use#Calculating Duration|activating magical items]], but there are no different activators to take into account.  Activating spells from scrolls provides half of the normal duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Duration = (Base Duration &amp;amp;divide; 2) + [(Arcane Symbols Ranks) &amp;amp;times; (Per Spell Rank Duration &amp;amp;divide; 2)]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Casting Strength and Maneuver Bonuses ==&lt;br /&gt;
{{#section:Magic Item Use|spellcirclerankbonus}}&lt;br /&gt;
&lt;br /&gt;
===CS Calculation===&lt;br /&gt;
{{#section:Magic Item Use|castingstrength}}&lt;br /&gt;
{{#section:Magic Item Use|mysticfocus}}&lt;br /&gt;
&lt;br /&gt;
===Maneuver Roll Calculation===&lt;br /&gt;
{{#section:Magic Item Use|maneuver}}&lt;br /&gt;
&lt;br /&gt;
== Lore Effects ==&lt;br /&gt;
{{#section:Magic Item Use|lore effects}}&lt;br /&gt;
&lt;br /&gt;
== Mana Control Effects ==&lt;br /&gt;
&lt;br /&gt;
One may also train in [[Elemental Mana Control|Elemental]], [[Spiritual Mana Control|Spiritual]], or [[Mental Mana Control|Mental]] Mana Controls to gain applicable additional benefits from spells prepared (and later cast) by invoking scrolls.  Mana control training is counted fully when the spell cast through scroll is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a [[spell knowledge item]].  When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell invoked.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[Scroll/saved posts|Saved posts]]&lt;br /&gt;
* [[INVOKE (verb)]]&lt;br /&gt;
* [[Scroll]]&lt;br /&gt;
* [[Scroll Infusion (714)]]&lt;br /&gt;
* [http://www.play.net/gs4/info/skills.asp#scrollskill Official Arcane Symbols Skill]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Blunt_Weapons&amp;diff=142000</id>
		<title>Blunt Weapons</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Blunt_Weapons&amp;diff=142000"/>
		<updated>2020-12-07T16:12:16Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Blunt weapons&#039;&#039;&#039; came into common use due to plate armors which were commonly worn by nobility on the battlefields.  Lighter weapons such as [[short sword]]s usually could not puncture or crush plate armors effectively, so heavier blunt weapons or spiked weapons such as the [[crowbill]], [[war hammer]], and [[morning star]] came into common use.  Although designed to be used against those in plate or chainmail armor, the weapons are still very effective against those who are not.&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 4/1&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 6/1&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 6/2&lt;br /&gt;
  | Monkranks     = 2 || Monkcost     = 3/1&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 3/1&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 4/1&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 3/1&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 6/2&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 2/1&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 6/1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==Damage Factors and Attack vs. Defense==&lt;br /&gt;
{{weapon table start}}&lt;br /&gt;
{{weapon table leather whip}}&lt;br /&gt;
{{weapon table crowbill}}&lt;br /&gt;
{{weapon table cudgel}}&lt;br /&gt;
{{weapon table mace}}&lt;br /&gt;
{{weapon table ball and chain}}&lt;br /&gt;
{{weapon table war hammer}}&lt;br /&gt;
{{weapon table morning star}}&lt;br /&gt;
{{weapon table end}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Damage Type Ratios==&lt;br /&gt;
&lt;br /&gt;
This table contains the blunt weapon [[critical]] [[#category:damage types|damage type]] percentages for successful attacks (based on player research). As an example, the mace will result in 100% [[crush critical table|crush critical damage]] for all attacks. The mace does not do [[slash critical table|slash critical damage]] or [[puncture critical table|puncture critical damage]]. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;background: #DDD;&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
!Slash %&lt;br /&gt;
!Crush %&lt;br /&gt;
!Puncture%&lt;br /&gt;
|- align=center&lt;br /&gt;
|Leather whip&lt;br /&gt;
|0&lt;br /&gt;
|100&lt;br /&gt;
|0&lt;br /&gt;
|- align=center&lt;br /&gt;
|Crowbill&lt;br /&gt;
|0&lt;br /&gt;
|50&lt;br /&gt;
|50&lt;br /&gt;
|- align=center&lt;br /&gt;
|Cudgel&lt;br /&gt;
|0&lt;br /&gt;
|100&lt;br /&gt;
|0&lt;br /&gt;
|- align=center&lt;br /&gt;
|Mace&lt;br /&gt;
|0&lt;br /&gt;
|100&lt;br /&gt;
|0&lt;br /&gt;
|- align=center&lt;br /&gt;
|Ball and Chain&lt;br /&gt;
|0&lt;br /&gt;
|100&lt;br /&gt;
|0&lt;br /&gt;
|- align=center&lt;br /&gt;
|War hammer&lt;br /&gt;
|0&lt;br /&gt;
|66.7&lt;br /&gt;
|33.3&lt;br /&gt;
|- align=center&lt;br /&gt;
|Morning star[http://forum.gsplayers.com/showthread.php?96571-Research-Morning-Star-Damage-Type-Frequency&amp;amp;p=1783627#post1783627]&lt;br /&gt;
|0&lt;br /&gt;
|66.7&lt;br /&gt;
|33.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Forging]]&lt;br /&gt;
*[[Damage factor]]&lt;br /&gt;
*[[Material]]&lt;br /&gt;
*http://www.play.net/gs4/info/armory/concussion.asp&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/One-Handed%20Combat/view One-Handed Combat Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Weapon Skills]]&lt;br /&gt;
[[Category:Weapons| ]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Edged_Weapons&amp;diff=141999</id>
		<title>Edged Weapons</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Edged_Weapons&amp;diff=141999"/>
		<updated>2020-12-07T16:11:07Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Edged Weapons&#039;&#039;&#039; (&#039;&#039;&#039;OHE&#039;&#039;&#039;) are some of the most common [[Melee|melee]] weapons in [[Elanthia]].  They&#039;re easy and require little training to use, as evidenced by training point costs.  The various one-handed edged weapons are the [[backsword]], [[bastard sword]], [[broadsword]], [[dagger]], [[estoc]], [[falchion]], [[handaxe]], [[longsword]], [[main gauche]], [[rapier]], [[scimitar]], and [[short sword]].  Two hybrid weapons that require training in OHE include the [[katar]] and [[katana]].&lt;br /&gt;
&lt;br /&gt;
== Max Ranks and Training Point costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 3/1&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 6/1&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 6/2&lt;br /&gt;
  | Monkranks     = 2 || Monkcost     = 2/1&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 3/1&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 3/1&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 2/1&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 6/2&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 2/1&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 6/1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==Damage Factors and Attack vs. Defense==&lt;br /&gt;
{{Weapon table start}}&lt;br /&gt;
{{weapon table arrow}}&lt;br /&gt;
{{Weapon table dagger}}&lt;br /&gt;
{{Weapon table main gauche}}&lt;br /&gt;
{{Weapon table rapier}}&lt;br /&gt;
{{Weapon table whip-blade}}&lt;br /&gt;
{{Weapon table katar}}&lt;br /&gt;
{{Weapon table short sword}}&lt;br /&gt;
{{Weapon table scimitar}}&lt;br /&gt;
{{Weapon table estoc}}&lt;br /&gt;
{{Weapon table longsword}}&lt;br /&gt;
{{Weapon table handaxe}}&lt;br /&gt;
{{Weapon table backsword}}&lt;br /&gt;
{{Weapon table broadsword}}&lt;br /&gt;
{{Weapon table falchion}}&lt;br /&gt;
{{Weapon table katana}}&lt;br /&gt;
{{Weapon table bastard sword}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Damage Type Ratios==&lt;br /&gt;
&lt;br /&gt;
This table contains the edged weapon [[critical]] [[#category:damage types|damage type]] percentage for successful attacks (based on player research). As an example, the dagger will result in 62.5% [[puncture critical table|puncture critical damage]] and 37.5% [[slash critical table|slash critical damage]] on average for all attacks, or a puncture to slash damage ratio of 5 to 3. Daggers do not do [[crush critical table|crush critical damage]].&lt;br /&gt;
&lt;br /&gt;
Note: Because of smallish sample sizes for determining some of these percentages, they may not be precise in all cases, but should be close enough to give a decent representation of the damage ratios.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;background: #DDD;&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
!Slash %&lt;br /&gt;
!Crush %&lt;br /&gt;
!Puncture%&lt;br /&gt;
|- align=center&lt;br /&gt;
|Arrow/bolt (ranged)&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|100&lt;br /&gt;
|- align=center&lt;br /&gt;
|Arrow/bolt (melee)&lt;br /&gt;
|?&lt;br /&gt;
|0&lt;br /&gt;
|?&lt;br /&gt;
|- align=center&lt;br /&gt;
|Dagger&lt;br /&gt;
|33.3&lt;br /&gt;
|0&lt;br /&gt;
|66.7&lt;br /&gt;
|- align=center&lt;br /&gt;
|Main Gauche&lt;br /&gt;
|33.3&lt;br /&gt;
|0&lt;br /&gt;
|66.7&lt;br /&gt;
|- align=center&lt;br /&gt;
|Rapier&lt;br /&gt;
|33.3&lt;br /&gt;
|0&lt;br /&gt;
|66.7&lt;br /&gt;
|- align=center&lt;br /&gt;
|Whip-blade&lt;br /&gt;
|100&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|- align=center&lt;br /&gt;
|Katar&lt;br /&gt;
|33.3&lt;br /&gt;
|0&lt;br /&gt;
|66.7&lt;br /&gt;
|- align=center&lt;br /&gt;
|Short sword&lt;br /&gt;
|33.3&lt;br /&gt;
|33.3&lt;br /&gt;
|33.3&lt;br /&gt;
|- align=center&lt;br /&gt;
|Scimitar&lt;br /&gt;
|50&lt;br /&gt;
|16.7&lt;br /&gt;
|33.3&lt;br /&gt;
|- align=center&lt;br /&gt;
|Estoc&lt;br /&gt;
|33.3&lt;br /&gt;
|0&lt;br /&gt;
|66.7&lt;br /&gt;
|- align=center&lt;br /&gt;
|Longsword&lt;br /&gt;
|50&lt;br /&gt;
|16.7&lt;br /&gt;
|33.3&lt;br /&gt;
|- align=center&lt;br /&gt;
|Handaxe&lt;br /&gt;
|33.3&lt;br /&gt;
|66.7&lt;br /&gt;
|0&lt;br /&gt;
|- align=center&lt;br /&gt;
|Backsword&lt;br /&gt;
|50&lt;br /&gt;
|16.7&lt;br /&gt;
|33.3&lt;br /&gt;
|- align=center&lt;br /&gt;
|Broadsword&lt;br /&gt;
|50&lt;br /&gt;
|16.7&lt;br /&gt;
|33.3&lt;br /&gt;
