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	<updated>2026-08-07T19:54:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstone_Quest_Guide&amp;diff=261629</id>
		<title>Gemstone Quest Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstone_Quest_Guide&amp;diff=261629"/>
		<updated>2026-07-23T22:46:35Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Step 4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{player-guide&lt;br /&gt;
|title = Gemstone Quest Guide&lt;br /&gt;
|topic = Gemstones&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-11-26&lt;br /&gt;
|updated = 2025-12-13&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Completing the Gemstone quest unlocks a character&#039;s ability to find and use [[Gemstones]], which are rare and powerful artifacts obtained by looting creatures in [[Ascension]] hunting areas. This multi-step quest will send you on myriad adventures that will likely take at least a few hours to complete even if you know exactly what to do and are able to succeed at the game&#039;s toughest encounters on the first try.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pre-Preparation Checklist==&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Check your QUEST LIST for &amp;quot;A Sparkling Ascent&amp;quot; and QUEST ACCEPT &amp;lt;#&amp;gt;&amp;quot;&#039;&#039;&#039;&amp;lt;/font&amp;gt; (its number) to enable progress! Nothing you do will earn credit until you&#039;ve done this first. &#039;&#039;&#039;Don&#039;t skip it.&#039;&#039;&#039;&lt;br /&gt;
* Avoid killing gigases in Eldurhaart in the [[Hinterwilds]]. Killing them risks a temporary lockout from one of the steps if you&#039;re at that part of it.&lt;br /&gt;
* If desired, collect a draconic idol, which is a rare drop from [[squamous reptilian mutant]]s. You can summon [[silver-scaled cold wyrm|the wyrm]] ahead of her regular schedule by tossing an idol into a fire in Eldurhaart and waiting for a few minutes. Other players might have stashes of idols available for sale, for free, or to queue wyrm battles as needed.&lt;br /&gt;
* If needed, gather any specialized aid to defeat the wyrm. This could include [[enhancive]]s, [[fixskills]], partners, specific gear better suited to a boss battle than to everyday hunting, etc.&lt;br /&gt;
* Pull any stray Chronomage orbs that you might have stashed out of lockers since they&#039;ll be very useful. (If you don&#039;t have any, BOOST REALM CHRONO can get the job done too.)&lt;br /&gt;
* [[Leafiara_(prime)/Mechanical_Musings/Boss_Battle_Tactics|More detailed boss battle opinions and strategies can be found in this linked guide]]. The below guide only very briefly overviews that aspect of the quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Full Spoiler Guide==&lt;br /&gt;
&lt;br /&gt;
If you only want general pointers in the right direction, use the QUEST INFO in-game command.&lt;br /&gt;
&lt;br /&gt;
If you want to know exactly what to do, then &#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-gemstonequest&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;view the full spoiler guide by clicking here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-gemstonequest&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Step 1===&lt;br /&gt;
&lt;br /&gt;
Before anything else, in case you didn&#039;t read the Pre-Preparation Checklist section, &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;check your QUEST LIST for &amp;quot;A Sparkling Ascent&amp;quot; and QUEST ACCEPT &amp;lt;#&amp;gt;&amp;quot;&#039;&#039;&#039;&amp;lt;/font&amp;gt; (its number) to enable progress! Nothing you do will earn credit until you&#039;ve done this first.&lt;br /&gt;
&lt;br /&gt;
With the quest underway, go to the Hinterwilds and defeat the wyrm in a multi-phase boss battle. Getting credit requires being part of the top five contributors who make it to the final phase. Wyrms show up roughly every eight hours on their own or can be summoned with a draconic idol as mentioned above.&lt;br /&gt;
&lt;br /&gt;
As the wyrm flies overhead, starting the battle involves locating a gigas ballista whose general location is signaled by area messaging, killing the gigases guarding it (and any other creatures that wander over in the meantime), and firing the ballista into the wyrm, bringing her down to the ground.&lt;br /&gt;
&lt;br /&gt;
The first phase of the boss battle is a conventional fight against the grounded wyrm. She can take to the skies at times, preventing many grounded attacks from hitting her. Archery, magic, and other ranged attacks still work. [[Web (118)|Web]] will bring her back down, making it immensely useful. In the second phase, the wyrm creates a mana shield that absorbs damage. In the third phase, the wyrm pulls back to Wyrmreach. Up to five characters who were alive and battling against her when she withdrew go along with her for the climax of the encounter.&lt;br /&gt;
&lt;br /&gt;
The third phase can be the final phase if the five characters who went to Wyrmreach kill her. However, if they all die in battle, the wyrm will return to the spot from which she departed at the end of the second phase. The bodies at Wyrmreach will gradually be teleported out of the area back to the spot where the wyrm returned. Other characters can also resume engaging the wyrm after she leaves Wyrmreach and whoever&#039;s in the room with the wyrm when she dies and was a top five contributor will get credit (even if dead).&lt;br /&gt;
&lt;br /&gt;
After defeating the wyrm, speak with Ulvrig in the Hinterwilds&#039; Eldurhaart at the Altar of the Dragon (room 7503383 or Lich 30026, go door). He&#039;ll provide backstory, information, and access to offerings inside a chest, from which you&#039;ll get a cloth bundle containing an ancient crumbling gemstone and a tattered parchment note pointing you to [[Sylvarraend]]. &#039;&#039;&#039;Keep the gemstone and note.&#039;&#039;&#039; (You can keep the cloth bundle or get rid of it.)&lt;br /&gt;
&lt;br /&gt;
===Step 2===&lt;br /&gt;
&lt;br /&gt;
Go to Sylvarraend and speak with Ilyra inside her cottage (room 13050013 or Lich 683, go cottage). Give her the note and the gemstone to get your next lead, pointing you to [[Zul Logoth]].&lt;br /&gt;
&lt;br /&gt;
===Step 3===&lt;br /&gt;
&lt;br /&gt;
Bring 2010 silvers to Zul Logoth, 2000 being for cart travel and 10 for alcohol, and locate the troubadour. (He&#039;s a wandering NPC, so there&#039;s no specific room; just look around.) Ask him about Beylin, but he&#039;ll want a drink before he provides information; buy Hollow Leg Bock from the Bluerock Brewery (room 13014007 or Lich 16836, order 6 on the menu) and bring it to him, then ask about Beylin again. Now he&#039;ll want stitchings and direct you to [[Solhaven]].&lt;br /&gt;
&lt;br /&gt;
===Step 4===&lt;br /&gt;
&lt;br /&gt;
Go to the [[Sanctum of Scales]] (Accessible through Solhaven. Lich#25185. ORDER 2, CONFIRM, and need 3000 silvers.) and hunt [[patchwork flesh monstrosity|patchwork flesh monstrosities]] until you get three stitchings by looting them. &#039;&#039;&#039;The stitchings you find are monsterbold messages, not physical objects.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The messages are pretty lengthy and hard to miss, but if you&#039;ve been hunting for a while and haven&#039;t seen them, you can check QUEST INFO to see if you&#039;ve already found the needed stitchings without realizing.&lt;br /&gt;
&lt;br /&gt;
===Step 5===&lt;br /&gt;
&lt;br /&gt;
Return to Zul Logoth and ask the troubadour about Beylin &#039;&#039;&#039;twice&#039;&#039;&#039; for your next lead, pointing you to [[Teras Isle]]. Make sure that QUEST INFO is telling you to go to Teras before leaving for the next step! (I&#039;ve seen people get tripped up by not speaking to him twice and end up making an extra round trip to and from Teras.)&lt;br /&gt;
&lt;br /&gt;
===Step 6===&lt;br /&gt;
&lt;br /&gt;
Bring 250k silver to the Golden Helm on Teras Isle (room 3003006 or Lich 1842) and locate the hound somewhere inside. (If the hound is nowhere to be seen, eventually it&#039;ll return, so just keep looking around the building.) Ask it about Beylin. Beylin will then arrive, so speak with him and ask him about purification. Give him 250k and the gemstone to have it purified.  (Ask Hound about Beylin --&amp;gt; Quest Continue --&amp;gt; Quest continue pay beylin 250000 silvers)&lt;br /&gt;
&lt;br /&gt;
===Step 7===&lt;br /&gt;
&lt;br /&gt;
Return to [[Sylvarraend]] and GIVE Ilyra the gemstone (SHOW GEMSTONE TO RESEARCHER) so that she can explain the next step, where the gemstone needs a setting.&lt;br /&gt;
&lt;br /&gt;
===Step 8===&lt;br /&gt;
&lt;br /&gt;
Go to [[Moonsedge]] Castle (near [[Icemule Trace|Icemule]]) and speak with the whitesmith in the jeweler (room 4577057 or Lich 32431, go door) about creating the setting for your gemstone. He&#039;ll request that you hunt [[ashen patrician vampire]]s.&lt;br /&gt;
&lt;br /&gt;
Hunt [[ashen patrician vampire]]s in Moonsedge until you get a message indicating that you&#039;ve done enough. This message is comparatively easier to miss than the monstrosities from step 5 since it&#039;s shorter and there&#039;s only one message. If you&#039;ve been hunting for a while and haven&#039;t seen anything due to screen scroll, you can check &#039;&#039;&#039;QUEST INFO&#039;&#039;&#039; to see if you&#039;ve finished without realizing. At the time of this writing, occasionally the messaging also gets buggy and won&#039;t appear at all, but QUEST INFO is the surefire way to know if you&#039;re done or not.&lt;br /&gt;
&lt;br /&gt;
When done, return to the whitesmith and speak with him to create the setting for your gemstone. He&#039;ll want you to start by LIGHTing the FURNACE, which you do &#039;&#039;&#039;twice.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Step 9===&lt;br /&gt;
&lt;br /&gt;
Return to Sylvarraend and speak with Ilyra for your final lead.&lt;br /&gt;
&lt;br /&gt;
===Step 10===&lt;br /&gt;
&lt;br /&gt;
Return to the Hinterwilds and defeat the [[cinereous_chthonian_sybil|sybil]] in a boss battle. The sybil can be accessed by touching the altar at the western dead end in the Pits of the Dead (room 7503444 or Lich 30082), then entering the archway. The sybil is a heavily magical-oriented boss with a wide variety of offensive magic, buffs, and debuffs. She can also summon gateways in adjacent rooms that need to be dispelled (effects like [[Spell Cleave]] also work) since they shoot acid through the area.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the top priority for battling the sybil is to never let her cast. [[Corrupt Essence (703)|Corrupt Essence]], [[Interference (212)|Interference]], and [[Sounds (607)|Sounds]] are all great, as is anything that inflicts [[Staggered]] like [[Tackle]] or [[Feint]]. Immobilizing effects like [[Moonbeam (611)|Moonbeam]] and [[Web (118)|Web]] are great while they last. Dispels of any and all varieties are excellent because the sybil has myriad top-end buffs and refreshes them semi-regularly throughout the battle.&lt;br /&gt;
&lt;br /&gt;
If you have incredible offensive gear and enhancives, you can largely brute force through after most of the dispels and debuffs. For more typical characters, unarmed combat will destroy the sybil &#039;&#039;if&#039;&#039; you can successfully tier up via [[Ki Focus]] or high [[Transcend Destiny]] ranks, [[Dark Catalyst (719)|Dark Catalyst]] does excellent damage as long as you can land it after dispels and debuffs, and [[Spike Thorn (616)|Spike Thorn]] does excellent damage with fairly minimal investment.&lt;br /&gt;
&lt;br /&gt;
After defeating the sybil and &#039;&#039;&#039;before leaving the room&#039;&#039;&#039;, get out your gemstone from step 2 and INFUSE it. This officially completes the quest and grants your first Gemstone! From there, you can use the GEM COLLECT and GEM EQUIP commands. For more about how Gemstones work, see the [[Gemstones]] page and the [[Gemstone Property List]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=259927</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=259927"/>
		<updated>2026-07-01T19:49:00Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Transportation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
Talon Isle was a location used by [[Volgust]] in 5109 to raise Solhaven from the depths during events from [[Solhaven Cataclysm]].&lt;br /&gt;
&lt;br /&gt;
It was rediscovered as [[Hoorne]] was negotiating trade routes, which stirred the ire of Merfolk and denizens of Talon&#039;s Isle when they attacked Solhaven and Kraken Fall&#039;s after leaving odd statues in both locations and the Frostmein docks near Icemule with a mysterious note and other details.&lt;br /&gt;
&lt;br /&gt;
Once the attacks were expelled from both regions and the paper was reviewed adventurers from each region made their way via ship to the Talon Isle docks discovering the region for the world in general.&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
[[Open Sea Adventures]]&lt;br /&gt;
&lt;br /&gt;
It has been reported (Courtesy of Wolfloner) that it takes the approximate times from the following ports to reach the port located on Talon Isle.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
* Kraken&#039;s Fall      -&amp;gt; 4 minutes or 13 rooms&lt;br /&gt;
* Teras Isle         -&amp;gt; 7 minutes or 20 rooms&lt;br /&gt;
* Solhaven           -&amp;gt; 6 minutes or 18 rooms&lt;br /&gt;
* River&#039;s Rest       -&amp;gt; 9 minutes or 26 rooms&lt;br /&gt;
* Wehnimer&#039;s Landing -&amp;gt; 15 minutes&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Dockmaster]]&lt;br /&gt;
&lt;br /&gt;
You can use the Shipbroker located in Vornavis and Kraken Falls by INQUIRE similar to the Sleigh system in Sylvaerend near Ta&#039;Illistim and the Stable in the Abbey near Icemule Trace for Hinterwilds. Surde&#039;s Pier in Marshtown (4744009), Lich #1270 and on the Kraken Fall&#039;s, Second Pier (7118250), Lich #29032 for 20,000 silver.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Marshtown, Surde&#039;s Pier - 1270] (u4744009)&lt;br /&gt;
The pier is long and wide, but is utilized primarily by small rowboats and skiffs used for shallow-water fishing.  The dock is packed with anglers who are busy trying to catch dinner or fish to sell at market.  Splatters and stains on the dock show that the fish caught here are often cleaned here.&lt;br /&gt;
Obvious paths: north&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Kraken&#039;s Fall, Second Pier]&lt;br /&gt;
Stretching like long fingers towards the ocean, the docking structure has five distinct piers that provide ample room for portage.  A large sign provides directions to the various berths, the instructions painted in several colors upon a black background, while a constantly burning lantern rests above.  Three tie pilings border the western edge of the platform, while two more are arranged upon the east.  You also see a sturdy oak catwalk.&lt;br /&gt;
Obvious paths: east, south, west&lt;br /&gt;
&lt;br /&gt;
(You can INQUIRE with a shipbroker here for a list of travel destinations.)&lt;br /&gt;
&lt;br /&gt;
You inquire with the shipbroker about chartering a vessel.  The shipbroker says, &amp;quot;I can currently connect you to the following destinations:&lt;br /&gt;
&lt;br /&gt;
  1) Talon Isle&lt;br /&gt;
&lt;br /&gt;
If you would like to ORDER a trip to any of these destinations, please do so by its number now.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Leaving Sailor&#039;s Grief===&lt;br /&gt;
OSA ship via the dock&lt;br /&gt;
&lt;br /&gt;
Docks NPC ship (If you arrived via OSA, this option is not available to you.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Talon Isle, Docks - 35767] (u7150118)&lt;br /&gt;
Silvered by time and the cruel caress of the elements, the expanse of dock is littered with pale sand and strewn with drying leaves from the vines tangling its pilings.  Bright flowers in the colors of a spectacular sunset unfurl along the lengths of the vines.  A few frayed black ropes hang from one of the pilings, swaying like raven locks in the ocean breeze.&lt;br /&gt;
Obvious paths: south&lt;br /&gt;
&lt;br /&gt;
(You can INQUIRE with a shipbroker here for a list of travel destinations.)&lt;br /&gt;
!&amp;gt;inquire&lt;br /&gt;
You inquire with the shipbroker about chartering a vessel.  The shipbroker says, &amp;quot;I can currently connect you to the following destinations:&lt;br /&gt;
&lt;br /&gt;
  1) Vornavis&lt;br /&gt;
  2) Kraken&#039;s Fall&lt;br /&gt;
&lt;br /&gt;
If you would like to ORDER a trip to any of these destinations, please do so by its number now.&amp;quot;&lt;br /&gt;
!&amp;gt; 1) Vornavis&lt;br /&gt;
You inquire with a shipbroker about chartering a vessel to Vornavis.  The shipbroker says,  &amp;quot;That will be 20,000 silvers.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Obelisk at 35647 on Talon Isle. It goes innert and recharges every roughly 12 hours. It is also an in-game Easter egg for the history of Talon Isle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[Talon Isle, Obelisk - 35647] (u7150103)&lt;br /&gt;
A silver-shot black stone obelisk lies on its side, the etchings on its face gnawed down to faint depressions by the corrosive bite of saltwater.  Vines and moss alike seem to give the fallen monolith a wide berth, though nearly every other stone surface is choked by one or blanketed by the other.  Peeking through a curtain of overgrowth, a sheer cliff face of rock behind the monument is as dark as old blood save where it is threaded with veins of startlingly blue lapis lazuli.  &lt;br /&gt;
Obvious paths: southeast, northwest&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Active&lt;br /&gt;
&lt;br /&gt;
Inactive&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
!&amp;gt;touch obelisk&lt;br /&gt;
You lay a hand against a silver-shot black stone obelisk, but it remains implacable and inert. &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.  There is also a ship called &amp;quot;The Contempt&amp;quot; that serves the role of &amp;quot;town&amp;quot; by providing similar amenities.&lt;br /&gt;
&lt;br /&gt;
In regard to hunting and loot pressure, Sailor&#039;s Grief is considered its own realm.&lt;br /&gt;
&lt;br /&gt;
===The Contempt===&lt;br /&gt;
&lt;br /&gt;
====Adventurer&#039;s Guild====&lt;br /&gt;
First Mate Seldit handles Adventurer&#039;s Guild tasks.  He wanders.&lt;br /&gt;
&lt;br /&gt;
====Bank====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Hold - 35592] (u7150616)&lt;br /&gt;
Dim lamplight from a scratched iron lantern casts wavering shadows across the hold, reflected in rippling puddles scattered across the deck.  Within a loose semicircle of crates and barrels, an unvarnished oak table holds brass scales, a chisel, and neat piles of coin.  Damp burlap sacks slump along the hull.  Most exhale a sweet-must aroma of spoiled grain, but a few clink tantalizingly with every pitch of the ship.  You also see a skeletal black-robed moneychanger.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
(You can CHECK BALANCE, DEPOSIT, WITHDRAW silvers and notes here.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gemshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Trader&#039;s Cabin - 35602] (u7150622)&lt;br /&gt;
A narrow cabin lined with oaken shelves is secured by a carved black oak hatch.  Glass jars atop the shelving hold powdered indigo, starfruit seeds, and a few drying specimens of coral.  Tanned leather pouches and crates stamped with foreign seals occupy a polished walnut counter over a bunk that, while narrow, has sheets of jewel-toned silk.  Lanterns of hammered bronze cast warm light over a thick rug softening the floorboards, weighted in place by a footlocker made from polished teak.  You also see a plump purple-robed trader.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pawnshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Quartermaster&#039;s - 35585] (u7150621)&lt;br /&gt;
An ebony door studded with golden rivets opens onto a precisely ordered chamber.  Brass-bound ledgers are stacked atop a mahogany table, joined by polished scales and stacks of silver coins.  Canvas sacks and labeled crates line the far bulkhead beneath racks that hold well-secured inkpots and parchments.  The compartment smells strongly of parchment and sharp preservatives.  You also see a luminous spectral quartermaster.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tables====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Mess Hall - 35587] (u7150617)&lt;br /&gt;
Opposite an uneven arch, strands of faded bunting in teal and saffron hang where the beams of the overhead meet a half-wall of grated steel separating the galley from the wider mess.  Beyond the grating, the galley is lit by lanterns of patinated brass, its ovens the source of the aroma of spiced bread and salt-cured meat infusing the air.  Several tables stand within the mess, each flanked by benches studded with copper nails.  You also see an ecstatic luck spirit that is flying around.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
Ebb Tide Table&lt;br /&gt;
Seaspray Table&lt;br /&gt;
Leviathan&#039;s Table&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Supernode====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Crow&#039;s Nest - 35603] (u7150608)&lt;br /&gt;
Atop the main mast, a circular wooden crow&#039;s nest sways in the ocean breeze, its timbers held together by the feeble efforts of rusting nails and splintered planks.  Frayed lines dangle from the masthead, their fibers stiff and tacky from decades of disuse.  They sway in the wind like ragged pennants, but are overshadowed by the ship&#039;s flag, which is embroidered with a scarlet siren on faded black cloth.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement if you fail the swim check.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
*Corroded doubloons (Sailor&#039;s Grief equivalent of Gigas Fragments) will be used for the purchase of a stamina potion that will ONLY work while swimming in the Spicers&#039; Sea.&lt;br /&gt;
*Water walking is intended for calmer waters and not a wrathful ocean.  Water walking provides no benefit in the Spicers&#039; Sea.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
Encumbrance does not currently impact any SMR results or stamina costs while swimming in Spicer&#039;s Sea.  Tested while holding 68,146,739 coins.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[fulminating stormborn primordial]] (109)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
* a [[hapless charmed corsair]] (105)&lt;br /&gt;
* a [[gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[fulminating stormborn primordial]] (109)&lt;br /&gt;
* a [[grey-plumed steelwing harpy]] (111)&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
* a [[brackish bilge mass]] (104)&lt;br /&gt;
* a [[milky-eyed drowned mariner]] (106)u&lt;br /&gt;
* a [[garish revenant buccaneer]] (108)u&lt;br /&gt;
* a [[tenebrific wraith shark]] (110)u&lt;br /&gt;
* a [[blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[pallid fog-cloaked kelpie]] (112)u&lt;br /&gt;
* an [[amaranthine kraken tentacle]] (113)&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
* a [[scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[blubbery humpbacked merrow]] (111)&lt;br /&gt;
* an [[algae-draped merrow oracle]] (115)&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;br /&gt;
&lt;br /&gt;
==Weather Effects==&lt;br /&gt;
Similar to Hinterwilds cold potentially.&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;&lt;br /&gt;
Lightning crackles across the sky, illuminating the gravid bellies of sinister black clouds driven on foul winds.  The air is thick with strangling humidity that makes every breath a labor.  Thunder rolls through the night, a furious and erratic drumbeat heralding nothing good.  The screeching winds awaken an insistent, sorrowful moan from the surrounding rocks, a forlorn lament that makes the sticky air feel even heavier and more burdensome.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log3}}&amp;gt;&lt;br /&gt;
Bolts of forking green-white lightning rain down from the heavens in a devastating chain of blinding thunderstrokes!&lt;br /&gt;
[SMR result: 37 (Open d100: 14)]&lt;br /&gt;
A bolt of lightning strikes just inches away from Murp!&lt;br /&gt;
[SMR result: -4 (Open d100: 11)]&lt;br /&gt;
A bolt of lightning strikes just inches away from Missoni!&lt;br /&gt;
