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	<id>https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=HEBREWTOYOU</id>
	<title>GemStone IV Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=HEBREWTOYOU"/>
	<link rel="alternate" type="text/html" href="https://gswiki.play.net/Special:Contributions/HEBREWTOYOU"/>
	<updated>2026-04-07T11:36:11Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nodyre_(prime)&amp;diff=183672</id>
		<title>Nodyre (prime)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nodyre_(prime)&amp;diff=183672"/>
		<updated>2022-12-03T16:57:36Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: Created page with &amp;quot;Nodyre&amp;lt;br&amp;gt;Artist: Meliyara {{characterprofile |border-color=blue |background-color=white |color=#0000ff |name=Nodyre |race=Half-Elf |culture=Half-Sy...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nodyre.png|thumb|Nodyre&amp;lt;br&amp;gt;Artist: Meliyara]]&lt;br /&gt;
{{characterprofile&lt;br /&gt;
|border-color=blue&lt;br /&gt;
|background-color=white&lt;br /&gt;
|color=#0000ff&lt;br /&gt;
|name=Nodyre&lt;br /&gt;
|race=Half-Elf&lt;br /&gt;
|culture=Half-Sylvan&lt;br /&gt;
|hometown=[[Icemule Trace]]&lt;br /&gt;
|profession=[[Paladin]]&lt;br /&gt;
|religion=Follower of [[Voln]]&lt;br /&gt;
|affiliations=Master in the [[Order of Voln]], Officer of [[Hand of the Arkati]]&lt;br /&gt;
|instance= Prime&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== You See Nodyre ==&lt;br /&gt;
&lt;br /&gt;
You see Commodore Nodyre the Town Councillor of Icemule Trace.&lt;br /&gt;
He appears to be a Half-Sylvan.&lt;br /&gt;
&lt;br /&gt;
He is very tall and has a lithesome, nimble build.  He appears to be time-worn.  He has piercing emerald-hued eyes and faintly lined, windburnt skin.  He has short, sandy blonde hair threaded with grey at the temples.  He has prominent biceps.&lt;br /&gt;
&lt;br /&gt;
He is wearing a broad-brimmed bycocket topped with an exceptionally long snow petrel plume, a cloak, a long-sleeved shirt, a pair of seafarer&#039;s gloves, a subdued sash, a pair of cuffed trousers, and an unremarkable pair of boots.&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Nodyre.png&amp;diff=183671</id>
		<title>File:Nodyre.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Nodyre.png&amp;diff=183671"/>
		<updated>2022-12-03T16:57:20Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dayzed_(prime)&amp;diff=183015</id>
		<title>Dayzed (prime)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dayzed_(prime)&amp;diff=183015"/>
		<updated>2022-11-22T18:00:46Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Dayzed.png|thumb|Dayzed Wsalamir&amp;lt;br&amp;gt;Artist: Meliyara]]&lt;br /&gt;
{{characterprofile&lt;br /&gt;
|border-color=blue&lt;br /&gt;
|background-color=white&lt;br /&gt;
|color=#0000ff&lt;br /&gt;
|name=Dayzed Wsalamir&lt;br /&gt;
|race=Giantman&lt;br /&gt;
|culture=Wsalamir Arctic Clan&lt;br /&gt;
|hometown=[[Icemule Trace]]&lt;br /&gt;
|profession=[[Bard]]&lt;br /&gt;
|religion=Follower of [[Gosaena]]&lt;br /&gt;
|affiliations=Master of the [[Guardians of Sunfist]], Member of the [[Bard Guild]], House [[White Haven]]&lt;br /&gt;
|instance= Prime&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== You See Dayzed ==&lt;br /&gt;
You see Dragoon Dayzed Wsalamir the Trumpeter.&lt;br /&gt;
He appears to be a Giantman of the Wsalamir Clan.&lt;br /&gt;
&lt;br /&gt;
He is quite towering and has a muscular, able-bodied physique.  He appears to be advanced in years.  He has piercing rhimar-hued eyes and rough deeply tanned skin.  He has ragged, windswept locks of blue-gray hair flying freely in every direction.  He has an unshaven face and a wildly unkempt beard.&lt;br /&gt;
&lt;br /&gt;
He is wearing a tartan-lined azure cape, a thick rhimar armband, an azure vest fitted with four steel grey clasps over a steel grey doublet emblazoned with a colossal moose with a winter white wool shirt with gathered sleeves underneath, a steel grey suede belt, a winter tartan wool great-kilt with a long swathe pinned at the left shoulder, and some steel grey suede shoes with winter white laces.&lt;br /&gt;
&lt;br /&gt;
== Dayzed&#039;s Speech ==&lt;br /&gt;
This speech was given on the evening of 06/24/5120 in Icemule Trace.&lt;br /&gt;
&lt;br /&gt;
:Reiphe says, &amp;quot;She is followed by Dayzed Wsalamir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Tidying his appearance, Dayzed simultaneously tugs the end of his off-white wool shirt down while pulling his suede belt up higher on his waist.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;First and foremost, I&#039;d like to thank Councillor Reiphe for providing me with this opportunity to speak with all of you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed nods appreciatively at Reiphe.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I&#039;d also like to thank all of those in attendance for taking the time out of their busy lives to ensure that our lovely town has the best possible leadership in place.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;For those who do not know me, I am Dayzed Wsalamir of the Arctic Clan, descendant of the great Aemarlantea.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I spent my childhood traversing the DragonSpine mountain range and, for the last two decades, have called Icemule Trace and Pinefar my home.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:In a moment of deep reverence, Dayzed slips his eyes closed and touches the knotwork symbol of a pair of open-mouthed wendigos touching nose-to-nose over a stylized snowflake on his blued steel brooch with the tips of his fingers.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I own a market in Bootlegger&#039;s Alley and a cabin atop Pinefar&#039;s Bear Bluff, so there should be no doubt as to my commitment to the region. I clearly have skin in the game.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;And, for the folks here with a long memory, I was responsible for brokering a long-standing truce with the local Ice Giant tribe - a peace that has lasted for over fifteen years.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed balls his hand into a fist and pounds it against a penannular blued steel brooch worn at his shoulder. Once, twice, and three times he strikes as a fiece look of determination settles about him.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;By electing me to the Town Council, you can be absolutely certain that the town&#039;s best interests will be relentlessly pursued.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I will strongly advocate for untangling ourselves from the hastily-arranged alliance with Ta&#039;Vaalor. I will provide steadfast support for the strengthening of our walls and stationary defenses. And I will aggressively lobby for Pinefar to be treated as the jewel of the Mountain it yearns to be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed folds his arms over his leather bandolier, glancing around at his surroundings.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I adore this town; I embrace its culture; and I treasure all our residents and visitors, large and small. Thank you for your consideration.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed heavily pounds both his fists against his chest and bows his head slightly.&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dayzed_(prime)&amp;diff=183014</id>
		<title>Dayzed (prime)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dayzed_(prime)&amp;diff=183014"/>
		<updated>2022-11-22T18:00:32Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Dayzed.png|thumb|Dayzed Wsalamir&amp;lt;br&amp;gt;Artist: Meliyara]]]&lt;br /&gt;
{{characterprofile&lt;br /&gt;
|border-color=blue&lt;br /&gt;
|background-color=white&lt;br /&gt;
|color=#0000ff&lt;br /&gt;
|name=Dayzed Wsalamir&lt;br /&gt;
|race=Giantman&lt;br /&gt;
|culture=Wsalamir Arctic Clan&lt;br /&gt;
|hometown=[[Icemule Trace]]&lt;br /&gt;
|profession=[[Bard]]&lt;br /&gt;
|religion=Follower of [[Gosaena]]&lt;br /&gt;
|affiliations=Master of the [[Guardians of Sunfist]], Member of the [[Bard Guild]], House [[White Haven]]&lt;br /&gt;
|instance= Prime&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== You See Dayzed ==&lt;br /&gt;
You see Dragoon Dayzed Wsalamir the Trumpeter.&lt;br /&gt;
He appears to be a Giantman of the Wsalamir Clan.&lt;br /&gt;
&lt;br /&gt;
He is quite towering and has a muscular, able-bodied physique.  He appears to be advanced in years.  He has piercing rhimar-hued eyes and rough deeply tanned skin.  He has ragged, windswept locks of blue-gray hair flying freely in every direction.  He has an unshaven face and a wildly unkempt beard.&lt;br /&gt;
&lt;br /&gt;
He is wearing a tartan-lined azure cape, a thick rhimar armband, an azure vest fitted with four steel grey clasps over a steel grey doublet emblazoned with a colossal moose with a winter white wool shirt with gathered sleeves underneath, a steel grey suede belt, a winter tartan wool great-kilt with a long swathe pinned at the left shoulder, and some steel grey suede shoes with winter white laces.&lt;br /&gt;
&lt;br /&gt;
== Dayzed&#039;s Speech ==&lt;br /&gt;
This speech was given on the evening of 06/24/5120 in Icemule Trace.&lt;br /&gt;
&lt;br /&gt;
:Reiphe says, &amp;quot;She is followed by Dayzed Wsalamir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Tidying his appearance, Dayzed simultaneously tugs the end of his off-white wool shirt down while pulling his suede belt up higher on his waist.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;First and foremost, I&#039;d like to thank Councillor Reiphe for providing me with this opportunity to speak with all of you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed nods appreciatively at Reiphe.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I&#039;d also like to thank all of those in attendance for taking the time out of their busy lives to ensure that our lovely town has the best possible leadership in place.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;For those who do not know me, I am Dayzed Wsalamir of the Arctic Clan, descendant of the great Aemarlantea.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I spent my childhood traversing the DragonSpine mountain range and, for the last two decades, have called Icemule Trace and Pinefar my home.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:In a moment of deep reverence, Dayzed slips his eyes closed and touches the knotwork symbol of a pair of open-mouthed wendigos touching nose-to-nose over a stylized snowflake on his blued steel brooch with the tips of his fingers.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I own a market in Bootlegger&#039;s Alley and a cabin atop Pinefar&#039;s Bear Bluff, so there should be no doubt as to my commitment to the region. I clearly have skin in the game.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;And, for the folks here with a long memory, I was responsible for brokering a long-standing truce with the local Ice Giant tribe - a peace that has lasted for over fifteen years.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed balls his hand into a fist and pounds it against a penannular blued steel brooch worn at his shoulder. Once, twice, and three times he strikes as a fiece look of determination settles about him.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;By electing me to the Town Council, you can be absolutely certain that the town&#039;s best interests will be relentlessly pursued.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I will strongly advocate for untangling ourselves from the hastily-arranged alliance with Ta&#039;Vaalor. I will provide steadfast support for the strengthening of our walls and stationary defenses. And I will aggressively lobby for Pinefar to be treated as the jewel of the Mountain it yearns to be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed folds his arms over his leather bandolier, glancing around at his surroundings.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I adore this town; I embrace its culture; and I treasure all our residents and visitors, large and small. Thank you for your consideration.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed heavily pounds both his fists against his chest and bows his head slightly.&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dayzed_(prime)&amp;diff=181738</id>
		<title>Dayzed (prime)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dayzed_(prime)&amp;diff=181738"/>
		<updated>2022-10-27T22:17:54Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Dayzed.png|thumb|Dayzed Wsalamir]]&lt;br /&gt;
{{characterprofile&lt;br /&gt;
|border-color=blue&lt;br /&gt;
|background-color=white&lt;br /&gt;
|color=#0000ff&lt;br /&gt;
|name=Dayzed Wsalamir&lt;br /&gt;
|race=Giantman&lt;br /&gt;
|culture=Wsalamir Arctic Clan&lt;br /&gt;
|hometown=[[Icemule Trace]]&lt;br /&gt;
|profession=[[Bard]]&lt;br /&gt;
|religion=Follower of [[Gosaena]]&lt;br /&gt;
|affiliations=Master of the [[Guardians of Sunfist]], Member of the [[Bard Guild]], House [[White Haven]]&lt;br /&gt;
|instance= Prime&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== You See Dayzed ==&lt;br /&gt;
You see Dragoon Dayzed Wsalamir the Trumpeter.&lt;br /&gt;
He appears to be a Giantman of the Wsalamir Clan.&lt;br /&gt;
&lt;br /&gt;
He is quite towering and has a muscular, able-bodied physique.  He appears to be advanced in years.  He has piercing rhimar-hued eyes and rough deeply tanned skin.  He has ragged, windswept locks of blue-gray hair flying freely in every direction.  He has an unshaven face and a wildly unkempt beard.&lt;br /&gt;
&lt;br /&gt;
He is wearing a tartan-lined azure cape, a thick rhimar armband, an azure vest fitted with four steel grey clasps over a steel grey doublet emblazoned with a colossal moose with a winter white wool shirt with gathered sleeves underneath, a steel grey suede belt, a winter tartan wool great-kilt with a long swathe pinned at the left shoulder, and some steel grey suede shoes with winter white laces.&lt;br /&gt;
&lt;br /&gt;
== Dayzed&#039;s Speech ==&lt;br /&gt;
This speech was given on the evening of 06/24/5120 in Icemule Trace.&lt;br /&gt;
&lt;br /&gt;
:Reiphe says, &amp;quot;She is followed by Dayzed Wsalamir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Tidying his appearance, Dayzed simultaneously tugs the end of his off-white wool shirt down while pulling his suede belt up higher on his waist.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;First and foremost, I&#039;d like to thank Councillor Reiphe for providing me with this opportunity to speak with all of you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed nods appreciatively at Reiphe.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I&#039;d also like to thank all of those in attendance for taking the time out of their busy lives to ensure that our lovely town has the best possible leadership in place.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;For those who do not know me, I am Dayzed Wsalamir of the Arctic Clan, descendant of the great Aemarlantea.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I spent my childhood traversing the DragonSpine mountain range and, for the last two decades, have called Icemule Trace and Pinefar my home.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:In a moment of deep reverence, Dayzed slips his eyes closed and touches the knotwork symbol of a pair of open-mouthed wendigos touching nose-to-nose over a stylized snowflake on his blued steel brooch with the tips of his fingers.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I own a market in Bootlegger&#039;s Alley and a cabin atop Pinefar&#039;s Bear Bluff, so there should be no doubt as to my commitment to the region. I clearly have skin in the game.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;And, for the folks here with a long memory, I was responsible for brokering a long-standing truce with the local Ice Giant tribe - a peace that has lasted for over fifteen years.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed balls his hand into a fist and pounds it against a penannular blued steel brooch worn at his shoulder. Once, twice, and three times he strikes as a fiece look of determination settles about him.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;By electing me to the Town Council, you can be absolutely certain that the town&#039;s best interests will be relentlessly pursued.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I will strongly advocate for untangling ourselves from the hastily-arranged alliance with Ta&#039;Vaalor. I will provide steadfast support for the strengthening of our walls and stationary defenses. And I will aggressively lobby for Pinefar to be treated as the jewel of the Mountain it yearns to be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed folds his arms over his leather bandolier, glancing around at his surroundings.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I adore this town; I embrace its culture; and I treasure all our residents and visitors, large and small. Thank you for your consideration.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed heavily pounds both his fists against his chest and bows his head slightly.&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dayzed_(prime)&amp;diff=181737</id>
		<title>Dayzed (prime)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dayzed_(prime)&amp;diff=181737"/>
		<updated>2022-10-27T22:16:43Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Dayzed.png|thumb|Dayzed Wsalamir]]&lt;br /&gt;
{{characterprofile&lt;br /&gt;
|border-color=blue&lt;br /&gt;
|background-color=white&lt;br /&gt;
|color=#0000ff&lt;br /&gt;
|name=Dayzed Wsalamir&lt;br /&gt;
|race=Giantman&lt;br /&gt;
|culture=Wsalamir Arctic Clan&lt;br /&gt;
|hometown=[[Icemule Trace]]&lt;br /&gt;
|profession=[[Bard]]&lt;br /&gt;
|religion=Follower of [[Eonak]]&lt;br /&gt;
|affiliations=Master of the [[Guardians of Sunfist]], Member of the [[Bard Guild]], House [[White Haven]]&lt;br /&gt;
|instance= Prime&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== You See Dayzed ==&lt;br /&gt;
You see Dayzed Wsalamir the Trumpeter.&lt;br /&gt;
&lt;br /&gt;
He appears to be a Giantman of the Wsalamir Clan.&lt;br /&gt;
&lt;br /&gt;
He is very tall and has a muscular, able-bodied physique.  He appears to be in the prime of life.  He has piercing rhimar-hued eyes and rough, deeply tanned skin.  He has ragged, windswept locks of blue-gray hair flying freely in every direction.  He has an unshaven face and a wildly unkempt beard.&lt;br /&gt;
&lt;br /&gt;
He is wearing a heavy dagswain longcoat with rusted metal buttons, a thick rhimar armband, a polar bearskin weapon sling bound in rhimar slung over his shoulder, a cornett case slung over his other shoulder, a weathered leather bandolier over an eight-in-one mithril haubergeon with a thick off-white wool shirt underneath, a dark blue suede belt, some winter tartan trews, and a pair of sturdy walking shoes laced with leather cords.&lt;br /&gt;
&lt;br /&gt;
== Dayzed&#039;s Speech ==&lt;br /&gt;
This speech was given on the evening of 06/24/5120 in Icemule Trace.&lt;br /&gt;
&lt;br /&gt;
:Reiphe says, &amp;quot;She is followed by Dayzed Wsalamir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Tidying his appearance, Dayzed simultaneously tugs the end of his off-white wool shirt down while pulling his suede belt up higher on his waist.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;First and foremost, I&#039;d like to thank Councillor Reiphe for providing me with this opportunity to speak with all of you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed nods appreciatively at Reiphe.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I&#039;d also like to thank all of those in attendance for taking the time out of their busy lives to ensure that our lovely town has the best possible leadership in place.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;For those who do not know me, I am Dayzed Wsalamir of the Arctic Clan, descendant of the great Aemarlantea.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I spent my childhood traversing the DragonSpine mountain range and, for the last two decades, have called Icemule Trace and Pinefar my home.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:In a moment of deep reverence, Dayzed slips his eyes closed and touches the knotwork symbol of a pair of open-mouthed wendigos touching nose-to-nose over a stylized snowflake on his blued steel brooch with the tips of his fingers.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I own a market in Bootlegger&#039;s Alley and a cabin atop Pinefar&#039;s Bear Bluff, so there should be no doubt as to my commitment to the region. I clearly have skin in the game.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;And, for the folks here with a long memory, I was responsible for brokering a long-standing truce with the local Ice Giant tribe - a peace that has lasted for over fifteen years.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed balls his hand into a fist and pounds it against a penannular blued steel brooch worn at his shoulder. Once, twice, and three times he strikes as a fiece look of determination settles about him.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;By electing me to the Town Council, you can be absolutely certain that the town&#039;s best interests will be relentlessly pursued.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I will strongly advocate for untangling ourselves from the hastily-arranged alliance with Ta&#039;Vaalor. I will provide steadfast support for the strengthening of our walls and stationary defenses. And I will aggressively lobby for Pinefar to be treated as the jewel of the Mountain it yearns to be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed folds his arms over his leather bandolier, glancing around at his surroundings.&lt;br /&gt;
&lt;br /&gt;
:Dayzed deeply says, &amp;quot;I adore this town; I embrace its culture; and I treasure all our residents and visitors, large and small. Thank you for your consideration.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Dayzed heavily pounds both his fists against his chest and bows his head slightly.&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Dayzed.png&amp;diff=181736</id>
		<title>File:Dayzed.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Dayzed.png&amp;diff=181736"/>
		<updated>2022-10-27T22:15:28Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Minor_Bash&amp;diff=174732</id>
		<title>Minor Bash</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Minor_Bash&amp;diff=174732"/>
		<updated>2022-08-28T05:24:31Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: Adding a wiki entry for the minorbash ability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = minorbash&lt;br /&gt;
  |type = Setup&lt;br /&gt;
  |roundtime = 3s&lt;br /&gt;
  |stamina = 9&lt;br /&gt;
  |offensivegear = Left hand&lt;br /&gt;
  |attributes = &amp;lt;br&amp;gt;Flares/Spikes Enabled&amp;lt;br&amp;gt;Hostile&amp;lt;br&amp;gt;Initiator Stance Penalty&amp;lt;br&amp;gt;Racial Size Modifiers&amp;lt;br&amp;gt;Shield Defensive Bonus&amp;lt;br&amp;gt;Shield Size Modifiers&amp;lt;br&amp;gt;Target Stance Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
  |availableto = All&lt;br /&gt;
}}&lt;br /&gt;
{{PSM3.0costs&lt;br /&gt;
  |rank1 = Free&lt;br /&gt;
  |rank2 = Free&lt;br /&gt;
  |rank3 = Free&lt;br /&gt;
  |rank4 = Free&lt;br /&gt;
  |rank5 = Free&lt;br /&gt;
}}&lt;br /&gt;
{{PSMinfo&lt;br /&gt;
  |description = Launch a weak bash at an opponent to distract them.&lt;br /&gt;
  |mechanics = Minor bash is an internal skill used by other skills such as Shield Strike.  This skill is learned automatically when learning Shield Bash, and may not be activated or otherwise used on its own.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Weight_reduction&amp;diff=169681</id>
		<title>Weight reduction</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Weight_reduction&amp;diff=169681"/>
		<updated>2022-06-24T14:43:38Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weight reduction is a service applied to containers which reduces the [[encumbrance|weight]] of items carried within the container. It is typically available at [[Rumor Woods]].&lt;br /&gt;
&lt;br /&gt;
==Rumor Woods Cost==&lt;br /&gt;
&lt;br /&gt;
Weight reduction at Rumor Woods is purchased at [[RWShop:Couturier&#039;s Retreat|Couturier&#039;s Retreat]] from the seamstress in increments of 1% reduction per purchase. Asking about APPRAISE with a container in hand will give you an estimate on the raikhen cost to apply 1% to that container. The cost is based on the carrying capacity of the container and its current level of weight reduction, with sharp price increases every 20%.&lt;br /&gt;
&lt;br /&gt;
Cost information provided by Cigar.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Approximate raikhen cost per percent of weight reduction&lt;br /&gt;
|-&lt;br /&gt;
! Capacity (lbs) !! 1-20% !! 21-40% !! 41-60% !! 61-80% !!81-100%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 850 || 1,701 || 5,102 || 20,403 || 102,004&lt;br /&gt;
|-&lt;br /&gt;
| 200|| 1,275 || 2,551 || 7,653 || 30,604 || 153,005&lt;br /&gt;
|-&lt;br /&gt;
| 1,000 || 4,676 || 9,353 || 28,061 || 112,244 || 561,120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[category:Merchant Services]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Premium_contest/2022-04_-_Significant_Symbols&amp;diff=169322</id>
		<title>Premium contest/2022-04 - Significant Symbols</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Premium_contest/2022-04_-_Significant_Symbols&amp;diff=169322"/>
		<updated>2022-06-15T14:16:02Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: Adding my winning entry for Nodyre&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;*Significant Symbols*&lt;br /&gt;
&lt;br /&gt;
Have you ever gone shopping for a nick-knack or some sort of symbol that could remind you of, or to represent a life event or profession or a grand experience? Well now&#039;s your chance to design some!&lt;br /&gt;
&lt;br /&gt;
1. Design a symbol that represents life events/profession/experiences (must remain 15/15/15 with the last 15 being the noun ONLY)&lt;br /&gt;
2. Design a show for the symbol - 500 characters or less.&lt;br /&gt;
3. Design another symbol that represents life events/profession/experiences (must remain 15/15/15 with the last 15 being the noun ONLY)&lt;br /&gt;
4. Design a show for the symbol you designed in 3 - 500 characters or less.&lt;br /&gt;
5. Design one last symbol that represents life events/profession/experiences (must remain 15/15/15 with the last 15 being the noun ONLY)&lt;br /&gt;
6. Design a show for the symbol you designed in 5 - 500 characters or less.&lt;br /&gt;
7. Please follow ALTER RULE 21 in regards to using profession&#039;s in alterations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example of Submission:&lt;br /&gt;
&lt;br /&gt;
1. a twisted runestaff symbol&lt;br /&gt;
2. Carved from oak, the symbol is about the size of a silver coin. Remarkable detail has rendered a life like image of a twisted oak runestaff.&lt;br /&gt;
3. a broken lockpick emblem&lt;br /&gt;
4. Words words words that make up a show.&lt;br /&gt;
5. a small black cauldron&lt;br /&gt;
6. More words words words that make up a show.&lt;br /&gt;
&lt;br /&gt;
Entries that do not include all requirements and follow the guidelines will not be considered eligible. Contestants have until 11:59 p.m. PT on April 30, 2022 to get entries to me.&lt;br /&gt;
&lt;br /&gt;
Ten winners will be chosen from the submitted entries.&lt;br /&gt;
&lt;br /&gt;
Like all Premium Monthly Contests, entries are subject to change based on the discretion&lt;br /&gt;
of the GMs and QC. Entries will be judged during the first week of May. Zoelle&lt;br /&gt;
will not judge this contest except in the rare case of a tie. The winners will be&lt;br /&gt;
announced as soon as possible afterwards. Zoelle reserves the right to make any changes&lt;br /&gt;
to items that she, or QC, deems necessary.&lt;br /&gt;
&lt;br /&gt;
Please direct any questions to the Premium Contests folder on the official message boards.&lt;br /&gt;
&lt;br /&gt;
REMINDERS: THERE IS NO GUARANTEE ANY WINNING ITEM WILL BE CREATED IN GAME!&lt;br /&gt;
&lt;br /&gt;
~Zoelle~&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Winners==&lt;br /&gt;
Top Ten Winners, in alphabetical order:&lt;br /&gt;
&lt;br /&gt;
*Gespry&lt;br /&gt;
*Kayse&lt;br /&gt;
*Niadja&lt;br /&gt;
*Nodyre&lt;br /&gt;
*Obelin&lt;br /&gt;
*Raelee&lt;br /&gt;
*Rohese&lt;br /&gt;
*Vaikhen&lt;br /&gt;
*Vincien&lt;br /&gt;
*Yukito&lt;br /&gt;
&lt;br /&gt;
==Entries==&lt;br /&gt;
{{Premcontestentry&lt;br /&gt;
| name= Gespry&lt;br /&gt;
| instance= prime&lt;br /&gt;
| entry= 1. a silvery,demonic wolf,fetish&lt;br /&gt;
2. Upon closer inspection, the fetish depicts a demonic wolf-like creature commonly described as an Aishan.  Though the fetish seems to be very well detailed, the only part that seems to focus your gaze is the overly sized maw, filled with massive teeth.&lt;br /&gt;
3. a snow white,polar bear,symbol&lt;br /&gt;
4. Upon closer inspection, the symbol itself is a representation of a sleeping white polar bear, with two large paws crisscrossed under the bear’s head.&lt;br /&gt;
5. an ancient,Faendryl,emblem&lt;br /&gt;
6. The superior craftsmanship and intricate artwork of the House of Faendryl can be seen etched with painstaking detail across the face of this emblem.  Due to its ancient age, the words at the bottom of the emblem are no longer legible.&lt;br /&gt;
|-&lt;br /&gt;
}}{{Premcontestentry&lt;br /&gt;
| name= Obelin&lt;br /&gt;
| instance= prime&lt;br /&gt;
| entry= 1. an amorphous/jagged black/silhouette&lt;br /&gt;
2. A loose cluster of ragged rolaren scraps, cloudy glaes shards, and delicate wrought iron filigree slide freely around some hidden core of intricate machinery, producing a formless and constantly shifting silhouette which seems to absorb all light.  The effect draws the eye but leaves it nowhere to focus, resembling nothing so much as the flat black infinity of a clouded night sky.  Strange and unrecognizable letters occasionally flare with the light of a foreign valence.&lt;br /&gt;
3. a rampant/manticore/badge&lt;br /&gt;
4. Forged in the profile of a mechanical winged manticore raised upon its hind legs, scorpion sting poised to strike, this badge commemorates the victims of the krolvin attacks and the rampage of the mechanical monstrosity known as the Ravager in Ivastaen of 5121.&lt;br /&gt;
5. a brass-thorned/bramble/brooch&lt;br /&gt;
6. The smooth edges and flowing curves of the brooch lend it the air of something grown naturally rather than cast in metal, and the gleaming, needle-sharp thorns twisting at every angle provide an implicit threat.  A dark-stained haon raspberry is subtly hidden within the heart of the tangle, almost passing as a trick of the light.&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
Ranger Guild Master&lt;br /&gt;
|-&lt;br /&gt;
}}{{Premcontestentry&lt;br /&gt;
| name= Vaikhen&lt;br /&gt;
| instance= prime&lt;br /&gt;
| entry= 1. a dead wizard badge&lt;br /&gt;
2. Haphazardly painted on the cheap tin badge is a caricature of a wizard sprawled on the ground.  The old man is depicted with a bushy white beard, voluminous blue robes, small black X marks on his eyes, and gnarled hands that are conspicuously empty.  In bold white text beneath the image a phrase is written:  &amp;quot;Your spells are not enough.  Are you holding your runestaff?&amp;quot;&lt;br /&gt;
3. an exploded chest seal&lt;br /&gt;
4. The shattered remnants of a treasure chest are etched into the surface of the dark bronze seal.  Splashes of color mark the locations of partially melted coins and fragments of sparkling gemstones scattered around the destroyed container, while an odd greasy black spot and humanoid eyeball lay directly in front of it.  Large text below the scene reads:  &amp;quot;If at first you don&#039;t succeed, you&#039;re probably dead.  TRIPLE CHECK FOR TRAPS.&amp;quot;&lt;br /&gt;
5. an excited puppy emblem&lt;br /&gt;
6. A strip of gold wraps around the edge of the fist-sized wooden disc, encircling a carved image at its center.  A woman in a simple dress lays face down on the ground, her features hidden and her arms limp at her sides.  Beside her is a small puppy wearing a leash, the far end of which is looped over and held in its mouth.  Motion lines around the puppy&#039;s tail give the illusion of rapid wagging.  Flowing script above the pair reads:  &amp;quot;Even if you don&#039;t want to live for yourself, live for someone else.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
}}{{Premcontestentry&lt;br /&gt;
| name= Nodyre&lt;br /&gt;
| instance= prime&lt;br /&gt;
| entry= 1. a delicate kut&#039;zikokra emblem&lt;br /&gt;
2. This small crossbow appears to be cocked and loaded with a tiny bolt. Looking closely, you can even make out the bodkin tip and perfectly-trimmed fletchings.&lt;br /&gt;
3. a tiny vaalorn aegis&lt;br /&gt;
4. Decorated with sharp little spikes, this shield sparkles with hints of ultramarine and argent.&lt;br /&gt;
5. a svelte katana symbol&lt;br /&gt;
6. Affixed with an absurdly small lever at its base, this sword appears sharp enough to draw blood.&lt;br /&gt;
|-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Copy and paste the template below (six lines) to add your own entry:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Premcontestentry&lt;br /&gt;
| name= Character&#039;s Name&lt;br /&gt;
| instance= prime, platinum, or shattered&lt;br /&gt;
| entry= Paste entry here, including numbers and line breaks. This is set up to automatically format.&lt;br /&gt;
|-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
===Resources===&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Premium,%20Platinum,%20and%20Shattered/Announcements/view/112 Contest Rules]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Premium,%20Platinum,%20and%20Shattered/Announcements/view/125 Contest Winners]&lt;br /&gt;
[[Category:Premium contest]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Staggering_Blow&amp;diff=168371</id>
		<title>Staggering Blow</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Staggering_Blow&amp;diff=168371"/>
		<updated>2022-06-08T00:23:46Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: Updating with CMAN WIKI output&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = sblow&lt;br /&gt;
  |type = Attack&lt;br /&gt;
  |roundtime = ATTACK-2&lt;br /&gt;
  |stamina = 15&lt;br /&gt;
  |offensivegear = Both hands&lt;br /&gt;
  |requirements = Cannot be used with small weapons or closed fist attacks.  Cannot be used with two weapon combat.&lt;br /&gt;
  |attributes = &amp;lt;br&amp;gt;Hostile&amp;lt;br&amp;gt;Initiator Stance Penalty&amp;lt;br&amp;gt;Shield Defensive Bonus&amp;lt;br&amp;gt;Target Stance Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
  |availableto = [[Warrior]]s, [[Paladin]]s&lt;br /&gt;
}}&lt;br /&gt;
{{PSM3.0costs&lt;br /&gt;
  |rank1 = 2&lt;br /&gt;
  |rank2 = 4&lt;br /&gt;
  |rank3 = 6&lt;br /&gt;
  |rank4 = 8&lt;br /&gt;
  |rank5 = 10&lt;br /&gt;
}}&lt;br /&gt;
{{PSMinfo&lt;br /&gt;
  |description = Swing at your opponent and attempt to knock them off balance.&lt;br /&gt;
  |mechanics = Attack a target dealing weapon damage.  Applies Staggered for ((Damage Inflicted / 20) + Rank) seconds.  With 15 Strength Bonus or higher, the target may be knocked across the room taking moderate unbalance damage.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SimuCon_2022&amp;diff=161413</id>
		<title>SimuCon 2022</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2022&amp;diff=161413"/>