|- align=center&lt;br /&gt;
|Falchion&lt;br /&gt;
|66.7&lt;br /&gt;
|33.3&lt;br /&gt;
|0&lt;br /&gt;
|- align=center&lt;br /&gt;
|Katana&lt;br /&gt;
|100&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|- align=center&lt;br /&gt;
|Bastard sword&lt;br /&gt;
|66.7&lt;br /&gt;
|33.3&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Forging]]&lt;br /&gt;
*[[Damage factor]]&lt;br /&gt;
*[[Material]]&lt;br /&gt;
*http://www.play.net/gs4/info/armory/edgedweapons.asp&lt;br /&gt;
*http://www.play.net/gs4/info/skills.asp#edged&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/One-Handed%20Combat/view One-Handed Combat Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Weapon Skills]]&lt;br /&gt;
[[Category:Weapons| ]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Trading&amp;diff=141998</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Trading&amp;diff=141998"/>
		<updated>2020-12-07T16:10:39Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Trading&#039;&#039;&#039; [[skill]] factors into many [[merchant]] systems, adjusting the resulting prices of goods.&lt;br /&gt;
&lt;br /&gt;
To deter silver farming, there is a cap on the trading bonus to the first 1 million silvers of non-self-looted treasure. Any loot personally received from hunting doesn&#039;t count towards this cap. It is extremely difficult to reach this cap and thus applies to very few players.&lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/2&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/3&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/3&lt;br /&gt;
  | Monkranks     = 2 || Monkcost     = 0/3&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 0/3&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 0/3&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/3&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 0/3&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 0/3&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/3&lt;br /&gt;
|}}&lt;br /&gt;
==Trading chart==&lt;br /&gt;
The following matrix shows the bias merchants in a given [[town]] area have towards a given [[race]].  Each entry in the matrix represents a percentage from baseline modifier.&lt;br /&gt;
&lt;br /&gt;
{{Race trade bias}}&lt;br /&gt;
&lt;br /&gt;
==Trading formula==&lt;br /&gt;
The trading formula contains a few input variables.&lt;br /&gt;
&lt;br /&gt;
===Skill boost===&lt;br /&gt;
Defined as: {{math|SkillBoost {{=}} Trunc[(TradingSkill + INFBonus)/12]}} where &#039;&#039;INFBonus&#039;&#039; is the bonus to [[influence]].&lt;br /&gt;
:&#039;&#039;NB1&#039;&#039;: Truncate. -0.9 is 0. 0.9 is also 0. -1.1 is -1, and 1.1 is 1. This means that the effective range of &#039;0&#039; is far larger (from -11 to +11, so that&#039;s 23 possibles, instead of the usual 12).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NB2&#039;&#039;: You MUST have 1+&#039;&#039;SkillBoost&#039;&#039; ranks of trading to make it count. For example, a player with 35 INF but no trading would have 35/12 = 2.91 = 2 &#039;&#039;SkillBoost&#039;&#039;, but in order to enjoy a &#039;&#039;SkillBoost&#039;&#039; of 2 you would need 3 (2+1) ranks of trading to make it count, or you get nothing. So, you train up to 3 ranks, which gives you a total &#039;&#039;SkillBoost&#039;&#039; of (35+15)/12 = 4.166... and yet you still get just 2% &#039;&#039;SkillBoost&#039;&#039;, because 3 ranks will not ever grant more than 2%. In practice, this minimum requirement is only important for the first 5 or 6 ranks, after that you will always meet this requirement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;SkillBoost&#039;&#039; is applied as a percentage increase or decrease, depending on if you are buying or selling. For example, a player with 100 ranks of trading and 32 INF bonus has {{math|SkillBoost {{=}} Trunc[(200 + 32)/12] {{=}} 232/12 {{=}} 19.33333 {{=}} 19}}. The final skill boost is 1.19 / 0.81, depending on if one is selling (1.19) or buying (0.81).&lt;br /&gt;
&lt;br /&gt;
Spells that increase INF (such as [[Assume Aspect (650)]]) will thus also increase your &#039;&#039;SkillBoost&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Max Trading Bonus Chart based on Influence bonuses ranging from -2 to 45.&lt;br /&gt;
Click on [&amp;lt;font color=blue&amp;gt;Expand&amp;lt;/font&amp;gt;] just below and to the right for the &#039;&#039;&#039;Max Trading Chart&#039;&#039;&#039;. Alternatively, you can also download and run &amp;lt;code&amp;gt;;tradingranks&amp;lt;/code&amp;gt; from the Lich repository to show you the various Trading rank training thresholds for your character&#039;s current INF bonus.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: none; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
{|| class=&amp;quot;mw-collapsible-content wikitable text-center&amp;quot; style=&amp;quot;table-layout:fixed; font-size:smaller;&amp;quot;&lt;br /&gt;
! INF Bonus for 25 Skill Boost || INF Bonus for 26 Skill Boost || INF Bonus for 27 Skill Boost || INF Bonus for 28 Skill Boost || INF Bonus for 29 Skill Bonus || Trading Bonus || Trading Ranks&lt;br /&gt;
|-&lt;br /&gt;
| -2 || 10 || 22 || 34 || 46 || 302 || 202&lt;br /&gt;
|-&lt;br /&gt;
| -1 || 11 || 23 || 35 || 47 || 301 || 201&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 12 || 24 || 36 || 48 || 300 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 13 || 25 || 37 || 49 || 299 || 199&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 14 || 26 || 38 || 50 || 298 || 198&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 15 || 27 || 39 || 51 || 297 || 197&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 16 || 28 || 40 || 52 || 296 || 196&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 17 || 29 || 41 || 53 || 295 || 195&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 18 || 30 || 42 || 54 || 294 || 194&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 19 || 31 || 43 || 55 || 293 || 193&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 20 || 32 || 44 ||  || 292 || 192&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 21 || 33 || 45 ||  || 291 || 191&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Selling gems===&lt;br /&gt;
{{math|RawGemValue * [SkillBoost + RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RaceBiasFactor&#039;&#039; reflects the opinion about your race by the shop owner. For example, a [[dwarf]] in the [[Elven Nations]] has a &#039;&#039;RaceBiasFactor&#039;&#039; of -0.15 (read: 15% penalty), while elves in the same area have a &#039;&#039;RaceBiasFactor&#039;&#039; of +0.05 (read: 5% bonus). So if our player with a 19% &#039;&#039;SkillBoost&#039;&#039; is an elf in the Elven Nations, a gem with a base value of 5000 silvers earns 5000 * [1.19 + 0.05] = 5000 * 1.24 = 6200 silvers.&lt;br /&gt;
&lt;br /&gt;
===Buying from the pawnshop===&lt;br /&gt;
{{math|[RawItemValue * 2 * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RawItemValue&#039;&#039; depends on the item and can not always be known (well, now you can back it out!). However, for some items it is easy: The raw item value of a gem is simply that which you can easily calculate from selling to the gemshop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PawnItemClassFactor&#039;&#039; refers to how much the pawnshop you are at &#039;likes&#039; the class of item you are trying to buy. While the different classes are unknown, gems are different from weapons which are different from &#039;gem-like imbeds&#039;. Each pawnshop has its own unique set of &#039;&#039;PawnItemClassFactors&#039;&#039;, and each item class has its own unique &#039;&#039;PawnItemClassFactor&#039;&#039; at each pawnshop.&lt;br /&gt;
&lt;br /&gt;
===Selling to the pawnshop===&lt;br /&gt;
{{math|[RawItemValue * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
===Buying from other shops===&lt;br /&gt;
{{math|[RawItemValue] - [SkillBoost * 2 * RawItemValue * RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
===Buying from merchant shops===&lt;br /&gt;
The bonus at certain merchant (i.e., irregular) shops is unknown. It is known that one merchant cares more about trading than the next, and they may have race biases as well. It is thought that that the formula is very similar to gem selling.&lt;br /&gt;
&lt;br /&gt;
===Selling skins===&lt;br /&gt;
{{math|RawSkinValue * [SkillBoost + RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
===Appraising items===&lt;br /&gt;
Current research suggests that RANKS + d100 &amp;gt; 100 for a successful appraisal, but this formula is uncertain.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Survival&amp;diff=141997</id>
		<title>Survival</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Survival&amp;diff=141997"/>
		<updated>2020-12-07T16:09:45Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Survival&#039;&#039;&#039; is one of two [[SKIN (verb)|skinning]] skills, along with [[First Aid]].  While the skill has other functions, skinning seems to be the primary reason a character would train in this [[skill]].  Survival also affects a character&#039;s ability to [[forage]], resist damage due to weather (such as near [[Pinefar]]), build a fire, or find a hidden passageway.  Survival also helps a character to remain on the ledge in the [[Thanatoph]] and access the [[Red Forest]].&lt;br /&gt;
&lt;br /&gt;
Survival will help prevent a skinner from being [[Poison]]ed when skinning a creature such as a snake, and also adds to defense against [[bandit]] traps.&lt;br /&gt;
&lt;br /&gt;
Training in Survival will also assist in movement in some areas, such as the marshy areas (which induce [[roundtime]] with movement) outside of the [[Marsh Keep]] and the [[Elemental Confluence]]. Survival training will also reduce the likelihood that a character will slip while moving quickly through icy areas, such as those on [[Oblin Pass]] and those on the [[Icemule Trace|Icemule]]-[[Wehnimer&#039;s Landing|Wehnimer&#039;s]] trail. Without ranks in survival, a character would have to wait approximately 5 seconds before moving in order to avoid a chance to slip. In addition, survival ranks will allow characters to [[Stalking and Hiding|sneak]] over ice. Without ranks in survival, a character is guaranteed to fall prone, be revealed from hiding, and incur 10 seconds of [[roundtime]] when attempting to [[Stalking and Hiding|sneak]] out of an icy room.&lt;br /&gt;