You hear the soft tinkle of rolling dice, followed by a faint lucky feeling.&lt;br /&gt;
[SMR result: 48 (Open d100: 37, Penalty: 1)]&lt;br /&gt;
A bolt of lightning strikes just inches away from you!&lt;br /&gt;
[SMR result: 16 (Open d100: 37)]&lt;br /&gt;
A bolt of lightning strikes just inches away from Perigourd!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ascension Hunting Grounds]]&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Old_Soldiers&amp;diff=252557</id>
		<title>Category:Old Soldiers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Old_Soldiers&amp;diff=252557"/>
		<updated>2026-01-31T04:26:47Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Character Vignettes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Old Soldiers.jpg|250px|thumb|right|Image by GM Auchand.&amp;lt;br&amp;gt;Generated via Midjourney software.&amp;lt;br&amp;gt;Used with permission.]]&lt;br /&gt;
Following [[:Category:The Cozy North|The Cozy North]], which concluded at the start of 2025, &#039;&#039;&#039;Old Soldiers&#039;&#039;&#039; continues with the ongoing [[Icemule Trace]] events.&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
==Cast of Characters==&lt;br /&gt;
* [[Talliver]]&lt;br /&gt;
* [[Hazelnut Honeybrook]]&lt;br /&gt;
* [[Kuthluun]]&lt;br /&gt;
&lt;br /&gt;
==Official Vignettes==&lt;br /&gt;
&lt;br /&gt;
==Character Vignettes==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
* [[Daenamaryllis_(prime)/The_Wrong_Kind_of_Leader| The Wrong Kind of Leader - 1-29-2026 ]]&lt;br /&gt;
* [[Daenamaryllis_(prime)/Spreading_Rumors_in_Glaeve| Spreading Rumors in Glaeve - 1-30-2026 ]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Logs==&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Storylines]]&lt;br /&gt;
[[Category:Icemule Trace storylines]]&lt;br /&gt;
[[Category:2025 storylines]]&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Old_Soldiers&amp;diff=252556</id>
		<title>Category:Old Soldiers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Old_Soldiers&amp;diff=252556"/>
		<updated>2026-01-31T04:26:11Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Character Vignettes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Old Soldiers.jpg|250px|thumb|right|Image by GM Auchand.&amp;lt;br&amp;gt;Generated via Midjourney software.&amp;lt;br&amp;gt;Used with permission.]]&lt;br /&gt;
Following [[:Category:The Cozy North|The Cozy North]], which concluded at the start of 2025, &#039;&#039;&#039;Old Soldiers&#039;&#039;&#039; continues with the ongoing [[Icemule Trace]] events.&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
==Cast of Characters==&lt;br /&gt;
* [[Talliver]]&lt;br /&gt;
* [[Hazelnut Honeybrook]]&lt;br /&gt;
* [[Kuthluun]]&lt;br /&gt;
&lt;br /&gt;
==Official Vignettes==&lt;br /&gt;
&lt;br /&gt;
==Character Vignettes==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
* [[Daenamaryllis_(prime)/Wrong_Kind_of_Leader| The Wrong Kind of Leader - 1-29-2026 ]]&lt;br /&gt;
* [[Daenamaryllis_(prime)/Spreading_Rumors_in_Glaeve| Spreading Rumors in Glaeve - 1-30-2026 ]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Logs==&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Storylines]]&lt;br /&gt;
[[Category:Icemule Trace storylines]]&lt;br /&gt;
[[Category:2025 storylines]]&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Daenamaryllis_(prime)/The_Wrong_Kind_of_Leader&amp;diff=252555</id>
		<title>Daenamaryllis (prime)/The Wrong Kind of Leader</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Daenamaryllis_(prime)/The_Wrong_Kind_of_Leader&amp;diff=252555"/>
		<updated>2026-01-31T04:25:38Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: Created page with &amp;quot;A man like Talliver was anathema to Daenamaryllis.  Listening to him speak, it took quite a bit of effort on her part not to simply stride forward and shake him violently for his complete and utter lack of ambition.  For a few weeks she had watched as Talliver shunned all attempts to hand him the reins of power and she had come to the conclusion that he was a broken man unfit to lead.  The appearance of humility could be useful on occassion but actually being a humble pe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A man like Talliver was anathema to Daenamaryllis.  Listening to him speak, it took quite a bit of effort on her part not to simply stride forward and shake him violently for his complete and utter lack of ambition.  For a few weeks she had watched as Talliver shunned all attempts to hand him the reins of power and she had come to the conclusion that he was a broken man unfit to lead.  The appearance of humility could be useful on occassion but actually being a humble person, disgusting.&lt;br /&gt;
&lt;br /&gt;
The halfling warrior, Kuthlun, seemed more likely to be able to seize power in her opinion.  She seemed to be adapting well to her new circumstances and could be portrayed as a bridge between those of the old world and the new.  She at least understood that sometimes people needed to be manipulated to acheive the desired outcome.  Her strategem to have Talliver issue a challenge that Gaun would not be able to back down from and one that favored Talliver would have been a good plan.&lt;br /&gt;
&lt;br /&gt;
The only issue was that Daenamaryllis was going to make sure it failed.  Talliver was not going to be a suitable instrument for her to wield influence.&lt;br /&gt;
&lt;br /&gt;
As she contemplated her next move, she became aware of the jade elf moving close enough to whisper.  She had noticed him earlier, everyone surely always noticed him as it was obvious he took great care in his appearance.  He seemed to exude indulgence and one might mistake him for some noble&#039;s pretty toy, but it was obvious to her that something dangerous lurked behind his veneer.  The conversation they shared in hushed tones left her very hopeful for the future, a future that favored her and those like her. &lt;br /&gt;
&lt;br /&gt;
Sorlu was his name and while he whispered of desire she hoped he could take action as well as he wielded honeyed words.  Daenamaryllis desired power above all else, but desire was pointless without action, without ambition.&lt;br /&gt;
&lt;br /&gt;
Daenamaryllis was nothing if not ambitious.&lt;br /&gt;
&lt;br /&gt;
[[Category: Old Soldiers]]&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Old_Soldiers&amp;diff=252548</id>
		<title>Category:Old Soldiers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Old_Soldiers&amp;diff=252548"/>
		<updated>2026-01-30T16:29:46Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Character Vignettes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Old Soldiers.jpg|250px|thumb|right|Image by GM Auchand.&amp;lt;br&amp;gt;Generated via Midjourney software.&amp;lt;br&amp;gt;Used with permission.]]&lt;br /&gt;
Following [[:Category:The Cozy North|The Cozy North]], which concluded at the start of 2025, &#039;&#039;&#039;Old Soldiers&#039;&#039;&#039; continues with the ongoing [[Icemule Trace]] events.&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
==Cast of Characters==&lt;br /&gt;
* [[Talliver]]&lt;br /&gt;
* [[Hazelnut Honeybrook]]&lt;br /&gt;
* [[Kuthluun]]&lt;br /&gt;
&lt;br /&gt;
==Official Vignettes==&lt;br /&gt;
&lt;br /&gt;
==Character Vignettes==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
* [[Daenamaryllis_(prime)/Spreading_Rumors_in_Glaeve| Spreading Rumors in Glaeve - 1-30-2026 ]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Logs==&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Storylines]]&lt;br /&gt;
[[Category:Icemule Trace storylines]]&lt;br /&gt;
[[Category:2025 storylines]]&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Old_Soldiers&amp;diff=252547</id>
		<title>Category:Old Soldiers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Old_Soldiers&amp;diff=252547"/>
		<updated>2026-01-30T16:29:25Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Character Vignettes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Old Soldiers.jpg|250px|thumb|right|Image by GM Auchand.&amp;lt;br&amp;gt;Generated via Midjourney software.&amp;lt;br&amp;gt;Used with permission.]]&lt;br /&gt;
Following [[:Category:The Cozy North|The Cozy North]], which concluded at the start of 2025, &#039;&#039;&#039;Old Soldiers&#039;&#039;&#039; continues with the ongoing [[Icemule Trace]] events.&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
==Cast of Characters==&lt;br /&gt;
* [[Talliver]]&lt;br /&gt;
* [[Hazelnut Honeybrook]]&lt;br /&gt;
* [[Kuthluun]]&lt;br /&gt;
&lt;br /&gt;
==Official Vignettes==&lt;br /&gt;
&lt;br /&gt;
==Character Vignettes==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
* [[Daenamaryllis_(prime)/Spreding_Rumors_in_Glaeve| Spreading Rumors in Glaeve - 1-30-2026 ]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Logs==&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Storylines]]&lt;br /&gt;
[[Category:Icemule Trace storylines]]&lt;br /&gt;
[[Category:2025 storylines]]&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Daenamaryllis_(prime)/Spreading_Rumors_in_Glaeve&amp;diff=252546</id>
		<title>Daenamaryllis (prime)/Spreading Rumors in Glaeve</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Daenamaryllis_(prime)/Spreading_Rumors_in_Glaeve&amp;diff=252546"/>
		<updated>2026-01-30T16:28:22Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: Created page with &amp;quot;Daenamaryllis took ship to Glaeve and walked along its basalt roads that stank of brine and listened to the krolvin speak of Northwatch, khans, and the soft-handed mayor who wanted to build a nation by asking permission from everyone who might one day take it from him.  No one looked at her twice as she visited the many taverns, shops, and markets for she wore a shroud of deception and spoke the harsh krolvin tongue as if born to it.  She did not argue. She only let the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Daenamaryllis took ship to Glaeve and walked along its basalt roads that stank of brine and listened to the krolvin speak of Northwatch, khans, and the soft-handed mayor who wanted to build a nation by asking permission from everyone who might one day take it from him.  No one looked at her twice as she visited the many taverns, shops, and markets for she wore a shroud of deception and spoke the harsh krolvin tongue as if born to it.&lt;br /&gt;
&lt;br /&gt;
She did not argue. She only let the right words fall at the right angle, as if they had been spoken long before she arrived. Gaun had already issued his challenge, formally, in the manner of his people, and Talliver had ignored it. Now, when it suited him, the mayor meant to invent a new contest, dressed up as fairness, to lure Gaun into unfamiliar terms and call it wisdom when the trap closed. The krolvin did not need proof. They needed a story that matched what they already believed about weakness.&lt;br /&gt;
&lt;br /&gt;
By the time she left the market gate behind, the rumor was no longer hers. It had become theirs.&lt;br /&gt;
&lt;br /&gt;
[[Category: Old Soldiers]]&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242377</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242377"/>
		<updated>2025-07-18T18:12:35Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Transportation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
[[Open Sea Adventures]]&lt;br /&gt;
&lt;br /&gt;
It has been reported (Courtesy of Wolfloner) that it takes the approximate times from the following ports to reach the port located on Talon Isle.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
* Kraken&#039;s Fall      -&amp;gt; 4 minutes or 13 rooms&lt;br /&gt;
* Teras Isle         -&amp;gt; 7 minutes or 20 rooms&lt;br /&gt;
* Solhaven           -&amp;gt; 6 minutes or 18 rooms&lt;br /&gt;
* River&#039;s Rest       -&amp;gt; 9 minutes or 26 rooms&lt;br /&gt;
* Wehnimer&#039;s Landing -&amp;gt; 15 minutes&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.  There is also a ship called &amp;quot;The Contempt&amp;quot; that serves the role of &amp;quot;town&amp;quot; by providing similar amenities.&lt;br /&gt;
&lt;br /&gt;
In regard to hunting and loot pressure, Sailor&#039;s Grief is considered its own realm.&lt;br /&gt;
&lt;br /&gt;
===The Contempt===&lt;br /&gt;
&lt;br /&gt;
====Adventurer&#039;s Guild====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Main Deck - 35596] (u7150604)&lt;br /&gt;
Beneath the engulfing shadow of the foremast, a heavy capstan of black iron rises from salted planks.  Thick spokes, scabbed with rust from exposure to the sea air, extend well past an arm&#039;s length from its center.  The mast&#039;s shrouds are anchored to the deck nearby with heavy chainplates of the same material, but a few are rusted through, leaving their rigging to flap aimlessly in the breeze.  With each of the sea&#039;s swells, the ship&#039;s ancient lines protest and the mechanism groans mournfully.  You also see First Mate Seldit.&lt;br /&gt;
Obvious paths: east, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bank====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Hold - 35592] (u7150616)&lt;br /&gt;
Dim lamplight from a scratched iron lantern casts wavering shadows across the hold, reflected in rippling puddles scattered across the deck.  Within a loose semicircle of crates and barrels, an unvarnished oak table holds brass scales, a chisel, and neat piles of coin.  Damp burlap sacks slump along the hull.  Most exhale a sweet-must aroma of spoiled grain, but a few clink tantalizingly with every pitch of the ship.  You also see a skeletal black-robed moneychanger.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
(You can CHECK BALANCE, DEPOSIT, WITHDRAW silvers and notes here.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gemshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Trader&#039;s Cabin - 35602] (u7150622)&lt;br /&gt;
A narrow cabin lined with oaken shelves is secured by a carved black oak hatch.  Glass jars atop the shelving hold powdered indigo, starfruit seeds, and a few drying specimens of coral.  Tanned leather pouches and crates stamped with foreign seals occupy a polished walnut counter over a bunk that, while narrow, has sheets of jewel-toned silk.  Lanterns of hammered bronze cast warm light over a thick rug softening the floorboards, weighted in place by a footlocker made from polished teak.  You also see a plump purple-robed trader.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pawnshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Quartermaster&#039;s - 35585] (u7150621)&lt;br /&gt;
An ebony door studded with golden rivets opens onto a precisely ordered chamber.  Brass-bound ledgers are stacked atop a mahogany table, joined by polished scales and stacks of silver coins.  Canvas sacks and labeled crates line the far bulkhead beneath racks that hold well-secured inkpots and parchments.  The compartment smells strongly of parchment and sharp preservatives.  You also see a luminous spectral quartermaster.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tables====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Mess Hall - 35587] (u7150617)&lt;br /&gt;
Opposite an uneven arch, strands of faded bunting in teal and saffron hang where the beams of the overhead meet a half-wall of grated steel separating the galley from the wider mess.  Beyond the grating, the galley is lit by lanterns of patinated brass, its ovens the source of the aroma of spiced bread and salt-cured meat infusing the air.  Several tables stand within the mess, each flanked by benches studded with copper nails.  You also see an ecstatic luck spirit that is flying around.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
Ebb Tide Table&lt;br /&gt;
Seaspray Table&lt;br /&gt;
Leviathan&#039;s Table&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Supernode====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Crow&#039;s Nest - 35603] (u7150608)&lt;br /&gt;
Atop the main mast, a circular wooden crow&#039;s nest sways in the ocean breeze, its timbers held together by the feeble efforts of rusting nails and splintered planks.  Frayed lines dangle from the masthead, their fibers stiff and tacky from decades of disuse.  They sway in the wind like ragged pennants, but are overshadowed by the ship&#039;s flag, which is embroidered with a scarlet siren on faded black cloth.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement if you fail the swim check.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
*Corroded doubloons (Sailor&#039;s Grief equivalent of Gigas Fragments) will be used for the purchase of a stamina potion that will ONLY work while swimming in the Spicers&#039; Sea.&lt;br /&gt;
*Water walking is intended for calmer waters and not a wrathful ocean.  Water walking provides no benefit in the Spicers&#039; Sea.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
Encumbrance does not currently impact any SMR results or stamina costs while swimming in Spicer&#039;s Sea.  Tested while holding 68,146,739 coins.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
* a [[Hapless charmed corsair]] (105)&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
* a [[Grey-plumed steelwing harpy]] (111)&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
* a [[Brackish bilge mass]] (104)&lt;br /&gt;
* a [[Milky-eyed drowned mariner]] (106)u&lt;br /&gt;
* a [[Garish revenant buccaneer]] (108)u&lt;br /&gt;
* a [[Tenebrific wraith shark]] (110)u&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[Pallid fog-cloaked kelpie]] (112)u&lt;br /&gt;
* an [[Amaranthine kraken tentacle]] (113)&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* an [[Algae-draped merrow oracle]] (115)&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242376</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242376"/>
		<updated>2025-07-18T18:12:22Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Transportation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
[[Open Sea Adventures]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
It has been reported (Courtesy of Wolfloner) that it takes the approximate times from the following ports to reach the port located on Talon Isle.&lt;br /&gt;
* Kraken&#039;s Fall      -&amp;gt; 4 minutes or 13 rooms&lt;br /&gt;
* Teras Isle         -&amp;gt; 7 minutes or 20 rooms&lt;br /&gt;
* Solhaven           -&amp;gt; 6 minutes or 18 rooms&lt;br /&gt;
* River&#039;s Rest       -&amp;gt; 9 minutes or 26 rooms&lt;br /&gt;
* Wehnimer&#039;s Landing -&amp;gt; 15 minutes&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.  There is also a ship called &amp;quot;The Contempt&amp;quot; that serves the role of &amp;quot;town&amp;quot; by providing similar amenities.&lt;br /&gt;
&lt;br /&gt;
In regard to hunting and loot pressure, Sailor&#039;s Grief is considered its own realm.&lt;br /&gt;
&lt;br /&gt;
===The Contempt===&lt;br /&gt;
&lt;br /&gt;
====Adventurer&#039;s Guild====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Main Deck - 35596] (u7150604)&lt;br /&gt;
Beneath the engulfing shadow of the foremast, a heavy capstan of black iron rises from salted planks.  Thick spokes, scabbed with rust from exposure to the sea air, extend well past an arm&#039;s length from its center.  The mast&#039;s shrouds are anchored to the deck nearby with heavy chainplates of the same material, but a few are rusted through, leaving their rigging to flap aimlessly in the breeze.  With each of the sea&#039;s swells, the ship&#039;s ancient lines protest and the mechanism groans mournfully.  You also see First Mate Seldit.&lt;br /&gt;
Obvious paths: east, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bank====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Hold - 35592] (u7150616)&lt;br /&gt;
Dim lamplight from a scratched iron lantern casts wavering shadows across the hold, reflected in rippling puddles scattered across the deck.  Within a loose semicircle of crates and barrels, an unvarnished oak table holds brass scales, a chisel, and neat piles of coin.  Damp burlap sacks slump along the hull.  Most exhale a sweet-must aroma of spoiled grain, but a few clink tantalizingly with every pitch of the ship.  You also see a skeletal black-robed moneychanger.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
(You can CHECK BALANCE, DEPOSIT, WITHDRAW silvers and notes here.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gemshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Trader&#039;s Cabin - 35602] (u7150622)&lt;br /&gt;
A narrow cabin lined with oaken shelves is secured by a carved black oak hatch.  Glass jars atop the shelving hold powdered indigo, starfruit seeds, and a few drying specimens of coral.  Tanned leather pouches and crates stamped with foreign seals occupy a polished walnut counter over a bunk that, while narrow, has sheets of jewel-toned silk.  Lanterns of hammered bronze cast warm light over a thick rug softening the floorboards, weighted in place by a footlocker made from polished teak.  You also see a plump purple-robed trader.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pawnshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Quartermaster&#039;s - 35585] (u7150621)&lt;br /&gt;
An ebony door studded with golden rivets opens onto a precisely ordered chamber.  Brass-bound ledgers are stacked atop a mahogany table, joined by polished scales and stacks of silver coins.  Canvas sacks and labeled crates line the far bulkhead beneath racks that hold well-secured inkpots and parchments.  The compartment smells strongly of parchment and sharp preservatives.  You also see a luminous spectral quartermaster.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tables====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Mess Hall - 35587] (u7150617)&lt;br /&gt;
Opposite an uneven arch, strands of faded bunting in teal and saffron hang where the beams of the overhead meet a half-wall of grated steel separating the galley from the wider mess.  Beyond the grating, the galley is lit by lanterns of patinated brass, its ovens the source of the aroma of spiced bread and salt-cured meat infusing the air.  Several tables stand within the mess, each flanked by benches studded with copper nails.  You also see an ecstatic luck spirit that is flying around.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
Ebb Tide Table&lt;br /&gt;
Seaspray Table&lt;br /&gt;
Leviathan&#039;s Table&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Supernode====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Crow&#039;s Nest - 35603] (u7150608)&lt;br /&gt;
Atop the main mast, a circular wooden crow&#039;s nest sways in the ocean breeze, its timbers held together by the feeble efforts of rusting nails and splintered planks.  Frayed lines dangle from the masthead, their fibers stiff and tacky from decades of disuse.  They sway in the wind like ragged pennants, but are overshadowed by the ship&#039;s flag, which is embroidered with a scarlet siren on faded black cloth.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement if you fail the swim check.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
*Corroded doubloons (Sailor&#039;s Grief equivalent of Gigas Fragments) will be used for the purchase of a stamina potion that will ONLY work while swimming in the Spicers&#039; Sea.&lt;br /&gt;
*Water walking is intended for calmer waters and not a wrathful ocean.  Water walking provides no benefit in the Spicers&#039; Sea.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
Encumbrance does not currently impact any SMR results or stamina costs while swimming in Spicer&#039;s Sea.  Tested while holding 68,146,739 coins.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
* a [[Hapless charmed corsair]] (105)&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
* a [[Grey-plumed steelwing harpy]] (111)&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
* a [[Brackish bilge mass]] (104)&lt;br /&gt;
* a [[Milky-eyed drowned mariner]] (106)u&lt;br /&gt;
* a [[Garish revenant buccaneer]] (108)u&lt;br /&gt;
* a [[Tenebrific wraith shark]] (110)u&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[Pallid fog-cloaked kelpie]] (112)u&lt;br /&gt;
* an [[Amaranthine kraken tentacle]] (113)&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* an [[Algae-draped merrow oracle]] (115)&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242375</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242375"/>
		<updated>2025-07-18T18:11:48Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Transportation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