		<updated>2022-02-08T17:22:37Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: /* Prime Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SimuCon2019logo.png|right|300px|SimuCon 2019 Logo]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;OFFICIAL&amp;lt;/u&amp;gt;&#039;&#039;&#039; dates for 2022 are Wednesday, August 3 through Sunday, August 7, 2022 at the Sheraton Westport Chalet Hotel.  Room reservation link [https://www.marriott.com/events/start.mi?id=1636045437853&amp;amp;key=GRP here].&lt;br /&gt;
&lt;br /&gt;
==2022 Schedule==&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;SimuCon 2022 Schedule&amp;lt;br&amp;gt;ALL TIMES CST&amp;lt;br&amp;gt;(CENTRAL TIME)&lt;br /&gt;
|-&lt;br /&gt;
! Day || Time || Activity || Game&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Wednesday&amp;lt;br&amp;gt;August 5&lt;br /&gt;
|- &lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Thursday&amp;lt;br&amp;gt;August 5&lt;br /&gt;
|- &lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Friday&amp;lt;br&amp;gt;August 5&lt;br /&gt;
|- &lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Saturday&amp;lt;br&amp;gt;August 5&lt;br /&gt;
|- &lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Sunday&amp;lt;br&amp;gt;August 9&lt;br /&gt;
|-&lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
===How much does SimuCon cost?===&lt;br /&gt;
&lt;br /&gt;
Cost and sign-up information will be available soon.&lt;br /&gt;
&lt;br /&gt;
===Where do I sign up?===&lt;br /&gt;
Sign-up is usually initiated by the GM organizing SimuCon and details are released closer to the event.&lt;br /&gt;
&lt;br /&gt;
===Who organizes SimuCon?===&lt;br /&gt;
&lt;br /&gt;
Typically GameMasters from Gemstone IV and DragonRealms are the official organizers. However, many players pitch in to plan unofficial events or to offer support. All work is strictly volunteer, so please be sure to thank your organizer team!&lt;br /&gt;
&lt;br /&gt;
===What is it like to attend a SimuCon?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is a gathering of players and GameMasters for Simutronics games, including Gemstone IV and DragonRealms. The convention includes several events, as listed in the [[#2022 Schedule|2022 Schedule]], that are planned by both players and staff. In-between events, attendees typically gather at conference tables similar to a large LAN party to play. Board games and other activities are frequently available as well.&lt;br /&gt;
&lt;br /&gt;
===How many people attend SimuCon and when do they show up?===&lt;br /&gt;
&lt;br /&gt;
SimuCon has experienced a growth spurt over the past three years or so. A current rough estimate would be 100 attendees (GS and DR combined) over the course of the weekend. The main convention days are Thursday through Sunday, although several people arrive on Wednesday and stay through Monday. The convention room is typically setup by Wednesday evening.&lt;br /&gt;
&lt;br /&gt;
===What equipment should I bring?===&lt;br /&gt;
&lt;br /&gt;
Bring your laptop/computer so that you can play Gemstone during the convention. Internet access and power strips are typically provided. &#039;&#039;&#039;Note:&#039;&#039;&#039; It is not recommended that you leave your equipment unattended in the conference room.&lt;br /&gt;
&lt;br /&gt;
===Will I need a car?===&lt;br /&gt;
&lt;br /&gt;
Many attendees never leave the hotel. However if you are planning to explore St. Louis, a car is recommended as public transportation options are slim. Lyft and Uber are both operational in St. Louis and are ideal for single trips. For any excursions listed in the schedule, carpool options may be available. A shuttle may be available to and from your hotel for airport travel, but don&#039;t forget to bring cash for a tip!&lt;br /&gt;
&lt;br /&gt;
===Is SimuCon family friendly?===&lt;br /&gt;
&lt;br /&gt;
In general, yes. Some attendees do bring children but activities in the convention room may be of limited interest to them. Note the [[#Attractions|Attractions]] section listed below for additional kid-friendly activities available in St. Louis. Please expect to encounter explicit language and consumption of alcoholic beverages, which will increase in the late night hours.&lt;br /&gt;
&lt;br /&gt;
===What is the weather typically like?===&lt;br /&gt;
&lt;br /&gt;
Missouri is nicknamed &amp;quot;Misery&amp;quot; for its hot and humid summers. For a current local forecast, click here: https://www.ksdk.com/weather&lt;br /&gt;
&lt;br /&gt;
===Do I need to bring food or beverages?===&lt;br /&gt;
&lt;br /&gt;
Depending on funds available, basic snacks will be provided. You are generally on your own for meals and can purchase food at the grocery or restaurant options listed in the [[#Dining.2FEating|Dining/Eating]] section. SimuCon is strictly BYOB. Alcohol can be purchased in most grocery stores and gas stations in Missouri.&lt;br /&gt;
&lt;br /&gt;
===What should I wear?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is casual attire unless the schedule for a specific event indicates otherwise. Some events may encourage costumes or themed attire.&lt;br /&gt;
&lt;br /&gt;
===Is there a pool?===&lt;br /&gt;
&lt;br /&gt;
YES! Pack your bathing suits because the official SimuCon hotel has an outdoor pool! There is even a poolside bar with snacks and beverages (open Friday through Sunday), and towel service is available. It is recommended that you pack sunscreen ahead of time, because the hotel and nearby shops do not stock any! It is also recommended that you bring pool noodles, because pool noodles are wicked cool.&lt;br /&gt;
&lt;br /&gt;
==Visitor Information==&lt;br /&gt;
The convention is typically held at the Sheraton Westport Chalet, located at 191 W Port Plaza Dr, St. Louis, MO 63146. Below are some nearby shops and other information for visitors. All distances calculated from the host hotel.&lt;br /&gt;
&lt;br /&gt;
===Accommodations===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sheraton Westport Chalet (Official Hotel, Discounted Rate)&#039;&#039;&#039; || onsite || 191 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/events/start.mi?id=1636045437853&amp;amp;key=GRP Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Sheraton Westport Plaza (Sister Hotel next to the Chalet) || onsite || 900 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlps-sheraton-westport-plaza-hotel-st-louis/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Staybridge Suites || 0.3 miles || 25 Progress Pkwy, St. Louis, MO 63146 || &lt;br /&gt;
|-&lt;br /&gt;
|Comfort Inn Suites || 0.7 miles || 12031 Lackland Rd., Saint Louis, MO, 63146 || [https://www.choicehotels.com/missouri/saint-louis/comfort-inn-hotels/mo608/rates?checkInDate=2022-08-03&amp;amp;checkOutDate=2022-08-79 Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Residence Inn St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlwr-residence-inn-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Farfield Inn and Suites St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlfw-fairfield-inn-and-suites-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Courtyard by Marriott St. Louis Westport || 0.7 miles || 11888 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlwp-courtyard-st-louis-westport-plaza/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dining/Eating===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Drunken Fish || Sushi || onsite || 639 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Fuzzy&#039;s Taco Shop || Baja Tacos || onsite || 302 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| IMO&#039;s Pizza || Pizza || onsite || 318 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Kobe Japanese Grill || Japanese/Hibachi || onsite || 645 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| McDonald&#039;s || Fast Food || onsite || 25 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Paul Mineo&#039;s Trattoria|| Italian || onsite || 333 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Bread Company || Coffee/Sandwich/Soup || onsite || 147 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Smoothie King || Smoothies || onsite || 324 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Starbucks || Coffee || onsite || 111 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Trainwreck Saloon|| American/Grill|| onsite || 314 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Dino&#039;s Deli||Mediterranean|| onsite || 314 West Port Plaza, St. Louis, MO 63146 || http://dinosdeli.us/&lt;br /&gt;
|-&lt;br /&gt;
| O&#039;Fallon Brewery || Beer/American Food || 0.3 mi || 45 Progress Pkwy, Maryland Heights, MO 63043 || http://www.ofallonbrewery.com/&lt;br /&gt;
|-&lt;br /&gt;
| Companion Bakery || Bakery/Sandwich || 1.2 mi || 2331 Schuetz Rd, St. Louis, MO 63146 || http://www.companionbaking.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Off-Site Dining===&lt;br /&gt;
For attendees who want to explore St. Louis cuisine, local players recommend the following restaurants.&lt;br /&gt;
 &lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| DD Mau || Vietnamese / Bao || 1.3 mi || 11982 Dorsett Rd, Maryland Heights, MO 63043 || http://www.ddmaustl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla Street Food || Filipino || 1.6 mi || 11658 Dorsett Rd., Maryland Heights, MO 63043 || https://www.guerrillastreetfood.com/menu-dorsett/&lt;br /&gt;
|- &lt;br /&gt;
| Gobble STOP Smokehouse || BBQ Poultry || 2.8 mi || 1227 Castillon Arcade Plaza, Creve Coeur, MO 63141  || http://gobblestopsmokehouse.net/&lt;br /&gt;
|-&lt;br /&gt;
| Nudo House STL || Ramen / Japanese || 3.0 mi|| 11423 Olive Blvd, St. Louis, MO 63141 || http://nudohousestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Dave &amp;amp; Tony&#039;s || Premium Burgers || 3.2 mi|| 12766 Olive Blvd, St. Louis, MO 63146 || http://www.daveandtonys.com/&lt;br /&gt;
|-&lt;br /&gt;
| Sugarfire Smokehouse|| BBQ || 6.0 mi|| 9200 Olive Blvd, St. Louis, MO 63132 || https://sugarfiresmokehouse.com/locations/mo-olivette/&lt;br /&gt;
|-&lt;br /&gt;
| Salt + Smoke || BBQ|| 9.0 mi|| 501 S Main St, St. Charles, MO 63301 || https://saltandsmokestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Midwestern Meat &amp;amp; Drink || BBQ || 20.4 mi || 900 Spruce St, St. Louis, MO 63102 || https://facebook.com/midwesternstl&lt;br /&gt;
|-&lt;br /&gt;
| Broadway Oyster Bar || Cajun|| 23.7 mi || 736 S Broadway, St. Louis, MO 63102 || http://www.broadwayoysterbar.com/&lt;br /&gt;
|-&lt;br /&gt;
| Ted Drewes|| Famous local frozen custard || 21.6 mi || 6726 Chippewa, St. Louis, MO 63109 || http://teddrewes.com/&lt;br /&gt;
|-&lt;br /&gt;
| Bombay Food Junkies || Vegan Options || 5.2 mi || 3580 Adie Rd, St Ann, MO 63074 || https://www.bombayfoodjunkies.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shopping/Groceries===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Target || 5.9 mi || 12275 St Charles Rock Rd, Bridgeton, MO 63044 || [https://www.target.com/sl/bridgeton/12 website]&lt;br /&gt;
|-&lt;br /&gt;
| Costco || 13.3 mi || 200 Costco Way, St Peters, MO 63376 || [https://www.costco.com/warehouse-locations/st-peters-saint-peters-mo-382.html website]&lt;br /&gt;
|-&lt;br /&gt;
| Schnucks Dorsett (Grocery Store) || 1.5 mi || 2030 Dorsett Rd, Maryland Heights, MO 63043 || [https://locations.schnucks.com/mo-maryland-heights-117 website]&lt;br /&gt;
|-&lt;br /&gt;
| Gateway Newstands || onsite || 519 W Port Plaza Dr, St. Louis, MO 63146 || https://www.westportstl.com/specialty&lt;br /&gt;
|-&lt;br /&gt;
| Walgreens|| 1.6 mi|| 12509 Dorsett Rd, Maryland Heights, MO 63043 || [https://www.walgreens.com/locator/walgreens-12509+dorsett+rd-maryland+heights-mo-63043/id=9481 website]&lt;br /&gt;
|-&lt;br /&gt;
| BP Gas Station|| 0.3 mi || 11988 Westline Industrial Dr, St. Louis, MO 63146 || &lt;br /&gt;
|-&lt;br /&gt;
| ALDI|| 2.6 mi || 11745 Olive Blvd, Creve Coeur, MO 63141 || [https://www.aldi.us/ website]&lt;br /&gt;
|-&lt;br /&gt;
| Trader Joe&#039;s || [https://goo.gl/maps/3aV8WLBakaB2 2.4 mi] || 11505 Olive Blvd, Creve Coeur, MO 63141|| [https://locations.traderjoes.com/mo/creve-coeur/694/ website]&lt;br /&gt;
|-&lt;br /&gt;
| D&amp;amp;J Liquor || [https://goo.gl/maps/a6m73h9w4ynWnWqh8 1.5 mi] || 1914 McKelvey Rd, Maryland Heights, MO 63043 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attractions===&lt;br /&gt;
&lt;br /&gt;
Most attractions are a 15-30 minute drive from the hotel. For tourism information, click here: https://explorestlouis.com/&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Description||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| The Gateway Arch ||Oh look, it&#039;s the Arch ||200 Washington Ave, St. Louis, MO 63102 || https://www.gatewayarch.com/&lt;br /&gt;
|-&lt;br /&gt;
| Busch Stadium ||Cardinals Baseball Stadium ||700 Clark Ave, St. Louis, MO 63102 || https://www.mlb.com/cardinals/ballpark&lt;br /&gt;
|-&lt;br /&gt;
| Forest Park ||Large public park, home to several free attractions ||5595 Grand Dr, St. Louis, MO 63112 || https://forestparkmap.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Zoo ||Free zoo, located inside Forest Park ||Government Dr, St. Louis, MO 63110 || https://www.stlzoo.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Aquarium at Union Station|| Opened Dec. 2019, the otters and spitting fish are worth the admission, skip the wheel || 201 S 18th St, St. Louis, MO 63103||https://www.stlouisaquarium.com/ &lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Art Museum ||Free art museum, located inside Forest Park ||1 Fine Arts Dr, St. Louis, MO 63110 || https://www.slam.org/&lt;br /&gt;
|-&lt;br /&gt;
| Creve Coeur Lake Park || [https://goo.gl/maps/7s9nUCbcyBM2 3.4 mi] from the hotel. Trails, kayak rentals, Go Ape || 13725 Marine Ave, St. Louis, MO 63146 || [https://www.stlouisco.com/Parks-and-Recreation/Park-Pages/Creve-Coeur website]&lt;br /&gt;
|-&lt;br /&gt;
| The Muny ||Outdoor theater, located inside Forest Park ||1 Theatre Dr, St. Louis, MO 63112 || https://muny.org/&lt;br /&gt;
|-&lt;br /&gt;
| Missouri Botanical Gardens ||Outdoor garden ||4344 Shaw Blvd, St. Louis, MO 63110 || http://www.missouribotanicalgarden.org/&lt;br /&gt;
|-&lt;br /&gt;
| Anheuser-Busch St. Louis Brewery ||Main brewery, offers tours ||1200 Lynch St, St. Louis, MO 63118 || https://www.budweisertours.com/locations/st-louis-missouri.html&lt;br /&gt;
|-&lt;br /&gt;
| City Museum ||Architectural Anomaly/Interactive Art/Climbing Museum ||750 N 16th St, St. Louis, MO 63103 || https://www.citymuseum.org/&lt;br /&gt;
|-&lt;br /&gt;
| Grants Farm ||Free wildlife park with tram tours and free beer ||10501 Gravois Rd, St. Louis, MO 63123 || https://www.grantsfarm.com/home.html&lt;br /&gt;
|-&lt;br /&gt;
| The Butterfly House ||Indoor butterfly pavilion ||15193 Olive Blvd, Chesterfield, MO 63017|| http://www.missouribotanicalgarden.org/visit/family-of-attractions/butterfly-house.aspx&lt;br /&gt;
|-&lt;br /&gt;
| Science Center ||Kid-friendly interactive museum, includes IMAX and planetarium ||5050 Oakland Ave, St. Louis, MO 63110 || https://www.slsc.org/&lt;br /&gt;
|-&lt;br /&gt;
| Magic House ||Kid-friendly interactive museum, includes magic ||516 S Kirkwood Rd, St. Louis, MO 63122 || https://www.magichouse.org/&lt;br /&gt;
|-&lt;br /&gt;
| Fox Theatre ||Historic theater, offers tours ||527 NORTH GRAND BLVD., St. Louis, MO 63103 || https://www.fabulousfox.com/visit/tours&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Neighborhoods||Shopping/Nightlife/Exploring||Various || https://explorestlouis.com/things-to-do/neighborhoods/&lt;br /&gt;
|-&lt;br /&gt;
| Live Music Venues||St. Louis is known for its blues and jazz scene ||Various || https://explorestlouis.com/discover/st-louis-music-lovers/st-louis-live-music-venues/&lt;br /&gt;
|-&lt;br /&gt;
| Casinos||Gambling ||Various || https://www.tripadvisor.com/Attractions-g44881-Activities-c53-Saint_Louis_Missouri.html&lt;br /&gt;
|-&lt;br /&gt;
| Cahokia Mounds || Ruins of the largest prehistoric civilization north of Mexico, 30 min drive from hotel || 30 Ramey Street Collinsville, IL 62234 || https://cahokiamounds.org/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
The below lists are of those people that have made mention that they are attempting to attend the 2022 conference. You may edit this page to add your character to the list.&lt;br /&gt;
&lt;br /&gt;
===Prime Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Nodyre / Dayzed&lt;br /&gt;
* Names Here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Names Here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shattered Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Names Here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Staff===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Quilic&lt;br /&gt;
* Names Here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Indiegogo Campaign==&lt;br /&gt;
The annual Indiegogo Campaign&#039;s purpose is to fund expenses for SimuCon, and all funds raised are used for the direct support of the convention. Any funds raised beyond the original goal are used for additional perks such as extra snacks and prizes for attendees.&lt;br /&gt;
&lt;br /&gt;
Currently no campaign link is available, but will likely be available in early June.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://discord.gg/eTvANvy SimuCon channel] (official Discord server)&lt;br /&gt;
*[https://discord.gg/tZGPPyU Unofficial SimuCon Server] (unofficial SimuCon dedicated Discord server)&lt;br /&gt;
*[https://elanthipedia.play.net/SimuCon DragonRealms Simucon Page] (DR&#039;s Wiki Page)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User_talk:HEBREWTOYOU&amp;diff=157132</id>
		<title>User talk:HEBREWTOYOU</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User_talk:HEBREWTOYOU&amp;diff=157132"/>
		<updated>2022-01-06T23:45:29Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: Created page with &amp;quot;Here is my talk page!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is my talk page!&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hand_of_the_Arkati&amp;diff=150510</id>
		<title>Hand of the Arkati</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hand_of_the_Arkati&amp;diff=150510"/>
		<updated>2021-07-02T18:02:31Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Statement of Purpose==&lt;br /&gt;
The Hand of the Arkati fills the widely identified gap of a capped presence across Elanthia. We offer an organization specifically dedicated to hunting the strongest foes available in a quick, efficient, effective manner and provide a venue for capped individuals to hunt collaboratively. The hometown for the organization is Kraken&#039;s Fall, where our structure resides on Middle Arm Avenue.&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
===Requisites===&lt;br /&gt;
In order to be eligible for membership, an individual must be at or approaching Grand Lord or Lady status, demonstrate a general aptitude in abilities, and be in good social standing with the community. The reputation of the members of this organization is paramount to its success. Attendance at three official organizational event is required before being eligible for induction. All members agree to abide by the behavior and rules section of the bylaws.&lt;br /&gt;
===Membership Levels===&lt;br /&gt;
====Member====&lt;br /&gt;
This is the membership tier that is eligible to every member of the Hand of the Arkati. Basic requirement of being at or approaching Grand Lord or Lady status.&lt;br /&gt;
&amp;lt;br&amp;gt;Benefits Include:&lt;br /&gt;
* Access to permanent structure&lt;br /&gt;
* Ability to vote, weighted as 1 point&lt;br /&gt;
&lt;br /&gt;
====Veteran==== &lt;br /&gt;
Veteran status is available to be bestowed upon any member no sooner than six months after attaining membership. Promotion will be subject to officer approval and review of the member’s standing.&lt;br /&gt;
&amp;lt;br&amp;gt;Benefits Include:&lt;br /&gt;
* Access to permanent structure&lt;br /&gt;
* Voting weighted as 3 points&lt;br /&gt;
&lt;br /&gt;
====Officer====&lt;br /&gt;
Officers are voted into position by a majority vote (weighted by rank) when a position opens. Any new member that joins in the middle of an officer vote will not be eligible for voting participation. An officer must not be an officer of any other meeting hall organization. Officers have authority over events and meetings when present. There will at all times be a minimum of five officers and a maximum of seven. The officer selection pool is drawn from current Veterans. If an eligible Veteran does not exist, refuses nomination, or fails to achieve a majority membership vote, the pool of candidates will be drawn from all members.&lt;br /&gt;
&amp;lt;br&amp;gt;Benefits Include:&lt;br /&gt;
* Distribute prize closet items in accordance with meeting hall organization rules and guidelines&lt;br /&gt;
* Access to permanent structure&lt;br /&gt;
* Voting weighted as 5 points&lt;br /&gt;
Officers will consist of seven differing positions. Each position will have a primary focus, but those duties may still be performed by other officers if need arises. Members and others are recommended to seek out the officer of the position they are needing assistance in first, if none available they may request assistance from another. While these positions do allow a separation of duties, there are some general shared duties among all officers outlined below.&lt;br /&gt;
&amp;lt;br&amp;gt;Primary Duties &amp;amp; Responsibilities:&lt;br /&gt;
* Member inductions when needed&lt;br /&gt;
* Primary leaders of hunting events&lt;br /&gt;
* Host or lead an attendance-qualifying event at least once every two months&lt;br /&gt;
* Maintain the list of official calendar events, announcements, and runners &lt;br /&gt;
* Maintain the endowment and general funds&lt;br /&gt;
* Organize item donations for various causes/events&lt;br /&gt;
* Help maintain records of prize-closet item distribution&lt;br /&gt;
* Be a contact to other meeting hall organizations or cooperative houses of Elanthia&lt;br /&gt;
* Help to coordinate new events and quest runs for public or private member attendance&lt;br /&gt;
* Maintain the official attendance records&lt;br /&gt;
* Availability to be approached for new member inquiry as well as for any issue or conflict resolution&lt;br /&gt;
&lt;br /&gt;
===Expulsion &amp;amp; Removal===&lt;br /&gt;
Although membership within the organization is life-long with no upkeep requirement, there are exceptions that could cause removal of membership. There are also requirements that must be kept in order to maintain the position of officer. These expulsion and requirements are listed as follows.&lt;br /&gt;
* A Hand of the Arkati officer that decides to start or join another meeting hall organization as an officer will be removed as a Hand of the Arkati officer immediately upon recognition of such action&lt;br /&gt;
* Officers will be requested to step down or removed if they leave the game for longer than 60 days. Upon return, a prior officer can request to be voted back into office if current officers stand at five or fewer&lt;br /&gt;
* An officer may be removed due to actions in contrast to the best interests of the organization or in violation of game policy. This removal must be approved by a unanimous decision of the other acting officers. Upon removal, the officer will be demoted to veteran status unless extreme circumstances require expulsion from organization&lt;br /&gt;
* A veteran may be demoted to member due to actions in contrast to the best interests of the organization or in violation of game policy. This removal must be approved by a simple majority of the officers&lt;br /&gt;
* Any member or veteran may be expelled from the organization due to extreme circumstances. These may include violation of game policy, excessive abuse of bylaws’ behavior and rules, or other extreme instances&lt;br /&gt;
* Officers reserve right to remove a member from the organization after sale or transfer of an account and/or character&lt;br /&gt;
&lt;br /&gt;
==Events &amp;amp; Meetings==&lt;br /&gt;
Level Restrictions: Although membership is restricted to characters at, or approaching, Grand Lord or Lady status, lower-level characters may attend events as outlined per each event. In the absence of an officer, a veteran or member may lead and take charge of the event. In order for an event to be considered for attendance credit, the event must either be an official event or attended by at least five attendees. Attendance must be posted via an approved communication method so that it can be tallied.&lt;br /&gt;
&lt;br /&gt;
Hand of the Arkati typically runs an unofficial event every night of the week at 8:30 p.m. EST. Regularly-scheduled events may be disrupted due to festivals or other special activities.&lt;br /&gt;
&lt;br /&gt;
===Reim Quest Hunting===&lt;br /&gt;
The settlement of Reim offers various event options, listed below. Loot-sharing guidelines for Reim events follow the loot-sharing guidelines outlined in that section of the bylaws.&lt;br /&gt;
* Farm Run - Consists of staying within the village of Reim inside the “plaza.” Typically, farm runs will provide a constant presence in Reim for the entirety of the event and allow attendees to use Reim orbs to reset progression and gather additional ethereal scrip.&amp;lt;br&amp;gt;Level Restrictions: Generally open to level 81+, but safety is not guaranteed. Group size is capped at 20 - if more people arrive, a new group must be formed or the group disbanded.&lt;br /&gt;
* Progression Run - This is your typical Reim quest run. The event usually gathers within the village of Reim inside the plaza. At the designated time of progression, the group will make its way towards the throne room to kill the emperor and empress. Individual loot searched from the emperor and empress will belong to person who initiated the spawning of such.&amp;lt;br&amp;gt;Level Restrictions: Level 91+&lt;br /&gt;
**  Time of Progression - Will begin promptly at time stated at the beginning of event. (e.g., Reim progression will begin at 9 p.m. (NO reorbing after 8:55)&lt;br /&gt;
** Moving forward: Once progression has begun, group leadership will give attendees a maximum of two rare waves to gain clearance for next area. If still not clear, leader of event will request attendee stay behind to allow the group to progress in timely manner.&lt;br /&gt;
** AFK or non-responsive participants who are not clear will be given only one wave to clear and then left in a non-combat zone&lt;br /&gt;
* Speed Run - This is NOT your typical Reim quest run. The event gathers within the village of Reim inside the plaza. The group will promptly make its way towards the throne room to kill the emperor and empress. Individual loot searched from the emperor and empress will belong to person who initiated the spawning of such.&amp;lt;br&amp;gt;Level Restrictions: Level 91+&lt;br /&gt;
**  Time of Progression - Will begin promptly at 8:30 p.m. on Friday evening and begin progression at 8:45 p.m.&lt;br /&gt;
** Moving forward: Once progression has begun, group leadership will give attendees a maximum of one rare wave to gain clearance for next area. If not clear, attendee will be left where they stand to fend for themsleves.&lt;br /&gt;
** AFK or non-responsive participants who are not clear will be left where they stand to fend for themselves.&lt;br /&gt;
* Fortress Defense - A fast-paced, 30-minute event based on “defend the flag,” which gives one the chance to fight sequential waves of undead enemies. This version of Reim is best suited for casters or extremely fast physical classes.&amp;lt;br&amp;gt;Level Restrictions: Level 91+&lt;br /&gt;
&lt;br /&gt;
===Regular Capped Hunting Grounds===&lt;br /&gt;
These hunting events consist of group parties that gather to do adventurer-guild bandit runs, excursions to Old Ta’Faendryl, Sanctum of Scales, the Rift, the Elemental Confluence, or Nelemar as well as any future released hunting grounds designed towards capped players. These events or typically done as impromptu events by organization members (see above for attendance credit requirements). Many times officers or veterans may announce that they are gathering a group to head to one of these areas. Please feel free to join with them. These events will typically be led by the leader requesting the event. The loot for this event should be determined by those in attendance among themselves.&lt;br /&gt;
&amp;lt;br&amp;gt;Level Restrictions: Level 91+&lt;br /&gt;
&lt;br /&gt;
===Guardians of Sunfist Warcamping===&lt;br /&gt;
The leader of this event will generally be a member of the Guardians of Sunfist as one is needed to access entry to the camp. Usually a group will RAZE a warcamp, which consists of defeating an entire camp to extinction and then burning it to the ground. Raze tasks can be shared amongst society members at the beginning of the event. Loot-sharing guidelines for warcamping events follow the loot-sharing section of the bylaws.&lt;br /&gt;
* Please be prepared to dedicate a sufficient amount of time for the camp to be cleared. Generally a raze task can take between 30 minutes to 1 hour depending on camp and group size.&lt;br /&gt;
* It is recommended you come fully prepared with as much magical protection as you can garner. Also note that area of effect spells are not advised inside of the camp due to the shroud surrounding it.&lt;br /&gt;
&amp;lt;br&amp;gt;Level Restrictions: Level 91+ (restriction important due to Grimswarm spawning to the highest-level attendee).&lt;br /&gt;
&lt;br /&gt;
===Quests===&lt;br /&gt;
From time to time, paid quests may be led via the box office or SimuCoin quest system. These events will have limited space and loot distribution will be determined by the event leader. These paid quests are subject to attendance credit as long as they meet the minimum impromptu requirement of 5 attendees and are led by an officer or veteran.&lt;br /&gt;
&amp;lt;br&amp;gt;Level Restrictions: Varies based on event leader organizing&lt;br /&gt;
&lt;br /&gt;
===Event Loot Sharing===&lt;br /&gt;
For Reim-based events, there should always be at least one designated looter responsible for clearing corpses and gathering silver and gems. There will also be at least one leader responsible for safely grouping attendees and, where applicable, navigating the group through the quest.&lt;br /&gt;
* All corpses will be looted by the designated looter running a major loot boost for maximum possible looting benefit. The looter will coordinate with those in attendance to carry full containers when overburdened. It’s the looter’s responsibility to track to whom these containers were given&lt;br /&gt;
* At the end of the event, all containers will be given to a seller, preferably the attendee that has the highest trading and influence bonus, to take and sell. Coins will then be given to the leader to share among the attendees.&lt;br /&gt;
** Each leader of the group is entitled to one additional full share of the collected coins&lt;br /&gt;
** Each looter of the group is entitled to one additional full share of the collected coins&lt;br /&gt;
* Any attendee who wishes to receive a share of the silver split must choose from one of two options:&lt;br /&gt;
** Immediately move to Gardenia Commons in Mist Harbor and join the appointed group leader&lt;br /&gt;
** Communicate to the group before the event finishes that you will be unable to join the group in Gardenia Commons and:&lt;br /&gt;
*** Coordinate with another premium attendee to have your split delivered&lt;br /&gt;
***If unable to coordinate with anyone, alert an Officer and wait patiently in the Reim Base Camp for your split to be delivered to you&lt;br /&gt;
We encourage all attendees to learn and be comfortable with leading and looting tasks, so if you’re unclear about how to execute any of the tasks listed above please do not hesitate to contact an officer. We will be happy to provide you with guidance, instruction, and advice on how to get more involved with our events.&lt;br /&gt;
&lt;br /&gt;
===Other Events &amp;amp; Meetings===&lt;br /&gt;
From time to time, the officers and members may take part in various other events and meetings done throughout the world of Elanthia. These can range from festival participation to general organization meetings to discuss whatever topics are needed. These other events will typically be led by an officer or an officer-appointed event leader.&lt;br /&gt;
&lt;br /&gt;
==Behavior, Rules, &amp;amp; 3rd Party Resources==&lt;br /&gt;
Although the Hand of the Arkati is mostly an out of character community designed around capped group activity, we do ask that members and those that join us for our events abide by some simple behavior and rules. Those include the following:&lt;br /&gt;
* Drama, excessive complaining, etc is not appreciated, warranted, nor wanted&lt;br /&gt;
* Although our membership base is mostly adults, please keep our various forms of communication to a modest level. (e.g., no NC-17 rated content). Please take those discussions to a more private medium. If excessive violations occur, we will bar you from our communication methods&lt;br /&gt;
&lt;br /&gt;
Officers will manage and distribute invitations to 3rd party communication and resource tools. These include, but not limited too, external voice &amp;amp; text chat software as well as attendance records. Invitations to our existing voice &amp;amp; text chat software will be restricted to the following:&lt;br /&gt;
* Current members of the organization&lt;br /&gt;
* Individuals that have shown an interest in our organization by attending an event&lt;br /&gt;
* Individuals with special circumstances deemed so by the inviting officer&lt;br /&gt;
When an officer holding ownership over one of these tools and or resources steps down or is removed from the organization, that officer is required to relinquish ownership rights to another active officer.&lt;br /&gt;
&lt;br /&gt;
==Bylaws Ratification and Revisions==&lt;br /&gt;
If and when changes to the above bylaws need to be made, the following guidelines will be used to coordinate updates and approval.&lt;br /&gt;
&lt;br /&gt;
A bylaw change, update, removal, and additions may be proposed by the current officers. A majority vote of the officers will be used to decide if approved or denied.&lt;br /&gt;
&lt;br /&gt;
===History of Changes===&lt;br /&gt;
* 7/2/2021 - Updated the officer section to reflect the increase of max officer size to seven&lt;br /&gt;
* 2/4/2021 - Updated the event section to reflect group size restrictions&lt;br /&gt;
* 11/25/2019 - Updating the bylaws to reflect the removal of the Captain role, the updated requirements for Veteran status, the change to the event schedule, and the change to the loot sharing guidelines&lt;br /&gt;
* 11/13/2019 - Updated the list of officers&lt;br /&gt;
* 4/14/2019 - Removed officer titles and consolidated roles to be more generic for all officers to perform.&lt;br /&gt;
* 1/21/2019 - Updated officer selection pool guidelines.&lt;br /&gt;
* 9/20/2018 - Updated REIM Progression guidelines (rare spawn limitation changes)&lt;br /&gt;
* 5/29/2018 - Added requirement to post captain events to appropriate Discord channel&lt;br /&gt;
* 3/7/2018 - Initial acceptance and approval of bylaws &amp;amp; charter.&lt;br /&gt;
&lt;br /&gt;
==Current Officers==&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|Treeva&lt;br /&gt;
|-&lt;br /&gt;
|Nuadjha&lt;br /&gt;
|-&lt;br /&gt;
|Ragz&lt;br /&gt;
|-&lt;br /&gt;
|Kragdruk&lt;br /&gt;
|-&lt;br /&gt;
|Melivn&lt;br /&gt;
|-&lt;br /&gt;
|Nodyre&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Roster==&lt;br /&gt;
Roster and full attendance records can be found in the public Google Spreadsheet:&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1U3k23G5VWvl4Z0_K42qeDPbAEjcB23j70eNKP7RCd44/edit?usp=sharing Roster and Attendance Spreadsheet]&lt;br /&gt;
&lt;br /&gt;
==Insignias==&lt;br /&gt;
* a marbled ora hand insignia clenched around a small gemstone globe - 20k&lt;br /&gt;
* a clenched veil iron hand insignia - Member Insignia (purchasable by any member) - 25k&amp;lt;br&amp;gt;Dark blue-flecked veil iron fingers envelop a gemstone globe that has been cut with a fractal lightning arc.  Light blue vaalorn veins writhe outward from the globe across the clenched fist, and the combination of the cut of the stone and the metallic inlay create the illusion of crimson sparks when the piece is caught by the light.  Across the wrist is inscribed in runic block letters: &amp;quot;We are thy hand.  Our will be done, on Elanthia as on the moons above.&amp;quot;&lt;br /&gt;