&lt;br /&gt;
At 25 ranks of [[Survival]] the ability to [[Foraging#Forage_Sense|{{mono|FORAGE SENSE}}]] is unlocked, allowing the character to determine every herb that can be foraged in that room.&lt;br /&gt;
&lt;br /&gt;
== Maximum Ranks and Training Costs ==&lt;br /&gt;
Survival is generally a low-cost skill.  Every profession can train in it up to twice per level, except wizards.&lt;br /&gt;
{{Skill|&lt;br /&gt;
  | Bardranks     = 2 | Bardcost     = 2/2&lt;br /&gt;
  | Clericranks   = 2 | Clericcost   = 3/2&lt;br /&gt;
  | Empathranks   = 2 | Empathcost   = 3/2&lt;br /&gt;
  | Monkranks     = 2 | Monkcost     = 2/2&lt;br /&gt;
  | Rangerranks   = 3 | Rangercost   = 1/1&lt;br /&gt;
  | Rogueranks    = 2 | Roguecost    = 2/2&lt;br /&gt;
  | Sorcererranks = 2 | Sorcerercost = 3/2&lt;br /&gt;
  | Warriorranks  = 2 | Warriorcost  = 1/3&lt;br /&gt;
  | Paladinranks  = 2 | Paladincost  = 2/2&lt;br /&gt;
  | Wizardranks   = 2 | Wizardcost   = 3/2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*http://www.play.net/gs4/info/skills.asp#survival&lt;br /&gt;
*[[Poison and skinning (saved post)]]&lt;br /&gt;
*[[River&#039;s Rest hunting expansion (saved post)]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Physical_Fitness&amp;diff=141996</id>
		<title>Physical Fitness</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Physical_Fitness&amp;diff=141996"/>
		<updated>2020-12-07T16:09:08Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; is a skill that increases [[health point]]s, health point recovery rate, and is the primary skill for [[Redux]].  This skill also increases maximum [[stamina]], stamina regeneration rate, resistance to disease and poison, aids in some climbing or swimming checks, and increases resistance to some [[creature maneuver]] attacks.&lt;br /&gt;
&lt;br /&gt;
In addition, training in this skill reduces your [[encumbrance]] by 1 pound for every 10 skill bonus.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill |&lt;br /&gt;
  | Bardranks = 2&lt;br /&gt;
  | Clericranks = 1&lt;br /&gt;
  | Empathranks = 3&lt;br /&gt;
  | Monkranks = 3&lt;br /&gt;
  | Paladinranks = 2&lt;br /&gt;
  | Rangerranks = 2&lt;br /&gt;
  | Rogueranks = 2&lt;br /&gt;
  | Sorcererranks = 1&lt;br /&gt;
  | Warriorranks = 3&lt;br /&gt;
  | Wizardranks = 1&lt;br /&gt;
  | Bardcost = 4/0&lt;br /&gt;
  | Clericcost = 8/0&lt;br /&gt;
  | Empathcost = 2/0&lt;br /&gt;
  | Monkcost = 2/0&lt;br /&gt;
  | Paladincost = 3/0&lt;br /&gt;
  | Rangercost = 4/0&lt;br /&gt;
  | Roguecost = 3/0&lt;br /&gt;
  | Sorcerercost = 8/0&lt;br /&gt;
  | Warriorcost = 2/0&lt;br /&gt;
  | Wizardcost = 8/0&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Health Points ==&lt;br /&gt;
&lt;br /&gt;
=== Maximum HP ===&lt;br /&gt;
&lt;br /&gt;
Training in [[Physical Fitness]] will increase the character&#039;s maximum HP until reaching the maximum attainable by the character&#039;s race. &lt;br /&gt;
[[Constitution]] bonus adds directly to maximum HP. For example, Dark Elves have a natural maximum of 120 HP, so a Dark Elf character with a Constitution bonus of +15 would have a maximum health value of 135. The amount of HP granted per PF rank is determined by the character&#039;s race and their Constitution bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP per PF rank = Race HP gain rate + trunc(Constitution bonus / 10)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a character&#039;s Constitution bonus increases enough while gaining levels, it is possible to see a sudden jump in maximum health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;&#039;&#039;Health Point gain rate based on Race&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|- align=center&lt;br /&gt;
!width=50px|Aelotoi&lt;br /&gt;
!width=50px|Burghal Gnome&lt;br /&gt;
!width=50px|Dark Elf&lt;br /&gt;
!width=50px|Dwarf&lt;br /&gt;
!width=50px|Elf&lt;br /&gt;
!width=50px|Erithian&lt;br /&gt;
!width=50px|Forest Gnome&lt;br /&gt;
!width=50px|Giantman&lt;br /&gt;
!width=50px|Half-Elf&lt;br /&gt;
!width=50px|Half- Krolvin&lt;br /&gt;
!width=50px|Halfling&lt;br /&gt;
!width=50px|Human&lt;br /&gt;
!width=50px|Sylvan- kind&lt;br /&gt;
|- align=center&lt;br /&gt;
| 5||4||5||6||5||5||4||7||5||6||4||6||5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Hitpoints by race}}&lt;br /&gt;
&lt;br /&gt;
The maximum HP attainable from [[enhancive item]]s, spells, or combat maneuver training is the racial maximum + 50. For example, Dark Elves can have up to 170 HP (120 racial max + 50 bonus) from enhancing their HP or Constitution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Health Regeneration ===&lt;br /&gt;
Roughly once per minute, a character will recover a small amount of HP from a health [[pulse]]. The amount recovered is determined by the character&#039;s race and their ranks in [[Physical Fitness]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health Recovery = Base Regeneration + trunc(Physical Fitness ranks / 20) + modifiers&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;&#039;&#039;Base Regeneration based on Race&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|- align=center&lt;br /&gt;
!width=50px|Aelotoi&lt;br /&gt;
!width=50px|Burghal Gnome&lt;br /&gt;
!width=50px|Dark Elf&lt;br /&gt;
!width=50px|Dwarf&lt;br /&gt;
!width=50px|Elf&lt;br /&gt;
!width=50px|Erithian&lt;br /&gt;
!width=50px|Forest Gnome&lt;br /&gt;
!width=50px|Giantman&lt;br /&gt;
!width=50px|Half-Elf&lt;br /&gt;
!width=50px|Half- Krolvin&lt;br /&gt;
!width=50px|Halfling&lt;br /&gt;
!width=50px|Human&lt;br /&gt;
!width=50px|Sylvan- kind&lt;br /&gt;
|- align=center&lt;br /&gt;
| 1||2||1||3||2||2||2||2||2||2||3||2||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modifiers that directly increase the amount of health regenerated and can be:&lt;br /&gt;
*Health Recovery enhancives increase health recovery up to a maximum of +50.&lt;br /&gt;
*[[Sigil of Mending]] increases health recovery by +15.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The natural rate of health regeneration is very slow. To recover lost health, characters should seek out an [[empath]] or use a healing herb such as [[acantha leaf]].&lt;br /&gt;
&lt;br /&gt;
== Training Thresholds ==&lt;br /&gt;
*100 ranks unlocks &#039;&#039;&#039;[[Stamina#STAMINA_(verb)|Stamina Burst]]&#039;&#039;&#039;: +15% stamina regeneration for 3 pulses, followed by a -15% penalty for 3 pulses&lt;br /&gt;
*150 ranks unlocks &#039;&#039;&#039;Stamina Second Wind&#039;&#039;&#039;: grants up to +30 on offensive CMAN rolls for 30 seconds. Offensive CMAN skills and their profession guild equivalents will cost 0 stamina for the 30 second duration. This ability has a 1 hour cooldown.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*http://www.play.net/gs4/info/skills.asp#physicaltraining&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Combat_Maneuvers&amp;diff=141995</id>
		<title>Combat Maneuvers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Combat_Maneuvers&amp;diff=141995"/>
		<updated>2020-12-07T16:08:16Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Combat Maneuvers]] is a skill with multiple facets and applications, include attack, defense and utility.  Training grants access to the list of combat maneuver skills (also known as CMAN or CMLIST skills), boosts melee [[attack strength]] and provides defense versus most [[maneuver]]-type attacks.&lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 8/4&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 10/8&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 12/8&lt;br /&gt;
  | Monkranks     = 2 || Monkcost     = 5/3&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 6/4&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 4/4&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 12/8&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 4/3&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 5/4&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 12/8&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Combat Maneuvers boosts physical [[attack strength]] (AS) by +1 for every 2 ranks of training. This bonus does not apply to attack spells which generate AS through the [[Spell Aiming]] skill.&lt;br /&gt;
&lt;br /&gt;
Training in this skill also boosts effectiveness of various [[guild skill]]s and combat maneuvers from the list below. Training in the skill also helps defend from the skill, which is why many [[pure]]s will pick up Disarm Weapon to prevent them from losing their [[Runestaff|runestaves]] or other defensive weapon. One rank in a skill trained in via the CM list below counts as 10 ranks in the skill, for the purposes of guild skill training.  Therefore, a character that masters a skill via the CMAN system is treated as if they have 50 ranks, while a character that mastered the skill via their guild will be treated as if they have 63 ranks in the skill.  There are many more skills available on the list below than those that are available as guild skills, and many skills do not even follow a progression like that listed above (i.e., [[Precision]] or Specialization).&lt;br /&gt;
&lt;br /&gt;
The skills below can be trained in using CMAN points. A character earns 1 CMAN point for every rank they train in Combat Maneuvers, so a character with 150 ranks of Combat Maneuvers will have 150 CMAN points. Typically, it takes 20 or 30 CMAN points for a [[square]] to master a skill, but there are some exceptions. [[Enhancives]] do not provide CMAN points. As of August 2020, character level no longer limits how many points may be spent on a single skill. For [[semi]]s, CMAN skills require 50% more points to train in, while pures have to spend 100% more than a square.&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuver Factors ==&lt;br /&gt;