[[Open Sea Adventures]]&lt;br /&gt;
&lt;br /&gt;
It has been reported (Courtesy of Wolfloner) that it takes the approximate times from the following ports to reach the port located on Talon Isle.&lt;br /&gt;
* Kraken&#039;s Fall      -&amp;gt; 4 minutes or 13 rooms&lt;br /&gt;
* Teras Isle         -&amp;gt; 7 minutes or 20 rooms&lt;br /&gt;
* Solhaven           -&amp;gt; 6 minutes or 18 rooms&lt;br /&gt;
* River&#039;s Rest       -&amp;gt; 9 minutes or 26 rooms&lt;br /&gt;
* Wehnimer&#039;s Landing -&amp;gt; 15 minutes&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.  There is also a ship called &amp;quot;The Contempt&amp;quot; that serves the role of &amp;quot;town&amp;quot; by providing similar amenities.&lt;br /&gt;
&lt;br /&gt;
In regard to hunting and loot pressure, Sailor&#039;s Grief is considered its own realm.&lt;br /&gt;
&lt;br /&gt;
===The Contempt===&lt;br /&gt;
&lt;br /&gt;
====Adventurer&#039;s Guild====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Main Deck - 35596] (u7150604)&lt;br /&gt;
Beneath the engulfing shadow of the foremast, a heavy capstan of black iron rises from salted planks.  Thick spokes, scabbed with rust from exposure to the sea air, extend well past an arm&#039;s length from its center.  The mast&#039;s shrouds are anchored to the deck nearby with heavy chainplates of the same material, but a few are rusted through, leaving their rigging to flap aimlessly in the breeze.  With each of the sea&#039;s swells, the ship&#039;s ancient lines protest and the mechanism groans mournfully.  You also see First Mate Seldit.&lt;br /&gt;
Obvious paths: east, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bank====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Hold - 35592] (u7150616)&lt;br /&gt;
Dim lamplight from a scratched iron lantern casts wavering shadows across the hold, reflected in rippling puddles scattered across the deck.  Within a loose semicircle of crates and barrels, an unvarnished oak table holds brass scales, a chisel, and neat piles of coin.  Damp burlap sacks slump along the hull.  Most exhale a sweet-must aroma of spoiled grain, but a few clink tantalizingly with every pitch of the ship.  You also see a skeletal black-robed moneychanger.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
(You can CHECK BALANCE, DEPOSIT, WITHDRAW silvers and notes here.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gemshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Trader&#039;s Cabin - 35602] (u7150622)&lt;br /&gt;
A narrow cabin lined with oaken shelves is secured by a carved black oak hatch.  Glass jars atop the shelving hold powdered indigo, starfruit seeds, and a few drying specimens of coral.  Tanned leather pouches and crates stamped with foreign seals occupy a polished walnut counter over a bunk that, while narrow, has sheets of jewel-toned silk.  Lanterns of hammered bronze cast warm light over a thick rug softening the floorboards, weighted in place by a footlocker made from polished teak.  You also see a plump purple-robed trader.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pawnshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Quartermaster&#039;s - 35585] (u7150621)&lt;br /&gt;
An ebony door studded with golden rivets opens onto a precisely ordered chamber.  Brass-bound ledgers are stacked atop a mahogany table, joined by polished scales and stacks of silver coins.  Canvas sacks and labeled crates line the far bulkhead beneath racks that hold well-secured inkpots and parchments.  The compartment smells strongly of parchment and sharp preservatives.  You also see a luminous spectral quartermaster.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tables====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Mess Hall - 35587] (u7150617)&lt;br /&gt;
Opposite an uneven arch, strands of faded bunting in teal and saffron hang where the beams of the overhead meet a half-wall of grated steel separating the galley from the wider mess.  Beyond the grating, the galley is lit by lanterns of patinated brass, its ovens the source of the aroma of spiced bread and salt-cured meat infusing the air.  Several tables stand within the mess, each flanked by benches studded with copper nails.  You also see an ecstatic luck spirit that is flying around.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
Ebb Tide Table&lt;br /&gt;
Seaspray Table&lt;br /&gt;
Leviathan&#039;s Table&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Supernode====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Crow&#039;s Nest - 35603] (u7150608)&lt;br /&gt;
Atop the main mast, a circular wooden crow&#039;s nest sways in the ocean breeze, its timbers held together by the feeble efforts of rusting nails and splintered planks.  Frayed lines dangle from the masthead, their fibers stiff and tacky from decades of disuse.  They sway in the wind like ragged pennants, but are overshadowed by the ship&#039;s flag, which is embroidered with a scarlet siren on faded black cloth.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement if you fail the swim check.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
*Corroded doubloons (Sailor&#039;s Grief equivalent of Gigas Fragments) will be used for the purchase of a stamina potion that will ONLY work while swimming in the Spicers&#039; Sea.&lt;br /&gt;
*Water walking is intended for calmer waters and not a wrathful ocean.  Water walking provides no benefit in the Spicers&#039; Sea.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
Encumbrance does not currently impact any SMR results or stamina costs while swimming in Spicer&#039;s Sea.  Tested while holding 68,146,739 coins.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
* a [[Hapless charmed corsair]] (105)&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
* a [[Grey-plumed steelwing harpy]] (111)&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
* a [[Brackish bilge mass]] (104)&lt;br /&gt;
* a [[Milky-eyed drowned mariner]] (106)u&lt;br /&gt;
* a [[Garish revenant buccaneer]] (108)u&lt;br /&gt;
* a [[Tenebrific wraith shark]] (110)u&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[Pallid fog-cloaked kelpie]] (112)u&lt;br /&gt;
* an [[Amaranthine kraken tentacle]] (113)&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* an [[Algae-draped merrow oracle]] (115)&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242374</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242374"/>
		<updated>2025-07-18T18:11:37Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
[[Open Sea Adventures]]&lt;br /&gt;
It has been reported (Courtesy of Wolfloner) that it takes the approximate times from the following ports to reach the port located on Talon Isle.&lt;br /&gt;
* Kraken&#039;s Fall      -&amp;gt; 4 minutes or 13 rooms&lt;br /&gt;
* Teras Isle         -&amp;gt; 7 minutes or 20 rooms&lt;br /&gt;
* Solhaven           -&amp;gt; 6 minutes or 18 rooms&lt;br /&gt;
* River&#039;s Rest       -&amp;gt; 9 minutes or 26 rooms&lt;br /&gt;
* Wehnimer&#039;s Landing -&amp;gt; 15 minutes&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.  There is also a ship called &amp;quot;The Contempt&amp;quot; that serves the role of &amp;quot;town&amp;quot; by providing similar amenities.&lt;br /&gt;
&lt;br /&gt;
In regard to hunting and loot pressure, Sailor&#039;s Grief is considered its own realm.&lt;br /&gt;
&lt;br /&gt;
===The Contempt===&lt;br /&gt;
&lt;br /&gt;
====Adventurer&#039;s Guild====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Main Deck - 35596] (u7150604)&lt;br /&gt;
Beneath the engulfing shadow of the foremast, a heavy capstan of black iron rises from salted planks.  Thick spokes, scabbed with rust from exposure to the sea air, extend well past an arm&#039;s length from its center.  The mast&#039;s shrouds are anchored to the deck nearby with heavy chainplates of the same material, but a few are rusted through, leaving their rigging to flap aimlessly in the breeze.  With each of the sea&#039;s swells, the ship&#039;s ancient lines protest and the mechanism groans mournfully.  You also see First Mate Seldit.&lt;br /&gt;
Obvious paths: east, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bank====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Hold - 35592] (u7150616)&lt;br /&gt;
Dim lamplight from a scratched iron lantern casts wavering shadows across the hold, reflected in rippling puddles scattered across the deck.  Within a loose semicircle of crates and barrels, an unvarnished oak table holds brass scales, a chisel, and neat piles of coin.  Damp burlap sacks slump along the hull.  Most exhale a sweet-must aroma of spoiled grain, but a few clink tantalizingly with every pitch of the ship.  You also see a skeletal black-robed moneychanger.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
(You can CHECK BALANCE, DEPOSIT, WITHDRAW silvers and notes here.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gemshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Trader&#039;s Cabin - 35602] (u7150622)&lt;br /&gt;
A narrow cabin lined with oaken shelves is secured by a carved black oak hatch.  Glass jars atop the shelving hold powdered indigo, starfruit seeds, and a few drying specimens of coral.  Tanned leather pouches and crates stamped with foreign seals occupy a polished walnut counter over a bunk that, while narrow, has sheets of jewel-toned silk.  Lanterns of hammered bronze cast warm light over a thick rug softening the floorboards, weighted in place by a footlocker made from polished teak.  You also see a plump purple-robed trader.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pawnshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Quartermaster&#039;s - 35585] (u7150621)&lt;br /&gt;
An ebony door studded with golden rivets opens onto a precisely ordered chamber.  Brass-bound ledgers are stacked atop a mahogany table, joined by polished scales and stacks of silver coins.  Canvas sacks and labeled crates line the far bulkhead beneath racks that hold well-secured inkpots and parchments.  The compartment smells strongly of parchment and sharp preservatives.  You also see a luminous spectral quartermaster.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tables====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Mess Hall - 35587] (u7150617)&lt;br /&gt;
Opposite an uneven arch, strands of faded bunting in teal and saffron hang where the beams of the overhead meet a half-wall of grated steel separating the galley from the wider mess.  Beyond the grating, the galley is lit by lanterns of patinated brass, its ovens the source of the aroma of spiced bread and salt-cured meat infusing the air.  Several tables stand within the mess, each flanked by benches studded with copper nails.  You also see an ecstatic luck spirit that is flying around.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
Ebb Tide Table&lt;br /&gt;
Seaspray Table&lt;br /&gt;
Leviathan&#039;s Table&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Supernode====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Crow&#039;s Nest - 35603] (u7150608)&lt;br /&gt;
Atop the main mast, a circular wooden crow&#039;s nest sways in the ocean breeze, its timbers held together by the feeble efforts of rusting nails and splintered planks.  Frayed lines dangle from the masthead, their fibers stiff and tacky from decades of disuse.  They sway in the wind like ragged pennants, but are overshadowed by the ship&#039;s flag, which is embroidered with a scarlet siren on faded black cloth.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement if you fail the swim check.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
*Corroded doubloons (Sailor&#039;s Grief equivalent of Gigas Fragments) will be used for the purchase of a stamina potion that will ONLY work while swimming in the Spicers&#039; Sea.&lt;br /&gt;
*Water walking is intended for calmer waters and not a wrathful ocean.  Water walking provides no benefit in the Spicers&#039; Sea.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
Encumbrance does not currently impact any SMR results or stamina costs while swimming in Spicer&#039;s Sea.  Tested while holding 68,146,739 coins.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
* a [[Hapless charmed corsair]] (105)&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
* a [[Grey-plumed steelwing harpy]] (111)&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
* a [[Brackish bilge mass]] (104)&lt;br /&gt;
* a [[Milky-eyed drowned mariner]] (106)u&lt;br /&gt;
* a [[Garish revenant buccaneer]] (108)u&lt;br /&gt;
* a [[Tenebrific wraith shark]] (110)u&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[Pallid fog-cloaked kelpie]] (112)u&lt;br /&gt;
* an [[Amaranthine kraken tentacle]] (113)&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* an [[Algae-draped merrow oracle]] (115)&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242373</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242373"/>
		<updated>2025-07-18T18:05:59Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Transportation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
OSA (Open Sea Adventure)&lt;br /&gt;
It had been reported by players that it takes the approximate times from the following ports to reach the port located on Talon Isle.&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.  There is also a ship called &amp;quot;The Contempt&amp;quot; that serves the role of &amp;quot;town&amp;quot; by providing similar amenities.&lt;br /&gt;
&lt;br /&gt;
===The Contempt===&lt;br /&gt;
&lt;br /&gt;
====Adventurer&#039;s Guild====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Main Deck - 35596] (u7150604)&lt;br /&gt;
Beneath the engulfing shadow of the foremast, a heavy capstan of black iron rises from salted planks.  Thick spokes, scabbed with rust from exposure to the sea air, extend well past an arm&#039;s length from its center.  The mast&#039;s shrouds are anchored to the deck nearby with heavy chainplates of the same material, but a few are rusted through, leaving their rigging to flap aimlessly in the breeze.  With each of the sea&#039;s swells, the ship&#039;s ancient lines protest and the mechanism groans mournfully.  You also see First Mate Seldit.&lt;br /&gt;
Obvious paths: east, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bank====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Hold - 35592] (u7150616)&lt;br /&gt;
Dim lamplight from a scratched iron lantern casts wavering shadows across the hold, reflected in rippling puddles scattered across the deck.  Within a loose semicircle of crates and barrels, an unvarnished oak table holds brass scales, a chisel, and neat piles of coin.  Damp burlap sacks slump along the hull.  Most exhale a sweet-must aroma of spoiled grain, but a few clink tantalizingly with every pitch of the ship.  You also see a skeletal black-robed moneychanger.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
(You can CHECK BALANCE, DEPOSIT, WITHDRAW silvers and notes here.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gemshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Trader&#039;s Cabin - 35602] (u7150622)&lt;br /&gt;
A narrow cabin lined with oaken shelves is secured by a carved black oak hatch.  Glass jars atop the shelving hold powdered indigo, starfruit seeds, and a few drying specimens of coral.  Tanned leather pouches and crates stamped with foreign seals occupy a polished walnut counter over a bunk that, while narrow, has sheets of jewel-toned silk.  Lanterns of hammered bronze cast warm light over a thick rug softening the floorboards, weighted in place by a footlocker made from polished teak.  You also see a plump purple-robed trader.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pawnshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Quartermaster&#039;s - 35585] (u7150621)&lt;br /&gt;
An ebony door studded with golden rivets opens onto a precisely ordered chamber.  Brass-bound ledgers are stacked atop a mahogany table, joined by polished scales and stacks of silver coins.  Canvas sacks and labeled crates line the far bulkhead beneath racks that hold well-secured inkpots and parchments.  The compartment smells strongly of parchment and sharp preservatives.  You also see a luminous spectral quartermaster.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tables====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Mess Hall - 35587] (u7150617)&lt;br /&gt;
Opposite an uneven arch, strands of faded bunting in teal and saffron hang where the beams of the overhead meet a half-wall of grated steel separating the galley from the wider mess.  Beyond the grating, the galley is lit by lanterns of patinated brass, its ovens the source of the aroma of spiced bread and salt-cured meat infusing the air.  Several tables stand within the mess, each flanked by benches studded with copper nails.  You also see an ecstatic luck spirit that is flying around.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
Ebb Tide Table&lt;br /&gt;
Seaspray Table&lt;br /&gt;
Leviathan&#039;s Table&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Supernode====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Crow&#039;s Nest - 35603] (u7150608)&lt;br /&gt;
Atop the main mast, a circular wooden crow&#039;s nest sways in the ocean breeze, its timbers held together by the feeble efforts of rusting nails and splintered planks.  Frayed lines dangle from the masthead, their fibers stiff and tacky from decades of disuse.  They sway in the wind like ragged pennants, but are overshadowed by the ship&#039;s flag, which is embroidered with a scarlet siren on faded black cloth.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement if you fail the swim check.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
*Corroded doubloons (Sailor&#039;s Grief equivalent of Gigas Fragments) will be used for the purchase of a stamina potion that will ONLY work while swimming in the Spicers&#039; Sea.&lt;br /&gt;
*Water walking is intended for calmer waters and not a wrathful ocean.  Water walking provides no benefit in the Spicers&#039; Sea.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
Encumbrance does not currently impact any SMR results or stamina costs while swimming in Spicer&#039;s Sea.  Tested while holding 68,146,739 coins.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
* a [[Hapless charmed corsair]] (105)&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
* a [[Grey-plumed steelwing harpy]] (111)&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
* a [[Brackish bilge mass]] (104)&lt;br /&gt;
* a [[Milky-eyed drowned mariner]] (106)u&lt;br /&gt;
* a [[Garish revenant buccaneer]] (108)u&lt;br /&gt;
* a [[Tenebrific wraith shark]] (110)u&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[Pallid fog-cloaked kelpie]] (112)u&lt;br /&gt;
* an [[Amaranthine kraken tentacle]] (113)&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* an [[Algae-draped merrow oracle]] (115)&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242372</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242372"/>
		<updated>2025-07-18T18:03:28Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Spicers&amp;#039; Sea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.  There is also a ship called &amp;quot;The Contempt&amp;quot; that serves the role of &amp;quot;town&amp;quot; by providing similar amenities.&lt;br /&gt;
&lt;br /&gt;
===The Contempt===&lt;br /&gt;
&lt;br /&gt;
====Adventurer&#039;s Guild====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Main Deck - 35596] (u7150604)&lt;br /&gt;
Beneath the engulfing shadow of the foremast, a heavy capstan of black iron rises from salted planks.  Thick spokes, scabbed with rust from exposure to the sea air, extend well past an arm&#039;s length from its center.  The mast&#039;s shrouds are anchored to the deck nearby with heavy chainplates of the same material, but a few are rusted through, leaving their rigging to flap aimlessly in the breeze.  With each of the sea&#039;s swells, the ship&#039;s ancient lines protest and the mechanism groans mournfully.  You also see First Mate Seldit.&lt;br /&gt;
Obvious paths: east, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bank====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Hold - 35592] (u7150616)&lt;br /&gt;
Dim lamplight from a scratched iron lantern casts wavering shadows across the hold, reflected in rippling puddles scattered across the deck.  Within a loose semicircle of crates and barrels, an unvarnished oak table holds brass scales, a chisel, and neat piles of coin.  Damp burlap sacks slump along the hull.  Most exhale a sweet-must aroma of spoiled grain, but a few clink tantalizingly with every pitch of the ship.  You also see a skeletal black-robed moneychanger.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
(You can CHECK BALANCE, DEPOSIT, WITHDRAW silvers and notes here.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gemshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Trader&#039;s Cabin - 35602] (u7150622)&lt;br /&gt;
A narrow cabin lined with oaken shelves is secured by a carved black oak hatch.  Glass jars atop the shelving hold powdered indigo, starfruit seeds, and a few drying specimens of coral.  Tanned leather pouches and crates stamped with foreign seals occupy a polished walnut counter over a bunk that, while narrow, has sheets of jewel-toned silk.  Lanterns of hammered bronze cast warm light over a thick rug softening the floorboards, weighted in place by a footlocker made from polished teak.  You also see a plump purple-robed trader.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pawnshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Quartermaster&#039;s - 35585] (u7150621)&lt;br /&gt;
An ebony door studded with golden rivets opens onto a precisely ordered chamber.  Brass-bound ledgers are stacked atop a mahogany table, joined by polished scales and stacks of silver coins.  Canvas sacks and labeled crates line the far bulkhead beneath racks that hold well-secured inkpots and parchments.  The compartment smells strongly of parchment and sharp preservatives.  You also see a luminous spectral quartermaster.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tables====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Mess Hall - 35587] (u7150617)&lt;br /&gt;
Opposite an uneven arch, strands of faded bunting in teal and saffron hang where the beams of the overhead meet a half-wall of grated steel separating the galley from the wider mess.  Beyond the grating, the galley is lit by lanterns of patinated brass, its ovens the source of the aroma of spiced bread and salt-cured meat infusing the air.  Several tables stand within the mess, each flanked by benches studded with copper nails.  You also see an ecstatic luck spirit that is flying around.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
Ebb Tide Table&lt;br /&gt;
Seaspray Table&lt;br /&gt;
Leviathan&#039;s Table&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Supernode====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Crow&#039;s Nest - 35603] (u7150608)&lt;br /&gt;
Atop the main mast, a circular wooden crow&#039;s nest sways in the ocean breeze, its timbers held together by the feeble efforts of rusting nails and splintered planks.  Frayed lines dangle from the masthead, their fibers stiff and tacky from decades of disuse.  They sway in the wind like ragged pennants, but are overshadowed by the ship&#039;s flag, which is embroidered with a scarlet siren on faded black cloth.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement if you fail the swim check.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
*Corroded doubloons (Sailor&#039;s Grief equivalent of Gigas Fragments) will be used for the purchase of a stamina potion that will ONLY work while swimming in the Spicers&#039; Sea.&lt;br /&gt;
*Water walking is intended for calmer waters and not a wrathful ocean.  Water walking provides no benefit in the Spicers&#039; Sea.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
Encumbrance does not currently impact any SMR results or stamina costs while swimming in Spicer&#039;s Sea.  Tested while holding 68,146,739 coins.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
* a [[Hapless charmed corsair]] (105)&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
* a [[Grey-plumed steelwing harpy]] (111)&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
* a [[Brackish bilge mass]] (104)&lt;br /&gt;
* a [[Milky-eyed drowned mariner]] (106)u&lt;br /&gt;