* a clenched rolaren hand insignia - Veteran Insignia (purchasable only by officers) - 30k&amp;lt;br&amp;gt;Dark rolaren fingers envelop a gemstone globe that has been cut with a fractal lightning arc.  Brilliant silver eonake veins writhe outward from the globe across the clenched fist, and the combination of the cut of the stone and the metallic inlay create the illusion of crimson sparks when the piece is caught by the light.  Across the wrist is inscribed in runic block letters: &amp;quot;We are thy hand.  Our will be done, on Elanthia as on the moons above.&amp;quot;&lt;br /&gt;
* a clenched veniom hand insignia - Officer Insignia (purchasable only by officers) - 30k&amp;lt;br&amp;gt;Dusky blue veniom-plated fingers envelop a gemstone globe that has been cut with a fractal lightning arc.  Ruddy eahnor veins writhe outward from the globe across the clenched fist, and the combination of the cut of the stone and the metallic inlay create the illusion of crimson sparks when the piece is caught by the light.  Across the wrist is inscribed in runic block letters: &amp;quot;We are thy hand.  Our will be done, on Elanthia as on the moons above.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Accolades==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[[Qalinor]] recites:&lt;br /&gt;
    &amp;quot;There are so many who contributed to the recent victory over the lich and his demons.  The Crown, and myself personally, wish to thank Champion Menos, Visitor &#039;&#039;&#039;Whirlin&#039;&#039;&#039; and his mercenary force Hand of the Arkati, Squires Hanshayr and Taye, Lady &#039;&#039;&#039;Jiarine&#039;&#039;&#039;, Lord &#039;&#039;&#039;Githros&#039;&#039;&#039;, Squire &#039;&#039;&#039;Cigger&#039;&#039;&#039;, and Roblar from the west.  I would also like to thank the Argent Mirror Myasara for sending Guard Captain Murstyr into Old Ta&#039;Faendryl.  The aid of the Shining City will not be forgotten.  I am certain there are more deserving names, but there is dining and dancing to come and I have some individual awards to issue.  If I have not named you, it is not because your deeds have gone unnoticed.  Thank you all to everyone who participated in the battles, defenses, and assault on Old Ta&#039;Faendryl.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Treeva, Qalinor says, &amp;quot;For time spent in battle defending the Fortress at great personal risk, I hereby award you the Silver Dragonstalk for distinguished service to House Vaalor.&amp;quot;&lt;br /&gt;
Speaking to Arshwikk, Qalinor says, &amp;quot;For time spent in battle defending the Fortress at great personal risk, I hereby award you the Silver Dragonstalk for distinguished service to House Vaalor.&amp;quot;&lt;br /&gt;
Speaking to Siierra, Qalinor says, &amp;quot;For time spent in battle defending the Fortress at great personal risk, I hereby award you the Silver Dragonstalk for distinguished service to House Vaalor.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Meeting Hall Organizations]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hand_of_the_Arkati&amp;diff=150509</id>
		<title>Hand of the Arkati</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hand_of_the_Arkati&amp;diff=150509"/>
		<updated>2021-07-02T17:54:27Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Statement of Purpose==&lt;br /&gt;
The Hand of the Arkati fills the widely identified gap of a capped presence across Elanthia. We offer an organization specifically dedicated to hunting the strongest foes available in a quick, efficient, effective manner and provide a venue for capped individuals to hunt collaboratively. The hometown for the organization is Kraken&#039;s Fall, where our structure resides on Middle Arm Avenue.&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
===Requisites===&lt;br /&gt;
In order to be eligible for membership, an individual must be at or approaching Grand Lord or Lady status, demonstrate a general aptitude in abilities, and be in good social standing with the community. The reputation of the members of this organization is paramount to its success. Attendance at three official organizational event is required before being eligible for induction. All members agree to abide by the behavior and rules section of the bylaws.&lt;br /&gt;
===Membership Levels===&lt;br /&gt;
====Member====&lt;br /&gt;
This is the membership tier that is eligible to every member of the Hand of the Arkati. Basic requirement of being at or approaching Grand Lord or Lady status.&lt;br /&gt;
&amp;lt;br&amp;gt;Benefits Include:&lt;br /&gt;
* Access to permanent structure&lt;br /&gt;
* Ability to vote, weighted as 1 point&lt;br /&gt;
&lt;br /&gt;
====Veteran==== &lt;br /&gt;
Veteran status is available to be bestowed upon any member no sooner than six months after attaining membership. Promotion will be subject to officer approval and review of the member’s standing.&lt;br /&gt;
&amp;lt;br&amp;gt;Benefits Include:&lt;br /&gt;
* Access to permanent structure&lt;br /&gt;
* Voting weighted as 3 points&lt;br /&gt;
&lt;br /&gt;
====Officer====&lt;br /&gt;
Officers are voted into position by a majority vote (weighted by rank) when a position opens. Any new member that joins in the middle of an officer vote will not be eligible for voting participation. An officer must not be an officer of any other meeting hall organization. Officers have authority over events and meetings when present. There will at all times be a minimum of five officers and a maximum of seven. The officer selection pool is drawn from current Veterans. If an eligible Veteran does not exist, refuses nomination, or fails to achieve a majority membership vote, the pool of candidates will be drawn from all members.&lt;br /&gt;
&amp;lt;br&amp;gt;Benefits Include:&lt;br /&gt;
* Distribute prize closet items in accordance with meeting hall organization rules and guidelines&lt;br /&gt;
* Access to permanent structure&lt;br /&gt;
* Voting weighted as 5 points&lt;br /&gt;
Officers will consist of seven differing positions. Each position will have a primary focus, but those duties may still be performed by other officers if need arises. Members and others are recommended to seek out the officer of the position they are needing assistance in first, if none available they may request assistance from another. While these positions do allow a separation of duties, there are some general shared duties among all officers outlined below.&lt;br /&gt;
&amp;lt;br&amp;gt;Primary Duties &amp;amp; Responsibilities:&lt;br /&gt;
* Member inductions when needed&lt;br /&gt;
* Primary leaders of hunting events&lt;br /&gt;
* Host or lead an attendance-qualifying event at least once every two months&lt;br /&gt;
* Maintain the list of official calendar events, announcements, and runners &lt;br /&gt;
* Maintain the endowment and general funds&lt;br /&gt;
* Organize item donations for various causes/events&lt;br /&gt;
* Help maintain records of prize-closet item distribution&lt;br /&gt;
* Be a contact to other meeting hall organizations or cooperative houses of Elanthia&lt;br /&gt;
* Help to coordinate new events and quest runs for public or private member attendance&lt;br /&gt;
* Maintain the official attendance records&lt;br /&gt;
* Availability to be approached for new member inquiry as well as for any issue or conflict resolution&lt;br /&gt;
&lt;br /&gt;
===Expulsion &amp;amp; Removal===&lt;br /&gt;
Although membership within the organization is life-long with no upkeep requirement, there are exceptions that could cause removal of membership. There are also requirements that must be kept in order to maintain the position of officer. These expulsion and requirements are listed as follows.&lt;br /&gt;
* A Hand of the Arkati officer that decides to start or join another meeting hall organization as an officer will be removed as a Hand of the Arkati officer immediately upon recognition of such action&lt;br /&gt;
* Officers will be requested to step down or removed if they leave the game for longer than 60 days. Upon return, a prior officer can request to be voted back into office if current officers stand at five or fewer&lt;br /&gt;
* An officer may be removed due to actions in contrast to the best interests of the organization or in violation of game policy. This removal must be approved by a unanimous decision of the other acting officers. Upon removal, the officer will be demoted to veteran status unless extreme circumstances require expulsion from organization&lt;br /&gt;
* A veteran may be demoted to member due to actions in contrast to the best interests of the organization or in violation of game policy. This removal must be approved by a simple majority of the officers&lt;br /&gt;
* Any member or veteran may be expelled from the organization due to extreme circumstances. These may include violation of game policy, excessive abuse of bylaws’ behavior and rules, or other extreme instances&lt;br /&gt;
* Officers reserve right to remove a member from the organization after sale or transfer of an account and/or character&lt;br /&gt;
&lt;br /&gt;
==Events &amp;amp; Meetings==&lt;br /&gt;
Level Restrictions: Although membership is restricted to characters at, or approaching, Grand Lord or Lady status, lower-level characters may attend events as outlined per each event. In the absence of an officer, a veteran or member may lead and take charge of the event. In order for an event to be considered for attendance credit, the event must either be an official event or attended by at least five attendees. Attendance must be posted via an approved communication method so that it can be tallied.&lt;br /&gt;
&lt;br /&gt;
Hand of the Arkati typically runs an unofficial event every night of the week at 8:30 p.m. EST. Regularly-scheduled events may be disrupted due to festivals or other special activities.&lt;br /&gt;
&lt;br /&gt;
===Reim Quest Hunting===&lt;br /&gt;
The settlement of Reim offers various event options, listed below. Loot-sharing guidelines for Reim events follow the loot-sharing guidelines outlined in that section of the bylaws.&lt;br /&gt;
* Farm Run - Consists of staying within the village of Reim inside the “plaza.” Typically, farm runs will provide a constant presence in Reim for the entirety of the event and allow attendees to use Reim orbs to reset progression and gather additional ethereal scrip.&amp;lt;br&amp;gt;Level Restrictions: Generally open to level 81+, but safety is not guaranteed. Group size is capped at 20 - if more people arrive, a new group must be formed or the group disbanded.&lt;br /&gt;
* Progression Run - This is your typical Reim quest run. The event usually gathers within the village of Reim inside the plaza. At the designated time of progression, the group will make its way towards the throne room to kill the emperor and empress. Individual loot searched from the emperor and empress will belong to person who initiated the spawning of such.&amp;lt;br&amp;gt;Level Restrictions: Level 91+&lt;br /&gt;
**  Time of Progression - Will begin promptly at time stated at the beginning of event. (e.g., Reim progression will begin at 9 p.m. (NO reorbing after 8:55)&lt;br /&gt;
** Moving forward: Once progression has begun, group leadership will give attendees a maximum of two rare waves to gain clearance for next area. If still not clear, leader of event will request attendee stay behind to allow the group to progress in timely manner.&lt;br /&gt;
** AFK or non-responsive participants who are not clear will be given only one wave to clear and then left in a non-combat zone&lt;br /&gt;
* Speed Run - This is NOT your typical Reim quest run. The event gathers within the village of Reim inside the plaza. The group will promptly make its way towards the throne room to kill the emperor and empress. Individual loot searched from the emperor and empress will belong to person who initiated the spawning of such.&amp;lt;br&amp;gt;Level Restrictions: Level 91+&lt;br /&gt;
**  Time of Progression - Will begin promptly at 8:30 p.m. on Friday evening and begin progression at 8:45 p.m.&lt;br /&gt;
** Moving forward: Once progression has begun, group leadership will give attendees a maximum of one rare wave to gain clearance for next area. If not clear, attendee will be left where they stand to fend for themsleves.&lt;br /&gt;
** AFK or non-responsive participants who are not clear will be left where they stand to fend for themselves.&lt;br /&gt;
* Fortress Defense - A fast-paced, 30-minute event based on “defend the flag,” which gives one the chance to fight sequential waves of undead enemies. This version of Reim is best suited for casters or extremely fast physical classes.&amp;lt;br&amp;gt;Level Restrictions: Level 91+&lt;br /&gt;
&lt;br /&gt;
===Regular Capped Hunting Grounds===&lt;br /&gt;
These hunting events consist of group parties that gather to do adventurer-guild bandit runs, excursions to Old Ta’Faendryl, Sanctum of Scales, the Rift, the Elemental Confluence, or Nelemar as well as any future released hunting grounds designed towards capped players. These events or typically done as impromptu events by organization members (see above for attendance credit requirements). Many times officers or veterans may announce that they are gathering a group to head to one of these areas. Please feel free to join with them. These events will typically be led by the leader requesting the event. The loot for this event should be determined by those in attendance among themselves.&lt;br /&gt;
&amp;lt;br&amp;gt;Level Restrictions: Level 91+&lt;br /&gt;
&lt;br /&gt;
===Guardians of Sunfist Warcamping===&lt;br /&gt;
The leader of this event will generally be a member of the Guardians of Sunfist as one is needed to access entry to the camp. Usually a group will RAZE a warcamp, which consists of defeating an entire camp to extinction and then burning it to the ground. Raze tasks can be shared amongst society members at the beginning of the event. Loot-sharing guidelines for warcamping events follow the loot-sharing section of the bylaws.&lt;br /&gt;
* Please be prepared to dedicate a sufficient amount of time for the camp to be cleared. Generally a raze task can take between 30 minutes to 1 hour depending on camp and group size.&lt;br /&gt;
* It is recommended you come fully prepared with as much magical protection as you can garner. Also note that area of effect spells are not advised inside of the camp due to the shroud surrounding it.&lt;br /&gt;
&amp;lt;br&amp;gt;Level Restrictions: Level 91+ (restriction important due to Grimswarm spawning to the highest-level attendee).&lt;br /&gt;
&lt;br /&gt;
===Quests===&lt;br /&gt;
From time to time, paid quests may be led via the box office or SimuCoin quest system. These events will have limited space and loot distribution will be determined by the event leader. These paid quests are subject to attendance credit as long as they meet the minimum impromptu requirement of 5 attendees and are led by an officer or veteran.&lt;br /&gt;
&amp;lt;br&amp;gt;Level Restrictions: Varies based on event leader organizing&lt;br /&gt;
&lt;br /&gt;
===Event Loot Sharing===&lt;br /&gt;
For Reim-based events, there should always be at least one designated looter responsible for clearing corpses and gathering silver and gems. There will also be at least one leader responsible for safely grouping attendees and, where applicable, navigating the group through the quest.&lt;br /&gt;
* All corpses will be looted by the designated looter running a major loot boost for maximum possible looting benefit. The looter will coordinate with those in attendance to carry full containers when overburdened. It’s the looter’s responsibility to track to whom these containers were given&lt;br /&gt;
* At the end of the event, all containers will be given to a seller, preferably the attendee that has the highest trading and influence bonus, to take and sell. Coins will then be given to the leader to share among the attendees.&lt;br /&gt;
** Each leader of the group is entitled to one additional full share of the collected coins&lt;br /&gt;
** Each looter of the group is entitled to one additional full share of the collected coins&lt;br /&gt;
* Any attendee who wishes to receive a share of the silver split must choose from one of two options:&lt;br /&gt;
** Immediately move to Gardenia Commons in Mist Harbor and join the appointed group leader&lt;br /&gt;
** Communicate to the group before the event finishes that you will be unable to join the group in Gardenia Commons and:&lt;br /&gt;
*** Coordinate with another premium attendee to have your split delivered&lt;br /&gt;
***If unable to coordinate with anyone, alert an Officer and wait patiently in the Reim Base Camp for your split to be delivered to you&lt;br /&gt;
We encourage all attendees to learn and be comfortable with leading and looting tasks, so if you’re unclear about how to execute any of the tasks listed above please do not hesitate to contact an officer. We will be happy to provide you with guidance, instruction, and advice on how to get more involved with our events.&lt;br /&gt;
&lt;br /&gt;
===Other Events &amp;amp; Meetings===&lt;br /&gt;
From time to time, the officers and members may take part in various other events and meetings done throughout the world of Elanthia. These can range from festival participation to general organization meetings to discuss whatever topics are needed. These other events will typically be led by an officer or an officer-appointed event leader.&lt;br /&gt;
&lt;br /&gt;
==Behavior, Rules, &amp;amp; 3rd Party Resources==&lt;br /&gt;
Although the Hand of the Arkati is mostly an out of character community designed around capped group activity, we do ask that members and those that join us for our events abide by some simple behavior and rules. Those include the following:&lt;br /&gt;
* Drama, excessive complaining, etc is not appreciated, warranted, nor wanted&lt;br /&gt;
* Although our membership base is mostly adults, please keep our various forms of communication to a modest level. (e.g., no NC-17 rated content). Please take those discussions to a more private medium. If excessive violations occur, we will bar you from our communication methods&lt;br /&gt;
&lt;br /&gt;
Officers will manage and distribute invitations to 3rd party communication and resource tools. These include, but not limited too, external voice &amp;amp; text chat software as well as attendance records. Invitations to our existing voice &amp;amp; text chat software will be restricted to the following:&lt;br /&gt;
* Current members of the organization&lt;br /&gt;
* Individuals that have shown an interest in our organization by attending an event&lt;br /&gt;
* Individuals with special circumstances deemed so by the inviting officer&lt;br /&gt;
When an officer holding ownership over one of these tools and or resources steps down or is removed from the organization, that officer is required to relinquish ownership rights to another active officer.&lt;br /&gt;
&lt;br /&gt;
==Bylaws Ratification and Revisions==&lt;br /&gt;
If and when changes to the above bylaws need to be made, the following guidelines will be used to coordinate updates and approval.&lt;br /&gt;
&lt;br /&gt;
A bylaw change, update, removal, and additions may be proposed by the current officers. A majority vote of the officers will be used to decide if approved or denied.&lt;br /&gt;
&lt;br /&gt;
===History of Changes===&lt;br /&gt;
* 2/4/2021 - Updated the event section to reflect group size restrictions&lt;br /&gt;
* 11/25/2019 - Updating the bylaws to reflect the removal of the Captain role, the updated requirements for Veteran status, the change to the event schedule, and the change to the loot sharing guidelines&lt;br /&gt;
* 11/13/2019 - Updated the list of officers&lt;br /&gt;
* 4/14/2019 - Removed officer titles and consolidated roles to be more generic for all officers to perform.&lt;br /&gt;
* 1/21/2019 - Updated officer selection pool guidelines.&lt;br /&gt;
* 9/20/2018 - Updated REIM Progression guidelines (rare spawn limitation changes)&lt;br /&gt;
* 5/29/2018 - Added requirement to post captain events to appropriate Discord channel&lt;br /&gt;
* 3/7/2018 - Initial acceptance and approval of bylaws &amp;amp; charter.&lt;br /&gt;
&lt;br /&gt;
==Current Officers==&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|Treeva&lt;br /&gt;
|-&lt;br /&gt;
|Nuadjha&lt;br /&gt;
|-&lt;br /&gt;
|Ragz&lt;br /&gt;
|-&lt;br /&gt;
|Kragdruk&lt;br /&gt;
|-&lt;br /&gt;
|Melivn&lt;br /&gt;
|-&lt;br /&gt;
|Nodyre&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Roster==&lt;br /&gt;
Roster and full attendance records can be found in the public Google Spreadsheet:&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1U3k23G5VWvl4Z0_K42qeDPbAEjcB23j70eNKP7RCd44/edit?usp=sharing Roster and Attendance Spreadsheet]&lt;br /&gt;
&lt;br /&gt;
==Insignias==&lt;br /&gt;
* a marbled ora hand insignia clenched around a small gemstone globe - 20k&lt;br /&gt;
* a clenched veil iron hand insignia - Member Insignia (purchasable by any member) - 25k&amp;lt;br&amp;gt;Dark blue-flecked veil iron fingers envelop a gemstone globe that has been cut with a fractal lightning arc.  Light blue vaalorn veins writhe outward from the globe across the clenched fist, and the combination of the cut of the stone and the metallic inlay create the illusion of crimson sparks when the piece is caught by the light.  Across the wrist is inscribed in runic block letters: &amp;quot;We are thy hand.  Our will be done, on Elanthia as on the moons above.&amp;quot;&lt;br /&gt;
* a clenched rolaren hand insignia - Veteran Insignia (purchasable only by officers) - 30k&amp;lt;br&amp;gt;Dark rolaren fingers envelop a gemstone globe that has been cut with a fractal lightning arc.  Brilliant silver eonake veins writhe outward from the globe across the clenched fist, and the combination of the cut of the stone and the metallic inlay create the illusion of crimson sparks when the piece is caught by the light.  Across the wrist is inscribed in runic block letters: &amp;quot;We are thy hand.  Our will be done, on Elanthia as on the moons above.&amp;quot;&lt;br /&gt;
* a clenched veniom hand insignia - Officer Insignia (purchasable only by officers) - 30k&amp;lt;br&amp;gt;Dusky blue veniom-plated fingers envelop a gemstone globe that has been cut with a fractal lightning arc.  Ruddy eahnor veins writhe outward from the globe across the clenched fist, and the combination of the cut of the stone and the metallic inlay create the illusion of crimson sparks when the piece is caught by the light.  Across the wrist is inscribed in runic block letters: &amp;quot;We are thy hand.  Our will be done, on Elanthia as on the moons above.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Accolades==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[[Qalinor]] recites:&lt;br /&gt;
    &amp;quot;There are so many who contributed to the recent victory over the lich and his demons.  The Crown, and myself personally, wish to thank Champion Menos, Visitor &#039;&#039;&#039;Whirlin&#039;&#039;&#039; and his mercenary force Hand of the Arkati, Squires Hanshayr and Taye, Lady &#039;&#039;&#039;Jiarine&#039;&#039;&#039;, Lord &#039;&#039;&#039;Githros&#039;&#039;&#039;, Squire &#039;&#039;&#039;Cigger&#039;&#039;&#039;, and Roblar from the west.  I would also like to thank the Argent Mirror Myasara for sending Guard Captain Murstyr into Old Ta&#039;Faendryl.  The aid of the Shining City will not be forgotten.  I am certain there are more deserving names, but there is dining and dancing to come and I have some individual awards to issue.  If I have not named you, it is not because your deeds have gone unnoticed.  Thank you all to everyone who participated in the battles, defenses, and assault on Old Ta&#039;Faendryl.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Treeva, Qalinor says, &amp;quot;For time spent in battle defending the Fortress at great personal risk, I hereby award you the Silver Dragonstalk for distinguished service to House Vaalor.&amp;quot;&lt;br /&gt;
Speaking to Arshwikk, Qalinor says, &amp;quot;For time spent in battle defending the Fortress at great personal risk, I hereby award you the Silver Dragonstalk for distinguished service to House Vaalor.&amp;quot;&lt;br /&gt;
Speaking to Siierra, Qalinor says, &amp;quot;For time spent in battle defending the Fortress at great personal risk, I hereby award you the Silver Dragonstalk for distinguished service to House Vaalor.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Meeting Hall Organizations]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mechanical_ranged_weapon&amp;diff=144873</id>
		<title>Mechanical ranged weapon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mechanical_ranged_weapon&amp;diff=144873"/>
		<updated>2021-02-16T22:03:45Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechanical crossbows and bows&#039;&#039;&#039; are [[ranged weapons]] with special scripts. They have been sold in [[Bloodriven Village]] and at [[Ebon Gate 2018]] in [[EGShop:Grinding Gears|Grinding Gears]]. Not to be confused with old-style mechanical crossbows known as [[windlass crossbow]]s.&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 1 (OTS)&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= You analyze the {item} and sense that the item is largely free from merchant alteration restrictions.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
 ----------------MECHANICAL CROSSBOWS &amp;amp; BOWS----------------------&lt;br /&gt;
&amp;amp;#124;   These crossbows/bows are of gnomish craftsmanship, and very  &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;   intricate.  Any alteration should be along with this theme.  &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;                                                                &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;   Bows should have a wooden stock or grip, metallic gears and  &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;   limbs with crystal lenses for sights.                        &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;                                                                &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;   If altering these, you may ONLY change the base 15/15/15     &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;   and the settings below.                                      &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;                                                                &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;   It is currently a locked, off the shelf version.             &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;   You have access to: WEAR, REMOVE.                            &amp;amp;#124;&lt;br /&gt;
 ----------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Metal Gears  = bronze&lt;br /&gt;
  Metal Cams   = bronze&lt;br /&gt;
  Metal Limbs/Stirrup  = steel&lt;br /&gt;
  Crystal Sights = clear&amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= YES&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} {| {{verbtable}}&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! First&lt;br /&gt;
|-&lt;br /&gt;
! WEAR&lt;br /&gt;
| You sling your heavy arbalest over your shoulder, its mithril arms folding up neatly to its sides.&lt;br /&gt;
|-&lt;br /&gt;
! REMOVE&lt;br /&gt;
| You unsling a mechanical heavy arbalest off from over your shoulder, its mithril arms unfolding neatly to the sound of whirring gears.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 2 &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary=Can be loaded with up to 3 ammo at a time. For crossbows, {{boldmono|COCK}} with a loaded bolt has a flat roundtime unaffected by encumbrance, also forcing offensive [[stance]] like normal crossbows. {{boldmono|SPIN}} has a 30 minute cooldown and discharges all loaded ammo in a volley, preferring different enemies but will continue discharging as long as there are still enemies alive (if there are fewer enemies than ammo, then they can be targeted multiple times). If there are no more living enemies then the remaining ammo will remain loaded in the weapon. &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= You analyze the {item} and sense that the item is largely free from merchant alteration restrictions.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
 ----------------MECHANICAL CROSSBOWS &amp;amp; BOWS----------------------&lt;br /&gt;
&amp;amp;#124;   These crossbows/bows are of gnomish craftsmanship, and very   &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;   intricate.  Any alteration should be along with this theme.   &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;                                                                 &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;   Bows should have a wooden stock or grip, metallic gears and   &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;   limbs with crystal lenses for sights.                         &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;                                                                 &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;   If altering these, you may ONLY change the base 15/15/15      &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;   and the settings below.                                       &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;                                                                 &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;   It is unlocked to Tier 2, and can be unlocked again.          &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;   It can now be loaded with up to 3 bolts at a time.            &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;   COCK encumbrance is bypassed while the crossbow is loaded.    &amp;amp;#124;&lt;br /&gt;
&amp;amp;#124;   You can now: WEAR, REMOVE, POINT, POKE, RUB, PULL, PUSH, SPIN &amp;amp;#124;&lt;br /&gt;
 -----------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Metal Gears  = bronze&lt;br /&gt;
  Metal Cams   = bronze&lt;br /&gt;
  Metal Limbs/Stirrup  = steel&lt;br /&gt;
  Crystal Sights = clear&amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= YES&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} {| {{verbtable}}&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! First&lt;br /&gt;
|-&lt;br /&gt;
! WEAR&lt;br /&gt;
| You sling your heavy arbalest over your shoulder, its mithril arms folding up neatly to its sides.&lt;br /&gt;
|-&lt;br /&gt;
! REMOVE&lt;br /&gt;
| You unsling a mechanical heavy arbalest off from over your shoulder, its mithril arms unfolding neatly to the sound of whirring gears.&lt;br /&gt;
|-&lt;br /&gt;
! POINT&lt;br /&gt;
| You raise your mossbark hand crossbow to eye level, looking down through the cat&#039;s eye crystal sights.&lt;br /&gt;
|-&lt;br /&gt;
! POINT &amp;lt;TARGET&amp;gt;&lt;br /&gt;
| You raise your mossbark hand crossbow to eye level, looking down through the cat&#039;s eye crystal sights and taking direct aim at TARGET&#039;s right eye!&lt;br /&gt;
|-&lt;br /&gt;
! POKE&lt;br /&gt;
| You tap your finger impatiently on the trigger of your mossbark hand crossbow.&lt;br /&gt;
|-&lt;br /&gt;
! RUB&lt;br /&gt;
| You carefully run your hand across your mossbark hand crossbow and pause to wipe a bit of black grease off some of the scarred gears.  Much better!&lt;br /&gt;
|-&lt;br /&gt;
! PULL&lt;br /&gt;
| You pull back on the strings of your mossbark hand crossbow causing the bronze cams to rotate smoothly as the crossbow&#039;s limbs bend slightly in response.  The crossbow appears to be in ready condition.&lt;br /&gt;
|-&lt;br /&gt;
! PUSH&lt;br /&gt;
| You lower your mossbark hand crossbow, place your foot into the front stirrup, and push open a panel on its side.  Inside is a chaotic cluster of tiny gears and springs, but nothing looks amiss.  Satisfied you close the crossbow&#039;s side panel and return it to your side.&lt;br /&gt;
|-&lt;br /&gt;
! SPIN&lt;br /&gt;
| You aim down the amber crystal sights and squeeze the trigger of your heavy arbalest, the brass gears snapping into action!&amp;lt;br&amp;gt;The gears on a mechanical heavy arbalest whir into life and begin to rapidly discharge bolts in an impressive volley!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 3&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|inspect=A fine example of gnomish ingenuity and workmanship, this heavy arbalest displays curved &#039;&#039;&#039;mithril&#039;&#039;&#039; arms extending outward from the stock and is capped at the front with a &#039;&#039;&#039;mithril&#039;&#039;&#039; stirrup.  Large oval cams of &#039;&#039;&#039;black steel&#039;&#039;&#039; are wrapped in the bowstring that stretches across a network of &#039;&#039;&#039;mithril&#039;&#039;&#039; gears set amid either arm and into the interior of the arbalest.  Aligned atop the stock are a pair of &#039;&#039;&#039;crimson&#039;&#039;&#039; crystal lenses serving as sights, with a small trigger extending from the underside of the weapon.&lt;br /&gt;
&lt;br /&gt;
Examining the arbalest you see that it is cocked and loaded with 5 bolts.&lt;br /&gt;
|itemsummary=Can be loaded with up to 5 ammo at a time. For crossbows, {{boldmono|COCK}} with a loaded bolt has a flat roundtime unaffected by encumbrance, also forcing offensive [[stance]] like normal crossbows. {{boldmono|SPIN}} has a 30 minute cooldown and discharges all loaded ammo in a volley, preferring different enemies but will continue discharging as long as there are still enemies alive (if there are fewer enemies than ammo, then they can be targeted multiple times). If there are no more living enemies then the remaining ammo will remain loaded in the weapon. &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|itemverbtable= YES&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} {| {{verbtable}}&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! First&lt;br /&gt;
|-&lt;br /&gt;
! POINT&lt;br /&gt;
| You raise your heavy arbalest to eye level, looking down through the crimson crystal sights.&lt;br /&gt;
|-&lt;br /&gt;
! POINT (target)&lt;br /&gt;
| You raise your heavy arbalest to eye level, looking down the crimson crystal sights and taking direct aim at {target}&#039;s {aim location}!&lt;br /&gt;
|-&lt;br /&gt;
! POKE&lt;br /&gt;
| You tap your finger impatiently on the trigger of your heavy arbalest.&lt;br /&gt;
|-&lt;br /&gt;
! RUB&lt;br /&gt;
| You carefully run your hand across your heavy arbalest and pause to wipe a bit of black grease off some of the mithril gears.  Much better!&lt;br /&gt;
|-&lt;br /&gt;
! PULL&lt;br /&gt;
| You pull back on the strings of your heavy arbalest causing the black steel cams to rotate smoothly as the arbalest&#039;s arms bend slightly in response.  The arbalest appears to be in ready.&lt;br /&gt;
|-&lt;br /&gt;
! PUSH&lt;br /&gt;
| You lower your heavy arbalest, place your foot into the front stirrup, and push open a panel on its side. Inside is a chaotic cluster of tiny gears and springs, but nothing looks amiss.  Satisfied you close the arbalest&#039;s side panel and return it to your side.&lt;br /&gt;
|-&lt;br /&gt;
! LOAD&lt;br /&gt;
| You flip open the stock of your heavy arbalest and load a heavy crossbow bolt into it.  As you do, several gears spin and whirl, drawing the bolt into the interior of your arbalest.  You then quickly snap the stock shut.&lt;br /&gt;
|-&lt;br /&gt;
! COCK&lt;br /&gt;
| You draw back on the bowstring of your heavy arbalest causing its mithril gears to whirl, lifting a heavy crossbow bolt from the interior and snapping it into place.&lt;br /&gt;
|-&lt;br /&gt;
! SPIN&lt;br /&gt;