&lt;br /&gt;
* The biggest factor is the attacker&#039;s and defender&#039;s bonus in Combat Maneuvers.&lt;br /&gt;
* Level difference plays a factor, and a difference of more than 10 levels has a major effect on the outcome.&lt;br /&gt;
* Many injuries or even scars penalize a maneuver attempt. Limb wounds and scars are especially penalizing.&lt;br /&gt;
* Encumbrance provides a penalty to any combat maneuver attempt.&lt;br /&gt;
* Almost every maneuver takes the attacker&#039;s stance into account, and most also take the defender&#039;s stance into account.&lt;br /&gt;
* Many maneuvers take the relative height and/or size of the attacker and defender into account. Some, like Bull Rush, are easier if the attacker is larger than the defender; others, like Hamstring, are easier for smaller characters to use against larger opponents.&lt;br /&gt;
* Each rank of a given maneuver gives a character up to +15 to defend against that maneuver.&lt;br /&gt;
* A stunned target has -10 to defend against any maneuver, which appears as a bonus for the attacker.&lt;br /&gt;
&lt;br /&gt;
===[[Encumbrance]] Penalty Formula===&lt;br /&gt;
There is a one point penalty per one percent encumbered body weight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Penalty = round up(encumbrance weight &amp;amp;divide; Body weight) &amp;amp;times; 100&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
Character body weight = 200 lbs&amp;lt;br&amp;gt;&lt;br /&gt;
Encumbrance weight =  23 lbs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Penalty: round up (23 &amp;amp;divide; 200) &amp;amp;times; 100 = 12&lt;br /&gt;
&lt;br /&gt;
===[[Armor]] Penalty===&lt;br /&gt;
Heavier armor will negatively impact your ability to perform and dodge CMANs.  The effects are highlighted in the following table based on Armor Sub Group (ASG)&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!ASG!!1!!2!!5!!6!!7!!8!!9!!10!!11!!12!!13!!14!!15!!16!!17!!18!!19!!20&lt;br /&gt;
|-&lt;br /&gt;
|CMAN Penalty||0||0||0||0||2||2||3||3||3||4||4||4||5||5||6||7||8||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, There is also an additional penalty of 20 for each second of untrained RT Adder which stacks with the AP penalty. With 0 armor ranks the full plate RT Adder penalty is 240 (12 sec untrained RT) plus the action penalty of 10 for a total penalty of 250.&lt;br /&gt;
&lt;br /&gt;
== List of available Combat Maneuvers ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Hold cursor over CM name to see what it does.  Click on arrows to sort by profession/category. +=Passive, Yes*=Exclusive&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
![[Combat Maneuver]]&lt;br /&gt;
![[Warrior]]&lt;br /&gt;
![[Rogue]]&lt;br /&gt;
![[Monk]]&lt;br /&gt;
![[Ranger]]&lt;br /&gt;
![[Bard]]&lt;br /&gt;
![[Paladin]]&lt;br /&gt;
![[Wizard]]&lt;br /&gt;
![[Sorcerer]]&lt;br /&gt;
![[Empath]]&lt;br /&gt;
![[Cleric]]&lt;br /&gt;
![[Savant]]&lt;br /&gt;
!ALL&lt;br /&gt;
![[Martial Stance]]&lt;br /&gt;
![[Flare#Armor_Flares|Armor Flares]]&lt;br /&gt;
|- style=&amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;You are able to leap to increase your reach by 1 foot per rank while ambushing or using maneuvers that take the height system into account.  Every 30% of encumbrance reduces your reach by 1 foot.&amp;quot;&amp;gt;Acrobat&#039;s Leap+&amp;lt;/span&amp;gt; ([[Acrobat&#039;s Leap|LEAP]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;| -&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;| Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;| -&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Reduces the penalty when using spiked armor in conjunction with a combat maneuver attack by -5 per rank.&amp;quot;&amp;gt;Armor Spike Focus+&amp;lt;/span&amp;gt; ([[Armor Spike Focus|SPIKEFOCUS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Hold an opponent for a long period of time, squeezing the life out of them. Upon completion, the defender will be prone and in an offensive stance.&amp;quot;&amp;gt;Bearhug&amp;lt;/span&amp;gt; ([[Bearhug|BEARHUG]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Go into a blind berserker rage. Can break immobilizations, such as web, bind, or stuns, and provides a boost to AS.&amp;quot;&amp;gt;Berserk&amp;lt;/span&amp;gt; ([[Berserk|BERSERK]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increase the chance of blocking with a shield by 5% per rank (15% at mastery).&amp;quot;&amp;gt;Block Mastery+&amp;lt;/span&amp;gt; ([[Block Mastery|BMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Charge an opponent in an attempt to knock them to the ground.&amp;quot;&amp;gt;Bull Rush&amp;lt;/span&amp;gt; ([[Bull Rush|BULLRUSH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases Agility and Dexterity bonuses.&amp;quot;&amp;gt;Burst of Swiftness&amp;lt;/span&amp;gt; ([[Burst of Swiftness|BURST]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Setting a polearm and charge with it at an opponent.&amp;quot;&amp;gt;Charge&amp;lt;/span&amp;gt; ([[Cman charge|CHARGE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Employs various cheap tactics, such as a nosetweak, eyepoke, etc.&amp;quot;&amp;gt;Cheapshots&amp;lt;/span&amp;gt; ([[Cheapshots|CHEAPSHOTS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Add +2 generic TD (+10 at mastery).&amp;quot;&amp;gt;Combat Focus+&amp;lt;/span&amp;gt; ([[Combat Focus|FOCUS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Normally, you&#039;re limited to 20% stance changes. This allows 10% (1 rank) or 5% (2 ranks) stance changes.&amp;quot;&amp;gt;Combat Mastery&amp;lt;/span&amp;gt; ([[Combat Mastery|CMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;If prone, instantly stand when attacked, unless you&#039;re immobilized.&amp;quot;&amp;gt;Combat Mobility&amp;lt;/span&amp;gt; ([[Combat Mobility|MOBILITY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increase DS by +2 per rank (+10 at mastery).&amp;quot;&amp;gt;Combat Movement+&amp;lt;/span&amp;gt; ([[Combat Movement|CMOVEMENT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increase your HP by 5 + 10 per rank (+35 total, at mastery).&amp;quot;&amp;gt;Combat Toughness+&amp;lt;/span&amp;gt; ([[Combat Toughness|TOUGHNESS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Instantly kills a disabled and weakened victim and gives a slight AS bonus.&amp;quot;&amp;gt;Coup de Grace &amp;lt;/span&amp;gt; ([[Coup de Grace|COUPDEGRACE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the effectiveness of short weapons, decreases the effectiveness of long weapons.&amp;quot;&amp;gt;Crowd Press&amp;lt;/span&amp;gt; ([[Crowd Press|CPRESS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Imposes a +3 penalty on an opponent using a CML maneuver; acts as a full rank at mastery.&amp;quot;&amp;gt;Cunning Defense+&amp;lt;/span&amp;gt; ([[Cunning Defense|CDEFENSE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Silences the victim until the throat wound is cured. Does not cause instant death.&amp;quot;&amp;gt;Cutthroat&amp;lt;/span&amp;gt; ([[Cutthroat|CUTTHROAT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Kick a clump of dirt in an opponent&#039;s face. Reduces their perception.&amp;quot;&amp;gt;Dirtkick&amp;lt;/span&amp;gt; ([[Dirtkick|DIRTKICK]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Remove a weapon from an opponent&#039;s grasp.&amp;quot;&amp;gt;Disarm Weapon&amp;lt;/span&amp;gt; ([[Disarm Weapon|DISARM]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Violently retrieve ranged ammo that has been lodged in your target.&amp;quot;&amp;gt;Dislodge&amp;lt;/span&amp;gt; ([[Dislodge|DISLODGE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;From hiding, you attempt to divert your foe&#039;s attention, luring them to an adjacent room.&amp;quot;&amp;gt;Divert&amp;lt;/span&amp;gt; ([[Divert|DIVERT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;A 30 second boost to evade chance.&amp;quot;&amp;gt;Duck and Weave&amp;lt;/span&amp;gt; ([[Duck and Weave|WEAVE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Kick up a cloud of dust to aid in hiding.&amp;quot;&amp;gt;Dust Shroud&amp;lt;/span&amp;gt; ([[Dust Shroud|SHROUD]])&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Passive skill that adds a percentage to evasion.&amp;quot;&amp;gt;Evade Mastery+&amp;lt;/span&amp;gt; ([[Evade Mastery|EMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;If a creature is killed with a two-handed weapon attack while in this stance, the wielder has a chance to maintain his momentum and continue the attack onto another creature foe in the room. This chance is 5% + 15% per rank. The secondary attack will have an AS penalty of -25 and cannot occur more than once per attack.&amp;quot;&amp;gt;Executioner&#039;s Stance&amp;lt;/span&amp;gt; ([[Executioner&#039;s Stance|EXECUTIONER]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Reduces an opponent&#039;s stance with a faked attack.&amp;quot;&amp;gt;Feint&amp;lt;/span&amp;gt; ([[Feint|FEINT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Martial Stance. JAB multiple foes in area with no additional RT.&amp;quot;&amp;gt;Flurry of Blows&amp;lt;/span&amp;gt; ([[Flurry of Blows|FLURRY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Choke a victim with a wire, will cause death after a period of time.&amp;quot;&amp;gt;Garrote&amp;lt;/span&amp;gt; ([[Garrote|GARROTE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases proficiency with unarmed combat grapple attacks.&amp;quot;&amp;gt;Grapple Mastery+&amp;lt;/span&amp;gt; ([[Grapple Mastery|GMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Gain greater control over your warcries. A rank 1, the vocal stress of each warcry is reduced by a third. A rank 2, you will be able to affect the undead with your warcries. At rank 3, the vocal stress of each warcry is instead reduced by half.