* a [[Garish revenant buccaneer]] (108)u&lt;br /&gt;
* a [[Tenebrific wraith shark]] (110)u&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[Pallid fog-cloaked kelpie]] (112)u&lt;br /&gt;
* an [[Amaranthine kraken tentacle]] (113)&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* an [[Algae-draped merrow oracle]] (115)&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hapless_charmed_corsair&amp;diff=242259</id>
		<title>Hapless charmed corsair</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hapless_charmed_corsair&amp;diff=242259"/>
		<updated>2025-07-15T15:00:44Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 105&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Cudgel&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
With a halting flourish of her driftwood cudgel, a hapless charmed corsair lashes out at you!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the crushing attack.&lt;br /&gt;
  AS: +585 vs DS: +455 with AvD: +12 + d100 roll: +46 = +188&lt;br /&gt;
   ... and hits for 6 points of damage!&lt;br /&gt;
   Blow raises a welt on your left arm.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Bearhug]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A hapless charmed corsair flies into a sudden fit of rage!&lt;br /&gt;
A hapless charmed corsair charges towards you and attempts to grasp you in a ferocious bearhug!&lt;br /&gt;
You hear the soft tinkle of rolling dice, followed by a faint lucky feeling.&lt;br /&gt;
[SMR result: 106 (Open d100: 68, Bonus: 19)]&lt;br /&gt;
Your size contributes slightly to your defense!&lt;br /&gt;
A hapless charmed corsair manages to catch you in a precarious bearhug!&lt;br /&gt;
A hapless charmed corsair crushes you mercilessly!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Rosy Glow&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A rosy glow bleeds from a hapless charmed corsair&#039;s flesh.  Spurred on by the foreign power, she surges into motion, swinging in a dizzy spiral with her !&lt;br /&gt;
[SMR result: 60 (Open d100: 56, Penalty: 1)]&lt;br /&gt;
You dodge the frenetic flailing of the corsair&#039;s driftwood cudgel.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Pink Radiance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A hapless charmed corsair flies into a sudden fit of rage!&lt;br /&gt;
The enchantment afflicting a hapless charmed corsair roils and undulates with sudden fervor, lashing out in an arc of livid pink radiance!&lt;br /&gt;
[MDR result: 202 (Open d100: 59, Bonus: 120)]&lt;br /&gt;
The unnatural luminescence crashes over you.  As it burrows into your flesh, you feel a foreign will stifling your thoughts!&lt;br /&gt;
A grey zelnorn greatshield emblazoned with stylized ruby flames partially deflects the onslaught of the disruption attack.&lt;br /&gt;
   ... 12 points of damage!&lt;br /&gt;
   Rib bones snap and protrude from your chest.&lt;br /&gt;
A calm washes over you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the calm debuff.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 103&lt;br /&gt;
|levelm1 = 104&lt;br /&gt;
|level = 105&lt;br /&gt;
|levelp1 = 106&lt;br /&gt;
|levelp2 = 107&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Scaly_needle-toothed_trenchling&amp;diff=242258</id>
		<title>Scaly needle-toothed trenchling</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Scaly_needle-toothed_trenchling&amp;diff=242258"/>
		<updated>2025-07-15T15:00:44Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 107&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Trenchling &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A scaly needle-toothed trenchling races in, eyes glowing fiercely!&lt;br /&gt;
&lt;br /&gt;
A scaly needle-toothed trenchling swims in, spindly limbs awkwardly propelling her through the water.&lt;br /&gt;
&lt;br /&gt;
A scaly needle-toothed trenchling charges in on rawboned legs, his webbed feet slapping the ground.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Bite&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A scaly needle-toothed trenchling lunges forward, mouth hideously agape, and tries to bite you!&lt;br /&gt;
At the last moment, you block the attack with your greatshield!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Flail&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Gurgling in a guttural, wet tongue, a scaly needle-toothed trenchling flails with a webbed claw at you!&lt;br /&gt;
  AS: +516 vs DS: +737 with AvD: +7 + d100 roll: +27 = -187&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Gnash&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Opening her mouth wide to reveal countless rows of teeth, a scaly needle-toothed trenchling gnashes at you!&lt;br /&gt;
  AS: +516 vs DS: +737 with AvD: +7 + d100 roll: +42 = -172&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Mstrike&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Propelled by rage and hunger, a scaly needle-toothed trenchling throws her webbed claws and launches forward in a ravening blur of wild attacks!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Mstrike consisting of various bites, flails, and gnashes.&lt;br /&gt;
&lt;br /&gt;
;[[Example Spell]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Hamstring]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
With a quick lunge, a scaly needle-toothed trenchling tries to hamstring you with his !&lt;br /&gt;
[SMR result: 98 (Open d100: 56, Penalty: 3)]&lt;br /&gt;
Your zelnorn greatshield aided in your defense!&lt;br /&gt;
A scaly needle-toothed trenchling&#039;s swing goes wide!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Kneebash]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A scaly needle-toothed trenchling clenches her fist tightly and snaps it down at your knee!&lt;br /&gt;
[SMR result: 95 (Open d100: 58, Penalty: 3)]&lt;br /&gt;
A scaly needle-toothed trenchling catches you offguard by attempting a cheapshot, but the blow is harmlessly deflected by your rusalkoren platemail.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Tackle]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A scaly needle-toothed trenchling barrels into a charge, webbed feet slapping like a drumbeat.  She propels herself into the air, hurtingly at you!&lt;br /&gt;
[SMR result: 51 (Open d100: 57, Penalty: 23)]&lt;br /&gt;
You flail out of the way and the trenchling sails past you with her mouth agape!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Barbed Net&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Little muscles bunching with effort, a scaly needle-toothed trenchling hurls a barbed net at you!&lt;br /&gt;
[SMR result: 103 (Open d100: 84, Penalty: 5)]&lt;br /&gt;
As the net traps you in its lines, shards of shell stitched into it slice at your flesh!&lt;br /&gt;
Weeping darkness, a translucent fiery red shield springs into being between you and your attacker to temper the blow!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Slash to your left leg hits high!&lt;br /&gt;
   Kinda makes your knees weak, huh?&lt;br /&gt;
You are rooted in place!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the rooted debuff.&lt;br /&gt;
&lt;br /&gt;
;Keening Sound&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A scaly needle-toothed trenchling opens her jaws too wide, emitting a keening sound that cuts sharply through the air!&lt;br /&gt;
A scaly needle-toothed trenchling races in, eyes glowing fiercely!&lt;br /&gt;
A scaly needle-toothed trenchling races in, eyes glowing fiercely!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Summons other trenchlings.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 105&lt;br /&gt;
|levelm1 = 106&lt;br /&gt;
|level = 107&lt;br /&gt;
|levelp1 = 108&lt;br /&gt;
|levelp2 = 109&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242239</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242239"/>
		<updated>2025-07-15T14:32:02Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Spicers&amp;#039; Sea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.  There is also a ship called &amp;quot;The Contempt&amp;quot; that serves the role of &amp;quot;town&amp;quot; by providing similar amenities.&lt;br /&gt;
&lt;br /&gt;
===The Contempt===&lt;br /&gt;
&lt;br /&gt;
====Adventurer&#039;s Guild====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Main Deck - 35596] (u7150604)&lt;br /&gt;
Beneath the engulfing shadow of the foremast, a heavy capstan of black iron rises from salted planks.  Thick spokes, scabbed with rust from exposure to the sea air, extend well past an arm&#039;s length from its center.  The mast&#039;s shrouds are anchored to the deck nearby with heavy chainplates of the same material, but a few are rusted through, leaving their rigging to flap aimlessly in the breeze.  With each of the sea&#039;s swells, the ship&#039;s ancient lines protest and the mechanism groans mournfully.  You also see First Mate Seldit.&lt;br /&gt;
Obvious paths: east, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bank====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Hold - 35592] (u7150616)&lt;br /&gt;
Dim lamplight from a scratched iron lantern casts wavering shadows across the hold, reflected in rippling puddles scattered across the deck.  Within a loose semicircle of crates and barrels, an unvarnished oak table holds brass scales, a chisel, and neat piles of coin.  Damp burlap sacks slump along the hull.  Most exhale a sweet-must aroma of spoiled grain, but a few clink tantalizingly with every pitch of the ship.  You also see a skeletal black-robed moneychanger.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
(You can CHECK BALANCE, DEPOSIT, WITHDRAW silvers and notes here.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gemshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Trader&#039;s Cabin - 35602] (u7150622)&lt;br /&gt;
A narrow cabin lined with oaken shelves is secured by a carved black oak hatch.  Glass jars atop the shelving hold powdered indigo, starfruit seeds, and a few drying specimens of coral.  Tanned leather pouches and crates stamped with foreign seals occupy a polished walnut counter over a bunk that, while narrow, has sheets of jewel-toned silk.  Lanterns of hammered bronze cast warm light over a thick rug softening the floorboards, weighted in place by a footlocker made from polished teak.  You also see a plump purple-robed trader.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pawnshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Quartermaster&#039;s - 35585] (u7150621)&lt;br /&gt;
An ebony door studded with golden rivets opens onto a precisely ordered chamber.  Brass-bound ledgers are stacked atop a mahogany table, joined by polished scales and stacks of silver coins.  Canvas sacks and labeled crates line the far bulkhead beneath racks that hold well-secured inkpots and parchments.  The compartment smells strongly of parchment and sharp preservatives.  You also see a luminous spectral quartermaster.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tables====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Mess Hall - 35587] (u7150617)&lt;br /&gt;
Opposite an uneven arch, strands of faded bunting in teal and saffron hang where the beams of the overhead meet a half-wall of grated steel separating the galley from the wider mess.  Beyond the grating, the galley is lit by lanterns of patinated brass, its ovens the source of the aroma of spiced bread and salt-cured meat infusing the air.  Several tables stand within the mess, each flanked by benches studded with copper nails.  You also see an ecstatic luck spirit that is flying around.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
Ebb Tide Table&lt;br /&gt;
Seaspray Table&lt;br /&gt;
Leviathan&#039;s Table&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Supernode====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Crow&#039;s Nest - 35603] (u7150608)&lt;br /&gt;
Atop the main mast, a circular wooden crow&#039;s nest sways in the ocean breeze, its timbers held together by the feeble efforts of rusting nails and splintered planks.  Frayed lines dangle from the masthead, their fibers stiff and tacky from decades of disuse.  They sway in the wind like ragged pennants, but are overshadowed by the ship&#039;s flag, which is embroidered with a scarlet siren on faded black cloth.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
Encumbrance does not currently impact any SMR results or stamina costs while swimming in Spicer&#039;s Sea.  Tested while holding 68,146,739 coins.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
* a [[Hapless charmed corsair]] (105)&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
* a [[Grey-plumed steelwing harpy]] (111)&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
* a [[Brackish bilge mass]] (104)&lt;br /&gt;
* a [[Milky-eyed drowned mariner]] (106)u&lt;br /&gt;
* a [[Garish revenant buccaneer]] (108)u&lt;br /&gt;
* a [[Tenebrific wraith shark]] (110)u&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[Pallid fog-cloaked kelpie]] (112)u&lt;br /&gt;
* an [[Amaranthine kraken tentacle]] (113)&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* an [[Algae-draped merrow oracle]] (115)&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sailor%27s_Grief&amp;diff=242219</id>
		<title>Sailor&#039;s Grief</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sailor%27s_Grief&amp;diff=242219"/>
		<updated>2025-07-15T14:00:12Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: Created page with &amp;quot;{{disambiguous}} {{stub}}  For Sailor&amp;#039;s Grief hunting area, please see :Category:Sailor&amp;#039;s Grief creatures.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambiguous}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
For Sailor&#039;s Grief hunting area, please see [[:Category:Sailor&#039;s Grief creatures]].&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gigantic_lightning_whelk&amp;diff=242215</id>
		<title>Gigantic lightning whelk</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gigantic_lightning_whelk&amp;diff=242215"/>
		<updated>2025-07-15T13:57:04Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 107 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Whelk &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Charge&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Mucus froths and pops along a gigantic lightning whelk&#039;s flanks as it surges into a charge toward you!&lt;br /&gt;
  AS: +576 vs DS: +404 with AvD: +31 + d100 roll: +28 = +231&lt;br /&gt;
   ... and hits for 16 points of damage!&lt;br /&gt;
   Your right leg jerks momentarily but snaps right back.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Engulf&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Gliding on a trail of shimmering mucus, a gigantic lightning whelk throbs forward and tries to engulf you!&lt;br /&gt;
  AS: +576 vs DS: +396 with AvD: +32 + d100 roll: +11 = +223&lt;br /&gt;
   ... and hits for 10 points of damage!&lt;br /&gt;
   Attempt to snare hips shaken loose.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Rasp&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A gigantic lightning whelk extends its neck and tries to rasp your flesh with its radula!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the puncture attack.&lt;br /&gt;
  AS: +576 vs DS: +392 with AvD: +2 + d100 roll: +16 = +202&lt;br /&gt;
   ... and hits for 1 point of damage!&lt;br /&gt;
   Tap to the arm pricks some interest but not much else.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Electric Bolt&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Electricity arcs between a gigantic lightning whelk&#039;s antennae before lashing out at you!&lt;br /&gt;
  AS: +417 vs DS: +449 with AvD: +33 + d100 roll: +10 = +11&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Bull Rush]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A gigantic lightning whelk dips its shoulder and rushes towards you!&lt;br /&gt;
[SMR result: 59 (Open d100: 10, Penalty: 4)]&lt;br /&gt;
You harmlessly deflect the charge!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Headbutt]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A gigantic lightning whelk charges towards you and attempts a headbutt!&lt;br /&gt;
[SMR result: 130 (Open d100: 69, Bonus: 9)]&lt;br /&gt;
Your size considerably hinders your defense!&lt;br /&gt;
A gigantic lightning whelk slams its head into you!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   You hear a buzzing in your ears from that blow!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Lightning Vulnerability&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Warning hues flush down the length of a gigantic lightning whelk and its shell begins to pulse with light.  Power crackles outward from the whelk in a dazzling halo!&lt;br /&gt;
[MDR result: 130 (Open d100: 86, Penalty: 3)]&lt;br /&gt;
Electricity tingles painfully over your skin, lingering in a buzzing aura.&lt;br /&gt;
The electrical essence is drawn toward your widowwood anklet, where it is consumed with an abrupt burst of light!&lt;br /&gt;
Sky blue filaments of energy bleed from your aura as your resistance against electrical damage lessens.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts electric resistance debuff.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 105&lt;br /&gt;
|levelm1 = 106&lt;br /&gt;
|level = 107&lt;br /&gt;
|levelp1 = 108&lt;br /&gt;
|levelp2 = 109&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gigantic_lightning_whelk&amp;diff=242214</id>
		<title>Gigantic lightning whelk</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gigantic_lightning_whelk&amp;diff=242214"/>
		<updated>2025-07-15T13:56:35Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 107 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Whelk &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailors Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Charge&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Mucus froths and pops along a gigantic lightning whelk&#039;s flanks as it surges into a charge toward you!&lt;br /&gt;
  AS: +576 vs DS: +404 with AvD: +31 + d100 roll: +28 = +231&lt;br /&gt;
   ... and hits for 16 points of damage!&lt;br /&gt;
   Your right leg jerks momentarily but snaps right back.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Engulf&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Gliding on a trail of shimmering mucus, a gigantic lightning whelk throbs forward and tries to engulf you!&lt;br /&gt;
  AS: +576 vs DS: +396 with AvD: +32 + d100 roll: +11 = +223&lt;br /&gt;
   ... and hits for 10 points of damage!&lt;br /&gt;
   Attempt to snare hips shaken loose.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Rasp&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A gigantic lightning whelk extends its neck and tries to rasp your flesh with its radula!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the puncture attack.&lt;br /&gt;
  AS: +576 vs DS: +392 with AvD: +2 + d100 roll: +16 = +202&lt;br /&gt;
   ... and hits for 1 point of damage!&lt;br /&gt;
   Tap to the arm pricks some interest but not much else.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Electric Bolt&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Electricity arcs between a gigantic lightning whelk&#039;s antennae before lashing out at you!&lt;br /&gt;
  AS: +417 vs DS: +449 with AvD: +33 + d100 roll: +10 = +11&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Bull Rush]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A gigantic lightning whelk dips its shoulder and rushes towards you!&lt;br /&gt;
[SMR result: 59 (Open d100: 10, Penalty: 4)]&lt;br /&gt;
You harmlessly deflect the charge!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Headbutt]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A gigantic lightning whelk charges towards you and attempts a headbutt!&lt;br /&gt;
[SMR result: 130 (Open d100: 69, Bonus: 9)]&lt;br /&gt;
Your size considerably hinders your defense!&lt;br /&gt;
A gigantic lightning whelk slams its head into you!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   You hear a buzzing in your ears from that blow!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Lightning Vulnerability&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Warning hues flush down the length of a gigantic lightning whelk and its shell begins to pulse with light.  Power crackles outward from the whelk in a dazzling halo!&lt;br /&gt;
[MDR result: 130 (Open d100: 86, Penalty: 3)]&lt;br /&gt;
Electricity tingles painfully over your skin, lingering in a buzzing aura.&lt;br /&gt;
The electrical essence is drawn toward your widowwood anklet, where it is consumed with an abrupt burst of light!&lt;br /&gt;
Sky blue filaments of energy bleed from your aura as your resistance against electrical damage lessens.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts electric resistance debuff.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 105&lt;br /&gt;
|levelm1 = 106&lt;br /&gt;
|level = 107&lt;br /&gt;
|levelp1 = 108&lt;br /&gt;
|levelp2 = 109&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fulminating_stormborn_primordial&amp;diff=242213</id>
		<title>Fulminating stormborn primordial</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fulminating_stormborn_primordial&amp;diff=242213"/>
		<updated>2025-07-15T13:55:51Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Hunting Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 109 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = primordial &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
*&lt;br /&gt;
;Reactive Lightning&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Electricity discharges down the length of the somnis spiked mace!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Light shock to left arm.  That stings!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Chance to receive lightning damage when striking the primordial with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;With an abrupt rumble of thunder, threads of buzzing enery streak in to form a fulminating stormborn primordial.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Bolt of Lightning&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
With a look of concentration on its ersatz features, a fulminating stormborn primordial releases a blazing blue-golden bolt of lightning toward you.&lt;br /&gt;
Your widowwood anklet pulses briefly, deflecting some of the electrical damage!&lt;br /&gt;
  AS: +632 vs DS: +483 with AvD: +33 + d100 roll: +51 = +233&lt;br /&gt;
   ... and hits for 37 points of damage!&lt;br /&gt;
   Heavy spark to right hand.  Bet that hurts.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Crackling Sparks&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A fulminating stormborn primordial swirls, illuminating the surroundings harshly as it sprays crackling sparks at you!&lt;br /&gt;
Your widowwood anklet pulses briefly, deflecting some of the electrical damage!&lt;br /&gt;
  AS: +632 vs DS: +502 with AvD: +18 + d100 roll: +27 = +175&lt;br /&gt;
   ... and hits for 1 point of damage!&lt;br /&gt;
   Tiny sparks around left eye.  You blink in surprise.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Fizzling Spiral&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Jagged tendrils of electricity unfurl from a fulminating stormborn primordial.  It spins violently, sending them whipping outward in a fizzling spiral!&lt;br /&gt;
[SMR result: 139 (Open d100: 77, Bonus: 21)]&lt;br /&gt;
One of the voltaic lashes twines around you in a flash, and pain wracks your body!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
Trails of fiery scarlet race across your rusalkoren platemail as the rage within surges anew!&lt;br /&gt;
   Light shock to left leg.  That stings!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Sparking Orb&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A sparking orb of electricity detaches itself from a fulminating stormborn primordial and roils toward you, engulfing you in a prickling storm of power!&lt;br /&gt;
[MDR result: 105 (Open d100: 31, Bonus: 17)]&lt;br /&gt;
The electricity arcs down your body, sundering your defenses!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
Trails of fiery scarlet race across your rusalkoren platemail as the rage within surges anew!&lt;br /&gt;
   Light shock to abdomen.  That stings!&lt;br /&gt;