| You aim down the amber crystal sights and squeeze the trigger of your heavy arbalest, the brass gears snapping into action!&amp;lt;br&amp;gt;The gears on a mechanical heavy arbalest whir into life and begin to rapidly discharge bolts in an impressive volley!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type=Mechanical &amp;lt;!-- REQUIRED: Mechanical or Fluff. --&amp;gt;&lt;br /&gt;
|type2= &amp;lt;!-- OPTIONAL: If an item is feature altering, please enter &amp;quot;Feature altering&amp;quot;. --&amp;gt;&lt;br /&gt;
|itemclass=Weapon &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Clothing, Accessory, Container, Miscellaneous. --&amp;gt;&lt;br /&gt;
|itemclass2= &amp;lt;!-- OPTIONAL: If a script can be applied to more than one classification.  An example would be Joola items (clothing and jewelry). --&amp;gt;&lt;br /&gt;
|itemclass3=&lt;br /&gt;
|itemtype=Ranged Weapons&amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified. --&amp;gt;&lt;br /&gt;
|itemtype2=&lt;br /&gt;
|itemtype3=&lt;br /&gt;
|itemtype4=&lt;br /&gt;
|itemtype5=&lt;br /&gt;
|itemtype6=&lt;br /&gt;
|itemtype7=&lt;br /&gt;
|itemtype8=&lt;br /&gt;
|alter=Yes &amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|ld=Yes &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered --&amp;gt;&lt;br /&gt;
|feature2=&lt;br /&gt;
|feature3=&lt;br /&gt;
|feature4=&lt;br /&gt;
|feature5=&lt;br /&gt;
|feature6=&lt;br /&gt;
|feature7=&lt;br /&gt;
|feature8=&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;--&amp;gt;&lt;br /&gt;
|custom2=&lt;br /&gt;
|custom3=&lt;br /&gt;
|custom4=&lt;br /&gt;
|custom5=&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If not, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue= &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|tiered=Yes &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber=4 &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot; or &amp;quot;Certificate&amp;quot; ONLY. If both, enter at unlock2.--&amp;gt;&lt;br /&gt;
|unlock2=&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hideable= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if an item is hideable in inventory.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hide= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable.  This should indicate HOW it hides, whether by a verb or simply by being WORN. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell2=&lt;br /&gt;
|spell3=&lt;br /&gt;
|spell4=&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb=WEAR &amp;lt;!-- Verbs MUST be capitalized when entered. --&amp;gt;&lt;br /&gt;
|verb2=REMOVE&lt;br /&gt;
|verb3=POINT&lt;br /&gt;
|verb4=POKE&lt;br /&gt;
|verb5=RUB&lt;br /&gt;
|verb6=PULL&lt;br /&gt;
|verb7=PUSH&lt;br /&gt;
|verb8=LOAD&lt;br /&gt;
|verb9=COCK&lt;br /&gt;
|verb10=SPIN&lt;br /&gt;
|verb11=&lt;br /&gt;
|verb12=&lt;br /&gt;
|verb13=&lt;br /&gt;
|verb14=&lt;br /&gt;
|verb15=&lt;br /&gt;
|verb16=&lt;br /&gt;
|verb17=&lt;br /&gt;
|verb18=&lt;br /&gt;
|verb19=&lt;br /&gt;
|verb20=&lt;br /&gt;
|verb21=&lt;br /&gt;
|verb22=&lt;br /&gt;
|verb23=&lt;br /&gt;
|verb24=&lt;br /&gt;
|verb25=&lt;br /&gt;
|verb26=&lt;br /&gt;
|verb27=&lt;br /&gt;
|verb28=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hand_of_the_Arkati&amp;diff=144141</id>
		<title>Hand of the Arkati</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hand_of_the_Arkati&amp;diff=144141"/>
		<updated>2021-02-05T03:56:52Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Statement of Purpose==&lt;br /&gt;
The Hand of the Arkati fills the widely identified gap of a capped presence across Elanthia. We offer an organization specifically dedicated to hunting the strongest foes available in a quick, efficient, effective manner and provide a venue for capped individuals to hunt collaboratively. The hometown for the organization is Solhaven, where our planned structure will reside.&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
===Requisites===&lt;br /&gt;
In order to be eligible for membership, an individual must be at or approaching Grand Lord or Lady status, demonstrate a general aptitude in abilities, and be in good social standing with the community. The reputation of the members of this organization is paramount to its success. Attendance at three official organizational event is required before being eligible for induction. All members agree to abide by the behavior and rules section of the bylaws.&lt;br /&gt;
===Membership Levels===&lt;br /&gt;
====Member====&lt;br /&gt;
This is the membership tier that is eligible to every member of the Hand of the Arkati. Basic requirement of being at or approaching Grand Lord or Lady status.&lt;br /&gt;
&amp;lt;br&amp;gt;Benefits Include:&lt;br /&gt;
* Access to permanent structure&lt;br /&gt;
* Ability to vote, weighted as 1 point&lt;br /&gt;
&lt;br /&gt;
====Veteran==== &lt;br /&gt;
Veteran status is available to be bestowed upon any member no sooner than six months after attaining membership. Promotion will be subject to officer approval and review of the member’s standing.&lt;br /&gt;
&amp;lt;br&amp;gt;Benefits Include:&lt;br /&gt;
* Access to permanent structure&lt;br /&gt;
* Voting weighted as 3 points&lt;br /&gt;
&lt;br /&gt;
====Officer====&lt;br /&gt;
Officers are voted into position by a majority vote (weighted by rank) when a position opens. Any new member that joins in the middle of an officer vote will not be eligible for voting participation. An officer must not be an officer of any other meeting hall organization. Officers have authority over events and meetings when present. There will at all times be a minimum of five officers and a maximum of six. The officer selection pool is drawn from current Veterans. If an eligible Veteran does not exist, refuses nomination, or fails to achieve a majority membership vote, the pool of candidates will be drawn from all members.&lt;br /&gt;
&amp;lt;br&amp;gt;Benefits Include:&lt;br /&gt;
* Distribute prize closet items in accordance with meeting hall organization rules and guidelines&lt;br /&gt;
* Access to permanent structure&lt;br /&gt;
* Voting weighted as 5 points&lt;br /&gt;
Officers will consist of six differing positions. Each position will have a primary focus, but those duties may still be performed by other officers if need arises. Members and others are recommended to seek out the officer of the position they are needing assistance in first, if none available they may request assistance from another. While these positions do allow a separation of duties, there are some general shared duties among all officers outlined below.&lt;br /&gt;
&amp;lt;br&amp;gt;Primary Duties &amp;amp; Responsibilities:&lt;br /&gt;
* Member inductions when needed&lt;br /&gt;
* Primary leaders of hunting events&lt;br /&gt;
* Host or lead an attendance-qualifying event at least once every two months&lt;br /&gt;
* Maintain the list of official calendar events, announcements, and runners &lt;br /&gt;
* Maintain the endowment and general funds&lt;br /&gt;
* Organize item donations for various causes/events&lt;br /&gt;
* Help maintain records of prize-closet item distribution&lt;br /&gt;
* Be a contact to other meeting hall organizations or cooperative houses of Elanthia&lt;br /&gt;
* Help to coordinate new events and quest runs for public or private member attendance&lt;br /&gt;
* Maintain the official attendance records&lt;br /&gt;
* Availability to be approached for new member inquiry as well as for any issue or conflict resolution&lt;br /&gt;
&lt;br /&gt;
===Expulsion &amp;amp; Removal===&lt;br /&gt;
Although membership within the organization is life-long with no upkeep requirement, there are exceptions that could cause removal of membership. There are also requirements that must be kept in order to maintain the position of officer. These expulsion and requirements are listed as follows.&lt;br /&gt;
* A Hand of the Arkati officer that decides to start or join another meeting hall organization as an officer will be removed as a Hand of the Arkati officer immediately upon recognition of such action&lt;br /&gt;
* Officers will be requested to step down or removed if they leave the game for longer than 60 days. Upon return, a prior officer can request to be voted back into office if current officers stand at five or fewer&lt;br /&gt;
* An officer may be removed due to actions in contrast to the best interests of the organization or in violation of game policy. This removal must be approved by a unanimous decision of the other acting officers. Upon removal, the officer will be demoted to veteran status unless extreme circumstances require expulsion from organization&lt;br /&gt;
* A veteran may be demoted to member due to actions in contrast to the best interests of the organization or in violation of game policy. This removal must be approved by a simple majority of the officers&lt;br /&gt;
* Any member or veteran may be expelled from the organization due to extreme circumstances. These may include violation of game policy, excessive abuse of bylaws’ behavior and rules, or other extreme instances&lt;br /&gt;
* Officers reserve right to remove a member from the organization after sale or transfer of an account and/or character&lt;br /&gt;
&lt;br /&gt;
==Events &amp;amp; Meetings==&lt;br /&gt;
Level Restrictions: Although membership is restricted to characters at, or approaching, Grand Lord or Lady status, lower-level characters may attend events as outlined per each event. In the absence of an officer, a veteran or member may lead and take charge of the event. In order for an event to be considered for attendance credit, the event must either be an official event or attended by at least five attendees. Attendance must be posted via an approved communication method so that it can be tallied.&lt;br /&gt;
&lt;br /&gt;
Hand of the Arkati typically runs an unofficial event every night of the week at 8:30 p.m. EST. Regularly-scheduled events may be disrupted due to festivals or other special activities.&lt;br /&gt;
&lt;br /&gt;
===Reim Quest Hunting===&lt;br /&gt;
The settlement of Reim offers various event options, listed below. Loot-sharing guidelines for Reim events follow the loot-sharing guidelines outlined in that section of the bylaws.&lt;br /&gt;
* Farm Run - Consists of staying within the village of Reim inside the “plaza.” Typically, farm runs will provide a constant presence in Reim for the entirety of the event and allow attendees to use Reim orbs to reset progression and gather additional ethereal scrip.&amp;lt;br&amp;gt;Level Restrictions: Generally open to level 81+, but safety is not guaranteed. Group size is capped at 20 - if more people arrive, a new group must be formed or the group disbanded.&lt;br /&gt;
* Progression Run - This is your typical Reim quest run. The event usually gathers within the village of Reim inside the plaza. At the designated time of progression, the group will make its way towards the throne room to kill the emperor and empress. Individual loot searched from the emperor and empress will belong to person who initiated the spawning of such.&amp;lt;br&amp;gt;Level Restrictions: Level 91+&lt;br /&gt;
**  Time of Progression - Will begin promptly at time stated at the beginning of event. (e.g., Reim progression will begin at 9 p.m. (NO reorbing after 8:55)&lt;br /&gt;
** Moving forward: Once progression has begun, group leadership will give attendees a maximum of two rare waves to gain clearance for next area. If still not clear, leader of event will request attendee stay behind to allow the group to progress in timely manner.&lt;br /&gt;
** AFK or non-responsive participants who are not clear will be given only one wave to clear and then left in a non-combat zone&lt;br /&gt;
* Speed Run - This is NOT your typical Reim quest run. The event gathers within the village of Reim inside the plaza. The group will promptly make its way towards the throne room to kill the emperor and empress. Individual loot searched from the emperor and empress will belong to person who initiated the spawning of such.&amp;lt;br&amp;gt;Level Restrictions: Level 91+&lt;br /&gt;
**  Time of Progression - Will begin promptly at 8:30 p.m. on Friday evening and begin progression at 8:45 p.m.&lt;br /&gt;
** Moving forward: Once progression has begun, group leadership will give attendees a maximum of one rare wave to gain clearance for next area. If not clear, attendee will be left where they stand to fend for themsleves.&lt;br /&gt;
** AFK or non-responsive participants who are not clear will be left where they stand to fend for themselves.&lt;br /&gt;
* Fortress Defense - A fast-paced, 30-minute event based on “defend the flag,” which gives one the chance to fight sequential waves of undead enemies. This version of Reim is best suited for casters or extremely fast physical classes.&amp;lt;br&amp;gt;Level Restrictions: Level 91+&lt;br /&gt;
&lt;br /&gt;
===Regular Capped Hunting Grounds===&lt;br /&gt;
These hunting events consist of group parties that gather to do adventurer-guild bandit runs, excursions to Old Ta’Faendryl, Sanctum of Scales, the Rift, the Elemental Confluence, or Nelemar as well as any future released hunting grounds designed towards capped players. These events or typically done as impromptu events by organization members (see above for attendance credit requirements). Many times officers or veterans may announce that they are gathering a group to head to one of these areas. Please feel free to join with them. These events will typically be led by the leader requesting the event. The loot for this event should be determined by those in attendance among themselves.&lt;br /&gt;
&amp;lt;br&amp;gt;Level Restrictions: Level 91+&lt;br /&gt;
&lt;br /&gt;
===Guardians of Sunfist Warcamping===&lt;br /&gt;
The leader of this event will generally be a member of the Guardians of Sunfist as one is needed to access entry to the camp. Usually a group will RAZE a warcamp, which consists of defeating an entire camp to extinction and then burning it to the ground. Raze tasks can be shared amongst society members at the beginning of the event. Loot-sharing guidelines for warcamping events follow the loot-sharing section of the bylaws.&lt;br /&gt;
* Please be prepared to dedicate a sufficient amount of time for the camp to be cleared. Generally a raze task can take between 30 minutes to 1 hour depending on camp and group size.&lt;br /&gt;
* It is recommended you come fully prepared with as much magical protection as you can garner. Also note that area of effect spells are not advised inside of the camp due to the shroud surrounding it.&lt;br /&gt;
&amp;lt;br&amp;gt;Level Restrictions: Level 91+ (restriction important due to Grimswarm spawning to the highest-level attendee).&lt;br /&gt;
&lt;br /&gt;
===Quests===&lt;br /&gt;
From time to time, paid quests may be led via the box office or SimuCoin quest system. These events will have limited space and loot distribution will be determined by the event leader. These paid quests are subject to attendance credit as long as they meet the minimum impromptu requirement of 5 attendees and are led by an officer or veteran.&lt;br /&gt;
&amp;lt;br&amp;gt;Level Restrictions: Varies based on event leader organizing&lt;br /&gt;
&lt;br /&gt;
===Event Loot Sharing===&lt;br /&gt;
For Reim-based events, there should always be at least one designated looter responsible for clearing corpses and gathering silver and gems. There will also be at least one leader responsible for safely grouping attendees and, where applicable, navigating the group through the quest.&lt;br /&gt;
* All corpses will be looted by the designated looter running a major loot boost for maximum possible looting benefit. The looter will coordinate with those in attendance to carry full containers when overburdened. It’s the looter’s responsibility to track to whom these containers were given&lt;br /&gt;
* At the end of the event, all containers will be given to a seller, preferably the attendee that has the highest trading and influence bonus, to take and sell. Coins will then be given to the leader to share among the attendees.&lt;br /&gt;
** Each leader of the group is entitled to one additional full share of the collected coins&lt;br /&gt;
** Each looter of the group is entitled to one additional full share of the collected coins&lt;br /&gt;
* Any attendee who wishes to receive a share of the silver split must choose from one of two options:&lt;br /&gt;
** Immediately move to Gardenia Commons in Mist Harbor and join the appointed group leader&lt;br /&gt;
** Communicate to the group before the event finishes that you will be unable to join the group in Gardenia Commons and:&lt;br /&gt;
*** Coordinate with another premium attendee to have your split delivered&lt;br /&gt;
***If unable to coordinate with anyone, alert an Officer and wait patiently in the Reim Base Camp for your split to be delivered to you&lt;br /&gt;
We encourage all attendees to learn and be comfortable with leading and looting tasks, so if you’re unclear about how to execute any of the tasks listed above please do not hesitate to contact an officer. We will be happy to provide you with guidance, instruction, and advice on how to get more involved with our events.&lt;br /&gt;
&lt;br /&gt;
===Other Events &amp;amp; Meetings===&lt;br /&gt;
From time to time, the officers and members may take part in various other events and meetings done throughout the world of Elanthia. These can range from festival participation to general organization meetings to discuss whatever topics are needed. These other events will typically be led by an officer or an officer-appointed event leader.&lt;br /&gt;
&lt;br /&gt;
==Behavior, Rules, &amp;amp; 3rd Party Resources==&lt;br /&gt;
Although the Hand of the Arkati is mostly an out of character community designed around capped group activity, we do ask that members and those that join us for our events abide by some simple behavior and rules. Those include the following:&lt;br /&gt;
* Drama, excessive complaining, etc is not appreciated, warranted, nor wanted&lt;br /&gt;
* Although our membership base is mostly adults, please keep our various forms of communication to a modest level. (e.g., no NC-17 rated content). Please take those discussions to a more private medium. If excessive violations occur, we will bar you from our communication methods&lt;br /&gt;
&lt;br /&gt;
Officers will manage and distribute invitations to 3rd party communication and resource tools. These include, but not limited too, external voice &amp;amp; text chat software as well as attendance records. Invitations to our existing voice &amp;amp; text chat software will be restricted to the following:&lt;br /&gt;
* Current members of the organization&lt;br /&gt;
* Individuals that have shown an interest in our organization by attending an event&lt;br /&gt;
* Individuals with special circumstances deemed so by the inviting officer&lt;br /&gt;
When an officer holding ownership over one of these tools and or resources steps down or is removed from the organization, that officer is required to relinquish ownership rights to another active officer.&lt;br /&gt;
&lt;br /&gt;
==Bylaws Ratification and Revisions==&lt;br /&gt;
If and when changes to the above bylaws need to be made, the following guidelines will be used to coordinate updates and approval.&lt;br /&gt;
&lt;br /&gt;
A bylaw change, update, removal, and additions may be proposed by the current officers. A majority vote of the officers will be used to decide if approved or denied.&lt;br /&gt;
&lt;br /&gt;
===History of Changes===&lt;br /&gt;
* 2/4/2021 - Updated the event section to reflect group size restrictions&lt;br /&gt;
* 11/25/2019 - Updating the bylaws to reflect the removal of the Captain role, the updated requirements for Veteran status, the change to the event schedule, and the change to the loot sharing guidelines&lt;br /&gt;
* 11/13/2019 - Updated the list of officers&lt;br /&gt;
* 4/14/2019 - Removed officer titles and consolidated roles to be more generic for all officers to perform.&lt;br /&gt;
* 1/21/2019 - Updated officer selection pool guidelines.&lt;br /&gt;
* 9/20/2018 - Updated REIM Progression guidelines (rare spawn limitation changes)&lt;br /&gt;
* 5/29/2018 - Added requirement to post captain events to appropriate Discord channel&lt;br /&gt;
* 3/7/2018 - Initial acceptance and approval of bylaws &amp;amp; charter.&lt;br /&gt;
&lt;br /&gt;
==Current Officers==&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|Treeva&lt;br /&gt;
|-&lt;br /&gt;
|Nuadjha&lt;br /&gt;
|-&lt;br /&gt;
|Ragz&lt;br /&gt;
|-&lt;br /&gt;
|Kragdruk&lt;br /&gt;
|-&lt;br /&gt;
|Melivn&lt;br /&gt;
|-&lt;br /&gt;
|Nodyre&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Roster==&lt;br /&gt;
Roster and full attendance records can be found in the public Google Spreadsheet:&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1U3k23G5VWvl4Z0_K42qeDPbAEjcB23j70eNKP7RCd44/edit?usp=sharing Roster and Attendance Spreadsheet]&lt;br /&gt;
&lt;br /&gt;
==Insignias==&lt;br /&gt;
* a marbled ora hand insignia clenched around a small gemstone globe - 20k&lt;br /&gt;
* a clenched veil iron hand insignia - Member Insignia (purchasable by any member) - 25k&amp;lt;br&amp;gt;Dark blue-flecked veil iron fingers envelop a gemstone globe that has been cut with a fractal lightning arc.  Light blue vaalorn veins writhe outward from the globe across the clenched fist, and the combination of the cut of the stone and the metallic inlay create the illusion of crimson sparks when the piece is caught by the light.  Across the wrist is inscribed in runic block letters: &amp;quot;We are thy hand.  Our will be done, on Elanthia as on the moons above.&amp;quot;&lt;br /&gt;
* a clenched rolaren hand insignia - Veteran Insignia (purchasable only by officers) - 30k&amp;lt;br&amp;gt;Dark rolaren fingers envelop a gemstone globe that has been cut with a fractal lightning arc.  Brilliant silver eonake veins writhe outward from the globe across the clenched fist, and the combination of the cut of the stone and the metallic inlay create the illusion of crimson sparks when the piece is caught by the light.  Across the wrist is inscribed in runic block letters: &amp;quot;We are thy hand.  Our will be done, on Elanthia as on the moons above.&amp;quot;&lt;br /&gt;
* a clenched veniom hand insignia - Officer Insignia (purchasable only by officers) - 30k&amp;lt;br&amp;gt;Dusky blue veniom-plated fingers envelop a gemstone globe that has been cut with a fractal lightning arc.  Ruddy eahnor veins writhe outward from the globe across the clenched fist, and the combination of the cut of the stone and the metallic inlay create the illusion of crimson sparks when the piece is caught by the light.  Across the wrist is inscribed in runic block letters: &amp;quot;We are thy hand.  Our will be done, on Elanthia as on the moons above.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Accolades==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[[Qalinor]] recites:&lt;br /&gt;
    &amp;quot;There are so many who contributed to the recent victory over the lich and his demons.  The Crown, and myself personally, wish to thank Champion Menos, Visitor &#039;&#039;&#039;Whirlin&#039;&#039;&#039; and his mercenary force Hand of the Arkati, Squires Hanshayr and Taye, Lady &#039;&#039;&#039;Jiarine&#039;&#039;&#039;, Lord &#039;&#039;&#039;Githros&#039;&#039;&#039;, Squire &#039;&#039;&#039;Cigger&#039;&#039;&#039;, and Roblar from the west.  I would also like to thank the Argent Mirror Myasara for sending Guard Captain Murstyr into Old Ta&#039;Faendryl.  The aid of the Shining City will not be forgotten.  I am certain there are more deserving names, but there is dining and dancing to come and I have some individual awards to issue.  If I have not named you, it is not because your deeds have gone unnoticed.  Thank you all to everyone who participated in the battles, defenses, and assault on Old Ta&#039;Faendryl.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Treeva, Qalinor says, &amp;quot;For time spent in battle defending the Fortress at great personal risk, I hereby award you the Silver Dragonstalk for distinguished service to House Vaalor.&amp;quot;&lt;br /&gt;
Speaking to Arshwikk, Qalinor says, &amp;quot;For time spent in battle defending the Fortress at great personal risk, I hereby award you the Silver Dragonstalk for distinguished service to House Vaalor.&amp;quot;&lt;br /&gt;
Speaking to Siierra, Qalinor says, &amp;quot;For time spent in battle defending the Fortress at great personal risk, I hereby award you the Silver Dragonstalk for distinguished service to House Vaalor.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Meeting Hall Organizations]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Light_Armor_Mastery&amp;diff=144105</id>
		<title>Light Armor Mastery</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Light_Armor_Mastery&amp;diff=144105"/>
		<updated>2021-02-03T18:53:49Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = lightarmor&lt;br /&gt;
  |type = Passive Buff&lt;br /&gt;
  |requirements = Cloth, Leather, or Scale Armor&lt;br /&gt;
  |availableto = [[Warrior]]s, [[Rogue]]s, [[Monk]]s&lt;br /&gt;
  |availablein = Armor Specializations&lt;br /&gt;
}}&lt;br /&gt;
{{PSMcosts&lt;br /&gt;
  |sq1 = 20|se1 = -  |pu1 = -&lt;br /&gt;
  |sq2 = 30&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{PSMinfo&lt;br /&gt;
  |description = You are able to capitalize on your maneuverability in light armor to reduce the effects of magical warding attacks and increase your effectiveness at maneuvers and evasion.&lt;br /&gt;
  |mechanics = At rank 1, gain a [[CvA]] bonus of {{boldmono|(70 - (AG * 20))%}} of the difference of your equipped armor and the highest AsG you have fully trained.  At rank 2, gain a {{boldmono|(20 - (AG * 5))}} bonus to your offensive maneuver rolls and a {{boldmono|(25 - (AG * 5))%}} chance to gain Evasiveness when evading an attack.  Evasiveness prevents one attack, spell, or maneuver from harming you and lasts up to 30 seconds.  When this effect ends, this ability has a 10 second cooldown.&lt;br /&gt;
  |additionalinfo = Light Armor for the purposes of this specialization are defined as all armor subgroups [AsG] within cloth (Armor Group [AG] 1), light leather (AG 2), and scale/hard leather (AG 3).  No benefits will be earned for using chain (AG 4) or plate (AG 5). It is possible to train in two ranks of Light Armor Mastery.&lt;br /&gt;
&lt;br /&gt;
===Rank 1 - CvA Bonus===&lt;br /&gt;
&lt;br /&gt;
The first benefit of Light Armor Mastery is a protective factor in warding attack spells. The lower a character&#039;s CvA is, the more protective their armor is against warding attacks. Heavier and more magical armors are naturally more protective and thus light armor was historically less effective against warding attack spells. No longer! If you want to understand how to calculate your end CvA, keep reading. Otherwise you can jump down to the [[Light_Armor_Mastery#CvA_Table|CvA Table]] where it is calculated for you.&lt;br /&gt;
&lt;br /&gt;
====Calculating End CvA====&lt;br /&gt;
&lt;br /&gt;
At rank 1, you gain a CvA bonus based on a percentage difference between the CvA of your current AsG and the highest AsG you&#039;ve fully trained.  The percentage benefit is calculated as {{boldmono|(70 - (AG * 20))%}} of your current armor group.  Your AsG is considered fully trained when you have trained off the [[Roundtime|roundtime]] penalty for that particular AsG. Below is an example on how to calculate your end CvA based on wearing magical robes (AG 1, AsG 2) and 24 ranks of [[Armor Use]] (trained for studded leather [ASG 11]). The initial CvA is 15.&lt;br /&gt;
&lt;br /&gt;
First, calculate your percentage benefit by substituting in your armor group. &#039;&#039;Determining Percentage Benefit:&#039;&#039;&lt;br /&gt;
  Original:    {{boldmono|(70 - (AG * 20))%}}&lt;br /&gt;
  Substituted: {{boldmono|(70 - (1 * 20))%}}&lt;br /&gt;
  Resulting Percentage Benefit = &#039;&#039;&#039;50%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Then, determine your CvA bonus by subtracting your trained CvA from your worn CvA and multiplying it by the percentage benefit to obtain your CvA bonus. &#039;&#039;Determining CvA Bonus:&#039;&#039;&lt;br /&gt;
  Original:    {{boldmono|(&amp;lt;Worn CvA&amp;gt; - &amp;lt;trained CvA&amp;gt;) * &amp;lt;%benefit&amp;gt;}}&lt;br /&gt;
  Substituted: {{boldmono|(15 - 3) * 50%}}&lt;br /&gt;
  Resulting CvA Bonus = &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Last, subtract your CvA bonus from your worn CvA to determine your end CvA. &#039;&#039;Resulting End CvA:&#039;&#039;&lt;br /&gt;
  Original: {{boldmono|(&amp;lt;Worn CvA&amp;gt; - Bonus)}}&lt;br /&gt;
  Substituted: {{boldmono|15 - 6}}&lt;br /&gt;
  Resulting CvA = &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You started with &#039;&#039;&#039;15&#039;&#039;&#039; CvA and ended in &#039;&#039;&#039;9&#039;&#039;&#039; CvA.&lt;br /&gt;
&lt;br /&gt;
=== Rank 2 - Maneuver Bonus ===&lt;br /&gt;
&lt;br /&gt;
At rank 2, you gain a {{boldmono|(20 - (AG * 5))}} bonus to your offensive maneuver rolls and a &#039;&#039;&#039;(25 - (AG * 5))%&#039;&#039;&#039; chance to gain the temporary effect Evasiveness when evading an attack.  Evasiveness prevents one attack or spell from harming you and lasts up to 30 seconds.  When this effect ends, this ability has a 10 second cooldown.&lt;br /&gt;
&lt;br /&gt;
{{lightarmorbonus}}&lt;br /&gt;
&lt;br /&gt;
=== Reference Tables ===&lt;br /&gt;
&lt;br /&gt;
==== CvA Table====&lt;br /&gt;
&lt;br /&gt;
This table depicts what the ending CvA will be when you are wearing AG1-3 (across the top) and trained for ASG2-20 (along the side).&lt;br /&gt;
{{lightarmorCvA}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Armor/saved posts]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Collectible&amp;diff=143543</id>
		<title>Collectible</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Collectible&amp;diff=143543"/>
		<updated>2021-01-26T20:02:01Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;collectible&#039;&#039;&#039; is a special type of treasure found in [[box (treasure)|locked boxes]] or on [[Boss creatures|Boss creatures]] and can be redeemed for special rewards at the collectibles shop in each town.  The collectibles shops will also store these collectible items, so you don&#039;t have to use up valuable inventory and/or locker space while working towards completing a set.  The collectibles shops don&#039;t buy or sell anything (if you want to sell the collectibles for silver, take them to the pawn/gem shop instead). What you do is bring any found collectibles to the shop and then DEPOSIT them. The shop then holds on to them for you until you either WITHDRAW the collectible or REDEEM a completed set.&lt;br /&gt;
&lt;br /&gt;
==Collectibles Shop Locations==&lt;br /&gt;
{| class=&amp;quot;wikitable alternating sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Town||Location||Lich Room #&lt;br /&gt;
|-&lt;br /&gt;
|Wehnimer&#039;s Landing||North Ring Road||23806&lt;br /&gt;
|-&lt;br /&gt;
|Icemule Trace||Commerce Burrow||27351&lt;br /&gt;
|-&lt;br /&gt;
|Solhaven||South Market||23816&lt;br /&gt;
|-&lt;br /&gt;
|Teras Isle||Golvern Steet||27350&lt;br /&gt;
|-&lt;br /&gt;
|River&#039;s Rest||River Road||27348&lt;br /&gt;
|-&lt;br /&gt;
|Zul Logoth||Ruby Tunnel||27349&lt;br /&gt;
|-&lt;br /&gt;
|Ta&#039;Illistim||Moonglae Var||23817&lt;br /&gt;
|-&lt;br /&gt;
|Ta&#039;Vaalor||Rubicaene Wey||23818&lt;br /&gt;
|-&lt;br /&gt;
|Mist Harbor||Wisteria Crossing||23807&lt;br /&gt;
|-&lt;br /&gt;
|Cysaegir||Treetop Platform||23825&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;*In any town: ;go collectibles&#039;&#039;&#039;&lt;br /&gt;
==COLLECT (verb)==&lt;br /&gt;
The{{mono| COLLECT }}verb can be used to keep track of what collectibles you have{{mono| DEPOSIT}}ed at a collectibles shop. &lt;br /&gt;
&lt;br /&gt;
You can view the currently released collectible sets with{{mono| COLLECT ALL }}(there are 35 at the time of release) and your progress towards a particular set with {{mono|COLLECT SET [#]}}. If you are not sure if an item that you have is a collectible, you may use{{mono| COLLECT EXAMINE }}to check if the item is collectible. Finally,{{mono| COLLECT ACHIEVEMENTS }}lists the currently collectible achievements and your progress towards earning them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;collect&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
  COLLECTION [option]&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
   INFO                     - Shows your current stored collections.&lt;br /&gt;
   ACHIEVEMENTS             - Shows your current collectible achievements.&lt;br /&gt;
   SET [#]                  - Shows your progress towards filling the specified collection set.&lt;br /&gt;
   ALL                      - Shows all available collection sets.&lt;br /&gt;
   EXAMINE {item}           - Examines an item to determine if it is a collectible.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;INFO&lt;br /&gt;
Your collection is as follows:&lt;br /&gt;
&lt;br /&gt;
No items collected.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ACHIEVEMENTS&lt;br /&gt;
Displaying your collectibles achievements: (Obtained achievements are in bold)&lt;br /&gt;
#1.   Redeem a Common Set                            (0/1)&lt;br /&gt;
#2.   Redeem 5 Different Common Sets                 (0/5)&lt;br /&gt;
#3.   Redeem 10 Different Common Sets                (0/10)&lt;br /&gt;
#4.   Redeem an Uncommon Set                         (0/1)&lt;br /&gt;
#5.   Redeem 5 Different Uncommon Sets               (0/5)&lt;br /&gt;
#6.   Redeem 10 Different Uncommon Sets              (0/10)&lt;br /&gt;
#7.   Redeem a Rare Set                              (0/1)&lt;br /&gt;
#8.   Redeem 5 Different Rare Sets                   (0/5)&lt;br /&gt;
#9.   Redeem an Ultra-Rare Set                       (0/1)&lt;br /&gt;
#10.  Redeem 10 of a Single Common Set               (0/10)&lt;br /&gt;
#11.  Redeem 100 of a Single Common Set              (0/100)&lt;br /&gt;
#12.  Redeem 1000 of a Single Common Set             (0/1000)&lt;br /&gt;
#13.  Redeem 10 of Single Uncommon Set               (0/10)&lt;br /&gt;
#14.  Redeem 100 of a Single Uncommon Set            (0/100)&lt;br /&gt;
#15.  Redeem 1000 of a Single Uncommon Set           (0/1000)&lt;br /&gt;
#16.  Redeem 10 of Single Rare Set                   (0/10)&lt;br /&gt;
#17.  Redeem 100 of a Single Rare Set                (0/100)&lt;br /&gt;
#18.  Redeem 1000 of a Single Rare Set               (0/1000)&lt;br /&gt;
#19.  Redeem 10 of a Single Ultra-Rare Set           (0/10)&lt;br /&gt;
#20.  Redeem 100 of a Single Ultra-Rare Set          (0/100)&lt;br /&gt;
#21.  Redeem 1000 of a Single Ultra-Rare Set         (0/1000)&lt;br /&gt;
#22.  Redeem 1 Set of Each Rarity                    (0/4)&lt;br /&gt;
#23.  Redeem 30 Different Sets                       (0/30)&lt;br /&gt;
#24.  Redeem a Common Collectible                    (0/1)&lt;br /&gt;
#25.  Redeem an Uncommon Collectible                 (0/1)&lt;br /&gt;
#26.  Redeem a Rare Collectible                      (0/1)&lt;br /&gt;
#27.  Redeem an Ultra-Rare Collectible               (0/1)&lt;br /&gt;
#28.  Redeem 100 Common Collectibles                 (0/100)&lt;br /&gt;
#29.  Redeem 1000 Common Collectibles                (0/1000)&lt;br /&gt;
#30.  Redeem 10,000 Common Collectibles              (0/10000)&lt;br /&gt;
#31.  Redeem 100 Uncommon Collectibles               (0/100)&lt;br /&gt;
#32.  Redeem 1000 Uncommon Collectibles              (0/1000)&lt;br /&gt;
#33.  Redeem 10,000 Uncommon Collectibles            (0/10000)&lt;br /&gt;
#34.  Redeem 100 Rare Collectibles                   (0/100)&lt;br /&gt;
#35.  Redeem 1000 Rare Collectibles                  (0/1000)&lt;br /&gt;
#36.  Redeem 10,000 Rare Collectibles                (0/10000)&lt;br /&gt;
#37.  Redeem 10 Ultra-Rare Collectibles              (0/10)&lt;br /&gt;
#38.  Redeem 100 Ultra-Rare Collectibles             (0/100)&lt;br /&gt;
#39.  Redeem 1000 Ultra-Rare Collectibles            (0/1000)&lt;br /&gt;
#40.  Redeem 10,000 Ultra-Rare Collectibles          (0/10000)&lt;br /&gt;
#41.  Redeem 100 Collectible Sets                    (0/100)&lt;br /&gt;