&amp;quot;&amp;gt;Griffin&#039;s Voice&amp;lt;/span&amp;gt; ([[Griffin&#039;s Voice|GRIFFIN]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Causes a caster to forget a readied spell. Causes a good deal of pain in men.&amp;quot;&amp;gt;Groin Kick&amp;lt;/span&amp;gt; ([[Groin Kick|GKICK]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Leg)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Cut the back of the leg, knocking a victim prone.&amp;quot;&amp;gt;Hamstring&amp;lt;/span&amp;gt; ([[Hamstring|HAMSTRING]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Daze an opponent with a punch to the head.&amp;quot;&amp;gt;Haymaker&amp;lt;/span&amp;gt; ([[Haymaker|HAYMAKER]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Arm)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Stun an opponent by putting your head into theirs.&amp;quot;&amp;gt;Headbutt&amp;lt;/span&amp;gt; ([[Headbutt|HEADBUTT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Head)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;This is a martial stance that provides the ability to shake off negative spell effects.&amp;quot;&amp;gt;Inner Harmony&amp;lt;/span&amp;gt; ([[Inner Harmony|IHARMONY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Each use of this maneuver will heal up to (15 + (5 * Rank)) Health Points (HP).&amp;quot;&amp;gt;Internal Power&amp;lt;/span&amp;gt; ([[Internal Power|IPOWER]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the AS bonus of the next melee: rank 1(+15), rank 2(+25), rank 3 (+35).&amp;quot;&amp;gt;Ki Focus&amp;lt;/span&amp;gt; ([[Ki Focus|KIFOCUS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases proficiency with unarmed combat kick attacks.&amp;quot;&amp;gt;Kick Mastery+&amp;lt;/span&amp;gt; ([[Kick Mastery|KMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Reduces the opponent&#039;s stance with this single attack. Extra roundtime for the attacker.&amp;quot;&amp;gt;Mighty Blow&amp;lt;/span&amp;gt; ([[Mighty Blow|MBLOW]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Invoked before making a melee or unarmed combat attack. If the subsequent attack connects, the target takes a penalty to their Target Defense (TD) for ten seconds. The penalty is 2 per rank, plus 1 per 10 points in the endroll success margin of the attack. The latter portion is capped at 20.&amp;quot;&amp;gt;Mystic Strike&amp;lt;/span&amp;gt; ([[Mystic Strike|MYSTICSTRIKE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Parry an attack more often. An extra 5% chance per rank (15% at mastery).&amp;quot;&amp;gt;Parry Mastery+&amp;lt;/span&amp;gt; ([[Parry Mastery|PMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Permanently enhances all ten stats by 2 per rank. Requires Surge of Strength (Rank 3) and Burst of Swiftness (Rank 3).&amp;quot;&amp;gt;Perfect Self+&amp;lt;/span&amp;gt; ([[Perfect Self|PERFECTSELF]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Allows you to chose if your weapon does piercing, slashing, or bludgeoning damage. 75% effective at 1 rank, 100% effective at 2 ranks.&amp;quot;&amp;gt;Precision+&amp;lt;/span&amp;gt; ([[Precision|PRECISION]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Martial Stance, increase aim success chance.&amp;quot;&amp;gt;Predator&#039;s Eye&amp;lt;/span&amp;gt; ([[Predator&#039;s Eye|PREDATOR]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases proficiency with unarmed combat punch attacks.&amp;quot;&amp;gt;Punch Mastery+&amp;lt;/span&amp;gt; ([[Punch Mastery|PUNCHMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Make a single attack at a significantly reduced amount of roundtime, at the cost of a reduced AS.&amp;quot;&amp;gt;Quickstrike&amp;lt;/span&amp;gt; ([[Quickstrike|QSTRIKE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Martial Stance. Momentum from an unarmed strike against one foe to your next.&amp;quot;&amp;gt;Rolling Krynch Stance&amp;lt;/span&amp;gt; ([[Rolling Krynch Stance|KRYNCH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Makes Shadow Mastery passive and temporarily allows 0 stamina uses of Cutthroat, Silent Strike, and Subdue, and 0 RT sneaking.&amp;quot;&amp;gt;Shadow Dance&amp;lt;/span&amp;gt; ([[Shadow Dance|SDANCE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Temporarily increases effective training in Stalking and Hiding and reduces the roundtime associated with this skill.&amp;quot;&amp;gt;Shadow Mastery&amp;lt;/span&amp;gt; ([[Shadow Mastery|SMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Using your shield, bash an opponent. Does little damage, but can reduce the stance of, stun, and knock down an opponent&amp;quot;&amp;gt;Shield Bash&amp;lt;/span&amp;gt; ([[Shield Bash|SBASH]]) &lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Similar to Shield Bash, but can be much more devastating -- for the attacker and the defender.&amp;quot;&amp;gt;Shield Charge&amp;lt;/span&amp;gt; ([[Shield Charge|SCHARGE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;A passive skill that increases AS and DS when grouped with others that have the same skill.&amp;quot;&amp;gt;Side by Side+&amp;lt;/span&amp;gt; ([[Side by Side|SIDEBYSIDE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attack an opponent from hiding without revealing your position -- or identity.&amp;quot;&amp;gt;Silent Strike&amp;lt;/span&amp;gt; ([[Silent Strike|SILENTSTRIKE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Martial Stance. Chance to outright avoid mind and soul warding spells.&amp;quot;&amp;gt;Slippery Mind&amp;lt;/span&amp;gt; ([[Slippery Mind|SLIPPERYMIND]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the effective use of a specific weapon type. +10 to AS at mastery, and works with skills that use your weapon.&amp;quot;&amp;gt;Specialization I+&amp;lt;/span&amp;gt; ([[Specialization|WSPEC1]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the effective use of a second specific weapon type. +10 to AS at mastery, and works with skills that use your weapon.&amp;quot;&amp;gt;Specialization II+&amp;lt;/span&amp;gt; ([[Specialization|WSPEC2]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the effective use of a third weapon type. +10 to AS at mastery, and works with skills that use your weapon.&amp;quot;&amp;gt;Specialization III+&amp;lt;/span&amp;gt; ([[Specialization|WSPEC3]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attempt to use the unnatural energy of your ensorcelled or anti-magical weapon to cleave away a spell from your target.&amp;quot;&amp;gt;Spell Cleave&amp;lt;/span&amp;gt; ([[Spell Cleaving|SCLEAVE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Allows the parrying of magical ball/bolt spells at 25% per rank of your normal parry chance, provided that you are using an ensorcelled or anti-magical weapon to do so.&amp;quot;&amp;gt;Spell Parry+&amp;lt;/span&amp;gt; ([[Spell Parry|SPARRY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attempt to use the unnatural energy of your ensorcelled or anti-magical weapon to sever a spell away from your target.&amp;quot;&amp;gt;Spell Thieve&amp;lt;/span&amp;gt; ([[Spell Thieve|THIEVE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases attack strength and dodge skill for a single attack.&amp;quot;&amp;gt;Spin Attack&amp;lt;/span&amp;gt; ([[Spin Attack|SATTACK]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attack an opponent, and place them in roundtime. May knock opponents into an adjacent room.&amp;quot;&amp;gt;Staggering Blow&amp;lt;/span&amp;gt; ([[Staggering Blow|SBLOW]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Instead of a parry, automatically counter with a jab.&amp;quot;&amp;gt;Stance of the Mongoose&amp;lt;/span&amp;gt; ([[Stance of the Mongoose|MONGOOSE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Perform discounted cost QUICKSTRIKE attacks.&amp;quot;&amp;gt;Striking Asp Stance&amp;lt;/span&amp;gt; ([[Striking Asp Stance|ASP]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Perform certain actions while stunned.&amp;quot;&amp;gt;Stun Maneuvers&amp;lt;/span&amp;gt; ([[Stun Maneuvers|STUNMAN]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Similar to Subdue, except you don&#039;t hide first.&amp;quot;&amp;gt;Subdual Strike&amp;lt;/span&amp;gt; ([[Subdual Strike|SSTRIKE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attack a foe from hiding, with the intention of knocking them out.&amp;quot;&amp;gt;Subdue&amp;lt;/span&amp;gt; ([[Subdue|SUBDUE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Disables, reduces stance, and does a small amount of damage to a target.&amp;quot;&amp;gt;Sucker Punch&amp;lt;/span&amp;gt; ([[Sucker Punch|SPUNCH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Arm)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attempt to break or disarm an opponent&#039;s shield.&amp;quot;&amp;gt;Sunder Shield&amp;lt;/span&amp;gt; ([[Sunder Shield|SUNDER]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Temporarily increases one&#039;s strength bonus. Adds +8 at rank 1, +16 at rank 5.&amp;quot;&amp;gt;Surge of Strength&amp;lt;/span&amp;gt; ([[Surge of Strength|SURGE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Using your legs, drop to the ground and knock the feet out from under an opponent.&amp;quot;&amp;gt;Sweep&amp;lt;/span&amp;gt; ([[Sweep|SWEEP]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Similar to sweep, except one uses his entire body, and with less finesse. Although, potentially more devastating.&amp;quot;&amp;gt;Tackle&amp;lt;/span&amp;gt; ([[Tackle|TACKLE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Warriors and Paladins using permanently ensorcelled and fully bonded weapon in combat will gain one extra attack before expending the periodic attack boost from the ensorcelled necrotic infusions.