You are struck by an acute sense of vulnerability.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the vulnerable debuff.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 107&lt;br /&gt;
|levelm1 = 108&lt;br /&gt;
|level = 109&lt;br /&gt;
|levelp1 = 110&lt;br /&gt;
|levelp2 = 111&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hapless_charmed_corsair&amp;diff=242209</id>
		<title>Hapless charmed corsair</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hapless_charmed_corsair&amp;diff=242209"/>
		<updated>2025-07-15T13:51:30Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 105 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Cudgel&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
With a halting flourish of her driftwood cudgel, a hapless charmed corsair lashes out at you!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the crushing attack.&lt;br /&gt;
  AS: +585 vs DS: +455 with AvD: +12 + d100 roll: +46 = +188&lt;br /&gt;
   ... and hits for 6 points of damage!&lt;br /&gt;
   Blow raises a welt on your left arm.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Bearhug]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A hapless charmed corsair flies into a sudden fit of rage!&lt;br /&gt;
A hapless charmed corsair charges towards you and attempts to grasp you in a ferocious bearhug!&lt;br /&gt;
You hear the soft tinkle of rolling dice, followed by a faint lucky feeling.&lt;br /&gt;
[SMR result: 106 (Open d100: 68, Bonus: 19)]&lt;br /&gt;
Your size contributes slightly to your defense!&lt;br /&gt;
A hapless charmed corsair manages to catch you in a precarious bearhug!&lt;br /&gt;
A hapless charmed corsair crushes you mercilessly!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Rosy Glow&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A rosy glow bleeds from a hapless charmed corsair&#039;s flesh.  Spurred on by the foreign power, she surges into motion, swinging in a dizzy spiral with her !&lt;br /&gt;
[SMR result: 60 (Open d100: 56, Penalty: 1)]&lt;br /&gt;
You dodge the frenetic flailing of the corsair&#039;s driftwood cudgel.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Pink Radiance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A hapless charmed corsair flies into a sudden fit of rage!&lt;br /&gt;
The enchantment afflicting a hapless charmed corsair roils and undulates with sudden fervor, lashing out in an arc of livid pink radiance!&lt;br /&gt;
[MDR result: 202 (Open d100: 59, Bonus: 120)]&lt;br /&gt;
The unnatural luminescence crashes over you.  As it burrows into your flesh, you feel a foreign will stifling your thoughts!&lt;br /&gt;
A grey zelnorn greatshield emblazoned with stylized ruby flames partially deflects the onslaught of the disruption attack.&lt;br /&gt;
   ... 12 points of damage!&lt;br /&gt;
   Rib bones snap and protrude from your chest.&lt;br /&gt;
A calm washes over you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the calm debuff.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 103&lt;br /&gt;
|levelm1 = 104&lt;br /&gt;
|level = 105&lt;br /&gt;
|levelp1 = 106&lt;br /&gt;
|levelp2 = 107&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fulminating_stormborn_primordial&amp;diff=242205</id>
		<title>Fulminating stormborn primordial</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fulminating_stormborn_primordial&amp;diff=242205"/>
		<updated>2025-07-15T13:48:31Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Combat messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 109 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = primordial &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;With an abrupt rumble of thunder, threads of buzzing enery streak in to form a fulminating stormborn primordial.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Bolt of Lightning&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
With a look of concentration on its ersatz features, a fulminating stormborn primordial releases a blazing blue-golden bolt of lightning toward you.&lt;br /&gt;
Your widowwood anklet pulses briefly, deflecting some of the electrical damage!&lt;br /&gt;
  AS: +632 vs DS: +483 with AvD: +33 + d100 roll: +51 = +233&lt;br /&gt;
   ... and hits for 37 points of damage!&lt;br /&gt;
   Heavy spark to right hand.  Bet that hurts.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Crackling Sparks&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A fulminating stormborn primordial swirls, illuminating the surroundings harshly as it sprays crackling sparks at you!&lt;br /&gt;
Your widowwood anklet pulses briefly, deflecting some of the electrical damage!&lt;br /&gt;
  AS: +632 vs DS: +502 with AvD: +18 + d100 roll: +27 = +175&lt;br /&gt;
   ... and hits for 1 point of damage!&lt;br /&gt;
   Tiny sparks around left eye.  You blink in surprise.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Fizzling Spiral&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Jagged tendrils of electricity unfurl from a fulminating stormborn primordial.  It spins violently, sending them whipping outward in a fizzling spiral!&lt;br /&gt;
[SMR result: 139 (Open d100: 77, Bonus: 21)]&lt;br /&gt;
One of the voltaic lashes twines around you in a flash, and pain wracks your body!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
Trails of fiery scarlet race across your rusalkoren platemail as the rage within surges anew!&lt;br /&gt;
   Light shock to left leg.  That stings!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Sparking Orb&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A sparking orb of electricity detaches itself from a fulminating stormborn primordial and roils toward you, engulfing you in a prickling storm of power!&lt;br /&gt;
[MDR result: 105 (Open d100: 31, Bonus: 17)]&lt;br /&gt;
The electricity arcs down your body, sundering your defenses!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
Trails of fiery scarlet race across your rusalkoren platemail as the rage within surges anew!&lt;br /&gt;
   Light shock to abdomen.  That stings!&lt;br /&gt;
You are struck by an acute sense of vulnerability.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the vulnerable debuff.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 107&lt;br /&gt;
|levelm1 = 108&lt;br /&gt;
|level = 109&lt;br /&gt;
|levelp1 = 110&lt;br /&gt;
|levelp2 = 111&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hapless_charmed_corsair&amp;diff=242201</id>
		<title>Hapless charmed corsair</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hapless_charmed_corsair&amp;diff=242201"/>
		<updated>2025-07-15T13:46:40Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: Created page with &amp;quot;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt; | picture =   | level = 105 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt; | family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt; | type = Biped &amp;lt;!-- Creature body type --&amp;gt; | otherclass = &amp;lt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 105 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Cudgel&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
With a halting flourish of her driftwood cudgel, a hapless charmed corsair lashes out at you!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the crushing attack.&lt;br /&gt;
  AS: +585 vs DS: +455 with AvD: +12 + d100 roll: +46 = +188&lt;br /&gt;
   ... and hits for 6 points of damage!&lt;br /&gt;
   Blow raises a welt on your left arm.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Bearhug]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A hapless charmed corsair flies into a sudden fit of rage!&lt;br /&gt;
A hapless charmed corsair charges towards you and attempts to grasp you in a ferocious bearhug!&lt;br /&gt;
You hear the soft tinkle of rolling dice, followed by a faint lucky feeling.&lt;br /&gt;
[SMR result: 106 (Open d100: 68, Bonus: 19)]&lt;br /&gt;
Your size contributes slightly to your defense!&lt;br /&gt;
A hapless charmed corsair manages to catch you in a precarious bearhug!&lt;br /&gt;
A hapless charmed corsair crushes you mercilessly!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Rosy Glow&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A rosy glow bleeds from a hapless charmed corsair&#039;s flesh.  Spurred on by the foreign power, she surges into motion, swinging in a dizzy spiral with her !&lt;br /&gt;
[SMR result: 60 (Open d100: 56, Penalty: 1)]&lt;br /&gt;
You dodge the frenetic flailing of the corsair&#039;s driftwood cudgel.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Pink Radiance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A hapless charmed corsair flies into a sudden fit of rage!&lt;br /&gt;
The enchantment afflicting a hapless charmed corsair roils and undulates with sudden fervor, lashing out in an arc of livid pink radiance!&lt;br /&gt;
[MDR result: 202 (Open d100: 59, Bonus: 120)]&lt;br /&gt;
The unnatural luminescence crashes over you.  As it burrows into your flesh, you feel a foreign will stifling your thoughts!&lt;br /&gt;
A grey zelnorn greatshield emblazoned with stylized ruby flames partially deflects the onslaught of the disruption attack.&lt;br /&gt;
   ... 12 points of damage!&lt;br /&gt;
   Rib bones snap and protrude from your chest.&lt;br /&gt;
A calm washes over you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the calm debuff.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 103&lt;br /&gt;
|levelm1 = 104&lt;br /&gt;
|level = 105&lt;br /&gt;
|levelp1 = 106&lt;br /&gt;
|levelp2 = 107&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fulminating_stormborn_primordial&amp;diff=242200</id>
		<title>Fulminating stormborn primordial</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fulminating_stormborn_primordial&amp;diff=242200"/>
		<updated>2025-07-15T13:40:37Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Other Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 109 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = primordial &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;With an abrupt rumble of thunder, threads of buzzing enery streak in to form a fulminating stormborn primordial.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Physical attack&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Example Spell]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 107&lt;br /&gt;
|levelm1 = 108&lt;br /&gt;
|level = 109&lt;br /&gt;
|levelp1 = 110&lt;br /&gt;
|levelp2 = 111&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242195</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242195"/>
		<updated>2025-07-15T13:32:04Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Areas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.  There is also a ship called &amp;quot;The Contempt&amp;quot; that serves the role of &amp;quot;town&amp;quot; by providing similar amenities.&lt;br /&gt;
&lt;br /&gt;
===The Contempt===&lt;br /&gt;
&lt;br /&gt;
====Adventurer&#039;s Guild====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Main Deck - 35596] (u7150604)&lt;br /&gt;
Beneath the engulfing shadow of the foremast, a heavy capstan of black iron rises from salted planks.  Thick spokes, scabbed with rust from exposure to the sea air, extend well past an arm&#039;s length from its center.  The mast&#039;s shrouds are anchored to the deck nearby with heavy chainplates of the same material, but a few are rusted through, leaving their rigging to flap aimlessly in the breeze.  With each of the sea&#039;s swells, the ship&#039;s ancient lines protest and the mechanism groans mournfully.  You also see First Mate Seldit.&lt;br /&gt;
Obvious paths: east, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bank====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Hold - 35592] (u7150616)&lt;br /&gt;
Dim lamplight from a scratched iron lantern casts wavering shadows across the hold, reflected in rippling puddles scattered across the deck.  Within a loose semicircle of crates and barrels, an unvarnished oak table holds brass scales, a chisel, and neat piles of coin.  Damp burlap sacks slump along the hull.  Most exhale a sweet-must aroma of spoiled grain, but a few clink tantalizingly with every pitch of the ship.  You also see a skeletal black-robed moneychanger.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
(You can CHECK BALANCE, DEPOSIT, WITHDRAW silvers and notes here.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gemshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Trader&#039;s Cabin - 35602] (u7150622)&lt;br /&gt;
A narrow cabin lined with oaken shelves is secured by a carved black oak hatch.  Glass jars atop the shelving hold powdered indigo, starfruit seeds, and a few drying specimens of coral.  Tanned leather pouches and crates stamped with foreign seals occupy a polished walnut counter over a bunk that, while narrow, has sheets of jewel-toned silk.  Lanterns of hammered bronze cast warm light over a thick rug softening the floorboards, weighted in place by a footlocker made from polished teak.  You also see a plump purple-robed trader.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pawnshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Quartermaster&#039;s - 35585] (u7150621)&lt;br /&gt;
An ebony door studded with golden rivets opens onto a precisely ordered chamber.  Brass-bound ledgers are stacked atop a mahogany table, joined by polished scales and stacks of silver coins.  Canvas sacks and labeled crates line the far bulkhead beneath racks that hold well-secured inkpots and parchments.  The compartment smells strongly of parchment and sharp preservatives.  You also see a luminous spectral quartermaster.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tables====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Mess Hall - 35587] (u7150617)&lt;br /&gt;
Opposite an uneven arch, strands of faded bunting in teal and saffron hang where the beams of the overhead meet a half-wall of grated steel separating the galley from the wider mess.  Beyond the grating, the galley is lit by lanterns of patinated brass, its ovens the source of the aroma of spiced bread and salt-cured meat infusing the air.  Several tables stand within the mess, each flanked by benches studded with copper nails.  You also see an ecstatic luck spirit that is flying around.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
Ebb Tide Table&lt;br /&gt;
Seaspray Table&lt;br /&gt;
Leviathan&#039;s Table&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Supernode====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Crow&#039;s Nest - 35603] (u7150608)&lt;br /&gt;
Atop the main mast, a circular wooden crow&#039;s nest sways in the ocean breeze, its timbers held together by the feeble efforts of rusting nails and splintered planks.  Frayed lines dangle from the masthead, their fibers stiff and tacky from decades of disuse.  They sway in the wind like ragged pennants, but are overshadowed by the ship&#039;s flag, which is embroidered with a scarlet siren on faded black cloth.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
* a [[Hapless charmed corsair]] (105)&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
* a [[Grey-plumed steelwing harpy]] (111)&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
* a [[Brackish bilge mass]] (104)&lt;br /&gt;
* a [[Milky-eyed drowned mariner]] (106)u&lt;br /&gt;
* a [[Garish revenant buccaneer]] (108)u&lt;br /&gt;
* a [[Tenebrific wraith shark]] (110)u&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[Pallid fog-cloaked kelpie]] (112)u&lt;br /&gt;
* an [[Amaranthine kraken tentacle]] (113)&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* an [[Algae-draped merrow oracle]] (115)&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242192</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242192"/>
		<updated>2025-07-15T13:24:43Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Areas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.  There is also a ship called &amp;quot;The Contempt&amp;quot; that serves the role of &amp;quot;town&amp;quot; by providing similar amenities.&lt;br /&gt;
&lt;br /&gt;
===The Contempt===&lt;br /&gt;
&lt;br /&gt;
====Adventurer&#039;s Guild====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Main Deck - 35596] (u7150604)&lt;br /&gt;
Beneath the engulfing shadow of the foremast, a heavy capstan of black iron rises from salted planks.  Thick spokes, scabbed with rust from exposure to the sea air, extend well past an arm&#039;s length from its center.  The mast&#039;s shrouds are anchored to the deck nearby with heavy chainplates of the same material, but a few are rusted through, leaving their rigging to flap aimlessly in the breeze.  With each of the sea&#039;s swells, the ship&#039;s ancient lines protest and the mechanism groans mournfully.  You also see First Mate Seldit.&lt;br /&gt;
Obvious paths: east, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bank====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Hold - 35592] (u7150616)&lt;br /&gt;
Dim lamplight from a scratched iron lantern casts wavering shadows across the hold, reflected in rippling puddles scattered across the deck.  Within a loose semicircle of crates and barrels, an unvarnished oak table holds brass scales, a chisel, and neat piles of coin.  Damp burlap sacks slump along the hull.  Most exhale a sweet-must aroma of spoiled grain, but a few clink tantalizingly with every pitch of the ship.  You also see a skeletal black-robed moneychanger.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
(You can CHECK BALANCE, DEPOSIT, WITHDRAW silvers and notes here.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gemshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Trader&#039;s Cabin - 35602] (u7150622)&lt;br /&gt;
A narrow cabin lined with oaken shelves is secured by a carved black oak hatch.  Glass jars atop the shelving hold powdered indigo, starfruit seeds, and a few drying specimens of coral.  Tanned leather pouches and crates stamped with foreign seals occupy a polished walnut counter over a bunk that, while narrow, has sheets of jewel-toned silk.  Lanterns of hammered bronze cast warm light over a thick rug softening the floorboards, weighted in place by a footlocker made from polished teak.  You also see a plump purple-robed trader.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pawnshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Quartermaster&#039;s - 35585] (u7150621)&lt;br /&gt;
An ebony door studded with golden rivets opens onto a precisely ordered chamber.  Brass-bound ledgers are stacked atop a mahogany table, joined by polished scales and stacks of silver coins.  Canvas sacks and labeled crates line the far bulkhead beneath racks that hold well-secured inkpots and parchments.  The compartment smells strongly of parchment and sharp preservatives.  You also see a luminous spectral quartermaster.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tables====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Mess Hall - 35587] (u7150617)&lt;br /&gt;
Opposite an uneven arch, strands of faded bunting in teal and saffron hang where the beams of the overhead meet a half-wall of grated steel separating the galley from the wider mess.  Beyond the grating, the galley is lit by lanterns of patinated brass, its ovens the source of the aroma of spiced bread and salt-cured meat infusing the air.  Several tables stand within the mess, each flanked by benches studded with copper nails.  You also see an ecstatic luck spirit that is flying around.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
Ebb Tide Table&lt;br /&gt;
Seaspray Table&lt;br /&gt;
Leviathan&#039;s Table&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Supernode====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Crow&#039;s Nest - 35603] (u7150608)&lt;br /&gt;
Atop the main mast, a circular wooden crow&#039;s nest sways in the ocean breeze, its timbers held together by the feeble efforts of rusting nails and splintered planks.  Frayed lines dangle from the masthead, their fibers stiff and tacky from decades of disuse.  They sway in the wind like ragged pennants, but are overshadowed by the ship&#039;s flag, which is embroidered with a scarlet siren on faded black cloth.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
* a [[Hapless charmed corsair]] (105)&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
* a [[Grey-plumed steelwing harpy]] (111)&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242190</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242190"/>
		<updated>2025-07-15T13:18:29Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.  There is also a ship called &amp;quot;The Contempt&amp;quot; that serves the role of &amp;quot;town&amp;quot; by providing similar amenities.&lt;br /&gt;
&lt;br /&gt;
===The Contempt===&lt;br /&gt;
&lt;br /&gt;
====Adventurer&#039;s Guild====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Main Deck - 35596] (u7150604)&lt;br /&gt;
Beneath the engulfing shadow of the foremast, a heavy capstan of black iron rises from salted planks.  Thick spokes, scabbed with rust from exposure to the sea air, extend well past an arm&#039;s length from its center.  The mast&#039;s shrouds are anchored to the deck nearby with heavy chainplates of the same material, but a few are rusted through, leaving their rigging to flap aimlessly in the breeze.  With each of the sea&#039;s swells, the ship&#039;s ancient lines protest and the mechanism groans mournfully.  You also see First Mate Seldit.&lt;br /&gt;
Obvious paths: east, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bank====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Hold - 35592] (u7150616)&lt;br /&gt;
Dim lamplight from a scratched iron lantern casts wavering shadows across the hold, reflected in rippling puddles scattered across the deck.  Within a loose semicircle of crates and barrels, an unvarnished oak table holds brass scales, a chisel, and neat piles of coin.  Damp burlap sacks slump along the hull.  Most exhale a sweet-must aroma of spoiled grain, but a few clink tantalizingly with every pitch of the ship.  You also see a skeletal black-robed moneychanger.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
(You can CHECK BALANCE, DEPOSIT, WITHDRAW silvers and notes here.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pawnshop====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Quartermaster&#039;s - 35585] (u7150621)&lt;br /&gt;
An ebony door studded with golden rivets opens onto a precisely ordered chamber.  Brass-bound ledgers are stacked atop a mahogany table, joined by polished scales and stacks of silver coins.  Canvas sacks and labeled crates line the far bulkhead beneath racks that hold well-secured inkpots and parchments.  The compartment smells strongly of parchment and sharp preservatives.  You also see a luminous spectral quartermaster.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tables====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Mess Hall - 35587] (u7150617)&lt;br /&gt;
Opposite an uneven arch, strands of faded bunting in teal and saffron hang where the beams of the overhead meet a half-wall of grated steel separating the galley from the wider mess.  Beyond the grating, the galley is lit by lanterns of patinated brass, its ovens the source of the aroma of spiced bread and salt-cured meat infusing the air.  Several tables stand within the mess, each flanked by benches studded with copper nails.  You also see an ecstatic luck spirit that is flying around.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
Ebb Tide Table&lt;br /&gt;
Seaspray Table&lt;br /&gt;
Leviathan&#039;s Table&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Supernode====&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[The Contempt, Crow&#039;s Nest - 35603] (u7150608)&lt;br /&gt;
Atop the main mast, a circular wooden crow&#039;s nest sways in the ocean breeze, its timbers held together by the feeble efforts of rusting nails and splintered planks.  Frayed lines dangle from the masthead, their fibers stiff and tacky from decades of disuse.  They sway in the wind like ragged pennants, but are overshadowed by the ship&#039;s flag, which is embroidered with a scarlet siren on faded black cloth.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
* a [[Hapless charmed corsair]] (105)&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
* a [[Grey-plumed steelwing harpy]] (111)&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242189</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242189"/>