#42.  Redeem 1000 Collectible Sets                   (0/1000)&lt;br /&gt;
#43.  Redeem 10,000 Collectible Sets                 (0/10000)&lt;br /&gt;
#44.  Redeem 100 Collectible Pieces                  (0/100)&lt;br /&gt;
#45.  Redeem 1000 Collectible Pieces                 (0/1000)&lt;br /&gt;
#46.  Redeem 10,000 Collectible Pieces               (0/10000)&lt;br /&gt;
#47.  Redeem 100,000 Collectible Pieces              (0/100000)&lt;br /&gt;
#48.  Complete all the Deity Sets                    (0/7)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ALL&lt;br /&gt;
Your sets available to be collected are as follows:&lt;br /&gt;
&lt;br /&gt;
#1.    Profession Figurines&lt;br /&gt;
#2.    Polished Stones&lt;br /&gt;
#3.    Unusual Smooth Stones&lt;br /&gt;
#4.    Moonstone Cube Slivers&lt;br /&gt;
#5.    White Flask Pieces&lt;br /&gt;
#6.    Soulstone Shards&lt;br /&gt;
#7.    Silver Wand Shavings&lt;br /&gt;
#8.    Golden Wand Shavings&lt;br /&gt;
#9.    Blue Wand Shavings&lt;br /&gt;
#10.   Iron Wand Shavings&lt;br /&gt;
#11.   Coral Wand Shavings&lt;br /&gt;
#12.   Gold Coins&lt;br /&gt;
#13.   Ruby Amulet Shards&lt;br /&gt;
#14.   Pink Pearl Necklace&lt;br /&gt;
#15.   Grey Pearl Necklace&lt;br /&gt;
#16.   White Pearl Necklace&lt;br /&gt;
#17.   Black Pearl Necklace&lt;br /&gt;
#18.   Green Pearl Necklace&lt;br /&gt;
#19.   Grindstones&lt;br /&gt;
#20.   Rainbow Garments&lt;br /&gt;
#21.   Divine Absolution&lt;br /&gt;
#22.   Antique Lockpicks&lt;br /&gt;
#23.   Fossilized Shells&lt;br /&gt;
#24.   Meteorite Chippings&lt;br /&gt;
#25.   Pantheon of Liabo&lt;br /&gt;
#26.   Pantheon of Lornon&lt;br /&gt;
#27.   Pantheon of Neutrality&lt;br /&gt;
#28.   Spirits of Battle&lt;br /&gt;
#29.   Spirits of Life&lt;br /&gt;
#30.   Spirits of Power&lt;br /&gt;
#31.   Spirits of Companionship&lt;br /&gt;
#32.   Spell Pills&lt;br /&gt;
#33.   Bloody Bandanas&lt;br /&gt;
#34.   Guild Nights&lt;br /&gt;
#35.   Heirloom of Reim&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Collection Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable alternating sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Collection||Reward&lt;br /&gt;
|-&lt;br /&gt;
|#1.    Profession Figurines|| 10000 silver &lt;br /&gt;
|-&lt;br /&gt;
|#2.    Polished Stones||250 experience points&lt;br /&gt;
|-&lt;br /&gt;
|#3.    Unusual Smooth Stones||5000 silver and 250 experience points&lt;br /&gt;
|-&lt;br /&gt;
|#4.    Moonstone Cube Slivers|| a solid moonstone cube&lt;br /&gt;
|-&lt;br /&gt;
|#5.    White Flask Pieces|| a white flask &lt;br /&gt;
|-&lt;br /&gt;
|#6.    Soulstone Shards||a cracked white soulstone (TAP for 2 deeds)&lt;br /&gt;
|-&lt;br /&gt;
|#7.    Silver Wand Shavings|| a silver wand &lt;br /&gt;
|-&lt;br /&gt;
|#8.    Golden Wand Shavings||a golden wand&lt;br /&gt;
|-&lt;br /&gt;
|#9.    Blue Wand Shavings||a slender blue wand&lt;br /&gt;
|-&lt;br /&gt;
|#10.   Iron Wand Shavings|| an iron wand &lt;br /&gt;
|-&lt;br /&gt;
|#11.   Coral Wand Shavings||green coral wand&lt;br /&gt;
|-&lt;br /&gt;
|#12.   Gold Coins|| a dull gold coin&lt;br /&gt;
|-&lt;br /&gt;
|#13.   Ruby Amulet Shards|| a ruby amulet (5 charges)&lt;br /&gt;
|-&lt;br /&gt;
|#14.   Pink Pearl Necklace|| a pink pearl necklace (20k sing value jewelry) and 100 silver&lt;br /&gt;
|-&lt;br /&gt;
|#15.   Grey Pearl Necklace|| a grey pearl necklace (20k sing value jewelry) and 250 silver&lt;br /&gt;
|-&lt;br /&gt;
|#16.   White Pearl Necklace||&lt;br /&gt;
|-&lt;br /&gt;
|#17.   Black Pearl Necklace||a black pearl necklace (20k sing value jewelry) and 750 silver&lt;br /&gt;
|-&lt;br /&gt;
|#18.   Green Pearl Necklace||&lt;br /&gt;
|-&lt;br /&gt;
|#19.   Grindstones||a sparkling whetstone  (Applies 1 CER of temporary crit weighting to a weapon on RUB)&lt;br /&gt;
|-&lt;br /&gt;
|#20.   Rainbow Garments|| a glowing multicolored swathe (unlocks existing Rainbowear to T4. RUB to activate with eligible item in hand)&lt;br /&gt;
|-&lt;br /&gt;
|#21.   Divine Absolution||a glowing sphere (deity attunement reset)&lt;br /&gt;
|-&lt;br /&gt;
|#22.   Antique Lockpicks||a small folded note (This note is good for 1 box opening service at any locksmith shop for no charge.)&lt;br /&gt;
|-&lt;br /&gt;
|#23.   Fossilized Shells||a waxy black jar of oil&lt;br /&gt;
|-&lt;br /&gt;
|#24.   Meteorite Chippings|| a crystalline vial containing some dark shimmering oil (contains [[902|Minor Elemental Edge]] with 4 charges) &lt;br /&gt;
|-&lt;br /&gt;
|#25.   Pantheon of Liabo|| 1 Gift of the Gods&lt;br /&gt;
|-&lt;br /&gt;
|#26.   Pantheon of Lornon|| 1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#27.   Pantheon of Neutrality|| 1 Luck Booster&lt;br /&gt;
|-&lt;br /&gt;
|#28.   Spirits of Battle|| 1 Item Supercharger&lt;br /&gt;
|-&lt;br /&gt;
|#29.   Spirits of Life||1 Luck Booster&lt;br /&gt;
|-&lt;br /&gt;
|#30.   Spirits of Power||1 Enhancive Boost&lt;br /&gt;
|-&lt;br /&gt;
|#31.   Spirits of Companionship||1 Guild Boost&lt;br /&gt;
|-&lt;br /&gt;
|#32.   Spell Pills||a squat pale grey crystal bottle (10 pills)&lt;br /&gt;
|-&lt;br /&gt;
|#33.   Bloody Bandanas||Adventurer&#039;s Guild voucher pack&lt;br /&gt;
|-&lt;br /&gt;
|#34.   Guild Nights||A guild night form.&lt;br /&gt;
|-&lt;br /&gt;
|#35.   Heirloom of Reim||1 use orb for the Settlement of Reim or Reim Fortress Defense&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Achievement Awards==&lt;br /&gt;
{| class=&amp;quot;wikitable alternating sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Achievement||Reward&lt;br /&gt;
|-&lt;br /&gt;
|#1.   Redeem a Common Set||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#2.   Redeem 5 Different Common Sets||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#3.   Redeem 10 Different Common Sets||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#4.   Redeem an Uncommon Set||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#5.   Redeem 5 Different Uncommon Sets||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#6.   Redeem 10 Different Uncommon Sets||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#7.   Redeem a Rare Set||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#8.   Redeem 5 Different Rare Sets||&lt;br /&gt;
|-&lt;br /&gt;
|#9.   Redeem an Ultra-Rare Set||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#10.  Redeem 10 of a Single Common Set||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#11.  Redeem 100 of a Single Common Set||&lt;br /&gt;
|-&lt;br /&gt;
|#12.  Redeem 1000 of a Single Common Set||&lt;br /&gt;
|-&lt;br /&gt;
|#13.  Redeem 10 of Single Uncommon Set||&lt;br /&gt;
|-&lt;br /&gt;
|#14.  Redeem 100 of a Single Uncommon Set||&lt;br /&gt;
|-&lt;br /&gt;
|#15.  Redeem 1000 of a Single Uncommon Set||&lt;br /&gt;
|-&lt;br /&gt;
|#16.  Redeem 10 of Single Rare Set||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#17.  Redeem 100 of a Single Rare Set||&lt;br /&gt;
|-&lt;br /&gt;
|#18.  Redeem 1000 of a Single Rare Set||&lt;br /&gt;
|-&lt;br /&gt;
|#19.  Redeem 10 of a Single Ultra-Rare Set||&lt;br /&gt;
|-&lt;br /&gt;
|#20.  Redeem 100 of a Single Ultra-Rare Set||&lt;br /&gt;
|-&lt;br /&gt;
|#21.  Redeem 1000 of a Single Ultra-Rare Set||&lt;br /&gt;
|-&lt;br /&gt;
|#22.  Redeem 1 Set of Each Rarity||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#23.  Redeem 30 Different Sets||&lt;br /&gt;
|-&lt;br /&gt;
|#24.  Redeem a Common Collectible||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#25.  Redeem an Uncommon Collectible||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#26.  Redeem a Rare Collectible||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#27.  Redeem an Ultra-Rare Collectible||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#28.  Redeem 100 Common Collectibles||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#29.  Redeem 1000 Common Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#30.  Redeem 10,000 Common Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#31.  Redeem 100 Uncommon Collectibles||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#32.  Redeem 1000 Uncommon Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#33.  Redeem 10,000 Uncommon Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#34.  Redeem 100 Rare Collectibles||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#35.  Redeem 1000 Rare Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#36.  Redeem 10,000 Rare Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#37.  Redeem 10 Ultra-Rare Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#38.  Redeem 100 Ultra-Rare Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#39.  Redeem 1000 Ultra-Rare Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#40.  Redeem 10,000 Ultra-Rare Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#41.  Redeem 100 Collectible Sets|| 1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#42.  Redeem 1000 Collectible Sets||&lt;br /&gt;
|-&lt;br /&gt;
|#43.  Redeem 10,000 Collectible Sets||&lt;br /&gt;
|-&lt;br /&gt;
|#44.  Redeem 100 Collectible Pieces||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#45.  Redeem 1000 Collectible Pieces||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#46.  Redeem 10,000 Collectible Pieces||&lt;br /&gt;
|-&lt;br /&gt;
|#47.  Redeem 100,000 Collectible Pieces||&lt;br /&gt;
|-&lt;br /&gt;
|#48.  Complete all the Deity Sets||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/items|List of collectible items]]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[Category: Treasure System]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Collectible&amp;diff=143542</id>
		<title>Collectible</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Collectible&amp;diff=143542"/>
		<updated>2021-01-26T20:01:37Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;collectible&#039;&#039;&#039; is a special types of treasure that is only found in [[box (treasure)|locked boxes]] or [[Boss creatures|Boss creatures]] and can be redeemed for special rewards at the collectibles shop in each town.  The collectibles shops will also store these collectible items, so you don&#039;t have to use up valuable inventory and/or locker space while working towards completing a set.  The collectibles shops don&#039;t buy or sell anything (if you want to sell the collectibles for silver, take them to the pawn/gem shop instead). What you do is bring any found collectibles to the shop and then DEPOSIT them. The shop then holds on to them for you until you either WITHDRAW the collectible or REDEEM a completed set.&lt;br /&gt;
&lt;br /&gt;
==Collectibles Shop Locations==&lt;br /&gt;
{| class=&amp;quot;wikitable alternating sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Town||Location||Lich Room #&lt;br /&gt;
|-&lt;br /&gt;
|Wehnimer&#039;s Landing||North Ring Road||23806&lt;br /&gt;
|-&lt;br /&gt;
|Icemule Trace||Commerce Burrow||27351&lt;br /&gt;
|-&lt;br /&gt;
|Solhaven||South Market||23816&lt;br /&gt;
|-&lt;br /&gt;
|Teras Isle||Golvern Steet||27350&lt;br /&gt;
|-&lt;br /&gt;
|River&#039;s Rest||River Road||27348&lt;br /&gt;
|-&lt;br /&gt;
|Zul Logoth||Ruby Tunnel||27349&lt;br /&gt;
|-&lt;br /&gt;
|Ta&#039;Illistim||Moonglae Var||23817&lt;br /&gt;
|-&lt;br /&gt;
|Ta&#039;Vaalor||Rubicaene Wey||23818&lt;br /&gt;
|-&lt;br /&gt;
|Mist Harbor||Wisteria Crossing||23807&lt;br /&gt;
|-&lt;br /&gt;
|Cysaegir||Treetop Platform||23825&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;*In any town: ;go collectibles&#039;&#039;&#039;&lt;br /&gt;
==COLLECT (verb)==&lt;br /&gt;
The{{mono| COLLECT }}verb can be used to keep track of what collectibles you have{{mono| DEPOSIT}}ed at a collectibles shop. &lt;br /&gt;
&lt;br /&gt;
You can view the currently released collectible sets with{{mono| COLLECT ALL }}(there are 35 at the time of release) and your progress towards a particular set with {{mono|COLLECT SET [#]}}. If you are not sure if an item that you have is a collectible, you may use{{mono| COLLECT EXAMINE }}to check if the item is collectible. Finally,{{mono| COLLECT ACHIEVEMENTS }}lists the currently collectible achievements and your progress towards earning them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;collect&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
  COLLECTION [option]&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
   INFO                     - Shows your current stored collections.&lt;br /&gt;
   ACHIEVEMENTS             - Shows your current collectible achievements.&lt;br /&gt;
   SET [#]                  - Shows your progress towards filling the specified collection set.&lt;br /&gt;
   ALL                      - Shows all available collection sets.&lt;br /&gt;
   EXAMINE {item}           - Examines an item to determine if it is a collectible.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;INFO&lt;br /&gt;
Your collection is as follows:&lt;br /&gt;
&lt;br /&gt;
No items collected.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ACHIEVEMENTS&lt;br /&gt;
Displaying your collectibles achievements: (Obtained achievements are in bold)&lt;br /&gt;
#1.   Redeem a Common Set                            (0/1)&lt;br /&gt;
#2.   Redeem 5 Different Common Sets                 (0/5)&lt;br /&gt;
#3.   Redeem 10 Different Common Sets                (0/10)&lt;br /&gt;
#4.   Redeem an Uncommon Set                         (0/1)&lt;br /&gt;
#5.   Redeem 5 Different Uncommon Sets               (0/5)&lt;br /&gt;
#6.   Redeem 10 Different Uncommon Sets              (0/10)&lt;br /&gt;
#7.   Redeem a Rare Set                              (0/1)&lt;br /&gt;
#8.   Redeem 5 Different Rare Sets                   (0/5)&lt;br /&gt;
#9.   Redeem an Ultra-Rare Set                       (0/1)&lt;br /&gt;
#10.  Redeem 10 of a Single Common Set               (0/10)&lt;br /&gt;
#11.  Redeem 100 of a Single Common Set              (0/100)&lt;br /&gt;
#12.  Redeem 1000 of a Single Common Set             (0/1000)&lt;br /&gt;
#13.  Redeem 10 of Single Uncommon Set               (0/10)&lt;br /&gt;
#14.  Redeem 100 of a Single Uncommon Set            (0/100)&lt;br /&gt;
#15.  Redeem 1000 of a Single Uncommon Set           (0/1000)&lt;br /&gt;
#16.  Redeem 10 of Single Rare Set                   (0/10)&lt;br /&gt;
#17.  Redeem 100 of a Single Rare Set                (0/100)&lt;br /&gt;
#18.  Redeem 1000 of a Single Rare Set               (0/1000)&lt;br /&gt;
#19.  Redeem 10 of a Single Ultra-Rare Set           (0/10)&lt;br /&gt;
#20.  Redeem 100 of a Single Ultra-Rare Set          (0/100)&lt;br /&gt;
#21.  Redeem 1000 of a Single Ultra-Rare Set         (0/1000)&lt;br /&gt;
#22.  Redeem 1 Set of Each Rarity                    (0/4)&lt;br /&gt;
#23.  Redeem 30 Different Sets                       (0/30)&lt;br /&gt;
#24.  Redeem a Common Collectible                    (0/1)&lt;br /&gt;
#25.  Redeem an Uncommon Collectible                 (0/1)&lt;br /&gt;
#26.  Redeem a Rare Collectible                      (0/1)&lt;br /&gt;
#27.  Redeem an Ultra-Rare Collectible               (0/1)&lt;br /&gt;
#28.  Redeem 100 Common Collectibles                 (0/100)&lt;br /&gt;
#29.  Redeem 1000 Common Collectibles                (0/1000)&lt;br /&gt;
#30.  Redeem 10,000 Common Collectibles              (0/10000)&lt;br /&gt;
#31.  Redeem 100 Uncommon Collectibles               (0/100)&lt;br /&gt;
#32.  Redeem 1000 Uncommon Collectibles              (0/1000)&lt;br /&gt;
#33.  Redeem 10,000 Uncommon Collectibles            (0/10000)&lt;br /&gt;
#34.  Redeem 100 Rare Collectibles                   (0/100)&lt;br /&gt;
#35.  Redeem 1000 Rare Collectibles                  (0/1000)&lt;br /&gt;
#36.  Redeem 10,000 Rare Collectibles                (0/10000)&lt;br /&gt;
#37.  Redeem 10 Ultra-Rare Collectibles              (0/10)&lt;br /&gt;
#38.  Redeem 100 Ultra-Rare Collectibles             (0/100)&lt;br /&gt;
#39.  Redeem 1000 Ultra-Rare Collectibles            (0/1000)&lt;br /&gt;
#40.  Redeem 10,000 Ultra-Rare Collectibles          (0/10000)&lt;br /&gt;
#41.  Redeem 100 Collectible Sets                    (0/100)&lt;br /&gt;
#42.  Redeem 1000 Collectible Sets                   (0/1000)&lt;br /&gt;
#43.  Redeem 10,000 Collectible Sets                 (0/10000)&lt;br /&gt;
#44.  Redeem 100 Collectible Pieces                  (0/100)&lt;br /&gt;
#45.  Redeem 1000 Collectible Pieces                 (0/1000)&lt;br /&gt;
#46.  Redeem 10,000 Collectible Pieces               (0/10000)&lt;br /&gt;
#47.  Redeem 100,000 Collectible Pieces              (0/100000)&lt;br /&gt;
#48.  Complete all the Deity Sets                    (0/7)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ALL&lt;br /&gt;
Your sets available to be collected are as follows:&lt;br /&gt;
&lt;br /&gt;
#1.    Profession Figurines&lt;br /&gt;
#2.    Polished Stones&lt;br /&gt;
#3.    Unusual Smooth Stones&lt;br /&gt;
#4.    Moonstone Cube Slivers&lt;br /&gt;
#5.    White Flask Pieces&lt;br /&gt;
#6.    Soulstone Shards&lt;br /&gt;
#7.    Silver Wand Shavings&lt;br /&gt;
#8.    Golden Wand Shavings&lt;br /&gt;
#9.    Blue Wand Shavings&lt;br /&gt;
#10.   Iron Wand Shavings&lt;br /&gt;
#11.   Coral Wand Shavings&lt;br /&gt;
#12.   Gold Coins&lt;br /&gt;
#13.   Ruby Amulet Shards&lt;br /&gt;
#14.   Pink Pearl Necklace&lt;br /&gt;
#15.   Grey Pearl Necklace&lt;br /&gt;
#16.   White Pearl Necklace&lt;br /&gt;
#17.   Black Pearl Necklace&lt;br /&gt;
#18.   Green Pearl Necklace&lt;br /&gt;
#19.   Grindstones&lt;br /&gt;
#20.   Rainbow Garments&lt;br /&gt;
#21.   Divine Absolution&lt;br /&gt;
#22.   Antique Lockpicks&lt;br /&gt;
#23.   Fossilized Shells&lt;br /&gt;
#24.   Meteorite Chippings&lt;br /&gt;
#25.   Pantheon of Liabo&lt;br /&gt;
#26.   Pantheon of Lornon&lt;br /&gt;
#27.   Pantheon of Neutrality&lt;br /&gt;
#28.   Spirits of Battle&lt;br /&gt;
#29.   Spirits of Life&lt;br /&gt;
#30.   Spirits of Power&lt;br /&gt;
#31.   Spirits of Companionship&lt;br /&gt;
#32.   Spell Pills&lt;br /&gt;
#33.   Bloody Bandanas&lt;br /&gt;
#34.   Guild Nights&lt;br /&gt;
#35.   Heirloom of Reim&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Collection Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable alternating sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Collection||Reward&lt;br /&gt;
|-&lt;br /&gt;
|#1.    Profession Figurines|| 10000 silver &lt;br /&gt;
|-&lt;br /&gt;
|#2.    Polished Stones||250 experience points&lt;br /&gt;
|-&lt;br /&gt;
|#3.    Unusual Smooth Stones||5000 silver and 250 experience points&lt;br /&gt;
|-&lt;br /&gt;
|#4.    Moonstone Cube Slivers|| a solid moonstone cube&lt;br /&gt;
|-&lt;br /&gt;
|#5.    White Flask Pieces|| a white flask &lt;br /&gt;
|-&lt;br /&gt;
|#6.    Soulstone Shards||a cracked white soulstone (TAP for 2 deeds)&lt;br /&gt;
|-&lt;br /&gt;
|#7.    Silver Wand Shavings|| a silver wand &lt;br /&gt;
|-&lt;br /&gt;
|#8.    Golden Wand Shavings||a golden wand&lt;br /&gt;
|-&lt;br /&gt;
|#9.    Blue Wand Shavings||a slender blue wand&lt;br /&gt;
|-&lt;br /&gt;
|#10.   Iron Wand Shavings|| an iron wand &lt;br /&gt;
|-&lt;br /&gt;
|#11.   Coral Wand Shavings||green coral wand&lt;br /&gt;
|-&lt;br /&gt;
|#12.   Gold Coins|| a dull gold coin&lt;br /&gt;
|-&lt;br /&gt;
|#13.   Ruby Amulet Shards|| a ruby amulet (5 charges)&lt;br /&gt;
|-&lt;br /&gt;
|#14.   Pink Pearl Necklace|| a pink pearl necklace (20k sing value jewelry) and 100 silver&lt;br /&gt;
|-&lt;br /&gt;
|#15.   Grey Pearl Necklace|| a grey pearl necklace (20k sing value jewelry) and 250 silver&lt;br /&gt;
|-&lt;br /&gt;
|#16.   White Pearl Necklace||&lt;br /&gt;
|-&lt;br /&gt;
|#17.   Black Pearl Necklace||a black pearl necklace (20k sing value jewelry) and 750 silver&lt;br /&gt;
|-&lt;br /&gt;
|#18.   Green Pearl Necklace||&lt;br /&gt;
|-&lt;br /&gt;
|#19.   Grindstones||a sparkling whetstone  (Applies 1 CER of temporary crit weighting to a weapon on RUB)&lt;br /&gt;
|-&lt;br /&gt;
|#20.   Rainbow Garments|| a glowing multicolored swathe (unlocks existing Rainbowear to T4. RUB to activate with eligible item in hand)&lt;br /&gt;
|-&lt;br /&gt;
|#21.   Divine Absolution||a glowing sphere (deity attunement reset)&lt;br /&gt;
|-&lt;br /&gt;
|#22.   Antique Lockpicks||a small folded note (This note is good for 1 box opening service at any locksmith shop for no charge.)&lt;br /&gt;
|-&lt;br /&gt;
|#23.   Fossilized Shells||a waxy black jar of oil&lt;br /&gt;
|-&lt;br /&gt;
|#24.   Meteorite Chippings|| a crystalline vial containing some dark shimmering oil (contains [[902|Minor Elemental Edge]] with 4 charges) &lt;br /&gt;
|-&lt;br /&gt;
|#25.   Pantheon of Liabo|| 1 Gift of the Gods&lt;br /&gt;
|-&lt;br /&gt;
|#26.   Pantheon of Lornon|| 1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#27.   Pantheon of Neutrality|| 1 Luck Booster&lt;br /&gt;
|-&lt;br /&gt;
|#28.   Spirits of Battle|| 1 Item Supercharger&lt;br /&gt;
|-&lt;br /&gt;
|#29.   Spirits of Life||1 Luck Booster&lt;br /&gt;
|-&lt;br /&gt;
|#30.   Spirits of Power||1 Enhancive Boost&lt;br /&gt;
|-&lt;br /&gt;
|#31.   Spirits of Companionship||1 Guild Boost&lt;br /&gt;
|-&lt;br /&gt;
|#32.   Spell Pills||a squat pale grey crystal bottle (10 pills)&lt;br /&gt;
|-&lt;br /&gt;
|#33.   Bloody Bandanas||Adventurer&#039;s Guild voucher pack&lt;br /&gt;
|-&lt;br /&gt;
|#34.   Guild Nights||A guild night form.&lt;br /&gt;
|-&lt;br /&gt;
|#35.   Heirloom of Reim||1 use orb for the Settlement of Reim or Reim Fortress Defense&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Achievement Awards==&lt;br /&gt;
{| class=&amp;quot;wikitable alternating sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Achievement||Reward&lt;br /&gt;
|-&lt;br /&gt;
|#1.   Redeem a Common Set||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#2.   Redeem 5 Different Common Sets||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#3.   Redeem 10 Different Common Sets||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#4.   Redeem an Uncommon Set||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#5.   Redeem 5 Different Uncommon Sets||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#6.   Redeem 10 Different Uncommon Sets||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#7.   Redeem a Rare Set||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#8.   Redeem 5 Different Rare Sets||&lt;br /&gt;
|-&lt;br /&gt;
|#9.   Redeem an Ultra-Rare Set||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#10.  Redeem 10 of a Single Common Set||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#11.  Redeem 100 of a Single Common Set||&lt;br /&gt;
|-&lt;br /&gt;
|#12.  Redeem 1000 of a Single Common Set||&lt;br /&gt;
|-&lt;br /&gt;
|#13.  Redeem 10 of Single Uncommon Set||&lt;br /&gt;
|-&lt;br /&gt;
|#14.  Redeem 100 of a Single Uncommon Set||&lt;br /&gt;
|-&lt;br /&gt;
|#15.  Redeem 1000 of a Single Uncommon Set||&lt;br /&gt;
|-&lt;br /&gt;
|#16.  Redeem 10 of Single Rare Set||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#17.  Redeem 100 of a Single Rare Set||&lt;br /&gt;
|-&lt;br /&gt;
|#18.  Redeem 1000 of a Single Rare Set||&lt;br /&gt;
|-&lt;br /&gt;
|#19.  Redeem 10 of a Single Ultra-Rare Set||&lt;br /&gt;
|-&lt;br /&gt;
|#20.  Redeem 100 of a Single Ultra-Rare Set||&lt;br /&gt;
|-&lt;br /&gt;
|#21.  Redeem 1000 of a Single Ultra-Rare Set||&lt;br /&gt;
|-&lt;br /&gt;
|#22.  Redeem 1 Set of Each Rarity||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#23.  Redeem 30 Different Sets||&lt;br /&gt;
|-&lt;br /&gt;
|#24.  Redeem a Common Collectible||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#25.  Redeem an Uncommon Collectible||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#26.  Redeem a Rare Collectible||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#27.  Redeem an Ultra-Rare Collectible||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#28.  Redeem 100 Common Collectibles||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#29.  Redeem 1000 Common Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#30.  Redeem 10,000 Common Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#31.  Redeem 100 Uncommon Collectibles||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#32.  Redeem 1000 Uncommon Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#33.  Redeem 10,000 Uncommon Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#34.  Redeem 100 Rare Collectibles||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#35.  Redeem 1000 Rare Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#36.  Redeem 10,000 Rare Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#37.  Redeem 10 Ultra-Rare Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#38.  Redeem 100 Ultra-Rare Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#39.  Redeem 1000 Ultra-Rare Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#40.  Redeem 10,000 Ultra-Rare Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#41.  Redeem 100 Collectible Sets|| 1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#42.  Redeem 1000 Collectible Sets||&lt;br /&gt;
|-&lt;br /&gt;
|#43.  Redeem 10,000 Collectible Sets||&lt;br /&gt;
|-&lt;br /&gt;
|#44.  Redeem 100 Collectible Pieces||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#45.  Redeem 1000 Collectible Pieces||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#46.  Redeem 10,000 Collectible Pieces||&lt;br /&gt;
|-&lt;br /&gt;
|#47.  Redeem 100,000 Collectible Pieces||&lt;br /&gt;
|-&lt;br /&gt;
|#48.  Complete all the Deity Sets||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/items|List of collectible items]]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[Category: Treasure System]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Collectible&amp;diff=143541</id>
		<title>Collectible</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Collectible&amp;diff=143541"/>
		<updated>2021-01-26T20:00:59Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;collectible&#039;&#039;&#039; are a special types of treasure that are only found in [[box (treasure)|locked boxes]] or [[Boss creatures|Boss creatures]] and can be redeemed for special rewards at the collectibles shop in each town.  The collectibles shops will also store these collectible items, so you don&#039;t have to use up valuable inventory and/or locker space while working towards completing a set.  The collectibles shops don&#039;t buy or sell anything (if you want to sell the collectibles for silver, take them to the pawn/gem shop instead). What you do is bring any found collectibles to the shop and then DEPOSIT them. The shop then holds on to them for you until you either WITHDRAW the collectible or REDEEM a completed set.&lt;br /&gt;
&lt;br /&gt;
==Collectibles Shop Locations==&lt;br /&gt;
{| class=&amp;quot;wikitable alternating sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Town||Location||Lich Room #&lt;br /&gt;
|-&lt;br /&gt;
|Wehnimer&#039;s Landing||North Ring Road||23806&lt;br /&gt;
|-&lt;br /&gt;
|Icemule Trace||Commerce Burrow||27351&lt;br /&gt;
|-&lt;br /&gt;
|Solhaven||South Market||23816&lt;br /&gt;
|-&lt;br /&gt;
|Teras Isle||Golvern Steet||27350&lt;br /&gt;
|-&lt;br /&gt;
|River&#039;s Rest||River Road||27348&lt;br /&gt;
|-&lt;br /&gt;
|Zul Logoth||Ruby Tunnel||27349&lt;br /&gt;
|-&lt;br /&gt;
|Ta&#039;Illistim||Moonglae Var||23817&lt;br /&gt;
|-&lt;br /&gt;
|Ta&#039;Vaalor||Rubicaene Wey||23818&lt;br /&gt;
|-&lt;br /&gt;
|Mist Harbor||Wisteria Crossing||23807&lt;br /&gt;
|-&lt;br /&gt;
|Cysaegir||Treetop Platform||23825&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;*In any town: ;go collectibles&#039;&#039;&#039;&lt;br /&gt;
==COLLECT (verb)==&lt;br /&gt;
The{{mono| COLLECT }}verb can be used to keep track of what collectibles you have{{mono| DEPOSIT}}ed at a collectibles shop. &lt;br /&gt;
&lt;br /&gt;
You can view the currently released collectible sets with{{mono| COLLECT ALL }}(there are 35 at the time of release) and your progress towards a particular set with {{mono|COLLECT SET [#]}}. If you are not sure if an item that you have is a collectible, you may use{{mono| COLLECT EXAMINE }}to check if the item is collectible. Finally,{{mono| COLLECT ACHIEVEMENTS }}lists the currently collectible achievements and your progress towards earning them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;collect&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
  COLLECTION [option]&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
   INFO                     - Shows your current stored collections.&lt;br /&gt;
   ACHIEVEMENTS             - Shows your current collectible achievements.&lt;br /&gt;
   SET [#]                  - Shows your progress towards filling the specified collection set.&lt;br /&gt;
   ALL                      - Shows all available collection sets.&lt;br /&gt;
   EXAMINE {item}           - Examines an item to determine if it is a collectible.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;INFO&lt;br /&gt;
Your collection is as follows:&lt;br /&gt;
&lt;br /&gt;
No items collected.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ACHIEVEMENTS&lt;br /&gt;
Displaying your collectibles achievements: (Obtained achievements are in bold)&lt;br /&gt;
#1.   Redeem a Common Set                            (0/1)&lt;br /&gt;
#2.   Redeem 5 Different Common Sets                 (0/5)&lt;br /&gt;
#3.   Redeem 10 Different Common Sets                (0/10)&lt;br /&gt;
#4.   Redeem an Uncommon Set                         (0/1)&lt;br /&gt;
#5.   Redeem 5 Different Uncommon Sets               (0/5)&lt;br /&gt;
#6.   Redeem 10 Different Uncommon Sets              (0/10)&lt;br /&gt;
#7.   Redeem a Rare Set                              (0/1)&lt;br /&gt;
#8.   Redeem 5 Different Rare Sets                   (0/5)&lt;br /&gt;
#9.   Redeem an Ultra-Rare Set                       (0/1)&lt;br /&gt;
#10.  Redeem 10 of a Single Common Set               (0/10)&lt;br /&gt;
#11.  Redeem 100 of a Single Common Set              (0/100)&lt;br /&gt;
#12.  Redeem 1000 of a Single Common Set             (0/1000)&lt;br /&gt;
#13.  Redeem 10 of Single Uncommon Set               (0/10)&lt;br /&gt;
#14.  Redeem 100 of a Single Uncommon Set            (0/100)&lt;br /&gt;
#15.  Redeem 1000 of a Single Uncommon Set           (0/1000)&lt;br /&gt;
#16.  Redeem 10 of Single Rare Set                   (0/10)&lt;br /&gt;
#17.  Redeem 100 of a Single Rare Set                (0/100)&lt;br /&gt;
#18.  Redeem 1000 of a Single Rare Set               (0/1000)&lt;br /&gt;
#19.  Redeem 10 of a Single Ultra-Rare Set           (0/10)&lt;br /&gt;
#20.  Redeem 100 of a Single Ultra-Rare Set          (0/100)&lt;br /&gt;
#21.  Redeem 1000 of a Single Ultra-Rare Set         (0/1000)&lt;br /&gt;
#22.  Redeem 1 Set of Each Rarity                    (0/4)&lt;br /&gt;
#23.  Redeem 30 Different Sets                       (0/30)&lt;br /&gt;
#24.  Redeem a Common Collectible                    (0/1)&lt;br /&gt;
#25.  Redeem an Uncommon Collectible                 (0/1)&lt;br /&gt;
#26.  Redeem a Rare Collectible                      (0/1)&lt;br /&gt;
#27.  Redeem an Ultra-Rare Collectible               (0/1)&lt;br /&gt;
#28.  Redeem 100 Common Collectibles                 (0/100)&lt;br /&gt;
#29.  Redeem 1000 Common Collectibles                (0/1000)&lt;br /&gt;
#30.  Redeem 10,000 Common Collectibles              (0/10000)&lt;br /&gt;
#31.  Redeem 100 Uncommon Collectibles               (0/100)&lt;br /&gt;
#32.  Redeem 1000 Uncommon Collectibles              (0/1000)&lt;br /&gt;
#33.  Redeem 10,000 Uncommon Collectibles            (0/10000)&lt;br /&gt;
#34.  Redeem 100 Rare Collectibles                   (0/100)&lt;br /&gt;
#35.  Redeem 1000 Rare Collectibles                  (0/1000)&lt;br /&gt;
#36.  Redeem 10,000 Rare Collectibles                (0/10000)&lt;br /&gt;
#37.  Redeem 10 Ultra-Rare Collectibles              (0/10)&lt;br /&gt;
#38.  Redeem 100 Ultra-Rare Collectibles             (0/100)&lt;br /&gt;
#39.  Redeem 1000 Ultra-Rare Collectibles            (0/1000)&lt;br /&gt;
#40.  Redeem 10,000 Ultra-Rare Collectibles          (0/10000)&lt;br /&gt;
#41.  Redeem 100 Collectible Sets                    (0/100)&lt;br /&gt;
#42.  Redeem 1000 Collectible Sets                   (0/1000)&lt;br /&gt;
#43.  Redeem 10,000 Collectible Sets                 (0/10000)&lt;br /&gt;
#44.  Redeem 100 Collectible Pieces                  (0/100)&lt;br /&gt;
#45.  Redeem 1000 Collectible Pieces                 (0/1000)&lt;br /&gt;
#46.  Redeem 10,000 Collectible Pieces               (0/10000)&lt;br /&gt;
#47.  Redeem 100,000 Collectible Pieces              (0/100000)&lt;br /&gt;
#48.  Complete all the Deity Sets                    (0/7)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ALL&lt;br /&gt;
Your sets available to be collected are as follows:&lt;br /&gt;
&lt;br /&gt;
#1.    Profession Figurines&lt;br /&gt;
#2.    Polished Stones&lt;br /&gt;
#3.    Unusual Smooth Stones&lt;br /&gt;
#4.    Moonstone Cube Slivers&lt;br /&gt;
#5.    White Flask Pieces&lt;br /&gt;
#6.    Soulstone Shards&lt;br /&gt;
#7.    Silver Wand Shavings&lt;br /&gt;
#8.    Golden Wand Shavings&lt;br /&gt;
#9.    Blue Wand Shavings&lt;br /&gt;
#10.   Iron Wand Shavings&lt;br /&gt;
#11.   Coral Wand Shavings&lt;br /&gt;
#12.   Gold Coins&lt;br /&gt;
#13.   Ruby Amulet Shards&lt;br /&gt;
#14.   Pink Pearl Necklace&lt;br /&gt;
#15.   Grey Pearl Necklace&lt;br /&gt;
#16.   White Pearl Necklace&lt;br /&gt;
#17.   Black Pearl Necklace&lt;br /&gt;
#18.   Green Pearl Necklace&lt;br /&gt;
#19.   Grindstones&lt;br /&gt;
#20.   Rainbow Garments&lt;br /&gt;
#21.   Divine Absolution&lt;br /&gt;
#22.   Antique Lockpicks&lt;br /&gt;
#23.   Fossilized Shells&lt;br /&gt;
#24.   Meteorite Chippings&lt;br /&gt;
#25.   Pantheon of Liabo&lt;br /&gt;
#26.   Pantheon of Lornon&lt;br /&gt;
#27.   Pantheon of Neutrality&lt;br /&gt;
#28.   Spirits of Battle&lt;br /&gt;
#29.   Spirits of Life&lt;br /&gt;
#30.   Spirits of Power&lt;br /&gt;
#31.   Spirits of Companionship&lt;br /&gt;
#32.   Spell Pills&lt;br /&gt;
#33.   Bloody Bandanas&lt;br /&gt;
#34.   Guild Nights&lt;br /&gt;
#35.   Heirloom of Reim&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Collection Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable alternating sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Collection||Reward&lt;br /&gt;
|-&lt;br /&gt;
|#1.    Profession Figurines|| 10000 silver &lt;br /&gt;
|-&lt;br /&gt;
|#2.    Polished Stones||250 experience points&lt;br /&gt;
|-&lt;br /&gt;
|#3.    Unusual Smooth Stones||5000 silver and 250 experience points&lt;br /&gt;
|-&lt;br /&gt;
|#4.    Moonstone Cube Slivers|| a solid moonstone cube&lt;br /&gt;
|-&lt;br /&gt;
|#5.    White Flask Pieces|| a white flask &lt;br /&gt;
|-&lt;br /&gt;
|#6.    Soulstone Shards||a cracked white soulstone (TAP for 2 deeds)&lt;br /&gt;
|-&lt;br /&gt;
|#7.    Silver Wand Shavings|| a silver wand &lt;br /&gt;
|-&lt;br /&gt;
|#8.    Golden Wand Shavings||a golden wand&lt;br /&gt;
|-&lt;br /&gt;
|#9.    Blue Wand Shavings||a slender blue wand&lt;br /&gt;
|-&lt;br /&gt;
|#10.   Iron Wand Shavings|| an iron wand &lt;br /&gt;
|-&lt;br /&gt;
|#11.   Coral Wand Shavings||green coral wand&lt;br /&gt;
|-&lt;br /&gt;
|#12.   Gold Coins|| a dull gold coin&lt;br /&gt;
|-&lt;br /&gt;
|#13.   Ruby Amulet Shards|| a ruby amulet (5 charges)&lt;br /&gt;
|-&lt;br /&gt;
|#14.   Pink Pearl Necklace|| a pink pearl necklace (20k sing value jewelry) and 100 silver&lt;br /&gt;
|-&lt;br /&gt;
|#15.   Grey Pearl Necklace|| a grey pearl necklace (20k sing value jewelry) and 250 silver&lt;br /&gt;
|-&lt;br /&gt;
|#16.   White Pearl Necklace||&lt;br /&gt;
|-&lt;br /&gt;
|#17.   Black Pearl Necklace||a black pearl necklace (20k sing value jewelry) and 750 silver&lt;br /&gt;
|-&lt;br /&gt;
|#18.   Green Pearl Necklace||&lt;br /&gt;
|-&lt;br /&gt;
|#19.   Grindstones||a sparkling whetstone  (Applies 1 CER of temporary crit weighting to a weapon on RUB)&lt;br /&gt;
|-&lt;br /&gt;
|#20.   Rainbow Garments|| a glowing multicolored swathe (unlocks existing Rainbowear to T4. RUB to activate with eligible item in hand)&lt;br /&gt;
|-&lt;br /&gt;
|#21.   Divine Absolution||a glowing sphere (deity attunement reset)&lt;br /&gt;
|-&lt;br /&gt;
|#22.   Antique Lockpicks||a small folded note (This note is good for 1 box opening service at any locksmith shop for no charge.)&lt;br /&gt;
|-&lt;br /&gt;