&amp;quot;&amp;gt;Tainted Bond&amp;lt;/span&amp;gt; ([[Tainted Bond|TAINTED]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Using a long pole (polearm, quarterstaff, or runestaff), knock the feet out from under an opponent.&amp;quot;&amp;gt;Trip&amp;lt;/span&amp;gt; ([[Trip|TRIP]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the chance to hit your target for one attack.&amp;quot;&amp;gt;True Strike&amp;lt;/span&amp;gt; ([[True Strike|TRUESTRIKE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Using both fists, smash an opponent. May knockdown and/or stun an opponent.&amp;quot;&amp;gt;Twin Hammerfists&amp;lt;/span&amp;gt; ([[Twin Hammerfists|TWINHAMM]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Arm)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Grants the ability to use some combat maneuvers without requiring a weapon in hand. The following maneuvers are affected by unarmed specialist; disarm, feint, subdue, subdual strike, and cheapshots. Monks know this maneuver without having to train in it.&amp;quot;&amp;gt;Unarmed Specialist+&amp;lt;/span&amp;gt; ([[Unarmed Specialist|UNARMEDSPEC]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Allows a rogue to slip into the shadows without roundtime, and at higher ranks while in roundtime.&amp;quot;&amp;gt;Vanish&amp;lt;/span&amp;gt; ([[Vanish|VANISH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Similar to weapon specialization, except for a single weapon, and there are much more benefits. A must for any warrior.&amp;quot;&amp;gt;Weapon Bonding+&amp;lt;/span&amp;gt; ([[Weapon Bonding|BOND]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;This is a Martial Stance. The combatant gains the ability to switch with relative ease between targets when making multiple melee attacks.&amp;quot;&amp;gt;Whirling Dervish&amp;lt;/span&amp;gt; ([[Whirling Dervish|DERVISH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
===The Old-Formatted List===&lt;br /&gt;
&amp;lt;small&amp;gt;Legend: &#039;&#039;&#039;B&#039;&#039;&#039;=[[Bard]], &#039;&#039;&#039;M&#039;&#039;&#039;=[[Monk]], &#039;&#039;&#039;P&#039;&#039;&#039;=[[Paladin]], &#039;&#039;&#039;Ra&#039;&#039;&#039;=[[Ranger]], &#039;&#039;&#039;Ro&#039;&#039;&#039;=[[Rogue]], &#039;&#039;&#039;W&#039;&#039;&#039;=[[Warrior]], &#039;&#039;&#039;All&#039;&#039;&#039;=Available to all [[profession]]s.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Armor Spike Focus]]&lt;br /&gt;
*&#039;&#039;&#039;M/W&#039;&#039;&#039; [[Bearhug]] - Hold an opponent for a long period of time, squeezing the life out of them.  Upon completion, the defender will be prone and in an offensive stance.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Berserk]] - Go into a blind berserker rage.  Can break immobilizations, such as web, bind, or stuns, and provides a boost to AS.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Block Mastery]] - Increase the chance of blocking with a shield by 5% per rank (15% at mastery).&lt;br /&gt;
*&#039;&#039;&#039;P/W&#039;&#039;&#039; [[Bull Rush]] - Charge an opponent in an attempt to knock them to the ground.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Burst of Swiftness]] - Increases [[Agility]] and [[Dexterity]] bonuses.&lt;br /&gt;
*&#039;&#039;&#039;B/M/P/W&#039;&#039;&#039; [[Cman charge|Charge]] - Setting a polearm and charge with it at an opponent.&lt;br /&gt;
*&#039;&#039;&#039;B/M/Ro&#039;&#039;&#039; [[Cheapshots]] - Employs various &amp;quot;cheap&amp;quot; tactics, such as a nosetweak, eyepoke, etc.&lt;br /&gt;
*&#039;&#039;&#039;B/M/P/Ra/Ro/W&#039;&#039;&#039; [[Combat Focus]] - Add +2 generic TD (+10 at mastery).&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Combat Mastery]] - Normally, you&#039;re limited to 20% stance changes.  This allows 10% (1 rank) or 5% (2 ranks) stance changes.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Combat Mobility]] - If prone, instantly stand when attacked, unless you&#039;re immobilized.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Combat Movement]] - Increase DS by +2 per rank (+10 at mastery).&lt;br /&gt;
*&#039;&#039;&#039;M/P/Ro/W&#039;&#039;&#039; [[Combat Toughness]] - Increase your HP by 5 + 10 per rank (+35 total, at mastery).&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Coup de Grace]] - Instantly kills a disabled and weakened victim and gives a slight AS bonus.&lt;br /&gt;
*&#039;&#039;&#039;M/P/Ro/W&#039;&#039;&#039; [[Crowd Press]] - Increases the effectiveness of short weapons, decreases the effectiveness of long weapons.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Cunning Defense]] - Imposes a +3 penalty on an opponent using a CML maneuver; acts as a full rank at mastery.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Cutthroat]] - Silences the victim until the throat wound is cured.  Does not cause instant death.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Dirtkick]] - Kick a clump of dirt in an opponent&#039;s face.  Reduces their perception.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Disarm Weapon]] - Remove a weapon from an opponent&#039;s grasp.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Divert]] - From hiding, you attempt to divert your foe&#039;s attention, luring them to an adjacent room.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro&#039;&#039;&#039; [[Duck and Weave]] - A 30 second boost to evade chance&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Dust Shroud]] - Kick up a cloud of dust to aid in hiding.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Evade Mastery]] - Passive skill that adds a percentage to evasion.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Executioner&#039;s Stance]]&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Feint]] - Reduces an opponent&#039;s stance with a faked attack.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Flurry of Blows]] - [[Martial Stance]]. JAB multiple foes in area with no additional [[RT]].&lt;br /&gt;
*&#039;&#039;&#039;B/M/Ra/Ro&#039;&#039;&#039; [[Garrote]] - Choke a victim with a wire, will cause death after a period of time.&lt;br /&gt;
*&#039;&#039;&#039;M/R/W&#039;&#039;&#039; [[Grapple Mastery]] - Increases proficiency with unarmed combat grapple attacks. &lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Griffin&#039;s Voice]]&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Groin Kick]] - Causes a caster to forget a readied spell.  Causes a good deal of pain in men.&lt;br /&gt;
*&#039;&#039;&#039;B/Ra/Ro/W&#039;&#039;&#039; [[Hamstring]] - Cut the back of the leg, knocking a victim prone.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Haymaker]] - Daze an opponent with a punch to the head.&lt;br /&gt;
*&#039;&#039;&#039;M/W&#039;&#039;&#039; [[Headbutt]] - Stun an opponent by putting your head into theirs.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Inner Harmony]] - This is a martial stance that provides the ability to shake off negative spell effects.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Internal Power]] - Each use of this maneuver will heal up to (15 + (5 * Rank)) [[Hitpoint|Health Points]] (HP).&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Ki Focus]] - Increases the AS bonus of the next melee: rank 1(+15), rank 2(+25, rank 3 (+35).&lt;br /&gt;
*&#039;&#039;&#039;M/R/W&#039;&#039;&#039; [[Kick Mastery]] - Increases proficiency with unarmed combat kick attacks.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Mighty Blow]] - Reduces the opponent&#039;s stance with this single attack.  Extra [[roundtime]] for the attacker.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Multi-Fire]] - String multiple arrows on a single pull and fire.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Mystic Strike]] - ?&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Parry Mastery]] - Parry an attack more often.  An extra 5% chance per rank (15% at mastery).&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Precision]] - Allows you to chose if your weapon does piercing, slashing, or bludgeoning damage.  75% effective at 1 rank, 100% effective at 2 ranks.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Perfect Self]] - Permanently enhances all ten [[statistic|stats]] by 2 per rank. Requires [[Surge of Strength]] (Rank 3) and [[Burst of Swiftness]] (Rank 3).&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Predator&#039;s Eye]] - [[Martial Stance]], increase aim success chance &lt;br /&gt;
*&#039;&#039;&#039;M/R/W&#039;&#039;&#039; [[Punch Mastery]] - Increases proficiency with unarmed combat punch attacks. &lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Quickstrike]] - Make a single attack at a significantly reduced amount of roundtime, at the cost of a reduced AS.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Rolling Krynch Stance]] - [[Martial Stance]]. Momentum from an unarmed strike against one foe to your next.&lt;br /&gt;
*&#039;&#039;&#039;Ra/Ro&#039;&#039;&#039; [[Shadow Mastery]] - Temporarily increases effective training in [[Stalking and Hiding]] and reduces the roundtime associated with this skill.&lt;br /&gt;
*&#039;&#039;&#039;B/Ra/Ro/P/W&#039;&#039;&#039; [[Shield Bash]] - Using your shield, bash an opponent.  Does little damage, but can reduce the stance of, stun, and knock down an opponent&lt;br /&gt;
*&#039;&#039;&#039;P/W&#039;&#039;&#039; [[Shield Charge]] - Similar to above, but can be much more devastating -- for the attacker and the defender.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Side by Side]] - A passive skill that increases AS and DS when grouped with others that have the same skill.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Silent Strike]] - Attack an opponent from hiding without revealing your position -- or identity.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro&#039;&#039;&#039; [[Slippery Mind]] - [[Martial Stance]]. Chance to outright avoid mind and soul warding spells.&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Specialization]] I - Increases the effective use of a specific weapon type.  +10 to AS at mastery, and works with skills that use your weapon.&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Specialization]] II - See above, but for a different weapon type.&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Specialization]] III - See above, but for yet another weapon type.&lt;br /&gt;