		<updated>2025-07-15T13:06:40Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Moghreb Jungle (Talon Isle) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
* a [[Hapless charmed corsair]] (105)&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
* a [[Grey-plumed steelwing harpy]] (111)&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Grey-plumed_steelwing_harpy&amp;diff=242188</id>
		<title>Grey-plumed steelwing harpy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Grey-plumed_steelwing_harpy&amp;diff=242188"/>
		<updated>2025-07-15T13:06:03Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Combat messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 111 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Harpy &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A grey-plumed steelwing harpy soars in on metallic wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Bite&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Spiraling into an aggressive dive, a grey-plumed steelwing harpy bares jagged teeth and tries to savage you with a wild bite!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the crushing attack.&lt;br /&gt;
  AS: +569 vs DS: +472 with AvD: +7 + d100 roll: +52 = +156&lt;br /&gt;
   ... and hits for 6 points of damage!&lt;br /&gt;
   Broken finger on your right hand!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Gnash&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A grey-plumed steelwing harpy whirls down toward you, gnashing her teeth at you!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the puncture attack.&lt;br /&gt;
  AS: +579 vs DS: +472 with AvD: +2 + d100 roll: +28 = +137&lt;br /&gt;
   ... and hits for 1 point of damage!&lt;br /&gt;
   Talk about a close shave!&lt;br /&gt;
  That was too close.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Rake&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A grey-plumed steelwing harpy swoops overhead, raking cruelly at you with her claws!&lt;br /&gt;
Weeping darkness, a translucent fiery red shield springs into being between you and your attacker to temper the blow!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the slashing attack.&lt;br /&gt;
  AS: +579 vs DS: +472 with AvD: +7 + d100 roll: +87 = +201&lt;br /&gt;
   ... and hits for 10 points of damage!&lt;br /&gt;
   Awkward slash to your stomach!&lt;br /&gt;
   Everyone needs another belly button.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Slash&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A grey-plumed steelwing harpy&#039;s talons flash as she slashes cruelly at you with razor sharp claws!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the slashing attack.&lt;br /&gt;
  AS: +579 vs DS: +472 with AvD: +7 + d100 roll: +20 = +134&lt;br /&gt;
   ... and hits for 1 point of damage!&lt;br /&gt;
   Glancing blow to your back.&lt;br /&gt;
   That could have been worse.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Brace]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You swing a somnis spiked mace at a grey-plumed steelwing harpy!&lt;br /&gt;
Using the bone plates surrounding her forearms, a grey-plumed steelwing harpy parries your attack!&lt;br /&gt;
Your mace strikes one of the bony protrusions on a grey-plumed steelwing harpy&#039;s forearms and it is wrenched out of your grasp!&lt;br /&gt;
The somnis spiked mace falls into the shadows!&lt;br /&gt;
An ecstatic luck spirit concentrates intently on its surroundings for a moment.&lt;br /&gt;
[Use the RECOVER ITEM command while in the appropriate room to regain your item.]&lt;br /&gt;
Roundtime changed to 1 second.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Mind Ravage&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Ephemeral violet emanations ripple through the air as a grey-plumed steelwing harpy heaps the weight of her malevolence upon you!&lt;br /&gt;
  CS: +399 - TD: +379 + CvA: -31 + d100: +16 == +5&lt;br /&gt;
  Warded off!&lt;br /&gt;
You meet a grey-plumed steelwing harpy&#039;s psionic assault with an iron will, fending off the mental intrusion!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the immobile debuff.&lt;br /&gt;
&lt;br /&gt;
;Dust Up&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A grey-plumed steelwing harpy flaps her wings, sending up a stinging cloud of dust and grit!&lt;br /&gt;
[SMR result: -42 (Open d100: -40, Penalty: 24)]&lt;br /&gt;
Although dust and grit engulfs you, you manage to keep it out of your eyes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the blind debuff.&lt;br /&gt;
&lt;br /&gt;
;Dazing Shriek&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A grey-plumed steelwing harpy raises her voice in a shrill cry, the echoing shriek cutting through the air in a sonic assault!&lt;br /&gt;
[MDR result: 123 (Open d100: 75, Penalty: 12)]&lt;br /&gt;
The deafening shriek drives the sense from you as it rends your flesh!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Ears pop loudly!&lt;br /&gt;
Your thoughts scatter as you struggle to prepare any magical incantations.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the dazed debuff.&lt;br /&gt;
&lt;br /&gt;
;Snatch&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A grey-plumed steelwing harpy swoops down, her talons extended, and slashes at you in a single vicious swipe!&lt;br /&gt;
[SMR result: 88 (Open d100: 88, Penalty: 21)]&lt;br /&gt;
You duck to avoid the harpy&#039;s snatching talons!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 109&lt;br /&gt;
|levelm1 = 110&lt;br /&gt;
|level = 111&lt;br /&gt;
|levelp1 = 112&lt;br /&gt;
|levelp2 = 113&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242187</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242187"/>
		<updated>2025-07-15T13:05:09Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Singing Crags (Talon Isle) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[Gigantic lightning whelk]] (102)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
* a [[Hapless charmed corsair]] (105)&lt;br /&gt;
* a [[Gigantic lightning whelk]] (107)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
* a [[Grey-plumed steelwing harpy]] (111)&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242186</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242186"/>
		<updated>2025-07-15T13:00:47Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Moghreb Jungle (Talon Isle) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[Gigantic lightning whelk]] (102)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Fulminating stormborn primordial]] (109)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242185</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242185"/>
		<updated>2025-07-15T12:58:15Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Moghreb Jungle (Talon Isle) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[charmed corsair]] (105)&lt;br /&gt;
* a [[Gigantic lightning whelk]] (102)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[Pallid fog-cloaked kelpie]] (112)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242184</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242184"/>
		<updated>2025-07-15T12:57:45Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Spicers&amp;#039; Sea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Areas==&lt;br /&gt;
&lt;br /&gt;
The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area.&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[charmed corsair]] (105)&lt;br /&gt;
* a [[Gigantic_lightning_whelk]] (102)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[Pallid fog-cloaked kelpie]] (112)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242183</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242183"/>
		<updated>2025-07-15T12:55:42Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Areas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Areas==&lt;br /&gt;
&lt;br /&gt;
===Spicers&#039; Sea===&lt;br /&gt;
&lt;br /&gt;
Spicer&#039;s Sea is an oceanic expanse that connects the various zones of the area.&lt;br /&gt;
&lt;br /&gt;
Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You can SWIM out to sea here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You can JUMP into the ocean here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ocean you can move by using the standard directions.  Don&#039;t type SWIM NORTH, just type NORTH.&lt;br /&gt;
&lt;br /&gt;
It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement.&lt;br /&gt;
* Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.&lt;br /&gt;
* At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.&lt;br /&gt;
* Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.&lt;br /&gt;
* There are no additional benefits for swimming at this time.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.&lt;br /&gt;
&lt;br /&gt;
It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are four distinct hunting areas.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[charmed corsair]] (105)&lt;br /&gt;
* a [[Gigantic_lightning_whelk]] (102)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[Pallid fog-cloaked kelpie]] (112)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242182</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242182"/>
		<updated>2025-07-15T12:41:36Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Areas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Areas==&lt;br /&gt;
&lt;br /&gt;
There are four distinct hunting areas which also feature some different geographic locations.&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[charmed corsair]] (105)&lt;br /&gt;
* a [[Gigantic_lightning_whelk]] (102)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[Pallid fog-cloaked kelpie]] (112)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242181</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242181"/>
		<updated>2025-07-15T12:40:53Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Areas==&lt;br /&gt;
&lt;br /&gt;
There are four distinct hunting areas which also feature some different geographic locations such as the [[Issenflow River]].&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[charmed corsair]] (105)&lt;br /&gt;
* a [[Gigantic_lightning_whelk]] (102)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[Pallid fog-cloaked kelpie]] (112)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Seat of Storms===&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242180</id>
		<title>Category:Sailor&#039;s Grief creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sailor%27s_Grief_creatures&amp;diff=242180"/>
		<updated>2025-07-15T12:40:29Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: Created page with &amp;quot;==Areas==  There are four distinct hunting areas which also feature some different geographic locations such as the Issenflow River.  ===Moghreb Jungle (Talon Isle)===  Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.  * a charmed corsair (105) * a Gigantic_lightning_whelk (102) * a Scaly needle-toothed trenchling (107) * a Kelp-tangled coral golem (109) * a Blub...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Areas==&lt;br /&gt;
&lt;br /&gt;
There are four distinct hunting areas which also feature some different geographic locations such as the [[Issenflow River]].&lt;br /&gt;
&lt;br /&gt;
===Moghreb Jungle (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.&lt;br /&gt;
&lt;br /&gt;
* a [[charmed corsair]] (105)&lt;br /&gt;
* a [[Gigantic_lightning_whelk]] (102)&lt;br /&gt;
* a [[Scaly needle-toothed trenchling]] (107)&lt;br /&gt;
* a [[Kelp-tangled coral golem]] (109)&lt;br /&gt;
* a [[Blubbery humpbacked merrow]] (111)&lt;br /&gt;
* a [[Pallid fog-cloaked kelpie]] (112)&lt;br /&gt;
&lt;br /&gt;
===Singing Crags (Talon Isle)===&lt;br /&gt;
&lt;br /&gt;
The Singing Crags consists of rocky cliffs that &#039;sing&#039; when the whind blows which include a primitive village on the ground and in the giant trees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ship Graveyard (Sailor&#039;s Grief)===&lt;br /&gt;
&lt;br /&gt;
The Ship Graveyard (also known as Sailor&#039;s Grief) consists of an ever-growing collection of shipwrecks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Seat of Storms====&lt;br /&gt;
&lt;br /&gt;
The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gigantic_lightning_whelk&amp;diff=242179</id>
		<title>Gigantic lightning whelk</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gigantic_lightning_whelk&amp;diff=242179"/>
		<updated>2025-07-15T12:24:56Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 107 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Whelk &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Charge&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Mucus froths and pops along a gigantic lightning whelk&#039;s flanks as it surges into a charge toward you!&lt;br /&gt;
  AS: +576 vs DS: +404 with AvD: +31 + d100 roll: +28 = +231&lt;br /&gt;
   ... and hits for 16 points of damage!&lt;br /&gt;
   Your right leg jerks momentarily but snaps right back.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Engulf&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Gliding on a trail of shimmering mucus, a gigantic lightning whelk throbs forward and tries to engulf you!&lt;br /&gt;
  AS: +576 vs DS: +396 with AvD: +32 + d100 roll: +11 = +223&lt;br /&gt;
   ... and hits for 10 points of damage!&lt;br /&gt;
   Attempt to snare hips shaken loose.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Rasp&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A gigantic lightning whelk extends its neck and tries to rasp your flesh with its radula!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the puncture attack.&lt;br /&gt;
  AS: +576 vs DS: +392 with AvD: +2 + d100 roll: +16 = +202&lt;br /&gt;
   ... and hits for 1 point of damage!&lt;br /&gt;
   Tap to the arm pricks some interest but not much else.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Electric Bolt&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Electricity arcs between a gigantic lightning whelk&#039;s antennae before lashing out at you!&lt;br /&gt;
  AS: +417 vs DS: +449 with AvD: +33 + d100 roll: +10 = +11&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Bull Rush]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A gigantic lightning whelk dips its shoulder and rushes towards you!&lt;br /&gt;
[SMR result: 59 (Open d100: 10, Penalty: 4)]&lt;br /&gt;
You harmlessly deflect the charge!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Headbutt]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A gigantic lightning whelk charges towards you and attempts a headbutt!&lt;br /&gt;
[SMR result: 130 (Open d100: 69, Bonus: 9)]&lt;br /&gt;
Your size considerably hinders your defense!&lt;br /&gt;
A gigantic lightning whelk slams its head into you!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   You hear a buzzing in your ears from that blow!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Lightning Vulnerability&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Warning hues flush down the length of a gigantic lightning whelk and its shell begins to pulse with light.  Power crackles outward from the whelk in a dazzling halo!&lt;br /&gt;
[MDR result: 130 (Open d100: 86, Penalty: 3)]&lt;br /&gt;
Electricity tingles painfully over your skin, lingering in a buzzing aura.&lt;br /&gt;
The electrical essence is drawn toward your widowwood anklet, where it is consumed with an abrupt burst of light!&lt;br /&gt;
Sky blue filaments of energy bleed from your aura as your resistance against electrical damage lessens.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts electric resistance debuff.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 105&lt;br /&gt;
|levelm1 = 106&lt;br /&gt;
|level = 107&lt;br /&gt;
|levelp1 = 108&lt;br /&gt;
|levelp2 = 109&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fulminating_stormborn_primordial&amp;diff=242177</id>
		<title>Fulminating stormborn primordial</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fulminating_stormborn_primordial&amp;diff=242177"/>
		<updated>2025-07-15T02:18:58Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 109 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = primordial &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Physical attack&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Example Spell]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 107&lt;br /&gt;
|levelm1 = 108&lt;br /&gt;
|level = 109&lt;br /&gt;
|levelp1 = 110&lt;br /&gt;
|levelp2 = 111&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Kelp-tangled_coral_golem&amp;diff=242176</id>
		<title>Kelp-tangled coral golem</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Kelp-tangled_coral_golem&amp;diff=242176"/>
		<updated>2025-07-15T02:18:34Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  109&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Golem &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = Puncture &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = &lt;br /&gt;
| DSP2 =  --&amp;gt;&lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 =  --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A kelp-tangled coral golem drifts in through the water, ragged hunks of kelp swirling around its form.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A kelp-tangled coral golem thunders in, footsteps making the brittle coral composing its body quake and rattle.  Somewhere within the depths of its form, a fish slaps and spasms in an attempt to escape its living prison.&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A kelp-tangled coral golem lifts a dripping fist high overhead and drives it down toward you!&lt;br /&gt;
You hear the soft tinkle of rolling dice, followed by the sound of coins dropping!&lt;br /&gt;
  AS: +588 vs DS: +594 with AvD: +32 + d100 roll: +1 = +27&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A kelp-tangled coral golem spreads mighty arms of jagged coral and tries to crush you in a jagged embrace!&lt;br /&gt;
  AS: +598 vs DS: +697 with AvD: +32 + d100 roll: +29 = -38&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A kelp-tangled coral golem slowly raises a seaweed-tangled foot and tries to stomp down on you!&lt;br /&gt;
  AS: +588 vs DS: +697 with AvD: +15 + d100 roll: +23 = -71&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Twin Hammerfists]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A kelp-tangled coral golem raises its hands high, laces them together and brings them crashing down towards you!&lt;br /&gt;
[SMR result: 151 (Open d100: 88, Penalty: 4)]&lt;br /&gt;
Your size significantly hinders your defense!&lt;br /&gt;
A kelp-tangled coral golem catches you square in the back!  You topple to the ground in a dazed heap!&lt;br /&gt;
You are struck by an acute sense of vulnerability.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A kelp-tangled coral golem reaches into its chest cavity, coral clacking against coral noisily as its fingers rummage about.  It produces a jellyfish and hurls it at you!&lt;br /&gt;
** Branching filaments of power snap outward from your plumille cloak in a lambent ruby red corona! **&lt;br /&gt;
[SMR result: 98 (Open d100: 83, Penalty: 3)]&lt;br /&gt;
You dodge the flying jellyfish by a hair!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A kelp-tangled coral golem casts a hand forward in the water.  Rapidly growing branches of coral spread through the water, growing swiftly toward you!&lt;br /&gt;
[SMR result: 59 (Open d100: 45, Penalty: 3)]&lt;br /&gt;
You dodge the rapidly growing line of coral!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 107&lt;br /&gt;
|levelm1 = 108&lt;br /&gt;
|level = 109&lt;br /&gt;
|levelp1 = 110&lt;br /&gt;
|levelp2 = 111&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gigantic_lightning_whelk&amp;diff=242175</id>
		<title>Gigantic lightning whelk</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gigantic_lightning_whelk&amp;diff=242175"/>
		<updated>2025-07-15T02:16:54Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 107 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Whelk &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Charge&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Mucus froths and pops along a gigantic lightning whelk&#039;s flanks as it surges into a charge toward you!&lt;br /&gt;
  AS: +576 vs DS: +404 with AvD: +31 + d100 roll: +28 = +231&lt;br /&gt;
   ... and hits for 16 points of damage!&lt;br /&gt;
   Your right leg jerks momentarily but snaps right back.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Engulf&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Gliding on a trail of shimmering mucus, a gigantic lightning whelk throbs forward and tries to engulf you!&lt;br /&gt;
  AS: +576 vs DS: +396 with AvD: +32 + d100 roll: +11 = +223&lt;br /&gt;
   ... and hits for 10 points of damage!&lt;br /&gt;
   Attempt to snare hips shaken loose.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Rasp&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A gigantic lightning whelk extends its neck and tries to rasp your flesh with its radula!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the puncture attack.&lt;br /&gt;
  AS: +576 vs DS: +392 with AvD: +2 + d100 roll: +16 = +202&lt;br /&gt;
   ... and hits for 1 point of damage!&lt;br /&gt;
   Tap to the arm pricks some interest but not much else.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Electric Bolt&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Electricity arcs between a gigantic lightning whelk&#039;s antennae before lashing out at you!&lt;br /&gt;
  AS: +417 vs DS: +449 with AvD: +33 + d100 roll: +10 = +11&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Bullrush]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A gigantic lightning whelk dips its shoulder and rushes towards you!&lt;br /&gt;
[SMR result: 59 (Open d100: 10, Penalty: 4)]&lt;br /&gt;
You harmlessly deflect the charge!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Headbutt]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A gigantic lightning whelk charges towards you and attempts a headbutt!&lt;br /&gt;
[SMR result: 130 (Open d100: 69, Bonus: 9)]&lt;br /&gt;
Your size considerably hinders your defense!&lt;br /&gt;
A gigantic lightning whelk slams its head into you!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   You hear a buzzing in your ears from that blow!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Lightning Vulnerability&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Warning hues flush down the length of a gigantic lightning whelk and its shell begins to pulse with light.  Power crackles outward from the whelk in a dazzling halo!&lt;br /&gt;
[MDR result: 130 (Open d100: 86, Penalty: 3)]&lt;br /&gt;
Electricity tingles painfully over your skin, lingering in a buzzing aura.&lt;br /&gt;
The electrical essence is drawn toward your widowwood anklet, where it is consumed with an abrupt burst of light!&lt;br /&gt;
Sky blue filaments of energy bleed from your aura as your resistance against electrical damage lessens.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts electric resistance debuff.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 105&lt;br /&gt;
|levelm1 = 106&lt;br /&gt;
|level = 107&lt;br /&gt;
|levelp1 = 108&lt;br /&gt;
|levelp2 = 109&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Grey-plumed_steelwing_harpy&amp;diff=242174</id>
		<title>Grey-plumed steelwing harpy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Grey-plumed_steelwing_harpy&amp;diff=242174"/>
		<updated>2025-07-15T02:16:51Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Combat messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 111 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Harpy &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A grey-plumed steelwing harpy soars in on metallic wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Bite&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Spiraling into an aggressive dive, a grey-plumed steelwing harpy bares jagged teeth and tries to savage you with a wild bite!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the crushing attack.&lt;br /&gt;
  AS: +569 vs DS: +472 with AvD: +7 + d100 roll: +52 = +156&lt;br /&gt;
   ... and hits for 6 points of damage!&lt;br /&gt;