|#23.   Fossilized Shells||a waxy black jar of oil&lt;br /&gt;
|-&lt;br /&gt;
|#24.   Meteorite Chippings|| a crystalline vial containing some dark shimmering oil (contains [[902|Minor Elemental Edge]] with 4 charges) &lt;br /&gt;
|-&lt;br /&gt;
|#25.   Pantheon of Liabo|| 1 Gift of the Gods&lt;br /&gt;
|-&lt;br /&gt;
|#26.   Pantheon of Lornon|| 1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#27.   Pantheon of Neutrality|| 1 Luck Booster&lt;br /&gt;
|-&lt;br /&gt;
|#28.   Spirits of Battle|| 1 Item Supercharger&lt;br /&gt;
|-&lt;br /&gt;
|#29.   Spirits of Life||1 Luck Booster&lt;br /&gt;
|-&lt;br /&gt;
|#30.   Spirits of Power||1 Enhancive Boost&lt;br /&gt;
|-&lt;br /&gt;
|#31.   Spirits of Companionship||1 Guild Boost&lt;br /&gt;
|-&lt;br /&gt;
|#32.   Spell Pills||a squat pale grey crystal bottle (10 pills)&lt;br /&gt;
|-&lt;br /&gt;
|#33.   Bloody Bandanas||Adventurer&#039;s Guild voucher pack&lt;br /&gt;
|-&lt;br /&gt;
|#34.   Guild Nights||A guild night form.&lt;br /&gt;
|-&lt;br /&gt;
|#35.   Heirloom of Reim||1 use orb for the Settlement of Reim or Reim Fortress Defense&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Achievement Awards==&lt;br /&gt;
{| class=&amp;quot;wikitable alternating sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Achievement||Reward&lt;br /&gt;
|-&lt;br /&gt;
|#1.   Redeem a Common Set||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#2.   Redeem 5 Different Common Sets||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#3.   Redeem 10 Different Common Sets||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#4.   Redeem an Uncommon Set||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#5.   Redeem 5 Different Uncommon Sets||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#6.   Redeem 10 Different Uncommon Sets||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#7.   Redeem a Rare Set||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#8.   Redeem 5 Different Rare Sets||&lt;br /&gt;
|-&lt;br /&gt;
|#9.   Redeem an Ultra-Rare Set||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#10.  Redeem 10 of a Single Common Set||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#11.  Redeem 100 of a Single Common Set||&lt;br /&gt;
|-&lt;br /&gt;
|#12.  Redeem 1000 of a Single Common Set||&lt;br /&gt;
|-&lt;br /&gt;
|#13.  Redeem 10 of Single Uncommon Set||&lt;br /&gt;
|-&lt;br /&gt;
|#14.  Redeem 100 of a Single Uncommon Set||&lt;br /&gt;
|-&lt;br /&gt;
|#15.  Redeem 1000 of a Single Uncommon Set||&lt;br /&gt;
|-&lt;br /&gt;
|#16.  Redeem 10 of Single Rare Set||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#17.  Redeem 100 of a Single Rare Set||&lt;br /&gt;
|-&lt;br /&gt;
|#18.  Redeem 1000 of a Single Rare Set||&lt;br /&gt;
|-&lt;br /&gt;
|#19.  Redeem 10 of a Single Ultra-Rare Set||&lt;br /&gt;
|-&lt;br /&gt;
|#20.  Redeem 100 of a Single Ultra-Rare Set||&lt;br /&gt;
|-&lt;br /&gt;
|#21.  Redeem 1000 of a Single Ultra-Rare Set||&lt;br /&gt;
|-&lt;br /&gt;
|#22.  Redeem 1 Set of Each Rarity||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#23.  Redeem 30 Different Sets||&lt;br /&gt;
|-&lt;br /&gt;
|#24.  Redeem a Common Collectible||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#25.  Redeem an Uncommon Collectible||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#26.  Redeem a Rare Collectible||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#27.  Redeem an Ultra-Rare Collectible||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#28.  Redeem 100 Common Collectibles||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#29.  Redeem 1000 Common Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#30.  Redeem 10,000 Common Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#31.  Redeem 100 Uncommon Collectibles||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#32.  Redeem 1000 Uncommon Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#33.  Redeem 10,000 Uncommon Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#34.  Redeem 100 Rare Collectibles||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#35.  Redeem 1000 Rare Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#36.  Redeem 10,000 Rare Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#37.  Redeem 10 Ultra-Rare Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#38.  Redeem 100 Ultra-Rare Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#39.  Redeem 1000 Ultra-Rare Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#40.  Redeem 10,000 Ultra-Rare Collectibles||&lt;br /&gt;
|-&lt;br /&gt;
|#41.  Redeem 100 Collectible Sets|| 1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#42.  Redeem 1000 Collectible Sets||&lt;br /&gt;
|-&lt;br /&gt;
|#43.  Redeem 10,000 Collectible Sets||&lt;br /&gt;
|-&lt;br /&gt;
|#44.  Redeem 100 Collectible Pieces||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#45.  Redeem 1000 Collectible Pieces||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|#46.  Redeem 10,000 Collectible Pieces||&lt;br /&gt;
|-&lt;br /&gt;
|#47.  Redeem 100,000 Collectible Pieces||&lt;br /&gt;
|-&lt;br /&gt;
|#48.  Complete all the Deity Sets||1 Instant Mind Clearer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/items|List of collectible items]]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[Category: Treasure System]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Weapon_table_quarterstaff&amp;diff=143233</id>
		<title>Template:Weapon table quarterstaff</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Weapon_table_quarterstaff&amp;diff=143233"/>
		<updated>2021-01-18T22:49:50Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: see: http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Weapons/view/331&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=center bgcolor=#dddddd&lt;br /&gt;
!bgcolor=#cccccc width=100 rowspan=2|&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
!width=30 bgcolor=#cccccc|AG&lt;br /&gt;
!width=30|Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 width=40|[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 width=40|Min RT&lt;br /&gt;
!rowspan=2 width=125|Damage Type&lt;br /&gt;
!rowspan=2 width=50|STR/DU&lt;br /&gt;
|- align=center bgcolor=#dddddd&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
&amp;lt;!-- Leather --&amp;gt;|width=20|  5 ||width=20|  6 ||width=20|  7 ||width=20|  8&lt;br /&gt;
&amp;lt;!--  Scale  --&amp;gt;|width=20|  9 ||width=20| 10 ||width=20| 11 ||width=20| 12&lt;br /&gt;
&amp;lt;!--  Chain  --&amp;gt;|width=20| 13 ||width=20| 14 ||width=20| 15 ||width=20| 16&lt;br /&gt;
&amp;lt;!--  Plate  --&amp;gt;|width=20| 17 ||width=20| 18 ||width=20| 19 ||width=20| 20&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{{Weapon table entry|weapon=[[Quarterstaff]]|DFcloth=.450|DFleather=.350|DFscale=.325|DFchain=.175|DFplate=.100&lt;br /&gt;
|RT=3|MinRT=4|DamageType=[[Crush critical table|Crush]]|STDUR=20/140&lt;br /&gt;
|AvD1=25&lt;br /&gt;
| AvD5=26| AvD6=25| AvD7=24| AvD8=23&lt;br /&gt;
| AvD9=25|AvD10=23|AvD11=21|AvD12=19&lt;br /&gt;
|AvD13=26|AvD14=22|AvD15=18|AvD16=14&lt;br /&gt;
|AvD17=24|AvD18=18|AvD19=12|AvD20=6}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}[[Category:Weapon table templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wall_of_Force_(140)&amp;diff=142849</id>
		<title>Wall of Force (140)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wall_of_Force_(140)&amp;diff=142849"/>
		<updated>2021-01-04T17:47:32Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: Removed the SMR benefit line as GM Naijin confirmed in discord that this is not a thing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = WALLFORCE&lt;br /&gt;
 | base_dur = 90 seconds self-cast;&amp;lt;br&amp;gt;60 seconds general cast&lt;br /&gt;
 | add_dur = None&lt;br /&gt;
 | span = Refreshable&lt;br /&gt;
 | type = Defensive&lt;br /&gt;
 | subtype = None&lt;br /&gt;
 | ds = +100&lt;br /&gt;
 | td = None&lt;br /&gt;
 | enhancement = None&lt;br /&gt;
 | availability = [[Self-cast]]/General&lt;br /&gt;
 | navigation = {{minor spiritual navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Wall of Force&#039;&#039;&#039; creates a temporary wall of force that strongly resists attacks. The wall will follow the subject and position itself to fend off attacks while letting outgoing attacks pass without penalty. This spell bestows a +100 to the target&#039;s [[Defensive Strength]] (DS).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One of the best protection spells against physical attacks! This spell is a must when going up against the BIG monsters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tactical Considerations==&lt;br /&gt;
&lt;br /&gt;
Wall of Force is one of the most powerful defensive spells known, but lasts only a short amount of time. It is commonly used for emergencies or invasions and is not usually considered a needed spell for hunting due to its short duration.  &lt;br /&gt;
&lt;br /&gt;
Wall of Force can be found in the [[treasure system]] via [[ruby amulet]]s.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cast&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;A wall of force surrounds you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Expiration&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;The wall of force disappears from around you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spirit_Barrier_(102)&amp;diff=142848</id>
		<title>Spirit Barrier (102)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spirit_Barrier_(102)&amp;diff=142848"/>
		<updated>2021-01-04T17:47:06Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: Removed the SMR benefit line as GM Naijin confirmed in discord that this is not a thing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
 | mnemonic = SBARRIER&lt;br /&gt;
 | base_dur = 1200 sec&lt;br /&gt;
 | add_dur = 60 sec per [[MnS]] rank&lt;br /&gt;
 | span = [[Stackable]]&lt;br /&gt;
 | type = Defensive&lt;br /&gt;
 | subtype = Defensive&lt;br /&gt;
 | ds = +20 (Generic)&lt;br /&gt;
 | td = None&lt;br /&gt;
 | enhancement = -20 [[Attack strength|AS]] (non-bolt)&lt;br /&gt;
 | availability = All&lt;br /&gt;
 | navigation = {{minor spiritual navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Spirit Barrier&#039;&#039;&#039; creates a defensive wall of churning air around the target (the caster, if the spell is [[self-cast]]). Physical attacks must move through the air wall, resulting in a -20 to [[Attack Strength]] (Melee and Ranged AS only) and -20 to [[Unarmed attack factor|Unarmed Attack Factor]] (UAF). Likewise, the target will receive a +20 to [[Defensive Strength]] (Melee, Ranged, and Bolt DS) and +20 to [[Unarmed Defense Factor]] (UDF).&lt;br /&gt;
&lt;br /&gt;
Further training in the [[Minor Spiritual]] circle grants an additional -1 AS/UAF and +1 DS/UDF for every 2 ranks above rank 2, with the bonus capped at the caster&#039;s level. Due to the increasing bonuses of this spell, the mana cost is a base of 2, +1 for every 3 additional DS over the initial +20 DS.&lt;br /&gt;
&lt;br /&gt;
If casting at a target, the spell is subject to a [[warding]] check. The affected target has a bonus to defense but a penalty when attacking, for a duration determined by the warding margin.&lt;br /&gt;
&lt;br /&gt;
When self-cast, the effect may be ended using the {{mono|[[STOP]]}} verb.&lt;br /&gt;
&lt;br /&gt;
== Tactical Considerations ==&lt;br /&gt;
&lt;br /&gt;
[[Bolt spell]]s do not receive any attack penalty while Spirit Barrier is active, so this is a very useful defensive spell for casters of bolt spells or users of wands containing bolt spells.&lt;br /&gt;
&lt;br /&gt;
Spirit Barrier can be cast on others subject to a warding roll to force the AS penalty on the target (or provide the DS bonus for an [[Adventurer&#039;s Guild]] escort task), with duration determined by the warding margin. If casting on a friendly target, make sure to check {{mono|[[TARGET]]}} afterwards and {{mono|TARGET CLEAR}} if necessary.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cast&lt;br /&gt;
| The air thickens and begins to swirl around you.&lt;br /&gt;
|-&lt;br /&gt;
! Expiration&lt;br /&gt;
| The air calms down around you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{AR}}&lt;br /&gt;
{{:swirling grey potion}}&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Armor&amp;diff=142294</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Armor&amp;diff=142294"/>
		<updated>2020-12-19T19:21:46Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Armor&#039;&#039;&#039; protects its wearer from damage by decreasing the [[damage factor]] (usually) and increasing the [[#Critical Divisor|critical divisor]].&lt;br /&gt;
{{Armor navigation}}&lt;br /&gt;
==General Information==&lt;br /&gt;
Armor is divided into main armor and armor accessories.  Kinds of main armor are distinguished by their &#039;&#039;&#039;armor group&#039;&#039;&#039; (AG) and &#039;&#039;&#039;armor sub-group&#039;&#039;&#039; (ASG).  Characters may only wear one set of main armor and one of each kind of accessory at a time.&lt;br /&gt;
&lt;br /&gt;
The first armor in an armor group is usually torso armor, covering only the chest, stomach, and back.  The second type will cover the arms and hands of the wearer, then the third type will cover the legs as well.  The last type of armor in a group covers the entire body.  When a character wears an accessory such as greaves to increase the coverage of their armor, the ASG remains unchanged but the penalties (moving, casting, [[Roundtime|RT]]) change to correspond with the greatest degree of coverage; see table below for more details.  For example, if a character was wearing light leather that covers just the torso, they might decide to add arm greaves at one point.  The behavior of the character&#039;s armor would then change to that of full leather since the total coverage would then be torso and arms.&lt;br /&gt;
&lt;br /&gt;
Note that penalties are assessed based on the &#039;&#039;worst&#039;&#039; (most extensive) coverage.  Wearing a helm on the head or aventail on the neck while wearing ASG5/light leather will give ASG8/double leather penalties, but will &#039;&#039;&#039;NOT&#039;&#039;&#039; give the protection (see next paragraph) of the heavier armor to the arms or legs, since those body locations are not covered in this case: only the chest, abdomen, back, and head (or neck) are covered in this example.  For this reason it is usually advised to wear the heaviest armor the character is trained for, and not use accessories at all.  Some characters prefer to wear accessories in any case, but this is usually either for cosmetic reasons (the helm perfectly matches the look sought) or entirely different mechanical benefits (such as an [[Enhancive item]]).&lt;br /&gt;
&lt;br /&gt;
When a type of armor in a class doesn&#039;t cover a body part, the part counts as being covered by one class less when determining the critical rank of a strike.  For example, when striking someone wearing torso plate, or metal breastplate, the weapon uses the [[damage factor]] of striking someone in plate, no matter where the strike lands.  However, when striking an uncovered portion, the amount of raw damage required per critical rank is only 9 damage, instead of the 11 damage which is standard for plate armor (these numbers are called &#039;&#039;&#039;[[#Critical Divisor|critical divisor]]s&#039;&#039;&#039;).  Therefore, a strike of 18 raw damage using a longsword (a +203 to +208 endroll) to an arm is a level 2 crit (+7 extra damage, for a total of 25 damage), but if the same strike were to hit the chest, it&#039;d only be a level 1 crit (+1 extra damage, for a total of 19 damage).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: the endrolls noted may be much higher if the victim has significant amounts of [[Redux|DFRedux]].  For example, a character with 60% redux in the example given above would require a +358 endroll for the same result.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armor Attributes ==&lt;br /&gt;
&lt;br /&gt;
{{Armor attributes}}=== Armor Sub-Group ===&lt;br /&gt;
&lt;br /&gt;
The armor sub-group (often referred to as ASG) is the method by which armor is categorized. Armors fall into one of five groups: Cloth, Soft Leather, Rigid Leather, Chain, or Plate. Within each of these groups are 4 armor sub-groups. However, in the case of the Cloth group, armor sub-groups 3 and 4 are no longer available within the game.&lt;br /&gt;
&lt;br /&gt;
In each armor group, the lowest ASG has the least amount of coverage, while the highest ASG has the most amount of coverage.&lt;br /&gt;
&lt;br /&gt;
Armor accessories can increase the coverage area of an armor, but do not give the full benefits imparted by wearing armor that covers those locations naturally (such as CvA and AvD).&lt;br /&gt;
&lt;br /&gt;
=== Coverage ===&lt;br /&gt;
&lt;br /&gt;
Each armor type has a built in level of coverage that it provides to your body. This coverage can prevent damage to those areas of your body in the form of critical hits.&lt;br /&gt;
&lt;br /&gt;
In each armor group, the lowest ASG has the least amount of coverage (just the torso), while the highest ASG has the most amount of coverage (head to toe).&lt;br /&gt;
&lt;br /&gt;
Armor accessories can increase the effective ASG of your armor. That is, if you wear double chain, which covers torso and arms, and also wear a helmet and leg greaves, you will receive the same amount of coverage exactly as if you were wearing a chain hauberk.&lt;br /&gt;
&lt;br /&gt;
=== Roundtime Penalty ===&lt;br /&gt;
&lt;br /&gt;
The Roundtime Penalty is a number (in seconds) added to your base [[roundtime]] when swinging a weapon. This penalty is located in the &amp;quot;RT&amp;quot; column in the attributes table above.&lt;br /&gt;
&lt;br /&gt;
By training in the [[armor use]] skill, this roundtime can be reduced. Each 20 skill bonus points removes one second of armor-based roundtime (the first second is removed at 10 bonus points, and then every 20 thereafter). The skill bonus required to fully train off the roundtime penalty is ((Roundtime Penalty * 20) - 10).&lt;br /&gt;
&lt;br /&gt;
High bonuses in [[dexterity]] and [[agility]] also [[Roundtime#Factors|offset]] this penalty.&lt;br /&gt;
&lt;br /&gt;
Example: When wearing brigandine armor (ASG 12), attacks have a 6 second roundtime penalty. The required armor use skill bonus to train off the extra roundtime is ((6 * 20) - 10) = 110, which is achieved with 27 skill ranks (111 bonus).&lt;br /&gt;
&lt;br /&gt;
=== Action Penalty ===&lt;br /&gt;
&lt;br /&gt;
The action penalty is a modifier subtracted from your chance to perform a [[standard maneuver roll]]. A maneuver may include anything from dodging [[Elemental Wave]] and [[Earthen Fury]] attacks, to something as mundane as [[STAND (verb)|standing up]].&lt;br /&gt;
&lt;br /&gt;
The skill bonus required to reduce the action penalty to its base value is ((Roundtime Penalty * 20) - 10).&lt;br /&gt;
&lt;br /&gt;
For a character exactly trained for full plate at cap, the AP (-35) is a little bit above the difference between training 1x and 2x in [[Physical Fitness]]*. Over training in [[Armor Use]] to reduce the action penalty and/or using [[armored evasion]] can reduce the maneuver penalty by a fairly significant amount.&lt;br /&gt;
&lt;br /&gt;
The action penalty is also a factor in [[Defensive Strength]] (DS). The [[Combat system#Evade|evade]] portion of DS has an armor hindrance penalty equal to 1/2 of the action penalty. For example, an action penalty of -20 results in -10% to evade DS. This penalty is likewise reduced by armor use overtraining and/or Armored Evasion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Note: This should not be interpreted to mean that Physical Fitness provides a linear increase to maneuver rolls, only that the absolute difference between 1x and 2x training happens to be slightly less than 35. The exact mechanics of the standard maneuver roll are not known.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Cast vs Armor (CvA)===&lt;br /&gt;
{{#section:Warding|CvA}}&lt;br /&gt;
&lt;br /&gt;
=== Spell Hindrance ===&lt;br /&gt;
&lt;br /&gt;
[[Spell hindrance]] is a system that imparts a chance for armor to prevent spells from being successfully cast. The below table shows the base hindrances for each armor type.&lt;br /&gt;
&lt;br /&gt;
The skill bonus required to reduce hindrance to the base value is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background:#F5FAFF;margin:1em;font-size:110%;font-weight:bold;&amp;quot;&amp;gt;Armor Use Bonus Required = (Base Hindrance * 20) - 10&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: When wearing brigandine armor (ASG 12), Cleric spells have a base hindrance of 7%. The required armor use skill bonus is ((7 * 20) - 10) = 130, which is equivalent to 35 skill ranks.&lt;br /&gt;
&lt;br /&gt;
Hindrance will never be less than the value shown, except when temporarily under the effects of the [[Paladin]] abilities [[Faith&#039;s Clarity (1603)]] and [[Armored Fluidity]].&lt;br /&gt;
&lt;br /&gt;
If a player is under trained for their armor type, the penalty will increase, but it will never exceed the Max hindrance shown in the rightmost column. &lt;br /&gt;
&lt;br /&gt;
Under trained penalty formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background:#F5FAFF;margin:1em;font-size:110%;font-weight:bold;&amp;quot;&amp;gt;Total Hindrance = Base Hindrance * (1 + (Required Bonus - Current Bonus) / 20)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: As above, 130 armor use skill bonus (35 ranks) is required to cast Cleric spells in brigandine armor with the base hindrance of 7%. If the caster has only 90 skill bonus (20 ranks), the hindrance is modified by a factor of (1 + (130 - 90)/20) = 3, so the actual hindrance would be 21%.&lt;br /&gt;
&lt;br /&gt;
Example 2: In the same scenario with Cleric spells in brigandine, if the caster has 0 armor use skill, then hindrance would be modified by a factor of (1 + (130 - 0)/20) = 7.5, which would result in 52% hindrance, but since this exceeds brigandine armor&#039;s max hindrance of 28% according to the table, the actual hindrance would be 28%.&lt;br /&gt;
&lt;br /&gt;
{{Spell hindrance}}==Critical Divisor==&lt;br /&gt;
&amp;lt;section begin=critdivisor /&amp;gt;&lt;br /&gt;
{| {{prettytable|float:right;}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightgrey&amp;quot;&lt;br /&gt;
! Armor Group || Critical Divisor&lt;br /&gt;
|-&lt;br /&gt;
| Robes ||align=center| 5&lt;br /&gt;
|-&lt;br /&gt;
| Soft Leather ||align=center| 6&lt;br /&gt;
|-&lt;br /&gt;
| Rigid Leather||align=center| 7&lt;br /&gt;
|-&lt;br /&gt;
| Chain ||align=center| 9&lt;br /&gt;
|-&lt;br /&gt;
| Plate ||align=center| 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;critical divisor&#039;&#039;&#039; or &#039;&#039;&#039;crit divisor&#039;&#039;&#039; refers to a property of armor that determines the rank of a [[critical]] when struck.  The critical divisor for an unarmored opponent is 5, so in order to inflict a level 1 critical, an attacker must deal 5 to 11 [[raw damage]] in the absence of weighting.  Achieving ten raw damage can cause a level 2 critical, though the actual level of a critical will vary due to [[critical randomization]]. See also [[damage factor]] and [[armor]].&amp;lt;section end=critdivisor /&amp;gt;&amp;lt;br style=&amp;quot;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Padding and Resistance ==&lt;br /&gt;
&lt;br /&gt;
Armor (including accessories) may be [[padding|padded]] for additional generic protection from damage or criticals, and/or given [[resistance]] to specific critical types such as [[slash critical table|slashing]] attack or [[fire critical table|fire]].&lt;br /&gt;
&lt;br /&gt;
==Armor Accessories Effect==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightgrey&amp;quot;&lt;br /&gt;
! Type of Protection || Unprotected by Main Armor Coverage||  Unprotected Area + Accessories &lt;br /&gt;
|-&lt;br /&gt;
| Damage Factor || Main Armor DF || Main Armor DF &lt;br /&gt;
|-&lt;br /&gt;
| CvA || Main Armor CvA || Main Armor CvA &lt;br /&gt;
|-&lt;br /&gt;
| Crit Divisor || One AG Down || Same as Main Armor &lt;br /&gt;
|-&lt;br /&gt;
| Padding || Main Armor Padding || Varies (see: [[Padding]])&lt;br /&gt;
|-&lt;br /&gt;
| Hindrance || Main Armor Hindrance || Hindrance of highest Coverage ASG &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Encumbrance  ==&lt;br /&gt;
{{main|Encumbrance}}&lt;br /&gt;
Base armor (that is, armor which is worn &amp;quot;over the chest&amp;quot; and falls into one of the above ASGs) is treated uniquely with respect to the carrying capacity and [[encumbrance]] system. Armor may add to or subtract from encumbrance (effectively increasing native carrying capacity) when worn. The exact effect is dependent upon the [[Item weights (saved posts)|base weight]] of that particular class of armor, the actual [[weight]] of the armor (which may be more or less than standard weight), and the [[Racial modifiers (saved post)#Worn_Armor_Weight|racial weight modifier]].&lt;br /&gt;
&lt;br /&gt;
Armor accessories (such as helms, arm, and leg greaves) will always increase [[encumbrance]]. It is important to note that when armor and armor accessories are held (as opposed to worn) by a character, they are &#039;&#039;not&#039;&#039; affected by [[Racial modifiers (saved post)#Worn_Armor_Weight|racial weight modifiers]]. When a character with a weight modifier which is less than 1 (such as [[elf|elves]] or [[halfling|halflings]]) wears an armor accessory, they may observe an apparent decrease in [[encumbrance]] when worn. The weight of the item will still increase the character&#039;s overall [[encumbrance]].&lt;br /&gt;
&lt;br /&gt;
Further quantitative details on this topic can be found in the [[Encumbrance#Armor_Encumbrance_Formula|encumbrance article]].&lt;br /&gt;
==Help Armor==&lt;br /&gt;
&amp;lt;pre{{log2}}&lt;br /&gt;
&amp;gt;help armor&lt;br /&gt;
&lt;br /&gt;
Armor -&lt;br /&gt;
&lt;br /&gt;
Everyone gets hit.  When an attacker lands a blow, armor and armor training can be the difference between a tiny scratch and sudden death.&lt;br /&gt;
&lt;br /&gt;
Armor contains two kinds of impediments which must be trained off, physical hindrance and magical hindrance.&lt;br /&gt;
&lt;br /&gt;
The first and more quickly trained off impediment is physical hindrance.  To overcome physical hindrance you must train in ARMOR SKILL until you obtain enough bonus points to allow you to move well in your armor, despite the weight and coverage of that armor.&lt;br /&gt;
&lt;br /&gt;
Magical hindrance is similar in that it is necessary to train in armor to be able to cast effectively in it.  Magical hindrance is reduced to its lowest possible degree by training in Armor Skill too.  Following is an example of a spell that fails because of magical hindrance:&lt;br /&gt;
&lt;br /&gt;
 [Spell Hindrance for some full plate is 96% with current Armor Use skill, d100= 84]&lt;br /&gt;
 Your armor prevents the spell from working correctly.&lt;br /&gt;
&lt;br /&gt;
As you can see, the armor in the above example is FULL PLATE.  Full plate is a very heavy armor with an Armor Sub-Group (ASG) of 20.  ASG is how the game sorts the size of armor.  A list of armor ASG and charts to determine how much armor skill is needed to train off physical and magical hindrance for each ASG may be found at http://www.play.net/gs4/info/armory/armor.asp&lt;br /&gt;
&lt;br /&gt;
Please be aware, as you add armor accessories like Aventails, Helms, Bracers, etc., you will need to add additional armor training.&lt;br /&gt;
&lt;br /&gt;
There is no further help available on this topic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Item weights (saved posts)]]&lt;br /&gt;
*[[Racial modifiers (saved post)]]&lt;br /&gt;
*[[:category:Armor Enhancements|Armor Enhancements]]&lt;br /&gt;
*[[List of alternative armor names|Alteration nouns permitted]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/All%20About%20Armor/view All About Armor Officials folder]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Normal_clothing.jpg|ASG 1 - Normal Clothing&lt;br /&gt;
File:Robes.jpg|ASG 2 - Robes&lt;br /&gt;
File:Light_leather.jpg|ASG 5 - Light Leather&lt;br /&gt;
File:Full_leather.jpg|ASG 6 - Full Leather&lt;br /&gt;
File:Reinforced_leather.jpg|ASG 7 - Reinforced Leather&lt;br /&gt;
File:Double_leather.jpg|ASG 8 - Double Leather&lt;br /&gt;
File:Leather_breastplate.jpg|ASG 9 - Leather Breastplate&lt;br /&gt;
File:Cuirboulli_leather.jpg|ASG 10 - Cuirboulli Leather&lt;br /&gt;
File:Studded_leather.jpg|ASG 11 - Studded Leather&lt;br /&gt;
File:Brigadine.jpg|ASG 12 - Brigandine Armor&lt;br /&gt;
File:Chain_mail.jpg|ASG 13 - Chain Mail&lt;br /&gt;
File:Double_chain.jpg|ASG 14 - Double Chain&lt;br /&gt;
File:Augmented_chain.jpg|ASG 15 - Augmented Chain&lt;br /&gt;
File:Chain_hauberk.jpg|ASG 16 - Chain Hauberk&lt;br /&gt;
File:Metal_breastplate.jpg|ASG 17 - Metal Breastplate&lt;br /&gt;
File:Augmented_breastplate.jpg|ASG 18 - Augmented Breastplate&lt;br /&gt;
File:Half_plate.jpg|ASG 19 - Half Plate&lt;br /&gt;
File:Full_plate.jpg|ASG 20 - Full Plate&lt;br /&gt;
File:Arm_greaves1.jpg|Arm Greaves&lt;br /&gt;
File:Arm_greaves2.jpg|Arm Greaves&lt;br /&gt;
File:Leg_greaves1.jpg|Leg Greaves&lt;br /&gt;
File:Leg_greaves2.jpg|Leg Greaves&lt;br /&gt;
File:Aventail.jpg|Metal Aventail&lt;br /&gt;
File:Helm3.jpg|Helm&lt;br /&gt;
File:Helm1.jpg|Leather Helm&lt;br /&gt;
File:Helm2.jpg|Visored Helm&lt;br /&gt;
File:Coif.jpg|Coif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Armor| ]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Padding&amp;diff=139512</id>
		<title>Padding</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Padding&amp;diff=139512"/>
		<updated>2020-11-01T17:08:26Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: Changing &amp;quot;enhancive&amp;quot; to &amp;quot;resistant&amp;quot; - enhancive accessories never caused a problem with padding halving&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
| {{Padding weighting table|type=Padding}}&lt;br /&gt;
|}__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Padding&#039;&#039;&#039; is a rare defensive property, typically found on [[armor]], that provides greater-than-normal protection from [[critical]] hits (known as &amp;quot;&#039;&#039;&#039;[[#Critical Padding|critical padding]]&#039;&#039;&#039;&amp;quot;) or [[health point]] loss (known as &amp;quot;&#039;&#039;&#039;[[#Damage Padding|damage padding]]&#039;&#039;&#039;&amp;quot;). The level of padding is represented as a number (usually from 0 to 50), known as &#039;&#039;&#039;combat effective points&#039;&#039;&#039; (CEP), which collectively make up an item&#039;s &#039;&#039;&#039;combat effectiveness rating&#039;&#039;&#039; (CER) (CEP and CER can be used interchangeably).  Skilled [[warrior]]s can{{boldmono| [[ASSESS (verb)#Warriors|ASSESS]] }}an item to get the full details of its CER and number of [[#Merchant Services|merchant services]] applied. The relationship between combat effective points and assessed estimates is shown on the table to the right. For example, an item that assesses as &amp;quot;heavily padded against critical blows&amp;quot; has 9-10 points of critical padding.  The worded description provides an [[in character]] way to describe the padding.&lt;br /&gt;
&lt;br /&gt;
[[#Spells and Abilities|Spells and abilities]] can also provide temporary padding while they are in effect.&lt;br /&gt;
&lt;br /&gt;
This property is typically not found on off-the-shelf armors from town shops, but may be available in varying levels from special merchants, or box-found on armor from the [[treasure system]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;alert-warning&amp;quot;&amp;gt;As of the [[/saved posts#Weighting, Padding, Sighting Revamp 2017|August 2017 update]], padding has been changed to a [[item properties|Category C]] item property and can coexist with all other properties, including both critical and damage padding on the same item.&amp;lt;/span&amp;gt;&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Critical Padding==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical padding&#039;&#039;&#039; reduces the critical severity of a successful attack by subtracting a phantom amount (up to the number of combat effective points, subject to possible [[#Randomization|randomization]] if the padding is greater than 6 CEP) from the raw HP damage before resolving the critical rank. Critical padding cannot reduce a critical that would have been rank 1 or higher to a rank 0. Characters have natural critical padding derived from [[CON]] bonus, but the exact formula is not known.&lt;br /&gt;
&lt;br /&gt;
For [[attack roll]]s (Attack Strength vs. Defensive Strength), to calculate the maximum critical rank generated by a given endroll it is necessary to know the [[Damage Factor]] of the weapon vs the armor (reduced by a factor if [[#Redux|redux]] is active), the [[critical divisor]] of the armor, and the number of combat effective points the armor has. If the attacker&#039;s weapon has [[critical weighting]], its weighting CEP are added to the phantom damage. The general formula for determining the maximum critical rank is:&lt;br /&gt;
&lt;br /&gt;
{{equation box|{{math|1=&#039;&#039;&#039;Max Critical Rank = Truncate[((Endroll - 100) * Damage Factor - Randomize(Padding CEP) + Weapon Weighting CEP) / Critical Divisor]&#039;&#039;&#039;}}}}&lt;br /&gt;
&lt;br /&gt;
where {{math|1=&#039;&#039;&#039;Randomize(Padding CEP) = Padding CEP&#039;&#039;&#039;}} exactly if {{math|&#039;&#039;&#039;Padding CEP &amp;amp;le; 6&#039;&#039;&#039;}}, otherwise it is a random number in the range {{math|&#039;&#039;&#039;[6, Padding CEP]&#039;&#039;&#039;}} with an unknown distribution.&lt;br /&gt;
&lt;br /&gt;
(Note: Critical weighting is &#039;&#039;not&#039;&#039; randomized and always adds a fixed amount of weighting CEP.)&lt;br /&gt;
&lt;br /&gt;
After computing the max critical rank, the actual critical rank of the attack result may be reduced by [[critical randomization]] (separately from the randomization of padding level).&lt;br /&gt;
&lt;br /&gt;
Critical damage taken from other sources than attack rolls (such as from flares or maneuvers) is also reduced in many cases, but the exact formulas and conditions where it is applicable are not known.&lt;br /&gt;
&lt;br /&gt;
===Sample Calculations===&lt;br /&gt;
&lt;br /&gt;
The following sample calculations use standard (unweighted) weapons with 200 endrolls and utilize 10 CEP of critical padding:&lt;br /&gt;
*&#039;&#039;&#039;Handaxe vs. Brigandine :&#039;&#039;&#039; &#039;&#039; ( (200 - 100) * 0.270 - 0 + 0 ) / 7 = 3.86 ≈&#039;&#039; &#039;&#039;&#039;Rank 3 critical&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Handaxe vs. HCP Brigandine :&#039;&#039;&#039; &#039;&#039; ( (200 - 100) * 0.270 - 10 + 0 ) / 7 = 2.43 ≈&#039;&#039; &#039;&#039;&#039;Rank 2 critical&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Handaxe vs. Hauberk :&#039;&#039;&#039; &#039;&#039; ( (200 - 100) * 0.240 - 0 + 0 ) / 9 = 2.67 ≈&#039;&#039; &#039;&#039;&#039;Rank 2 critical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Critical Rank Table===&lt;br /&gt;
The table below shows how the critical ranks from a [[handaxe]] and [[maul]] with various endrolls scale across the different armor groups. The calculations including padded armor assumed 10 CEP of padding. Where noted (*) the padding is sufficient to reduce the critical rank to 0 if it wasn&#039;t otherwise restricted to a minimum of rank 1.&lt;br /&gt;
&lt;br /&gt;
(Note: These tables assume no active [[redux]]. If redux is active then the endroll margins required to achieve the same results should be multiplied by {{math|1/(1 - redux_factor)}}.)&lt;br /&gt;
{| class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| {{prettytable|float:left;text-align:center;font-size:95%}}&lt;br /&gt;
|-  style=&amp;quot;background:#cccccc&amp;quot;&lt;br /&gt;
! rowspan=3  |Endroll  || colspan=10 |Handaxe&lt;br /&gt;
|-  style=&amp;quot;background:#cccccc&amp;quot;&lt;br /&gt;