*&#039;&#039;&#039;M/W&#039;&#039;&#039; [[Spell Cleaving]]&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Spell Parry]]&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Spell Thieve]]&lt;br /&gt;
*&#039;&#039;&#039;B/M/Ro/W&#039;&#039;&#039; [[Spin Attack]] - Increases [[attack strength]] and [[dodge]] skill for a single attack.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Staggering Blow]] - Attack an opponent, and place them in [[roundtime]].  May knock opponents into an adjacent room.&lt;br /&gt;
*&#039;&#039;&#039;M/W&#039;&#039;&#039; [[Stance of the Mongoose]] - Instead of a parry, automatically counter with a jab.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Striking Asp Stance]] - Perform discounted cost QUICKSTRIKE attacks.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Stun Maneuvers]] - Perform certain actions while stunned.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Subdual Strike]] - Similar to Subdue, except you don&#039;t hide first.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Subdue]] - Attack a foe from hiding, with the intention of knocking them out.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Sucker Punch]] - Disables, reduces stance, and does a small amount of damage to a target.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Sunder Shield]] - Attempt to break or disarm an opponent&#039;s shield.&lt;br /&gt;
*&#039;&#039;&#039;M/P/Ro/W&#039;&#039;&#039; [[Surge of Strength]] - Temporarily increases one&#039;s [[strength]] bonus.  Adds +8 at rank 1, +16 at rank 5.&lt;br /&gt;
*&#039;&#039;&#039;B/M/Ra/Ro&#039;&#039;&#039; [[Sweep]] - Using your legs, drop to the ground and knock the feet out from under an opponent.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Tackle]] - Similar to sweep, except one uses his entire body, and with less finesse.  Although, potentially more devastating.&lt;br /&gt;
*&#039;&#039;&#039;P/W&#039;&#039;&#039; [[Tainted Bond]]&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Trip]] - Using a long pole (polearm, quarterstaff, or runestaff), knock the feet out from under an opponent.&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Truehand]] - Increases the effective die roll of an attack.  IE, a master will always roll 61-100 on a d100 attack with this maneuver. Also reduces [[Evade|E]]/[[Block|B]]/[[Parry|P]] by the opponent,&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Twin Hammerfists]] - Using both fists, smash an opponent.  May knockdown and/or stun an opponent.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Unarmed Specialist]]&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Weapon Bonding]] - Similar to weapon specialization, except for a single weapon, and there are much more benefits.  A must for any [[warrior]].&lt;br /&gt;
*&#039;&#039;&#039;Ro/W&#039;&#039;&#039; [[Whirling Dervish]]&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Vanish]] - Allows a rogue to slip into the shadows without roundtime, and at higher ranks while in roundtime.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Legend: &#039;&#039;&#039;B&#039;&#039;&#039;=Bard, &#039;&#039;&#039;M&#039;&#039;&#039;=Monk, &#039;&#039;&#039;P&#039;&#039;&#039;=Paladin, &#039;&#039;&#039;Ra&#039;&#039;&#039;=Ranger, &#039;&#039;&#039;Ro&#039;&#039;&#039;=Rogue, &#039;&#039;&#039;W&#039;&#039;&#039;=Warrior, &#039;&#039;&#039;All&#039;&#039;&#039;=Available to all [[profession]]s.&amp;lt;/small&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Combat maneuvers (saved posts)]]&lt;br /&gt;
*[[Cman charge testing (saved post)]]: Player testing circa 2008&lt;br /&gt;
*http://www.play.net/gs4/info/maneuvers/&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Combat%20Maneuvers%20Discussion/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;br /&gt;
[[Category:Combat Maneuvers| ]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Minor_Mental&amp;diff=137928</id>
		<title>Minor Mental</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Minor_Mental&amp;diff=137928"/>
		<updated>2020-09-28T00:51:18Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ minor_mental header | navigation = {{minor_mental_navigation }} }}&lt;br /&gt;
The &#039;&#039;&#039;Minor Mental&#039;&#039;&#039; [[spell circle]] is currently available to [[Monk]]s only. This spell circle features a good mix of attack, defensive and utility spells.    &lt;br /&gt;
&lt;br /&gt;
*Minor Mental [[TD]] stat: [[Discipline]].&lt;br /&gt;
*Minor Mental [[CS]] stat: [[Logic]].&lt;br /&gt;
&lt;br /&gt;
One spell in this circle has yet to be implemented:&lt;br /&gt;
*[[Shroud of Deception (1212)]]&lt;br /&gt;
&lt;br /&gt;
== Enhancements by Rank ==&lt;br /&gt;
&lt;br /&gt;
All [[stackable]] and [[refreshable]] enhancement spells last for +60 sec per rank unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For lore enhancements, see [[lore chart#Paladin Base|Lore Chart]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;[[Force Projection (1207)]]&lt;br /&gt;
:Increased chance of knockdown.&lt;br /&gt;
&lt;br /&gt;
;[[Mindward (1208)]]&lt;br /&gt;
:Adds +1 TD per 2 ranks above 8, up to a maximum of +40 TD at 48 ranks. Costs +1 MP per 2 TD (every 4 ranks).&lt;br /&gt;
&lt;br /&gt;
;[[Premonition (1220)]]&lt;br /&gt;
:Adds +1 DS per 2 ranks above 20. Costs +1 MP per 2 DS (every 4 ranks).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Mental Lore]]&lt;br /&gt;
*[[Monks]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[/saved post archive|Saved post archive]]&lt;br /&gt;
*[[Focus (saved post)]]&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=15 Official Minor Mental Spell Circle], on play.net&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Magic%20Spells%60Systems/Minor%20Mental%20Circle/view Officials folder]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category: Minor Mental Spells| ]]&lt;br /&gt;
[[Category:Spells| ]]&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Physical_Skills_TP_Cost&amp;diff=134147</id>
		<title>Template:Physical Skills TP Cost</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Physical_Skills_TP_Cost&amp;diff=134147"/>
		<updated>2020-07-16T21:06:43Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable text-center&amp;quot; style=&amp;quot;table-layout:fixed; width:100%; font-size:smaller;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Table: Training Point Costs for Physical Skills (Physical Training Points / Mental Training Points) &amp;lt;small class=&amp;quot;editlink noprint plainlinksneverexpand&amp;quot;&amp;gt; - [{{SERVER}}{{localurl:Template:Physical Skills TP Cost|action=edit}} edit] &amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:120px&amp;quot; | Physical Skills&lt;br /&gt;
! Warrior&lt;br /&gt;
! Rogue&lt;br /&gt;
! Monk&lt;br /&gt;
! Wizard&lt;br /&gt;
! Sorcerer&lt;br /&gt;
! Cleric&lt;br /&gt;
! Empath&lt;br /&gt;
! Ranger&lt;br /&gt;
! Bard&lt;br /&gt;
! Paladin&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Two Weapon Combat]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 12/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 12/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 9/9&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 12/12&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Armor Use]]&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 2/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 10/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 14/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 15/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 8/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 15/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/0&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 3/0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Shield Use]]&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 2/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 8/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 13/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 13/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 13/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 13/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Combat Maneuvers]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/4&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 12/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 12/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 10/6&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 12/8&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 6/4&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 8/4&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Edged Weapons]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 6/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 6/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 4/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 6/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Blunt Weapons]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 6/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 6/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 4/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 6/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Two-Handed Weapons]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 6/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 14/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 14/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 10/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 13/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 