   Broken finger on your right hand!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Gnash&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A grey-plumed steelwing harpy whirls down toward you, gnashing her teeth at you!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the puncture attack.&lt;br /&gt;
  AS: +579 vs DS: +472 with AvD: +2 + d100 roll: +28 = +137&lt;br /&gt;
   ... and hits for 1 point of damage!&lt;br /&gt;
   Talk about a close shave!&lt;br /&gt;
  That was too close.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Rake&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A grey-plumed steelwing harpy swoops overhead, raking cruelly at you with her claws!&lt;br /&gt;
Weeping darkness, a translucent fiery red shield springs into being between you and your attacker to temper the blow!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the slashing attack.&lt;br /&gt;
  AS: +579 vs DS: +472 with AvD: +7 + d100 roll: +87 = +201&lt;br /&gt;
   ... and hits for 10 points of damage!&lt;br /&gt;
   Awkward slash to your stomach!&lt;br /&gt;
   Everyone needs another belly button.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Slash&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A grey-plumed steelwing harpy&#039;s talons flash as she slashes cruelly at you with razor sharp claws!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the slashing attack.&lt;br /&gt;
  AS: +579 vs DS: +472 with AvD: +7 + d100 roll: +20 = +134&lt;br /&gt;
   ... and hits for 1 point of damage!&lt;br /&gt;
   Glancing blow to your back.&lt;br /&gt;
   That could have been worse.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Mind Ravage&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Ephemeral violet emanations ripple through the air as a grey-plumed steelwing harpy heaps the weight of her malevolence upon you!&lt;br /&gt;
  CS: +399 - TD: +379 + CvA: -31 + d100: +16 == +5&lt;br /&gt;
  Warded off!&lt;br /&gt;
You meet a grey-plumed steelwing harpy&#039;s psionic assault with an iron will, fending off the mental intrusion!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the immobile debuff.&lt;br /&gt;
&lt;br /&gt;
;Dust Up&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A grey-plumed steelwing harpy flaps her wings, sending up a stinging cloud of dust and grit!&lt;br /&gt;
[SMR result: -42 (Open d100: -40, Penalty: 24)]&lt;br /&gt;
Although dust and grit engulfs you, you manage to keep it out of your eyes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the blind debuff.&lt;br /&gt;
&lt;br /&gt;
;Dazing Shriek&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A grey-plumed steelwing harpy raises her voice in a shrill cry, the echoing shriek cutting through the air in a sonic assault!&lt;br /&gt;
[MDR result: 123 (Open d100: 75, Penalty: 12)]&lt;br /&gt;
The deafening shriek drives the sense from you as it rends your flesh!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Ears pop loudly!&lt;br /&gt;
Your thoughts scatter as you struggle to prepare any magical incantations.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the dazed debuff.&lt;br /&gt;
&lt;br /&gt;
;Snatch&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A grey-plumed steelwing harpy swoops down, her talons extended, and slashes at you in a single vicious swipe!&lt;br /&gt;
[SMR result: 88 (Open d100: 88, Penalty: 21)]&lt;br /&gt;
You duck to avoid the harpy&#039;s snatching talons!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 109&lt;br /&gt;
|levelm1 = 110&lt;br /&gt;
|level = 111&lt;br /&gt;
|levelp1 = 112&lt;br /&gt;
|levelp2 = 113&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Blubbery_humpbacked_merrow&amp;diff=242170</id>
		<title>Blubbery humpbacked merrow</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Blubbery_humpbacked_merrow&amp;diff=242170"/>
		<updated>2025-07-15T02:04:22Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Combat messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 111 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Merror &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = Charm Toxin &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| AB2 = Reactive Spines &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| AB2 = Regenerate &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
*Merrows have a form of 1720 that allows them to block spells under 9 ranks of training.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Your spell meets a blubbery humpbacked merrow&#039;s scaled hide and dissipates into raw mana, untangling into hissing threads of of dying radiance.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Tested via 1101, 1106, 1108, 309, and 1110. 309 and 1110 were successful.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A blubbery humpbacked merrow swims in, propelled by powerful undulations of her tail.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A blubbery humpbacked merrow croaks deep in his throat, channeling a torrent of shimmering energy down one squamous arm.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Colored spittle tinged with venom explodes from a blubbery humpbacked merrow&#039;s mouth as she chokes on her final breaths and collapses into a blubbery heap.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A blubbery humpbacked merrow&#039;s flesh sinks in upon itself, contorting the merrow&#039;s features as moisture leaches from the corpse.  All at once, the body collapses into a fine, pearlescent dust that shimmers as it blows away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Bite&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A blubbery humpbacked merrow unhinges her jaw monstrously and tries to bite into you!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the crushing attack.&lt;br /&gt;
  AS: +574 vs DS: +424 with AvD: +7 + d100 roll: +99 = +256&lt;br /&gt;
   ... and hits for 31 points of damage!&lt;br /&gt;
   Blow raises a welt on your left arm.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Rake&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A blubbery humpbacked merrow spreads her knobby, webbed fingers wide and rakes at you with her jagged claws!&lt;br /&gt;
  AS: +584 vs DS: +452 with AvD: +7 + d100 roll: +25 = +164&lt;br /&gt;
   ... and hits for 4 points of damage!&lt;br /&gt;
   Blow leaves an imprint on your chest!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Cold Snap]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A blubbery humpbacked merrow raises one ill-made limb to point at you!&lt;br /&gt;
An airy mist rolls into the area, carrying a harsh chill with it.&lt;br /&gt;
  CS: +498 - TD: +362 + CvA: -41 + d100: +16 == +111&lt;br /&gt;
  Warding failed!&lt;br /&gt;
A blubbery humpbacked merrow&#039;s appearance of sharpened focus fades.&lt;br /&gt;
The mist leaves your lower half encased in a thick block of ice.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Disintegrate]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A blubbery humpbacked merrow raises one ill-made limb to point at you!&lt;br /&gt;
Starburst patterns of pale blue light sweep forward from your chest and infuse the deep blue glow with their energy.&lt;br /&gt;
You hear the soft tinkle of rolling dice, followed by a faint lucky feeling.&lt;br /&gt;
  CS: +497 - TD: +450 + CvA: -41 + d100: +58 == +64&lt;br /&gt;
  Warded off!&lt;br /&gt;
  A dull grey beam snakes out toward you, but dissipates upon impact.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Tremors]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A blubbery humpbacked merrow throws her great head back, showing rows of terrible teeth as she gurgles out the last words of her spell!&lt;br /&gt;
The ground around you seems to shake violently, making it hard to stand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Charm Toxin&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
The glands in a blubbery humpbacked merrow&#039;s neck pulse and bulge, swelling horribly.  She gurgles and chokes, belching a cloud of colorful mist at you!&lt;br /&gt;
[SMR result: 106 (Open d100: 74, Penalty: 1)]&lt;br /&gt;
The mist stings over your skin and burns in your lungs, and you find your thoughts drifting dreamily.&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Drop of acid gets in your eye!  Better flush it out.&lt;br /&gt;
   You are stunned for 1 round!&lt;br /&gt;
A calm washes over you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the calm debuff.&lt;br /&gt;
&lt;br /&gt;
;Mind Burst&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A nimbus of psychic energy blossoms around a blubbery humpbacked merrow and sharp-tipped threads of power streak from around her to lash at you!&lt;br /&gt;
[MDR result: 133 (Open d100: 70, Bonus: 11)]&lt;br /&gt;
Pain explodes down your spine as the psychic assault rips through your defenses before erupting from within you!&lt;br /&gt;
A grey zelnorn greatshield emblazoned with stylized ruby flames partially deflects the onslaught of the disruption attack.&lt;br /&gt;
   ... 3 points of damage!&lt;br /&gt;
   Your vertebrae vibrate causing extreme pain.&lt;br /&gt;
You go limp as you are rendered unconscious!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the sleep debuff.&lt;br /&gt;
&lt;br /&gt;
;Dazing Presence&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A blubbery humpbacked merrow locks eyes with you, its luminous gaze fixating you as the air between you ripples with a torrent of psychic power.&lt;br /&gt;
[MDR result: 184 (Open d100: 8, Bonus: 111)]&lt;br /&gt;
The merrow&#039;s mind pushes past your defenses, her presence like rancid fish oil as it spreads through your mind, tugging violently at memories and thoughts!&lt;br /&gt;
You slowly come back to alertness and realize you must have been sleeping.&lt;br /&gt;
You are confused!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the confused debuff.&lt;br /&gt;
&lt;br /&gt;
;Reactive Spines&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You swing a somnis spiked mace at a blubbery humpbacked merrow!&lt;br /&gt;
  AS: +761 vs DS: +751 with AvD: +41 + d100 roll: +37 = +88&lt;br /&gt;
   A clean miss.&lt;br /&gt;
Jostled by the attack, some of a blubbery humpbacked merrow&#039;s spines erupt from her flesh in a deadly hail!&lt;br /&gt;
[SMR result: 109 (Open d100: 181, Bonus: 3)]&lt;br /&gt;
One of the flying spines buries itself in your flesh!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Minor puncture to the back.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When attacked by any method, the merrow can react with spines that will deal damage and inflict a powerful poison.  The poison can be removed with the Unpoison spell.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 109&lt;br /&gt;
|levelm1 = 110&lt;br /&gt;
|level = 111&lt;br /&gt;
|levelp1 = 112&lt;br /&gt;
|levelp2 = 113&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Grey-plumed_steelwing_harpy&amp;diff=242169</id>
		<title>Grey-plumed steelwing harpy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Grey-plumed_steelwing_harpy&amp;diff=242169"/>
		<updated>2025-07-15T02:02:25Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: Created page with &amp;quot;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt; | picture =   | level = 111 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt; | family = Harpy &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt; | type =  &amp;lt;!-- Creature body type --&amp;gt; | otherclass = &amp;lt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 111 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Harpy &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A grey-plumed steelwing harpy soars in on metallic wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Bite&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Spiraling into an aggressive dive, a grey-plumed steelwing harpy bares jagged teeth and tries to savage you with a wild bite!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the crushing attack.&lt;br /&gt;
  AS: +569 vs DS: +472 with AvD: +7 + d100 roll: +52 = +156&lt;br /&gt;
   ... and hits for 6 points of damage!&lt;br /&gt;
   Broken finger on your right hand!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Gnash&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A grey-plumed steelwing harpy whirls down toward you, gnashing her teeth at you!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the puncture attack.&lt;br /&gt;
  AS: +579 vs DS: +472 with AvD: +2 + d100 roll: +28 = +137&lt;br /&gt;
   ... and hits for 1 point of damage!&lt;br /&gt;
   Talk about a close shave!&lt;br /&gt;
  That was too close.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Rake&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A grey-plumed steelwing harpy swoops overhead, raking cruelly at you with her claws!&lt;br /&gt;
Weeping darkness, a translucent fiery red shield springs into being between you and your attacker to temper the blow!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the slashing attack.&lt;br /&gt;
  AS: +579 vs DS: +472 with AvD: +7 + d100 roll: +87 = +201&lt;br /&gt;
   ... and hits for 10 points of damage!&lt;br /&gt;
   Awkward slash to your stomach!&lt;br /&gt;
   Everyone needs another belly button.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Slash&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A grey-plumed steelwing harpy&#039;s talons flash as she slashes cruelly at you with razor sharp claws!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the slashing attack.&lt;br /&gt;
  AS: +579 vs DS: +472 with AvD: +7 + d100 roll: +20 = +134&lt;br /&gt;
   ... and hits for 1 point of damage!&lt;br /&gt;
   Glancing blow to your back.&lt;br /&gt;
   That could have been worse.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Mind Ravage]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Ephemeral violet emanations ripple through the air as a grey-plumed steelwing harpy heaps the weight of her malevolence upon you!&lt;br /&gt;
  CS: +399 - TD: +379 + CvA: -31 + d100: +16 == +5&lt;br /&gt;
  Warded off!&lt;br /&gt;
You meet a grey-plumed steelwing harpy&#039;s psionic assault with an iron will, fending off the mental intrusion!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the immobile debuff.&lt;br /&gt;
&lt;br /&gt;
;[[Dust Up]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A grey-plumed steelwing harpy flaps her wings, sending up a stinging cloud of dust and grit!&lt;br /&gt;
[SMR result: -42 (Open d100: -40, Penalty: 24)]&lt;br /&gt;
Although dust and grit engulfs you, you manage to keep it out of your eyes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the blind debuff.&lt;br /&gt;
&lt;br /&gt;
;Dazing Shriek&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A grey-plumed steelwing harpy raises her voice in a shrill cry, the echoing shriek cutting through the air in a sonic assault!&lt;br /&gt;
[MDR result: 123 (Open d100: 75, Penalty: 12)]&lt;br /&gt;
The deafening shriek drives the sense from you as it rends your flesh!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Ears pop loudly!&lt;br /&gt;
Your thoughts scatter as you struggle to prepare any magical incantations.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the dazed debuff.&lt;br /&gt;
&lt;br /&gt;
;Snatch&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A grey-plumed steelwing harpy swoops down, her talons extended, and slashes at you in a single vicious swipe!&lt;br /&gt;
[SMR result: 88 (Open d100: 88, Penalty: 21)]&lt;br /&gt;
You duck to avoid the harpy&#039;s snatching talons!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 109&lt;br /&gt;
|levelm1 = 110&lt;br /&gt;
|level = 111&lt;br /&gt;
|levelp1 = 112&lt;br /&gt;
|levelp2 = 113&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Blubbery_humpbacked_merrow&amp;diff=242154</id>
		<title>Blubbery humpbacked merrow</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Blubbery_humpbacked_merrow&amp;diff=242154"/>
		<updated>2025-07-14T18:14:26Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Hunting Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 111 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Merror &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = Charm Toxin &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| AB2 = Reactive Spines &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| AB2 = Regenerate &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
*Merrows have a form of 1720 that allows them to block spells under 9 ranks of training.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Your spell meets a blubbery humpbacked merrow&#039;s scaled hide and dissipates into raw mana, untangling into hissing threads of of dying radiance.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Tested via 1101, 1106, 1108, 309, and 1110. 309 and 1110 were successful.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A blubbery humpbacked merrow swims in, propelled by powerful undulations of her tail.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A blubbery humpbacked merrow croaks deep in his throat, channeling a torrent of shimmering energy down one squamous arm.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Colored spittle tinged with venom explodes from a blubbery humpbacked merrow&#039;s mouth as she chokes on her final breaths and collapses into a blubbery heap.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A blubbery humpbacked merrow&#039;s flesh sinks in upon itself, contorting the merrow&#039;s features as moisture leaches from the corpse.  All at once, the body collapses into a fine, pearlescent dust that shimmers as it blows away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Bite&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A blubbery humpbacked merrow unhinges her jaw monstrously and tries to bite into you!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the crushing attack.&lt;br /&gt;
  AS: +574 vs DS: +424 with AvD: +7 + d100 roll: +99 = +256&lt;br /&gt;
   ... and hits for 31 points of damage!&lt;br /&gt;
   Blow raises a welt on your left arm.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Rake&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A blubbery humpbacked merrow spreads her knobby, webbed fingers wide and rakes at you with her jagged claws!&lt;br /&gt;
  AS: +584 vs DS: +452 with AvD: +7 + d100 roll: +25 = +164&lt;br /&gt;
   ... and hits for 4 points of damage!&lt;br /&gt;
   Blow leaves an imprint on your chest!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Cold Snap]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A blubbery humpbacked merrow raises one ill-made limb to point at you!&lt;br /&gt;
An airy mist rolls into the area, carrying a harsh chill with it.&lt;br /&gt;
  CS: +498 - TD: +362 + CvA: -41 + d100: +16 == +111&lt;br /&gt;
  Warding failed!&lt;br /&gt;
A blubbery humpbacked merrow&#039;s appearance of sharpened focus fades.&lt;br /&gt;
The mist leaves your lower half encased in a thick block of ice.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Disintegrate]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A blubbery humpbacked merrow raises one ill-made limb to point at you!&lt;br /&gt;
Starburst patterns of pale blue light sweep forward from your chest and infuse the deep blue glow with their energy.&lt;br /&gt;
You hear the soft tinkle of rolling dice, followed by a faint lucky feeling.&lt;br /&gt;
  CS: +497 - TD: +450 + CvA: -41 + d100: +58 == +64&lt;br /&gt;
  Warded off!&lt;br /&gt;
  A dull grey beam snakes out toward you, but dissipates upon impact.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Tremors]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A blubbery humpbacked merrow throws her great head back, showing rows of terrible teeth as she gurgles out the last words of her spell!&lt;br /&gt;
The ground around you seems to shake violently, making it hard to stand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Charm Toxin&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
The glands in a blubbery humpbacked merrow&#039;s neck pulse and bulge, swelling horribly.  She gurgles and chokes, belching a cloud of colorful mist at you!&lt;br /&gt;
[SMR result: 106 (Open d100: 74, Penalty: 1)]&lt;br /&gt;
The mist stings over your skin and burns in your lungs, and you find your thoughts drifting dreamily.&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Drop of acid gets in your eye!  Better flush it out.&lt;br /&gt;
   You are stunned for 1 round!&lt;br /&gt;
A calm washes over you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the calm debuff.&lt;br /&gt;
&lt;br /&gt;
;Psychic Sleep&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A nimbus of psychic energy blossoms around a blubbery humpbacked merrow and sharp-tipped threads of power streak from around her to lash at you!&lt;br /&gt;
[MDR result: 133 (Open d100: 70, Bonus: 11)]&lt;br /&gt;
Pain explodes down your spine as the psychic assault rips through your defenses before erupting from within you!&lt;br /&gt;
A grey zelnorn greatshield emblazoned with stylized ruby flames partially deflects the onslaught of the disruption attack.&lt;br /&gt;
   ... 3 points of damage!&lt;br /&gt;
   Your vertebrae vibrate causing extreme pain.&lt;br /&gt;
You go limp as you are rendered unconscious!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the sleep debuff.&lt;br /&gt;
&lt;br /&gt;
;Psychic Confuse&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A blubbery humpbacked merrow locks eyes with you, its luminous gaze fixating you as the air between you ripples with a torrent of psychic power.&lt;br /&gt;
[MDR result: 184 (Open d100: 8, Bonus: 111)]&lt;br /&gt;
The merrow&#039;s mind pushes past your defenses, her presence like rancid fish oil as it spreads through your mind, tugging violently at memories and thoughts!&lt;br /&gt;
You slowly come back to alertness and realize you must have been sleeping.&lt;br /&gt;
You are confused!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the confused debuff.&lt;br /&gt;
&lt;br /&gt;
;Reactive Spines&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You swing a somnis spiked mace at a blubbery humpbacked merrow!&lt;br /&gt;
  AS: +761 vs DS: +751 with AvD: +41 + d100 roll: +37 = +88&lt;br /&gt;
   A clean miss.&lt;br /&gt;
Jostled by the attack, some of a blubbery humpbacked merrow&#039;s spines erupt from her flesh in a deadly hail!&lt;br /&gt;
[SMR result: 109 (Open d100: 181, Bonus: 3)]&lt;br /&gt;
One of the flying spines buries itself in your flesh!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Minor puncture to the back.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When attacked by any method, the merrow can react with spines that will deal damage and inflict a powerful poison.  The poison can be removed with the Unpoison spell.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 109&lt;br /&gt;
|levelm1 = 110&lt;br /&gt;
|level = 111&lt;br /&gt;
|levelp1 = 112&lt;br /&gt;
|levelp2 = 113&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Algae-draped_merrow_oracle&amp;diff=242153</id>
		<title>Algae-draped merrow oracle</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Algae-draped_merrow_oracle&amp;diff=242153"/>
		<updated>2025-07-14T18:14:16Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Hunting Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  115&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Merrow &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 518&lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 444&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 2 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = &lt;br /&gt;
| DSP2 =  --&amp;gt;&lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 =  --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
*Merrows have a form of 1720 that allows them to block spells under 9 ranks of training.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Your spell meets an algae-draped merrow oracle&#039;s scaled hide and dissipates into raw mana, untangling into hissing threads of of dying radiance.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Tested via 1101, 1106, 1108, 309, and 1110.  309 and 1110 were successful.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle swiftly swims in, cutting through the water with preternatural grace.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle gurgles in a lost tongue, crackles of blue-green energy tangling over her misshapen limbs.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;[[(Bolt)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle splays a webbed claw toward you!&lt;br /&gt;