! colspan=2 |Cloth	|| colspan=2 |Leather	|| colspan=2 |Scale	|| colspan=2 |Chain	|| colspan=2 |Plate&lt;br /&gt;
|-  style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Norm.	||HCP	||Norm.	||HCP	||Norm.	||HCP	||Norm.	||HCP	||Norm.	||HCP&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |105	||0	||0	||0	||0	||0	||0	||0	||0	||0	||0&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |110	||0	||0	||0	||0	||0	||0	||0	||0	||0	||0&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |120	||1	||1*	||1	||1*	||0	||0	||0	||0	||0	||0&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |130	||2	||1*	||1	||1*	||1	||1*	||0	||0	||0	||0&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |140	||3	||1	||2	||1*	||1	||1*	||1	||1*	||0	||0&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |150	||4	||2	||2	||1*	||1	||1*	||1	||1*	||0	||0&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |160	||5	||3	||3	||1	||2	||1*	||1	||1*	||1	||1*&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |170	||5	||3	||3	||1	||2	||1	||1	||1*	||1	||1*&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |180	||6	||4	||4	||2	||3	||1	||2	||1	||1	||1*&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |190	||7	||5	||4	||2	||3	||2	||2	||1	||1	||1*&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |200	||8	||6	||5	||3	||3	||2	||2	||1	||1	||1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |210	||9	||7	||5	||3	||4	||2	||2	||1	||2	||1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |220	||10	||8	||6	||4	||4	||3	||3	||2	||2	||1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |230	||10	||8	||6	||4	||5	||3	||3	||2	||2	||1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |240	||11	||9	||7	||5	||5	||3	||3	||2	||2	||1&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |250	||12	||10	||7	||5	||5	||4	||4	||2	||2	||1&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |260	||13	||11	||8	||6	||6	||4	||4	||3	||3	||2&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |270	||14	||12	||8	||6	||6	||5	||4	||3	||3	||2&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |280	||15	||13	||9	||7	||6	||5	||4	||3	||3	||2&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |290	||15	||13	||9	||7	||7	||5	||5	||3	||3	||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|float:left;text-align:center;font-size:95%}}&lt;br /&gt;
|-  style=&amp;quot;background:#cccccc&amp;quot;&lt;br /&gt;
! colspan=10 |Maul&lt;br /&gt;
|-  style=&amp;quot;background:#cccccc&amp;quot;&lt;br /&gt;
! colspan=2 |Cloth	|| colspan=2 |Leather	|| colspan=2 |Scale	|| colspan=2 |Chain	|| colspan=2 |Plate&lt;br /&gt;
|-  style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Norm.	||HCP	||Norm.	||HCP	||Norm.	||HCP	||Norm.	||HCP	||Norm.	||HCP&lt;br /&gt;
|- &lt;br /&gt;
|0	||0	||0	||0	||0	||0	||0	||0	||0	||0&lt;br /&gt;
|- &lt;br /&gt;
|1	||1*	||0	||0	||0	||0	||0	||0	||0	||0&lt;br /&gt;
|- &lt;br /&gt;
|2	||1*	||1	||1*	||1	||1*	||0	||0	||0	||0&lt;br /&gt;
|- &lt;br /&gt;
|3	||1	||2	||1*	||1	||1*	||1	||1*	||0	||0&lt;br /&gt;
|- &lt;br /&gt;
|4	||2	||2	||1	||2	||1	||1	||1*	||1	||1*&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|5	||3	||3	||1	||3	||1	||2	||1	||1	||1*&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|6	||4	||4	||2	||3	||2	||2	||1	||1	||1*&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|7	||5	||5	||3	||4	||2	||2	||1	||1	||1&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|8	||6	||5	||4	||4	||3	||3	||2	||2	||1&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|9	||7	||6	||4	||5	||4	||3	||2	||2	||1&lt;br /&gt;
|- &lt;br /&gt;
|11	||9	||7	||5	||6	||4	||4	||3	||2	||1&lt;br /&gt;
|- &lt;br /&gt;
|12	||10	||7	||6	||6	||5	||4	||3	||3	||2&lt;br /&gt;
|- &lt;br /&gt;
|13	||11	||8	||6	||7	||5	||5	||3	||3	||2&lt;br /&gt;
|- &lt;br /&gt;
|14	||12	||9	||7	||7	||6	||5	||4	||3	||2&lt;br /&gt;
|- &lt;br /&gt;
|15	||13	||10	||8	||8	||7	||5	||4	||3	||2&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|16	||14	||10	||9	||9	||7	||6	||5	||4	||3&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|17	||15	||11	||9	||9	||8	||6	||5	||4	||3&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|18	||16	||12	||10	||10	||9	||7	||6	||4	||3&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|19	||17	||12	||11	||11	||9	||7	||6	||4	||4&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|20	||18	||13	||11	||11	||10	||8	||6	||5	||4&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Damage Padding==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage padding&#039;&#039;&#039; directly reduces the health point loss inflicted, but will not reduce the critical rank of the original attack. For example, if a particular attack would deal 20 HP damage and a wound from the critical, then against someone wearing armor with 6 damage padding CER (&amp;quot;somewhat padded&amp;quot;) the attack would instead deal 14 HP, but the wound and critical rank would remain the same.&lt;br /&gt;
&lt;br /&gt;
==Randomization==&lt;br /&gt;
The amount of padding CEP applied to a successful attack may be randomized (note that this is distinct from [[critical randomization]]). For critical or damage padded armor up to &amp;quot;somewhat&amp;quot; padded, the amount of padding applied is fixed. That is, any armor with 6 CEP or less (inclusive) of damage or critical padding will always provide the maximum amount of padding it can to any attack. In the case of greater levels of padding, the amount of padding CEP applied will be randomized but the armor will never provide less than somewhat critical or damage padding. The exact probability distribution of the possible values is unknown. This change was [[Changes to padding and damage weighting (saved posts)#Changes to Padding and Damage Weighting (1)|announced by GM Warden]] in early 2008.&lt;br /&gt;
&lt;br /&gt;
==Interactions==&lt;br /&gt;
&lt;br /&gt;
===Redux===&lt;br /&gt;
&lt;br /&gt;
If [[redux]] is active, then for the purposes of calculating max critical rank, critical padding is applied after weapon damage factor reduction. In the Max Critical Rank formula above, the Damage Factor should be reduced by the redux factor. For example, for a handaxe against chain armor, the usual DF is 0.240. If there is 50% redux then simply use 0.120 as the DF, the rest of the crit rank calculation proceeds the same.&lt;br /&gt;
&lt;br /&gt;
Damage padding is applied to the end result after all redux effects.&lt;br /&gt;
&lt;br /&gt;
===Armor Accessories===&lt;br /&gt;
NOTE:  GM Naijin revealed that as long as 10 services (1 CER) of padding is present on an resistant/flaring/spiked armor accessory, the padding present on the main (torso) armor will carry over and be applied to the armor accessory and not be halved in effectiveness.  If it is critical padding, then the 1 CER present on the accessory must be critical padding for it to carry over and not be halved in effectiveness.  If it is damage padding, then the 1 CER present on the accessory must be damage padding for it to carry over and not be halved in effectiveness.  If the main (torso) armor has both critical and damage padding then the accessory must have at least 1 CER of both critical and damage padding for it to carry over and not be halved in effectiveness.&lt;br /&gt;
&lt;br /&gt;
Combining armor items with enhancements have various effects. Note that the effects only take place in the active area. i.e. Effects due to enhancement of armor remain unchanged with respect to the head, neck, torso, and arms when worn in conjunction with leg greaves that bear an enhancement.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; width=90%&lt;br /&gt;
! Padding + Padding (Similar)&lt;br /&gt;
|Armor accessories with padding types similar to the armor they cover result in the area having padding equal to the highest rank between the two. e.g. Masterfully critical padded leg greaves worn with heavily critical padded hauberk results in masterful critical padding of the legs.  When the same type of padding is present on the main armor and an armor accessory, the higher of the two will always take priority in regards to combat resolutions.  This means it is possible to have a 20 CER critical padded metal breastplate and a pair of leg greaves with 1 CER and the 20 CER critical padding of the metal breastplate would be applied to the leg greaves.  However, if the leg greaves did not have that 1 CER of critical padding present, then the 20 CER of the metal breastplate would not be applied to the leg greaves.  The same is true for damage padding.&lt;br /&gt;
|-&lt;br /&gt;
! Padding + Padding (Dissimilar) &lt;br /&gt;
| Armor accessories with padding types different from the armor they cover causes both types of padding to be halved in effectiveness. e.g. Heavily critical padded leg greaves combined with heavily damage padded hauberk results in somewhat critical and somewhat damage padding of the legs.  However, if a player gets 10 services (1 CER) of the same type of padding present on the hauberk on the leg greaves in the above example, in this instance the heavy damage padding of the hauberk would carry over to the heavily critical padded leg greaves.&lt;br /&gt;
|-&lt;br /&gt;
! Padding + Spikes/Flares &lt;br /&gt;
| Armor accessories with flares combines with critical or damage padded armor results in the padding being halved in that coverage area. e.g. Fire flaring leg greaves combined with heavily damage padded hauberk results in somewhat damage padding of the legs with the appropriate flaring effects.  However, if a player gets 10 services (1 CER) of the same type of padding present on the hauberk on the leg greaves in the above example, in this instance the heavy damage padding of the hauberk would carry over to the fire flaring leg greaves.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space:nowrap&amp;quot;|Padding + Enhancement &lt;br /&gt;
| For these purposes, enhancement refers to resistance to specific damage types, an active bless, or [[TD]] enhancement. Armor accessories with such enhancements cause padding of the base armor to be halved in effectiveness. e.g. Heavily critical padded hauberk worn with blessed leg greaves results in somewhat critical padding of the legs.  However, if a player gets 10 services (1 CER) of the same type of padding present on the hauberk on the leg greaves in the above example, in this instance the heavy critical padding of the hauberk would carry over to the blessed leg greaves.&lt;br /&gt;
|-&lt;br /&gt;
! Padding + Stat/Skill Enhancement &lt;br /&gt;
| Armor accessories that are only skill or stat enhancives will retain the padding of the main armor.  e.g. Heavily critical padded double leather with +2 strength arm greaves will retain heavily crit padding in that area.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flares===&lt;br /&gt;
&lt;br /&gt;
Temporary [[flare]]s applied to an item (such as [[Consecrate (1604)]] plasma flares) have reduced strength if the item has padding. If the padding is 10 points or more, temporary flares will not take effect. This restriction only applies for &#039;&#039;temporary&#039;&#039; flares; permanent flares are not reduced.&lt;br /&gt;
&lt;br /&gt;
===Spells and Abilities===&lt;br /&gt;
Padding from spells and abilities are applied additively to any existing padding on armor. This includes [[Mage Armor (520)]] and the Sigils of Minor/Major Protection of the [[Guardians of Sunfist]]. For example, if a character is wearing armor with 10 CEP (&amp;quot;heavily padded&amp;quot;) and uses Sigil of Major Protection for 10 additional CEP, they would have  20 padding CEP for the duration of the sigil (equivalent to &amp;quot;masterfully padded&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[Empath]]s receive a base of heavy critical padding (10 combat effective points) for 30 seconds through [[Regeneration (1150)]]. &lt;br /&gt;
&lt;br /&gt;
[[Elemental Barrier (430)]] can provide padding through lore benefits. {{#section:Elemental Lore, Earth|430}}&lt;br /&gt;
&lt;br /&gt;
{{WPS merchant service}}&lt;br /&gt;
&lt;br /&gt;
=== Premium Point Padding ===&lt;br /&gt;
&lt;br /&gt;
Heavy Padding (only) is available through the [[Premium Point]] system at a cost of 1200 points + (armor enchant bonus * 100 points). For example, to add heavy critical padding to 4x (+20) suit of armor would cost 1200 + (20 * 100) = 3200 premium points. The premium point benefit is not additive; it will simply take an item to 150 services, or 10 CER.&lt;br /&gt;
&lt;br /&gt;
=== Adventurer&#039;s Guild ===&lt;br /&gt;
&lt;br /&gt;
Temporary damage padding (50 hits) can be obtained through the [[Adventurer&#039;s Guild]] using [[bounty point]]s.  {{boldmono|ORDER 16 }}at any guild Treasure Master to get a price quote for Somewhat or Heavy, as prices vary based on an armor&#039;s item properties.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[WPS smithy]]&lt;br /&gt;
*[[Item supercharger]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view Weighting and Padding Officials folder]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;br /&gt;
[[Category:Armor Enhancements]]&lt;br /&gt;
[[Category: Merchant Services]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Combat_Maneuvers&amp;diff=134354</id>
		<title>Combat Maneuvers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Combat_Maneuvers&amp;diff=134354"/>
		<updated>2020-07-23T22:35:38Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: Changing Truehand to True Strike&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Combat Maneuvers]] is a skill with multiple facets and applications, include attack, defense and utility.  Training grants access to the list of combat maneuver skills (also known as CMAN or CMLIST skills), boosts melee [[attack strength]] and provides defense versus most [[maneuver]]-type attacks.&lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 8/4&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 10/6&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 12/8&lt;br /&gt;
  | Monkranks     = 2 || Monkcost     = 5/3&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 6/4&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 4/4&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 12/8&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 4/3&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 5/4&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 12/8&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Combat Maneuvers boosts physical [[attack strength]] (AS) by +1 for every 2 ranks of training. This bonus does not apply to attack spells which generate AS through the [[Spell Aiming]] skill.&lt;br /&gt;
&lt;br /&gt;
Training in this skill also boosts effectiveness of various [[guild skill]]s and combat maneuvers from the list below. Training in the skill also helps defend from the skill, which is why many [[pure]]s will pick up Disarm Weapon to prevent them from losing their [[Runestaff|runestaves]] or other defensive weapon. One rank in a skill trained in via the CM list below counts as 10 ranks in the skill, for the purposes of guild skill training.  Therefore, a character that masters a skill via the CMAN system is treated as if they have 50 ranks, while a character that mastered the skill via their guild will be treated as if they have 63 ranks in the skill.  There are many more skills available on the list below than those that are available as guild skills, and many skills do not even follow a progression like that listed above (i.e., [[Precision]] or Specialization).&lt;br /&gt;
&lt;br /&gt;
The skills below can be trained in using CMAN points. A character earns 1 CMAN point for every rank they train in Combat Maneuvers, so a character with 150 ranks of Combat Maneuvers will have 150 CMAN points. Typically, it takes 20 or 30 CMAN points for a [[square]] to master a skill, but there are some exceptions. [[Enhancives]] do not provide CMAN points and a character may not devote more than 1 CMAN point per level to a single skill. For [[semi]]s, CMAN skills require 50% more points to train in, while pures have to spend 100% more than a square.&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuver Factors ==&lt;br /&gt;
&lt;br /&gt;
* The biggest factor is the attacker&#039;s and defender&#039;s bonus in Combat Maneuvers.&lt;br /&gt;
* Level difference plays a factor, and a difference of more than 10 levels has a major effect on the outcome.&lt;br /&gt;
* Many injuries or even scars penalize a maneuver attempt. Limb wounds and scars are especially penalizing.&lt;br /&gt;
* Encumbrance provides a penalty to any combat maneuver attempt.&lt;br /&gt;
* Almost every maneuver takes the attacker&#039;s stance into account, and most also take the defender&#039;s stance into account.&lt;br /&gt;
* Many maneuvers take the relative height and/or size of the attacker and defender into account. Some, like Bull Rush, are easier if the attacker is larger than the defender; others, like Hamstring, are easier for smaller characters to use against larger opponents.&lt;br /&gt;
* Each rank of a given maneuver gives a character up to +15 to defend against that maneuver.&lt;br /&gt;
* A stunned target has -10 to defend against any maneuver, which appears as a bonus for the attacker.&lt;br /&gt;
&lt;br /&gt;
===[[Encumbrance]] Penalty Formula===&lt;br /&gt;
There is a one point penalty per one percent encumbered body weight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Penalty = round up(encumbrance weight &amp;amp;divide; Body weight) &amp;amp;times; 100&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
Character body weight = 200 lbs&amp;lt;br&amp;gt;&lt;br /&gt;
Encumbrance weight =  23 lbs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Penalty: round up (23 &amp;amp;divide; 200) &amp;amp;times; 100 = 12&lt;br /&gt;
&lt;br /&gt;
===[[Armor]] Penalty===&lt;br /&gt;
Heavier armor will negatively impact your ability to perform and dodge CMANs.  The effects are highlighted in the following table based on Armor Sub Group (ASG)&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!ASG!!1!!2!!5!!6!!7!!8!!9!!10!!11!!12!!13!!14!!15!!16!!17!!18!!19!!20&lt;br /&gt;
|-&lt;br /&gt;
|CMAN Penalty||0||0||0||0||2||2||3||3||3||4||4||4||5||5||6||7||8||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, There is also an additional penalty of 20 for each second of untrained RT Adder which stacks with the AP penalty. With 0 armor ranks the full plate RT Adder penalty is 240 (12 sec untrained RT) plus the action penalty of 10 for a total penalty of 250.&lt;br /&gt;
&lt;br /&gt;
== List of available Combat Maneuvers ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Hold cursor over CM name to see what it does.  Click on arrows to sort by profession/category. +=Passive, Yes*=Exclusive&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
![[Combat Maneuver]]&lt;br /&gt;
![[Warrior]]&lt;br /&gt;
![[Rogue]]&lt;br /&gt;
![[Monk]]&lt;br /&gt;
![[Ranger]]&lt;br /&gt;
![[Bard]]&lt;br /&gt;
![[Paladin]]&lt;br /&gt;
![[Wizard]]&lt;br /&gt;
![[Sorcerer]]&lt;br /&gt;
![[Empath]]&lt;br /&gt;
![[Cleric]]&lt;br /&gt;
![[Savant]]&lt;br /&gt;
!ALL&lt;br /&gt;
![[Martial Stance]]&lt;br /&gt;
![[Flare#Armor_Flares|Armor Flares]]&lt;br /&gt;
|- style=&amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;You are able to leap to increase your reach by 1 foot per rank while ambushing or using maneuvers that take the height system into account.  Every 30% of encumbrance reduces your reach by 1 foot.&amp;quot;&amp;gt;Acrobat&#039;s Leap+&amp;lt;/span&amp;gt; ([[Acrobat&#039;s Leap|LEAP]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;| -&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;| Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;| -&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Reduces the penalty when using spiked armor in conjunction with a combat maneuver attack by -5 per rank.&amp;quot;&amp;gt;Armor Spike Focus+&amp;lt;/span&amp;gt; ([[Armor Spike Focus|SPIKEFOCUS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Hold an opponent for a long period of time, squeezing the life out of them. Upon completion, the defender will be prone and in an offensive stance.&amp;quot;&amp;gt;Bearhug&amp;lt;/span&amp;gt; ([[Bearhug|BEARHUG]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Go into a blind berserker rage. Can break immobilizations, such as web, bind, or stuns, and provides a boost to AS.&amp;quot;&amp;gt;Berserk&amp;lt;/span&amp;gt; ([[Berserk|BERSERK]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increase the chance of blocking with a shield by 5% per rank (15% at mastery).&amp;quot;&amp;gt;Block Mastery+&amp;lt;/span&amp;gt; ([[Block Mastery|BMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Charge an opponent in an attempt to knock them to the ground.&amp;quot;&amp;gt;Bull Rush&amp;lt;/span&amp;gt; ([[Bull Rush|BULLRUSH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases Agility and Dexterity bonuses.&amp;quot;&amp;gt;Burst of Swiftness&amp;lt;/span&amp;gt; ([[Burst of Swiftness|BURST]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Setting a polearm and charge with it at an opponent.&amp;quot;&amp;gt;Charge&amp;lt;/span&amp;gt; ([[Cman charge|CHARGE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Employs various cheap tactics, such as a nosetweak, eyepoke, etc.&amp;quot;&amp;gt;Cheapshots&amp;lt;/span&amp;gt; ([[Cheapshots|CHEAPSHOTS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Add +2 generic TD (+10 at mastery).&amp;quot;&amp;gt;Combat Focus+&amp;lt;/span&amp;gt; ([[Combat Focus|FOCUS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Normally, you&#039;re limited to 20% stance changes. This allows 10% (1 rank) or 5% (2 ranks) stance changes.&amp;quot;&amp;gt;Combat Mastery&amp;lt;/span&amp;gt; ([[Combat Mastery|CMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;If prone, instantly stand when attacked, unless you&#039;re immobilized.&amp;quot;&amp;gt;Combat Mobility&amp;lt;/span&amp;gt; ([[Combat Mobility|MOBILITY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increase DS by +2 per rank (+10 at mastery).&amp;quot;&amp;gt;Combat Movement+&amp;lt;/span&amp;gt; ([[Combat Movement|CMOVEMENT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increase your HP by 5 + 10 per rank (+35 total, at mastery).&amp;quot;&amp;gt;Combat Toughness+&amp;lt;/span&amp;gt; ([[Combat Toughness|TOUGHNESS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Instantly kills a disabled and weakened victim and gives a slight AS bonus.&amp;quot;&amp;gt;Coup de Grace &amp;lt;/span&amp;gt; ([[Coup de Grace|COUPDEGRACE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the effectiveness of short weapons, decreases the effectiveness of long weapons.&amp;quot;&amp;gt;Crowd Press&amp;lt;/span&amp;gt; ([[Crowd Press|CPRESS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Imposes a +3 penalty on an opponent using a CML maneuver; acts as a full rank at mastery.&amp;quot;&amp;gt;Cunning Defense+&amp;lt;/span&amp;gt; ([[Cunning Defense|CDEFENSE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Silences the victim until the throat wound is cured. Does not cause instant death.&amp;quot;&amp;gt;Cutthroat&amp;lt;/span&amp;gt; ([[Cutthroat|CUTTHROAT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Kick a clump of dirt in an opponent&#039;s face. Reduces their perception.&amp;quot;&amp;gt;Dirtkick&amp;lt;/span&amp;gt; ([[Dirtkick|DIRTKICK]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Remove a weapon from an opponent&#039;s grasp.&amp;quot;&amp;gt;Disarm Weapon&amp;lt;/span&amp;gt; ([[Disarm Weapon|DISARM]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Violently retrieve ranged ammo that has been lodged in your target.&amp;quot;&amp;gt;Dislodge&amp;lt;/span&amp;gt; ([[Dislodge|DISLODGE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;From hiding, you attempt to divert your foe&#039;s attention, luring them to an adjacent room.&amp;quot;&amp;gt;Divert&amp;lt;/span&amp;gt; ([[Divert|DIVERT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;A 30 second boost to evade chance.&amp;quot;&amp;gt;Duck and Weave&amp;lt;/span&amp;gt; ([[Duck and Weave|WEAVE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Kick up a cloud of dust to aid in hiding.&amp;quot;&amp;gt;Dust Shroud&amp;lt;/span&amp;gt; ([[Dust Shroud|SHROUD]])&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Passive skill that adds a percentage to evasion.&amp;quot;&amp;gt;Evade Mastery+&amp;lt;/span&amp;gt; ([[Evade Mastery|EMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;If a creature is killed with a two-handed weapon attack while in this stance, the wielder has a chance to maintain his momentum and continue the attack onto another creature foe in the room. This chance is 5% + 15% per rank. The secondary attack will have an AS penalty of -25 and cannot occur more than once per attack.&amp;quot;&amp;gt;Executioner&#039;s Stance&amp;lt;/span&amp;gt; ([[Executioner&#039;s Stance|EXECUTIONER]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Reduces an opponent&#039;s stance with a faked attack.&amp;quot;&amp;gt;Feint&amp;lt;/span&amp;gt; ([[Feint|FEINT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Martial Stance. JAB multiple foes in area with no additional RT.&amp;quot;&amp;gt;Flurry of Blows&amp;lt;/span&amp;gt; ([[Flurry of Blows|FLURRY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Choke a victim with a wire, will cause death after a period of time.&amp;quot;&amp;gt;Garrote&amp;lt;/span&amp;gt; ([[Garrote|GARROTE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases proficiency with unarmed combat grapple attacks.&amp;quot;&amp;gt;Grapple Mastery+&amp;lt;/span&amp;gt; ([[Grapple Mastery|GMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Gain greater control over your warcries. A rank 1, the vocal stress of each warcry is reduced by a third. A rank 2, you will be able to affect the undead with your warcries. At rank 3, the vocal stress of each warcry is instead reduced by half.&amp;quot;&amp;gt;Griffin&#039;s Voice&amp;lt;/span&amp;gt; ([[Griffin&#039;s Voice|GRIFFIN]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Causes a caster to forget a readied spell. Causes a good deal of pain in men.&amp;quot;&amp;gt;Groin Kick&amp;lt;/span&amp;gt; ([[Groin Kick|GKICK]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Leg)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Cut the back of the leg, knocking a victim prone.&amp;quot;&amp;gt;Hamstring&amp;lt;/span&amp;gt; ([[Hamstring|HAMSTRING]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Daze an opponent with a punch to the head.&amp;quot;&amp;gt;Haymaker&amp;lt;/span&amp;gt; ([[Haymaker|HAYMAKER]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Arm)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Stun an opponent by putting your head into theirs.&amp;quot;&amp;gt;Headbutt&amp;lt;/span&amp;gt; ([[Headbutt|HEADBUTT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Head)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;This is a martial stance that provides the ability to shake off negative spell effects.&amp;quot;&amp;gt;Inner Harmony&amp;lt;/span&amp;gt; ([[Inner Harmony|IHARMONY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Each use of this maneuver will heal up to (15 + (5 * Rank)) Health Points (HP).&amp;quot;&amp;gt;Internal Power&amp;lt;/span&amp;gt; ([[Internal Power|IPOWER]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the AS bonus of the next melee: rank 1(+15), rank 2(+25), rank 3 (+35).&amp;quot;&amp;gt;Ki Focus&amp;lt;/span&amp;gt; ([[Ki Focus|KIFOCUS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases proficiency with unarmed combat kick attacks.&amp;quot;&amp;gt;Kick Mastery+&amp;lt;/span&amp;gt; ([[Kick Mastery|KMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Reduces the opponent&#039;s stance with this single attack. Extra roundtime for the attacker.&amp;quot;&amp;gt;Mighty Blow&amp;lt;/span&amp;gt; ([[Mighty Blow|MBLOW]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Invoked before making a melee or unarmed combat attack. If the subsequent attack connects, the target takes a penalty to their Target Defense (TD) for ten seconds. The penalty is 2 per rank, plus 1 per 10 points in the endroll success margin of the attack. The latter portion is capped at 20.&amp;quot;&amp;gt;Mystic Strike&amp;lt;/span&amp;gt; ([[Mystic Strike|MYSTICSTRIKE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Parry an attack more often. An extra 5% chance per rank (15% at mastery).&amp;quot;&amp;gt;Parry Mastery+&amp;lt;/span&amp;gt; ([[Parry Mastery|PMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Permanently enhances all ten stats by 2 per rank. Requires Surge of Strength (Rank 3) and Burst of Swiftness (Rank 3).&amp;quot;&amp;gt;Perfect Self+&amp;lt;/span&amp;gt; ([[Perfect Self|PERFECTSELF]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Allows you to chose if your weapon does piercing, slashing, or bludgeoning damage. 75% effective at 1 rank, 100% effective at 2 ranks.&amp;quot;&amp;gt;Precision+&amp;lt;/span&amp;gt; ([[Precision|PRECISION]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Martial Stance, increase aim success chance.&amp;quot;&amp;gt;Predator&#039;s Eye&amp;lt;/span&amp;gt; ([[Predator&#039;s Eye|PREDATOR]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases proficiency with unarmed combat punch attacks.&amp;quot;&amp;gt;Punch Mastery+&amp;lt;/span&amp;gt; ([[Punch Mastery|PUNCHMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Make a single attack at a significantly reduced amount of roundtime, at the cost of a reduced AS.&amp;quot;&amp;gt;Quickstrike&amp;lt;/span&amp;gt; ([[Quickstrike|QSTRIKE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Martial Stance. Momentum from an unarmed strike against one foe to your next.&amp;quot;&amp;gt;Rolling Krynch Stance&amp;lt;/span&amp;gt; ([[Rolling Krynch Stance|KRYNCH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Makes Shadow Mastery passive and temporarily allows 0 stamina uses of Cutthroat, Silent Strike, and Subdue, and 0 RT sneaking.&amp;quot;&amp;gt;Shadow Dance&amp;lt;/span&amp;gt; ([[Shadow Dance|SDANCE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Temporarily increases effective training in Stalking and Hiding and reduces the roundtime associated with this skill.&amp;quot;&amp;gt;Shadow Mastery&amp;lt;/span&amp;gt; ([[Shadow Mastery|SMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Using your shield, bash an opponent. Does little damage, but can reduce the stance of, stun, and knock down an opponent&amp;quot;&amp;gt;Shield Bash&amp;lt;/span&amp;gt; ([[Shield Bash|SBASH]]) &lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Similar to Shield Bash, but can be much more devastating -- for the attacker and the defender.&amp;quot;&amp;gt;Shield Charge&amp;lt;/span&amp;gt; ([[Shield Charge|SCHARGE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;A passive skill that increases AS and DS when grouped with others that have the same skill.&amp;quot;&amp;gt;Side by Side+&amp;lt;/span&amp;gt; ([[Side by Side|SIDEBYSIDE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attack an opponent from hiding without revealing your position -- or identity.&amp;quot;&amp;gt;Silent Strike&amp;lt;/span&amp;gt; ([[Silent Strike|SILENTSTRIKE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Martial Stance. Chance to outright avoid mind and soul warding spells.&amp;quot;&amp;gt;Slippery Mind&amp;lt;/span&amp;gt; ([[Slippery Mind|SLIPPERYMIND]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the effective use of a specific weapon type. +10 to AS at mastery, and works with skills that use your weapon.&amp;quot;&amp;gt;Specialization I+&amp;lt;/span&amp;gt; ([[Specialization|WSPEC1]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the effective use of a second specific weapon type. +10 to AS at mastery, and works with skills that use your weapon.&amp;quot;&amp;gt;Specialization II+&amp;lt;/span&amp;gt; ([[Specialization|WSPEC2]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the effective use of a third weapon type. +10 to AS at mastery, and works with skills that use your weapon.&amp;quot;&amp;gt;Specialization III+&amp;lt;/span&amp;gt; ([[Specialization|WSPEC3]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attempt to use the unnatural energy of your ensorcelled or anti-magical weapon to cleave away a spell from your target.&amp;quot;&amp;gt;Spell Cleave&amp;lt;/span&amp;gt; ([[Spell Cleaving|SCLEAVE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Allows the parrying of magical ball/bolt spells at 25% per rank of your normal parry chance, provided that you are using an ensorcelled or anti-magical weapon to do so.&amp;quot;&amp;gt;Spell Parry+&amp;lt;/span&amp;gt; ([[Spell Parry|SPARRY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attempt to use the unnatural energy of your ensorcelled or anti-magical weapon to sever a spell away from your target.&amp;quot;&amp;gt;Spell Thieve&amp;lt;/span&amp;gt; ([[Spell Thieve|THIEVE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases attack strength and dodge skill for a single attack.&amp;quot;&amp;gt;Spin Attack&amp;lt;/span&amp;gt; ([[Spin Attack|SATTACK]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attack an opponent, and place them in roundtime. May knock opponents into an adjacent room.&amp;quot;&amp;gt;Staggering Blow&amp;lt;/span&amp;gt; ([[Staggering Blow|SBLOW]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Instead of a parry, automatically counter with a jab.&amp;quot;&amp;gt;Stance of the Mongoose&amp;lt;/span&amp;gt; ([[Stance of the Mongoose|MONGOOSE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Perform discounted cost QUICKSTRIKE attacks.&amp;quot;&amp;gt;Striking Asp Stance&amp;lt;/span&amp;gt; ([[Striking Asp Stance|ASP]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Perform certain actions while stunned.&amp;quot;&amp;gt;Stun Maneuvers&amp;lt;/span&amp;gt; ([[Stun Maneuvers|STUNMAN]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Similar to Subdue, except you don&#039;t hide first.&amp;quot;&amp;gt;Subdual Strike&amp;lt;/span&amp;gt; ([[Subdual Strike|SSTRIKE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attack a foe from hiding, with the intention of knocking them out.&amp;quot;&amp;gt;Subdue&amp;lt;/span&amp;gt; ([[Subdue|SUBDUE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Disables, reduces stance, and does a small amount of damage to a target.&amp;quot;&amp;gt;Sucker Punch&amp;lt;/span&amp;gt; ([[Sucker Punch|SPUNCH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Arm)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attempt to break or disarm an opponent&#039;s shield.&amp;quot;&amp;gt;Sunder Shield&amp;lt;/span&amp;gt; ([[Sunder Shield|SUNDER]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Temporarily increases one&#039;s strength bonus. Adds +8 at rank 1, +16 at rank 5.&amp;quot;&amp;gt;Surge of Strength&amp;lt;/span&amp;gt; ([[Surge of Strength|SURGE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Using your legs, drop to the ground and knock the feet out from under an opponent.&amp;quot;&amp;gt;Sweep&amp;lt;/span&amp;gt; ([[Sweep|SWEEP]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Similar to sweep, except one uses his entire body, and with less finesse. Although, potentially more devastating.&amp;quot;&amp;gt;Tackle&amp;lt;/span&amp;gt; ([[Tackle|TACKLE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Warriors and Paladins using permanently ensorcelled and fully bonded weapon in combat will gain one extra attack before expending the periodic attack boost from the ensorcelled necrotic infusions.&amp;quot;&amp;gt;Tainted Bond&amp;lt;/span&amp;gt; ([[Tainted Bond|TAINTED]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Using a long pole (polearm, quarterstaff, or runestaff), knock the feet out from under an opponent.&amp;quot;&amp;gt;Trip&amp;lt;/span&amp;gt; ([[Trip|TRIP]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the chance to hit your target for one attack.&amp;quot;&amp;gt;True Strike&amp;lt;/span&amp;gt; ([[True Strike|TRUESTRIKE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Using both fists, smash an opponent. May knockdown and/or stun an opponent.&amp;quot;&amp;gt;Twin Hammerfists&amp;lt;/span&amp;gt; ([[Twin Hammerfists|TWINHAMM]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Arm)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Grants the ability to use some combat maneuvers without requiring a weapon in hand. The following maneuvers are affected by unarmed specialist; disarm, feint, subdue, subdual strike, and cheapshots. Monks know this maneuver without having to train in it.&amp;quot;&amp;gt;Unarmed Specialist+&amp;lt;/span&amp;gt; ([[Unarmed Specialist|UNARMEDSPEC]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Allows a rogue to slip into the shadows without roundtime, and at higher ranks while in roundtime.&amp;quot;&amp;gt;Vanish&amp;lt;/span&amp;gt; ([[Vanish|VANISH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Similar to weapon specialization, except for a single weapon, and there are much more benefits. A must for any warrior.&amp;quot;&amp;gt;Weapon Bonding+&amp;lt;/span&amp;gt; ([[Weapon Bonding|BOND]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;This is a Martial Stance. The combatant gains the ability to switch with relative ease between targets when making multiple melee attacks.&amp;quot;&amp;gt;Whirling Dervish&amp;lt;/span&amp;gt; ([[Whirling Dervish|DERVISH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