6/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 7/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ranged Weapons]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 14/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 14/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 9/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 14/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 6/2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Thrown Weapons]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 8/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 9/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 9/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 9/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Polearm Weapons]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 7/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 6/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 14/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 14/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 11/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 14/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 7/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 6/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Brawling]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 10/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 10/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 6/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 10/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ambush]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/4&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 15/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 15/14&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 12/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 15/15&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 4/4&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 4/5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Multi Opponent Combat]]&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 10/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 15/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 15/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 15/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 15/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 10/4&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 7/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 5/2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Physical Fitness]]&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 2/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/0&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 2/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 8/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 8/0&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 7/0&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 2/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 4/0&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dodging]]&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 4/2&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 1/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 20/20&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 20/20&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 20/20&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 20/20&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 7/5&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 6/6&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 5/3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 style=&amp;quot;background:white&amp;quot; | White = 1 rank/level&lt;br /&gt;
! colspan=4 style=&amp;quot;background:#BCD4E6&amp;quot; | Blue = 2 ranks/level&lt;br /&gt;
! colspan=4 style=&amp;quot;background:#FFD1DC&amp;quot; | Pink = 3 ranks/level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Skills templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Mental_Skills_TP_Cost&amp;diff=133059</id>
		<title>Template:Mental Skills TP Cost</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Mental_Skills_TP_Cost&amp;diff=133059"/>
		<updated>2020-06-27T02:59:33Z</updated>

		<summary type="html">&lt;p&gt;GS4-OSCURO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable text-center&amp;quot; style=&amp;quot;table-layout:fixed; width:100%; font-size:smaller;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Table: Training Point Costs for Mental Skills (Physical Training Points / Mental Training Points) &amp;lt;small class=&amp;quot;editlink noprint plainlinksneverexpand&amp;quot;&amp;gt; - [{{SERVER}}{{localurl:Template:Mental Skills TP Cost|action=edit}} edit] &amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:120px&amp;quot; | Physical Skills&lt;br /&gt;
! Warrior&lt;br /&gt;
! Rogue&lt;br /&gt;
! Monk&lt;br /&gt;
! Wizard&lt;br /&gt;
! Sorcerer&lt;br /&gt;
! Cleric&lt;br /&gt;
! Empath&lt;br /&gt;
! Ranger&lt;br /&gt;
! Bard&lt;br /&gt;
! Paladin&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Arcane Symbols]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/7&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/7&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/6&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/5&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/4&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Magic Item Use]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/7&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/2&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/5&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/4&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Spell Aiming]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 5/25&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 4/22&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 5/20&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 2/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/2&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 3/1&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 5/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 3/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 5/20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Harness Power]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/9&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/6&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/4&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/4&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/4&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/4&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/5&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/5&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Elemental Mana Control]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/4&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/6&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Mental Mana Control]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/12&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/6&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Spirit Mana Control]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/3&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/5&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Spell Research]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/120&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/67&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/38&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:#FFD1DC&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/17&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/17&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/27&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Elemental Lore]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/40&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/6&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/7&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Spiritual Lore]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/15&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/7&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/6&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/6&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/7&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sorcerous Lore]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/30&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/30&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/35&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/10&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/6&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/10&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/18&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/18&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/18&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Mental Lore]]&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/40&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/40&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/12&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|style=&amp;quot;background:#BCD4E6&amp;quot; align=center| 0/6&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/8&lt;br /&gt;
|style=&amp;quot;background:white&amp;quot; align=center| 0/20&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 style=&amp;quot;background:white&amp;quot; | White = 1 rank/level&lt;br /&gt;
! colspan=4 style=&amp;quot;background:#BCD4E6&amp;quot; | Blue = 2 ranks/level&lt;br /&gt;
! colspan=4 style=&amp;quot;background:#FFD1DC&amp;quot; | Pink = 3 ranks/level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Skills templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GS4-OSCURO</name></author>
	</entry>
</feed>