An algae-draped merrow oracle hurls a chunk of ice at you!&lt;br /&gt;
  AS: +518 vs DS: +583 with AvD: +12 + d100 roll: +44 = -9&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[(Bolt)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle twitches her webbed fingers, hardening a crescent-shaped patch of air before sending it whistling toward you!&lt;br /&gt;
  AS: +518 vs DS: +591 with AvD: +34 + d100 roll: +6 = -33&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[(Bolt)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle raises a gnarled hand, and watery light wicks through its webbing before a sickly grey beam of energy streaks from its palm toward you!&lt;br /&gt;
  AS: +518 vs DS: +591 with AvD: +14 + d100 roll: +41 = -18&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[(Bolt)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Lightning crackles between an algae-draped merrow oracle&#039;s webbed fingers before blazing forward in a jagged bar toward you!&lt;br /&gt;
  AS: +518 vs DS: +641 with AvD: +33 + d100 roll: +62 = -28&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Call Lightning]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle splays a webbed claw toward you!&lt;br /&gt;
You notice a small cloud form above you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Searing Light]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle twists her wobbling bulk, electricity crackling down her feeble limbs as thunder answers from above.  The oracle shapes lightning between her webbed claws before sending it streaking forward in a blinding, forking blast!&lt;br /&gt;
[SMR result: 174 (Open d100: 70, Bonus: 62)]&lt;br /&gt;
Searing lightning strikes you in a blinding flash and the air around you burns!&lt;br /&gt;
Weeping darkness, a translucent fiery red shield springs into being between you and your attacker to temper the blow!&lt;br /&gt;
Your widowwood anklet pulses briefly, deflecting some of the electrical damage!&lt;br /&gt;
   ... 9 points of damage!&lt;br /&gt;
   Hard jolt contracts every muscle in your upper body.&lt;br /&gt;
The electricity carries itself through you and dissipates in the water with a small crackle.&lt;br /&gt;
You are struck by an acute sense of vulnerability.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Major Elemental Wave]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle splays a webbed claw toward you!&lt;br /&gt;
A wave of crimson ethereal ripples moves outward from an algae-draped merrow oracle.&lt;br /&gt;
** Branching filaments of power snap outward from your plumille cloak in a lambent ruby red corona! **&lt;br /&gt;
[SMR result: 163 (Open d100: 117, Penalty: 7)]&lt;br /&gt;
You are buffeted by the crimson ethereal waves, and knocked to the ground.&lt;br /&gt;
You are pinned in place, unable to move.&lt;br /&gt;
The ruby on your silver ring flares brightly as it absorbs the searing heat!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Earthen Fury]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle gurgles in a lost tongue, crackles of blue-green energy tangling over her misshapen limbs.&lt;br /&gt;
An algae-draped merrow oracle splays a webbed claw toward you!&lt;br /&gt;
The ground beneath your feet suddenly frosts and rumbles violently!&lt;br /&gt;
You hear the soft tinkle of rolling dice, followed by a faint lucky feeling.&lt;br /&gt;
The earth cracks beneath you, releasing a column of frigid air!&lt;br /&gt;
[SMR result: 91 (Open d100: 7, Bonus: 42)]&lt;br /&gt;
You dodge out of the way!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Mana Burst]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle splays a webbed claw toward you!&lt;br /&gt;
The very fabric of reality surrounding you fluctuates wildly!&lt;br /&gt;
  CS: +444 - TD: +379 + CvA: -41 + d100: +83 == +107&lt;br /&gt;
  Warding failed!&lt;br /&gt;
Chaotic force distorts the air with a sudden, resonant pulse!&lt;br /&gt;
Weeping darkness, a translucent fiery red shield springs into being between you and your attacker to temper the blow!&lt;br /&gt;
A grey zelnorn greatshield emblazoned with stylized ruby flames partially deflects the onslaught of the disruption attack.&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Chest spasm makes it hard for you to breathe.&lt;br /&gt;
Twisting streamers of shimmering mana abruptly constrict!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Attempt to grab from behind shrugged off.&lt;br /&gt;
Chaotic force distorts the air with a sudden, resonant pulse!&lt;br /&gt;
A grey zelnorn greatshield emblazoned with stylized ruby flames partially deflects the onslaught of the disruption attack.&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   You double over with stomach cramps.&lt;br /&gt;
Radiant fans of violet and cerise erupt with searing violence!&lt;br /&gt;
   ... 4 points of damage!&lt;br /&gt;
   Intense blast to your eyelid causes it to sizzle and pop.&lt;br /&gt;
   You are stunned for 2 rounds!&lt;br /&gt;
With a last convulsive shiver, the mana weave settles.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 113&lt;br /&gt;
|levelm1 = 114&lt;br /&gt;
|level = 115&lt;br /&gt;
|levelp1 = 116&lt;br /&gt;
|levelp2 = 117&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Algae-draped_merrow_oracle&amp;diff=242152</id>
		<title>Algae-draped merrow oracle</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Algae-draped_merrow_oracle&amp;diff=242152"/>
		<updated>2025-07-14T18:08:03Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Hunting Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  115&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Merrow &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 518&lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 444&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 2 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = &lt;br /&gt;
| DSP2 =  --&amp;gt;&lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 =  --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
*Merrows have a form of 1720 that allows them to block spells under 10 ranks of training.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Your spell meets an algae-draped merrow oracle&#039;s scaled hide and dissipates into raw mana, untangling into hissing threads of of dying radiance.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Tested via 1101, 1106, 1108, and 1110.  1110 was successful.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle swiftly swims in, cutting through the water with preternatural grace.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle gurgles in a lost tongue, crackles of blue-green energy tangling over her misshapen limbs.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;[[(Bolt)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle splays a webbed claw toward you!&lt;br /&gt;
An algae-draped merrow oracle hurls a chunk of ice at you!&lt;br /&gt;
  AS: +518 vs DS: +583 with AvD: +12 + d100 roll: +44 = -9&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[(Bolt)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle twitches her webbed fingers, hardening a crescent-shaped patch of air before sending it whistling toward you!&lt;br /&gt;
  AS: +518 vs DS: +591 with AvD: +34 + d100 roll: +6 = -33&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[(Bolt)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle raises a gnarled hand, and watery light wicks through its webbing before a sickly grey beam of energy streaks from its palm toward you!&lt;br /&gt;
  AS: +518 vs DS: +591 with AvD: +14 + d100 roll: +41 = -18&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[(Bolt)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Lightning crackles between an algae-draped merrow oracle&#039;s webbed fingers before blazing forward in a jagged bar toward you!&lt;br /&gt;
  AS: +518 vs DS: +641 with AvD: +33 + d100 roll: +62 = -28&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Call Lightning]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle splays a webbed claw toward you!&lt;br /&gt;
You notice a small cloud form above you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Searing Light]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle twists her wobbling bulk, electricity crackling down her feeble limbs as thunder answers from above.  The oracle shapes lightning between her webbed claws before sending it streaking forward in a blinding, forking blast!&lt;br /&gt;
[SMR result: 174 (Open d100: 70, Bonus: 62)]&lt;br /&gt;
Searing lightning strikes you in a blinding flash and the air around you burns!&lt;br /&gt;
Weeping darkness, a translucent fiery red shield springs into being between you and your attacker to temper the blow!&lt;br /&gt;
Your widowwood anklet pulses briefly, deflecting some of the electrical damage!&lt;br /&gt;
   ... 9 points of damage!&lt;br /&gt;
   Hard jolt contracts every muscle in your upper body.&lt;br /&gt;
The electricity carries itself through you and dissipates in the water with a small crackle.&lt;br /&gt;
You are struck by an acute sense of vulnerability.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Major Elemental Wave]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle splays a webbed claw toward you!&lt;br /&gt;
A wave of crimson ethereal ripples moves outward from an algae-draped merrow oracle.&lt;br /&gt;
** Branching filaments of power snap outward from your plumille cloak in a lambent ruby red corona! **&lt;br /&gt;
[SMR result: 163 (Open d100: 117, Penalty: 7)]&lt;br /&gt;
You are buffeted by the crimson ethereal waves, and knocked to the ground.&lt;br /&gt;
You are pinned in place, unable to move.&lt;br /&gt;
The ruby on your silver ring flares brightly as it absorbs the searing heat!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Earthen Fury]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle gurgles in a lost tongue, crackles of blue-green energy tangling over her misshapen limbs.&lt;br /&gt;
An algae-draped merrow oracle splays a webbed claw toward you!&lt;br /&gt;
The ground beneath your feet suddenly frosts and rumbles violently!&lt;br /&gt;
You hear the soft tinkle of rolling dice, followed by a faint lucky feeling.&lt;br /&gt;
The earth cracks beneath you, releasing a column of frigid air!&lt;br /&gt;
[SMR result: 91 (Open d100: 7, Bonus: 42)]&lt;br /&gt;
You dodge out of the way!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Mana Burst]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle splays a webbed claw toward you!&lt;br /&gt;
The very fabric of reality surrounding you fluctuates wildly!&lt;br /&gt;
  CS: +444 - TD: +379 + CvA: -41 + d100: +83 == +107&lt;br /&gt;
  Warding failed!&lt;br /&gt;
Chaotic force distorts the air with a sudden, resonant pulse!&lt;br /&gt;
Weeping darkness, a translucent fiery red shield springs into being between you and your attacker to temper the blow!&lt;br /&gt;
A grey zelnorn greatshield emblazoned with stylized ruby flames partially deflects the onslaught of the disruption attack.&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Chest spasm makes it hard for you to breathe.&lt;br /&gt;
Twisting streamers of shimmering mana abruptly constrict!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Attempt to grab from behind shrugged off.&lt;br /&gt;
Chaotic force distorts the air with a sudden, resonant pulse!&lt;br /&gt;
A grey zelnorn greatshield emblazoned with stylized ruby flames partially deflects the onslaught of the disruption attack.&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   You double over with stomach cramps.&lt;br /&gt;
Radiant fans of violet and cerise erupt with searing violence!&lt;br /&gt;
   ... 4 points of damage!&lt;br /&gt;
   Intense blast to your eyelid causes it to sizzle and pop.&lt;br /&gt;
   You are stunned for 2 rounds!&lt;br /&gt;
With a last convulsive shiver, the mana weave settles.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 113&lt;br /&gt;
|levelm1 = 114&lt;br /&gt;
|level = 115&lt;br /&gt;
|levelp1 = 116&lt;br /&gt;
|levelp2 = 117&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Blubbery_humpbacked_merrow&amp;diff=242151</id>
		<title>Blubbery humpbacked merrow</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Blubbery_humpbacked_merrow&amp;diff=242151"/>
		<updated>2025-07-14T18:06:22Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Hunting Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 111 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Merror &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = Charm Toxin &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| AB2 = Reactive Spines &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| AB2 = Regenerate &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
*Merrows have a form of 1720 that allows them to block spells under 10 ranks of training.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Your spell meets a blubbery humpbacked merrow&#039;s scaled hide and dissipates into raw mana, untangling into hissing threads of of dying radiance.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Tested via 1101, 1106, 1108, and 1110.  1110 was successful.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A blubbery humpbacked merrow swims in, propelled by powerful undulations of her tail.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A blubbery humpbacked merrow croaks deep in his throat, channeling a torrent of shimmering energy down one squamous arm.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Colored spittle tinged with venom explodes from a blubbery humpbacked merrow&#039;s mouth as she chokes on her final breaths and collapses into a blubbery heap.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A blubbery humpbacked merrow&#039;s flesh sinks in upon itself, contorting the merrow&#039;s features as moisture leaches from the corpse.  All at once, the body collapses into a fine, pearlescent dust that shimmers as it blows away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Bite&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A blubbery humpbacked merrow unhinges her jaw monstrously and tries to bite into you!&lt;br /&gt;
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the crushing attack.&lt;br /&gt;
  AS: +574 vs DS: +424 with AvD: +7 + d100 roll: +99 = +256&lt;br /&gt;
   ... and hits for 31 points of damage!&lt;br /&gt;
   Blow raises a welt on your left arm.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Rake&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A blubbery humpbacked merrow spreads her knobby, webbed fingers wide and rakes at you with her jagged claws!&lt;br /&gt;
  AS: +584 vs DS: +452 with AvD: +7 + d100 roll: +25 = +164&lt;br /&gt;
   ... and hits for 4 points of damage!&lt;br /&gt;
   Blow leaves an imprint on your chest!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Cold Snap]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A blubbery humpbacked merrow raises one ill-made limb to point at you!&lt;br /&gt;
An airy mist rolls into the area, carrying a harsh chill with it.&lt;br /&gt;
  CS: +498 - TD: +362 + CvA: -41 + d100: +16 == +111&lt;br /&gt;
  Warding failed!&lt;br /&gt;
A blubbery humpbacked merrow&#039;s appearance of sharpened focus fades.&lt;br /&gt;
The mist leaves your lower half encased in a thick block of ice.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Disintegrate]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A blubbery humpbacked merrow raises one ill-made limb to point at you!&lt;br /&gt;
Starburst patterns of pale blue light sweep forward from your chest and infuse the deep blue glow with their energy.&lt;br /&gt;
You hear the soft tinkle of rolling dice, followed by a faint lucky feeling.&lt;br /&gt;
  CS: +497 - TD: +450 + CvA: -41 + d100: +58 == +64&lt;br /&gt;
  Warded off!&lt;br /&gt;
  A dull grey beam snakes out toward you, but dissipates upon impact.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Tremors]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A blubbery humpbacked merrow throws her great head back, showing rows of terrible teeth as she gurgles out the last words of her spell!&lt;br /&gt;
The ground around you seems to shake violently, making it hard to stand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Charm Toxin&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
The glands in a blubbery humpbacked merrow&#039;s neck pulse and bulge, swelling horribly.  She gurgles and chokes, belching a cloud of colorful mist at you!&lt;br /&gt;
[SMR result: 106 (Open d100: 74, Penalty: 1)]&lt;br /&gt;
The mist stings over your skin and burns in your lungs, and you find your thoughts drifting dreamily.&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Drop of acid gets in your eye!  Better flush it out.&lt;br /&gt;
   You are stunned for 1 round!&lt;br /&gt;
A calm washes over you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the calm debuff.&lt;br /&gt;
&lt;br /&gt;
;Psychic Sleep&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A nimbus of psychic energy blossoms around a blubbery humpbacked merrow and sharp-tipped threads of power streak from around her to lash at you!&lt;br /&gt;
[MDR result: 133 (Open d100: 70, Bonus: 11)]&lt;br /&gt;
Pain explodes down your spine as the psychic assault rips through your defenses before erupting from within you!&lt;br /&gt;
A grey zelnorn greatshield emblazoned with stylized ruby flames partially deflects the onslaught of the disruption attack.&lt;br /&gt;
   ... 3 points of damage!&lt;br /&gt;
   Your vertebrae vibrate causing extreme pain.&lt;br /&gt;
You go limp as you are rendered unconscious!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the sleep debuff.&lt;br /&gt;
&lt;br /&gt;
;Psychic Confuse&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A blubbery humpbacked merrow locks eyes with you, its luminous gaze fixating you as the air between you ripples with a torrent of psychic power.&lt;br /&gt;
[MDR result: 184 (Open d100: 8, Bonus: 111)]&lt;br /&gt;
The merrow&#039;s mind pushes past your defenses, her presence like rancid fish oil as it spreads through your mind, tugging violently at memories and thoughts!&lt;br /&gt;
You slowly come back to alertness and realize you must have been sleeping.&lt;br /&gt;
You are confused!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the confused debuff.&lt;br /&gt;
&lt;br /&gt;
;Reactive Spines&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You swing a somnis spiked mace at a blubbery humpbacked merrow!&lt;br /&gt;
  AS: +761 vs DS: +751 with AvD: +41 + d100 roll: +37 = +88&lt;br /&gt;
   A clean miss.&lt;br /&gt;
Jostled by the attack, some of a blubbery humpbacked merrow&#039;s spines erupt from her flesh in a deadly hail!&lt;br /&gt;
[SMR result: 109 (Open d100: 181, Bonus: 3)]&lt;br /&gt;
One of the flying spines buries itself in your flesh!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Minor puncture to the back.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When attacked by any method, the merrow can react with spines that will deal damage and inflict a powerful poison.  The poison can be removed with the Unpoison spell.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 109&lt;br /&gt;
|levelm1 = 110&lt;br /&gt;
|level = 111&lt;br /&gt;
|levelp1 = 112&lt;br /&gt;
|levelp2 = 113&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Scaly_needle-toothed_trenchling&amp;diff=242150</id>
		<title>Scaly needle-toothed trenchling</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Scaly_needle-toothed_trenchling&amp;diff=242150"/>
		<updated>2025-07-14T18:02:15Z</updated>

		<summary type="html">&lt;p&gt;HALEM20: /* Other Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 107 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Trenchling &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs =  &amp;lt;!-- All new creatures are BCS; Yes/No --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg =  &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD =  &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature special other|}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A scaly needle-toothed trenchling races in, eyes glowing fiercely!&lt;br /&gt;
&lt;br /&gt;
A scaly needle-toothed trenchling swims in, spindly limbs awkwardly propelling her through the water.&lt;br /&gt;
&lt;br /&gt;
A scaly needle-toothed trenchling charges in on rawboned legs, his webbed feet slapping the ground.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Bite&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A scaly needle-toothed trenchling lunges forward, mouth hideously agape, and tries to bite you!&lt;br /&gt;
At the last moment, you block the attack with your greatshield!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Flail&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Gurgling in a guttural, wet tongue, a scaly needle-toothed trenchling flails with a webbed claw at you!&lt;br /&gt;
  AS: +516 vs DS: +737 with AvD: +7 + d100 roll: +27 = -187&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Gnash&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Opening her mouth wide to reveal countless rows of teeth, a scaly needle-toothed trenchling gnashes at you!&lt;br /&gt;
  AS: +516 vs DS: +737 with AvD: +7 + d100 roll: +42 = -172&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Mstrike&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Propelled by rage and hunger, a scaly needle-toothed trenchling throws her webbed claws and launches forward in a ravening blur of wild attacks!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Mstrike consisting of various bites, flails, and gnashes.&lt;br /&gt;
&lt;br /&gt;
;[[Example Spell]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Hamstring]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
With a quick lunge, a scaly needle-toothed trenchling tries to hamstring you with his !&lt;br /&gt;
[SMR result: 98 (Open d100: 56, Penalty: 3)]&lt;br /&gt;
Your zelnorn greatshield aided in your defense!&lt;br /&gt;
A scaly needle-toothed trenchling&#039;s swing goes wide!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Kneebash]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A scaly needle-toothed trenchling clenches her fist tightly and snaps it down at your knee!&lt;br /&gt;
[SMR result: 95 (Open d100: 58, Penalty: 3)]&lt;br /&gt;
A scaly needle-toothed trenchling catches you offguard by attempting a cheapshot, but the blow is harmlessly deflected by your rusalkoren platemail.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Tackle]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A scaly needle-toothed trenchling barrels into a charge, webbed feet slapping like a drumbeat.  She propels herself into the air, hurtingly at you!&lt;br /&gt;
[SMR result: 51 (Open d100: 57, Penalty: 23)]&lt;br /&gt;
You flail out of the way and the trenchling sails past you with her mouth agape!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Barbed Net&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Little muscles bunching with effort, a scaly needle-toothed trenchling hurls a barbed net at you!&lt;br /&gt;
[SMR result: 103 (Open d100: 84, Penalty: 5)]&lt;br /&gt;
As the net traps you in its lines, shards of shell stitched into it slice at your flesh!&lt;br /&gt;
Weeping darkness, a translucent fiery red shield springs into being between you and your attacker to temper the blow!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Slash to your left leg hits high!&lt;br /&gt;
   Kinda makes your knees weak, huh?&lt;br /&gt;
You are rooted in place!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Inflicts the rooted debuff.&lt;br /&gt;
&lt;br /&gt;
;Keening Sound&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A scaly needle-toothed trenchling opens her jaws too wide, emitting a keening sound that cuts sharply through the air!&lt;br /&gt;
A scaly needle-toothed trenchling races in, eyes glowing fiercely!&lt;br /&gt;
A scaly needle-toothed trenchling races in, eyes glowing fiercely!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Summons other trenchlings.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 105&lt;br /&gt;
|levelm1 = 106&lt;br /&gt;
|level = 107&lt;br /&gt;
|levelp1 = 108&lt;br /&gt;
|levelp2 = 109&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HALEM20</name></author>
	</entry>
</feed>