===The Old-Formatted List===&lt;br /&gt;
&amp;lt;small&amp;gt;Legend: &#039;&#039;&#039;B&#039;&#039;&#039;=[[Bard]], &#039;&#039;&#039;M&#039;&#039;&#039;=[[Monk]], &#039;&#039;&#039;P&#039;&#039;&#039;=[[Paladin]], &#039;&#039;&#039;Ra&#039;&#039;&#039;=[[Ranger]], &#039;&#039;&#039;Ro&#039;&#039;&#039;=[[Rogue]], &#039;&#039;&#039;W&#039;&#039;&#039;=[[Warrior]], &#039;&#039;&#039;All&#039;&#039;&#039;=Available to all [[profession]]s.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Armor Spike Focus]]&lt;br /&gt;
*&#039;&#039;&#039;M/W&#039;&#039;&#039; [[Bearhug]] - Hold an opponent for a long period of time, squeezing the life out of them.  Upon completion, the defender will be prone and in an offensive stance.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Berserk]] - Go into a blind berserker rage.  Can break immobilizations, such as web, bind, or stuns, and provides a boost to AS.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Block Mastery]] - Increase the chance of blocking with a shield by 5% per rank (15% at mastery).&lt;br /&gt;
*&#039;&#039;&#039;P/W&#039;&#039;&#039; [[Bull Rush]] - Charge an opponent in an attempt to knock them to the ground.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Burst of Swiftness]] - Increases [[Agility]] and [[Dexterity]] bonuses.&lt;br /&gt;
*&#039;&#039;&#039;B/M/P/W&#039;&#039;&#039; [[Cman charge|Charge]] - Setting a polearm and charge with it at an opponent.&lt;br /&gt;
*&#039;&#039;&#039;B/M/Ro&#039;&#039;&#039; [[Cheapshots]] - Employs various &amp;quot;cheap&amp;quot; tactics, such as a nosetweak, eyepoke, etc.&lt;br /&gt;
*&#039;&#039;&#039;B/M/P/Ra/Ro/W&#039;&#039;&#039; [[Combat Focus]] - Add +2 generic TD (+10 at mastery).&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Combat Mastery]] - Normally, you&#039;re limited to 20% stance changes.  This allows 10% (1 rank) or 5% (2 ranks) stance changes.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Combat Mobility]] - If prone, instantly stand when attacked, unless you&#039;re immobilized.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Combat Movement]] - Increase DS by +2 per rank (+10 at mastery).&lt;br /&gt;
*&#039;&#039;&#039;M/P/Ro/W&#039;&#039;&#039; [[Combat Toughness]] - Increase your HP by 5 + 10 per rank (+35 total, at mastery).&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Coup de Grace]] - Instantly kills a disabled and weakened victim and gives a slight AS bonus.&lt;br /&gt;
*&#039;&#039;&#039;M/P/Ro/W&#039;&#039;&#039; [[Crowd Press]] - Increases the effectiveness of short weapons, decreases the effectiveness of long weapons.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Cunning Defense]] - Imposes a +3 penalty on an opponent using a CML maneuver; acts as a full rank at mastery.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Cutthroat]] - Silences the victim until the throat wound is cured.  Does not cause instant death.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Dirtkick]] - Kick a clump of dirt in an opponent&#039;s face.  Reduces their perception.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Disarm Weapon]] - Remove a weapon from an opponent&#039;s grasp.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Divert]] - From hiding, you attempt to divert your foe&#039;s attention, luring them to an adjacent room.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro&#039;&#039;&#039; [[Duck and Weave]] - A 30 second boost to evade chance&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Dust Shroud]] - Kick up a cloud of dust to aid in hiding.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Evade Mastery]] - Passive skill that adds a percentage to evasion.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Executioner&#039;s Stance]]&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Feint]] - Reduces an opponent&#039;s stance with a faked attack.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Flurry of Blows]] - [[Martial Stance]]. JAB multiple foes in area with no additional [[RT]].&lt;br /&gt;
*&#039;&#039;&#039;B/M/Ra/Ro&#039;&#039;&#039; [[Garrote]] - Choke a victim with a wire, will cause death after a period of time.&lt;br /&gt;
*&#039;&#039;&#039;M/R/W&#039;&#039;&#039; [[Grapple Mastery]] - Increases proficiency with unarmed combat grapple attacks. &lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Griffin&#039;s Voice]]&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Groin Kick]] - Causes a caster to forget a readied spell.  Causes a good deal of pain in men.&lt;br /&gt;
*&#039;&#039;&#039;B/Ra/Ro/W&#039;&#039;&#039; [[Hamstring]] - Cut the back of the leg, knocking a victim prone.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Haymaker]] - Daze an opponent with a punch to the head.&lt;br /&gt;
*&#039;&#039;&#039;M/W&#039;&#039;&#039; [[Headbutt]] - Stun an opponent by putting your head into theirs.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Inner Harmony]] - This is a martial stance that provides the ability to shake off negative spell effects.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Internal Power]] - Each use of this maneuver will heal up to (15 + (5 * Rank)) [[Hitpoint|Health Points]] (HP).&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Ki Focus]] - Increases the AS bonus of the next melee: rank 1(+15), rank 2(+25, rank 3 (+35).&lt;br /&gt;
*&#039;&#039;&#039;M/R/W&#039;&#039;&#039; [[Kick Mastery]] - Increases proficiency with unarmed combat kick attacks.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Mighty Blow]] - Reduces the opponent&#039;s stance with this single attack.  Extra [[roundtime]] for the attacker.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Multi-Fire]] - String multiple arrows on a single pull and fire.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Mystic Strike]] - ?&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Parry Mastery]] - Parry an attack more often.  An extra 5% chance per rank (15% at mastery).&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Precision]] - Allows you to chose if your weapon does piercing, slashing, or bludgeoning damage.  75% effective at 1 rank, 100% effective at 2 ranks.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Perfect Self]] - Permanently enhances all ten [[statistic|stats]] by 2 per rank. Requires [[Surge of Strength]] (Rank 3) and [[Burst of Swiftness]] (Rank 3).&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Predator&#039;s Eye]] - [[Martial Stance]], increase aim success chance &lt;br /&gt;
*&#039;&#039;&#039;M/R/W&#039;&#039;&#039; [[Punch Mastery]] - Increases proficiency with unarmed combat punch attacks. &lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Quickstrike]] - Make a single attack at a significantly reduced amount of roundtime, at the cost of a reduced AS.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Rolling Krynch Stance]] - [[Martial Stance]]. Momentum from an unarmed strike against one foe to your next.&lt;br /&gt;
*&#039;&#039;&#039;Ra/Ro&#039;&#039;&#039; [[Shadow Mastery]] - Temporarily increases effective training in [[Stalking and Hiding]] and reduces the roundtime associated with this skill.&lt;br /&gt;
*&#039;&#039;&#039;B/Ra/Ro/P/W&#039;&#039;&#039; [[Shield Bash]] - Using your shield, bash an opponent.  Does little damage, but can reduce the stance of, stun, and knock down an opponent&lt;br /&gt;
*&#039;&#039;&#039;P/W&#039;&#039;&#039; [[Shield Charge]] - Similar to above, but can be much more devastating -- for the attacker and the defender.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Side by Side]] - A passive skill that increases AS and DS when grouped with others that have the same skill.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Silent Strike]] - Attack an opponent from hiding without revealing your position -- or identity.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro&#039;&#039;&#039; [[Slippery Mind]] - [[Martial Stance]]. Chance to outright avoid mind and soul warding spells.&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Specialization]] I - Increases the effective use of a specific weapon type.  +10 to AS at mastery, and works with skills that use your weapon.&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Specialization]] II - See above, but for a different weapon type.&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Specialization]] III - See above, but for yet another weapon type.&lt;br /&gt;
*&#039;&#039;&#039;M/W&#039;&#039;&#039; [[Spell Cleaving]]&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Spell Parry]]&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Spell Thieve]]&lt;br /&gt;
*&#039;&#039;&#039;B/M/Ro/W&#039;&#039;&#039; [[Spin Attack]] - Increases [[attack strength]] and [[dodge]] skill for a single attack.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Staggering Blow]] - Attack an opponent, and place them in [[roundtime]].  May knock opponents into an adjacent room.&lt;br /&gt;
*&#039;&#039;&#039;M/W&#039;&#039;&#039; [[Stance of the Mongoose]] - Instead of a parry, automatically counter with a jab.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Striking Asp Stance]] - Perform discounted cost QUICKSTRIKE attacks.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Stun Maneuvers]] - Perform certain actions while stunned.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Subdual Strike]] - Similar to Subdue, except you don&#039;t hide first.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Subdue]] - Attack a foe from hiding, with the intention of knocking them out.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Sucker Punch]] - Disables, reduces stance, and does a small amount of damage to a target.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Sunder Shield]] - Attempt to break or disarm an opponent&#039;s shield.&lt;br /&gt;
*&#039;&#039;&#039;M/P/Ro/W&#039;&#039;&#039; [[Surge of Strength]] - Temporarily increases one&#039;s [[strength]] bonus.  Adds +8 at rank 1, +16 at rank 5.&lt;br /&gt;
*&#039;&#039;&#039;B/M/Ra/Ro&#039;&#039;&#039; [[Sweep]] - Using your legs, drop to the ground and knock the feet out from under an opponent.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Tackle]] - Similar to sweep, except one uses his entire body, and with less finesse.  Although, potentially more devastating.&lt;br /&gt;
*&#039;&#039;&#039;P/W&#039;&#039;&#039; [[Tainted Bond]]&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Trip]] - Using a long pole (polearm, quarterstaff, or runestaff), knock the feet out from under an opponent.&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Truehand]] - Increases the effective die roll of an attack.  IE, a master will always roll 61-100 on a d100 attack with this maneuver. Also reduces [[Evade|E]]/[[Block|B]]/[[Parry|P]] by the opponent,&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Twin Hammerfists]] - Using both fists, smash an opponent.  May knockdown and/or stun an opponent.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Unarmed Specialist]]&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Weapon Bonding]] - Similar to weapon specialization, except for a single weapon, and there are much more benefits.  A must for any [[warrior]].&lt;br /&gt;
*&#039;&#039;&#039;Ro/W&#039;&#039;&#039; [[Whirling Dervish]]&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Vanish]] - Allows a rogue to slip into the shadows without roundtime, and at higher ranks while in roundtime.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Legend: &#039;&#039;&#039;B&#039;&#039;&#039;=Bard, &#039;&#039;&#039;M&#039;&#039;&#039;=Monk, &#039;&#039;&#039;P&#039;&#039;&#039;=Paladin, &#039;&#039;&#039;Ra&#039;&#039;&#039;=Ranger, &#039;&#039;&#039;Ro&#039;&#039;&#039;=Rogue, &#039;&#039;&#039;W&#039;&#039;&#039;=Warrior, &#039;&#039;&#039;All&#039;&#039;&#039;=Available to all [[profession]]s.&amp;lt;/small&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Combat maneuvers (saved posts)]]&lt;br /&gt;
*[[Cman charge testing (saved post)]]: Player testing circa 2008&lt;br /&gt;
*http://www.play.net/gs4/info/maneuvers/&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Combat%20Maneuvers%20Discussion/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;br /&gt;
[[Category:Combat Maneuvers| ]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Truestrike&amp;diff=134352</id>
		<title>Truestrike</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Truestrike&amp;diff=134352"/>
		<updated>2020-07-23T22:33:57Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: Redirected page to True Strike&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[True Strike]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=True_Strike&amp;diff=134351</id>
		<title>True Strike</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=True_Strike&amp;diff=134351"/>
		<updated>2020-07-23T22:33:05Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Combat maneuver&lt;br /&gt;
|available=[[Warrior]]s, [[Rogue]]s, [[Ranger]]s, [[Bard]]s, [[Monk]]s, [[Paladin]]s&lt;br /&gt;
|mnemonic=TRUESTRIKE&lt;br /&gt;
|roundtime = same as [[ATTACK (verb)|ATTACK]]&lt;br /&gt;
|cost=Base 10, see entry&lt;br /&gt;
|requirements=Not for use from hiding&lt;br /&gt;
|prereqs=None&lt;br /&gt;
&lt;br /&gt;
|sq1=2 &lt;br /&gt;
|se1=3 &lt;br /&gt;
|pu1= -&lt;br /&gt;
|sq2=4 &lt;br /&gt;
|se2=6&lt;br /&gt;
|sq3=6 &lt;br /&gt;
|se3=9&lt;br /&gt;
|sq4=8 &lt;br /&gt;
|se4=12&lt;br /&gt;
|sq5=10&lt;br /&gt;
|se5=15}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;True Strike&#039;&#039;&#039; [[Combat Maneuvers|combat maneuver]] increases the chance to hit a target for one swing. At Rank 1, True Strike changes the standard attack d100 roll to 20 + d80 and reduces the target&#039;s chances of evading, parrying, and/or blocking your attack by 10%. Each additional rank adds 10 to the combat roll (d80, d70, d60, d50, d40) and reduces the opponent&#039;s evasion, parry, and blocking ability by a further 10%.&lt;br /&gt;
&lt;br /&gt;
==Stamina costs==&lt;br /&gt;
&lt;br /&gt;
The minimum [[stamina]] cost is 10. Additional stamina costs are determined by the Base Weapon Speed of your attack.  A stamina penalty of +1 per second of base speed is applied for each second under 5 and +2 for each second over 5.  For two weapon combat, an effective Base Weapon Speed is calculated by taking the primary weapon&#039;s base speed, adding half the secondary weapon&#039;s base speed (rounded up), and adding 1 to the result.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You swing a perfect imflass maul at a triton executioner!&lt;br /&gt;
AS: +532 vs DS: +331 with AvD: +36 + 20 + d80 roll: +27 = +284&lt;br /&gt;
  ... and hit for 158 points of damage!&lt;br /&gt;
  A mighty hit turns the triton executioner&#039;s insides to outsides!&lt;br /&gt;
The triton executioner collapses, gurgling once with a wrathful look on her face before expiring.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[List of combat maneuvers by profession]]&lt;br /&gt;
* [http://www.play.net/gs4/info/maneuvers/list.asp#Truehand Combat Maneuver List: Truehand], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Maneuvers]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=True_Strike&amp;diff=134350</id>
		<title>True Strike</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=True_Strike&amp;diff=134350"/>
		<updated>2020-07-23T22:32:45Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: Created page with &amp;quot;{{Combat maneuver |available=Warriors, Rogues, Rangers, Bards, Monks, Paladins |mnemonic=TRUESTRIKE |roundtime = same as ATTACK |cost...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Combat maneuver&lt;br /&gt;
|available=[[Warrior]]s, [[Rogue]]s, [[Ranger]]s, [[Bard]]s, [[Monk]]s, [[Paladin]]s&lt;br /&gt;
|mnemonic=TRUESTRIKE&lt;br /&gt;
|roundtime = same as [[ATTACK (verb)|ATTACK]]&lt;br /&gt;
|cost=Base 10, see entry&lt;br /&gt;
|requirements=Not for use from hiding&lt;br /&gt;
|prereqs=None&lt;br /&gt;
&lt;br /&gt;
|sq1=2 &lt;br /&gt;
|se1=3 &lt;br /&gt;
|pu1= -&lt;br /&gt;
|sq2=4 &lt;br /&gt;
|se2=6&lt;br /&gt;
|sq3=6 &lt;br /&gt;
|se3=9&lt;br /&gt;
|sq4=8 &lt;br /&gt;
|se4=12&lt;br /&gt;
|sq5=10&lt;br /&gt;
|se5=15}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;True Strike&#039;&#039;&#039; [[Combat Maneuvers|combat maneuver]] increases the chance to hit a target for one swing. At Rank 1, Truestrike changes the standard attack d100 roll to 20 + d80 and reduces the target&#039;s chances of evading, parrying, and/or blocking your attack by 10%. Each additional rank adds 10 to the combat roll (d80, d70, d60, d50, d40) and reduces the opponent&#039;s evasion, parry, and blocking ability by a further 10%.&lt;br /&gt;
&lt;br /&gt;
==Stamina costs==&lt;br /&gt;
&lt;br /&gt;
The minimum [[stamina]] cost is 10. Additional stamina costs are determined by the Base Weapon Speed of your attack.  A stamina penalty of +1 per second of base speed is applied for each second under 5 and +2 for each second over 5.  For two weapon combat, an effective Base Weapon Speed is calculated by taking the primary weapon&#039;s base speed, adding half the secondary weapon&#039;s base speed (rounded up), and adding 1 to the result.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You swing a perfect imflass maul at a triton executioner!&lt;br /&gt;
AS: +532 vs DS: +331 with AvD: +36 + 20 + d80 roll: +27 = +284&lt;br /&gt;
  ... and hit for 158 points of damage!&lt;br /&gt;
  A mighty hit turns the triton executioner&#039;s insides to outsides!&lt;br /&gt;
The triton executioner collapses, gurgling once with a wrathful look on her face before expiring.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[List of combat maneuvers by profession]]&lt;br /&gt;
* [http://www.play.net/gs4/info/maneuvers/list.asp#Truehand Combat Maneuver List: Truehand], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Maneuvers]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Combat_Maneuvers&amp;diff=134349</id>
		<title>Combat Maneuvers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Combat_Maneuvers&amp;diff=134349"/>
		<updated>2020-07-23T22:30:12Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Combat Maneuvers]] is a skill with multiple facets and applications, include attack, defense and utility.  Training grants access to the list of combat maneuver skills (also known as CMAN or CMLIST skills), boosts melee [[attack strength]] and provides defense versus most [[maneuver]]-type attacks.&lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 8/4&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 10/6&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 12/8&lt;br /&gt;
  | Monkranks     = 2 || Monkcost     = 5/3&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 6/4&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 4/4&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 12/8&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 4/3&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 5/4&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 12/8&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Combat Maneuvers boosts physical [[attack strength]] (AS) by +1 for every 2 ranks of training. This bonus does not apply to attack spells which generate AS through the [[Spell Aiming]] skill.&lt;br /&gt;
&lt;br /&gt;
Training in this skill also boosts effectiveness of various [[guild skill]]s and combat maneuvers from the list below. Training in the skill also helps defend from the skill, which is why many [[pure]]s will pick up Disarm Weapon to prevent them from losing their [[Runestaff|runestaves]] or other defensive weapon. One rank in a skill trained in via the CM list below counts as 10 ranks in the skill, for the purposes of guild skill training.  Therefore, a character that masters a skill via the CMAN system is treated as if they have 50 ranks, while a character that mastered the skill via their guild will be treated as if they have 63 ranks in the skill.  There are many more skills available on the list below than those that are available as guild skills, and many skills do not even follow a progression like that listed above (i.e., [[Precision]] or Specialization).&lt;br /&gt;
&lt;br /&gt;
The skills below can be trained in using CMAN points. A character earns 1 CMAN point for every rank they train in Combat Maneuvers, so a character with 150 ranks of Combat Maneuvers will have 150 CMAN points. Typically, it takes 20 or 30 CMAN points for a [[square]] to master a skill, but there are some exceptions. [[Enhancives]] do not provide CMAN points and a character may not devote more than 1 CMAN point per level to a single skill. For [[semi]]s, CMAN skills require 50% more points to train in, while pures have to spend 100% more than a square.&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuver Factors ==&lt;br /&gt;
&lt;br /&gt;
* The biggest factor is the attacker&#039;s and defender&#039;s bonus in Combat Maneuvers.&lt;br /&gt;
* Level difference plays a factor, and a difference of more than 10 levels has a major effect on the outcome.&lt;br /&gt;
* Many injuries or even scars penalize a maneuver attempt. Limb wounds and scars are especially penalizing.&lt;br /&gt;
* Encumbrance provides a penalty to any combat maneuver attempt.&lt;br /&gt;
* Almost every maneuver takes the attacker&#039;s stance into account, and most also take the defender&#039;s stance into account.&lt;br /&gt;
* Many maneuvers take the relative height and/or size of the attacker and defender into account. Some, like Bull Rush, are easier if the attacker is larger than the defender; others, like Hamstring, are easier for smaller characters to use against larger opponents.&lt;br /&gt;
* Each rank of a given maneuver gives a character up to +15 to defend against that maneuver.&lt;br /&gt;
* A stunned target has -10 to defend against any maneuver, which appears as a bonus for the attacker.&lt;br /&gt;
&lt;br /&gt;
===[[Encumbrance]] Penalty Formula===&lt;br /&gt;
There is a one point penalty per one percent encumbered body weight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Penalty = round up(encumbrance weight &amp;amp;divide; Body weight) &amp;amp;times; 100&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
Character body weight = 200 lbs&amp;lt;br&amp;gt;&lt;br /&gt;
Encumbrance weight =  23 lbs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Penalty: round up (23 &amp;amp;divide; 200) &amp;amp;times; 100 = 12&lt;br /&gt;
&lt;br /&gt;
===[[Armor]] Penalty===&lt;br /&gt;
Heavier armor will negatively impact your ability to perform and dodge CMANs.  The effects are highlighted in the following table based on Armor Sub Group (ASG)&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!ASG!!1!!2!!5!!6!!7!!8!!9!!10!!11!!12!!13!!14!!15!!16!!17!!18!!19!!20&lt;br /&gt;
|-&lt;br /&gt;
|CMAN Penalty||0||0||0||0||2||2||3||3||3||4||4||4||5||5||6||7||8||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, There is also an additional penalty of 20 for each second of untrained RT Adder which stacks with the AP penalty. With 0 armor ranks the full plate RT Adder penalty is 240 (12 sec untrained RT) plus the action penalty of 10 for a total penalty of 250.&lt;br /&gt;
&lt;br /&gt;
== List of available Combat Maneuvers ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Hold cursor over CM name to see what it does.  Click on arrows to sort by profession/category. +=Passive, Yes*=Exclusive&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
![[Combat Maneuver]]&lt;br /&gt;
![[Warrior]]&lt;br /&gt;
![[Rogue]]&lt;br /&gt;
![[Monk]]&lt;br /&gt;
![[Ranger]]&lt;br /&gt;
![[Bard]]&lt;br /&gt;
![[Paladin]]&lt;br /&gt;
![[Wizard]]&lt;br /&gt;
![[Sorcerer]]&lt;br /&gt;
![[Empath]]&lt;br /&gt;
![[Cleric]]&lt;br /&gt;
![[Savant]]&lt;br /&gt;
!ALL&lt;br /&gt;
![[Martial Stance]]&lt;br /&gt;
![[Flare#Armor_Flares|Armor Flares]]&lt;br /&gt;
|- style=&amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;You are able to leap to increase your reach by 1 foot per rank while ambushing or using maneuvers that take the height system into account.  Every 30% of encumbrance reduces your reach by 1 foot.&amp;quot;&amp;gt;Acrobat&#039;s Leap+&amp;lt;/span&amp;gt; ([[Acrobat&#039;s Leap|LEAP]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;| -&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;| Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;| -&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Reduces the penalty when using spiked armor in conjunction with a combat maneuver attack by -5 per rank.&amp;quot;&amp;gt;Armor Spike Focus+&amp;lt;/span&amp;gt; ([[Armor Spike Focus|SPIKEFOCUS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Hold an opponent for a long period of time, squeezing the life out of them. Upon completion, the defender will be prone and in an offensive stance.&amp;quot;&amp;gt;Bearhug&amp;lt;/span&amp;gt; ([[Bearhug|BEARHUG]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Go into a blind berserker rage. Can break immobilizations, such as web, bind, or stuns, and provides a boost to AS.&amp;quot;&amp;gt;Berserk&amp;lt;/span&amp;gt; ([[Berserk|BERSERK]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increase the chance of blocking with a shield by 5% per rank (15% at mastery).&amp;quot;&amp;gt;Block Mastery+&amp;lt;/span&amp;gt; ([[Block Mastery|BMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Charge an opponent in an attempt to knock them to the ground.&amp;quot;&amp;gt;Bull Rush&amp;lt;/span&amp;gt; ([[Bull Rush|BULLRUSH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases Agility and Dexterity bonuses.&amp;quot;&amp;gt;Burst of Swiftness&amp;lt;/span&amp;gt; ([[Burst of Swiftness|BURST]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Setting a polearm and charge with it at an opponent.&amp;quot;&amp;gt;Charge&amp;lt;/span&amp;gt; ([[Cman charge|CHARGE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Employs various cheap tactics, such as a nosetweak, eyepoke, etc.&amp;quot;&amp;gt;Cheapshots&amp;lt;/span&amp;gt; ([[Cheapshots|CHEAPSHOTS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Add +2 generic TD (+10 at mastery).&amp;quot;&amp;gt;Combat Focus+&amp;lt;/span&amp;gt; ([[Combat Focus|FOCUS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Normally, you&#039;re limited to 20% stance changes. This allows 10% (1 rank) or 5% (2 ranks) stance changes.&amp;quot;&amp;gt;Combat Mastery&amp;lt;/span&amp;gt; ([[Combat Mastery|CMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;If prone, instantly stand when attacked, unless you&#039;re immobilized.&amp;quot;&amp;gt;Combat Mobility&amp;lt;/span&amp;gt; ([[Combat Mobility|MOBILITY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increase DS by +2 per rank (+10 at mastery).&amp;quot;&amp;gt;Combat Movement+&amp;lt;/span&amp;gt; ([[Combat Movement|CMOVEMENT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increase your HP by 5 + 10 per rank (+35 total, at mastery).&amp;quot;&amp;gt;Combat Toughness+&amp;lt;/span&amp;gt; ([[Combat Toughness|TOUGHNESS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Instantly kills a disabled and weakened victim and gives a slight AS bonus.&amp;quot;&amp;gt;Coup de Grace &amp;lt;/span&amp;gt; ([[Coup de Grace|COUPDEGRACE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the effectiveness of short weapons, decreases the effectiveness of long weapons.&amp;quot;&amp;gt;Crowd Press&amp;lt;/span&amp;gt; ([[Crowd Press|CPRESS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Imposes a +3 penalty on an opponent using a CML maneuver; acts as a full rank at mastery.&amp;quot;&amp;gt;Cunning Defense+&amp;lt;/span&amp;gt; ([[Cunning Defense|CDEFENSE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Silences the victim until the throat wound is cured. Does not cause instant death.&amp;quot;&amp;gt;Cutthroat&amp;lt;/span&amp;gt; ([[Cutthroat|CUTTHROAT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Kick a clump of dirt in an opponent&#039;s face. Reduces their perception.&amp;quot;&amp;gt;Dirtkick&amp;lt;/span&amp;gt; ([[Dirtkick|DIRTKICK]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Remove a weapon from an opponent&#039;s grasp.&amp;quot;&amp;gt;Disarm Weapon&amp;lt;/span&amp;gt; ([[Disarm Weapon|DISARM]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Violently retrieve ranged ammo that has been lodged in your target.&amp;quot;&amp;gt;Dislodge&amp;lt;/span&amp;gt; ([[Dislodge|DISLODGE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;From hiding, you attempt to divert your foe&#039;s attention, luring them to an adjacent room.&amp;quot;&amp;gt;Divert&amp;lt;/span&amp;gt; ([[Divert|DIVERT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;A 30 second boost to evade chance.&amp;quot;&amp;gt;Duck and Weave&amp;lt;/span&amp;gt; ([[Duck and Weave|WEAVE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Kick up a cloud of dust to aid in hiding.&amp;quot;&amp;gt;Dust Shroud&amp;lt;/span&amp;gt; ([[Dust Shroud|SHROUD]])&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Passive skill that adds a percentage to evasion.&amp;quot;&amp;gt;Evade Mastery+&amp;lt;/span&amp;gt; ([[Evade Mastery|EMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;If a creature is killed with a two-handed weapon attack while in this stance, the wielder has a chance to maintain his momentum and continue the attack onto another creature foe in the room. This chance is 5% + 15% per rank. The secondary attack will have an AS penalty of -25 and cannot occur more than once per attack.&amp;quot;&amp;gt;Executioner&#039;s Stance&amp;lt;/span&amp;gt; ([[Executioner&#039;s Stance|EXECUTIONER]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Reduces an opponent&#039;s stance with a faked attack.&amp;quot;&amp;gt;Feint&amp;lt;/span&amp;gt; ([[Feint|FEINT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Martial Stance. JAB multiple foes in area with no additional RT.&amp;quot;&amp;gt;Flurry of Blows&amp;lt;/span&amp;gt; ([[Flurry of Blows|FLURRY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Choke a victim with a wire, will cause death after a period of time.&amp;quot;&amp;gt;Garrote&amp;lt;/span&amp;gt; ([[Garrote|GARROTE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases proficiency with unarmed combat grapple attacks.&amp;quot;&amp;gt;Grapple Mastery+&amp;lt;/span&amp;gt; ([[Grapple Mastery|GMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Gain greater control over your warcries. A rank 1, the vocal stress of each warcry is reduced by a third. A rank 2, you will be able to affect the undead with your warcries. At rank 3, the vocal stress of each warcry is instead reduced by half.&amp;quot;&amp;gt;Griffin&#039;s Voice&amp;lt;/span&amp;gt; ([[Griffin&#039;s Voice|GRIFFIN]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Causes a caster to forget a readied spell. Causes a good deal of pain in men.&amp;quot;&amp;gt;Groin Kick&amp;lt;/span&amp;gt; ([[Groin Kick|GKICK]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Leg)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Cut the back of the leg, knocking a victim prone.&amp;quot;&amp;gt;Hamstring&amp;lt;/span&amp;gt; ([[Hamstring|HAMSTRING]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Daze an opponent with a punch to the head.&amp;quot;&amp;gt;Haymaker&amp;lt;/span&amp;gt; ([[Haymaker|HAYMAKER]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Arm)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Stun an opponent by putting your head into theirs.&amp;quot;&amp;gt;Headbutt&amp;lt;/span&amp;gt; ([[Headbutt|HEADBUTT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Head)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;This is a martial stance that provides the ability to shake off negative spell effects.&amp;quot;&amp;gt;Inner Harmony&amp;lt;/span&amp;gt; ([[Inner Harmony|IHARMONY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Each use of this maneuver will heal up to (15 + (5 * Rank)) Health Points (HP).&amp;quot;&amp;gt;Internal Power&amp;lt;/span&amp;gt; ([[Internal Power|IPOWER]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the AS bonus of the next melee: rank 1(+15), rank 2(+25), rank 3 (+35).&amp;quot;&amp;gt;Ki Focus&amp;lt;/span&amp;gt; ([[Ki Focus|KIFOCUS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases proficiency with unarmed combat kick attacks.&amp;quot;&amp;gt;Kick Mastery+&amp;lt;/span&amp;gt; ([[Kick Mastery|KMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Reduces the opponent&#039;s stance with this single attack. Extra roundtime for the attacker.&amp;quot;&amp;gt;Mighty Blow&amp;lt;/span&amp;gt; ([[Mighty Blow|MBLOW]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Invoked before making a melee or unarmed combat attack. If the subsequent attack connects, the target takes a penalty to their Target Defense (TD) for ten seconds. The penalty is 2 per rank, plus 1 per 10 points in the endroll success margin of the attack. The latter portion is capped at 20.&amp;quot;&amp;gt;Mystic Strike&amp;lt;/span&amp;gt; ([[Mystic Strike|MYSTICSTRIKE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Parry an attack more often. An extra 5% chance per rank (15% at mastery).&amp;quot;&amp;gt;Parry Mastery+&amp;lt;/span&amp;gt; ([[Parry Mastery|PMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Permanently enhances all ten stats by 2 per rank. Requires Surge of Strength (Rank 3) and Burst of Swiftness (Rank 3).&amp;quot;&amp;gt;Perfect Self+&amp;lt;/span&amp;gt; ([[Perfect Self|PERFECTSELF]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Allows you to chose if your weapon does piercing, slashing, or bludgeoning damage. 75% effective at 1 rank, 100% effective at 2 ranks.&amp;quot;&amp;gt;Precision+&amp;lt;/span&amp;gt; ([[Precision|PRECISION]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Martial Stance, increase aim success chance.&amp;quot;&amp;gt;Predator&#039;s Eye&amp;lt;/span&amp;gt; ([[Predator&#039;s Eye|PREDATOR]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases proficiency with unarmed combat punch attacks.&amp;quot;&amp;gt;Punch Mastery+&amp;lt;/span&amp;gt; ([[Punch Mastery|PUNCHMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Make a single attack at a significantly reduced amount of roundtime, at the cost of a reduced AS.&amp;quot;&amp;gt;Quickstrike&amp;lt;/span&amp;gt; ([[Quickstrike|QSTRIKE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Martial Stance. Momentum from an unarmed strike against one foe to your next.&amp;quot;&amp;gt;Rolling Krynch Stance&amp;lt;/span&amp;gt; ([[Rolling Krynch Stance|KRYNCH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Makes Shadow Mastery passive and temporarily allows 0 stamina uses of Cutthroat, Silent Strike, and Subdue, and 0 RT sneaking.&amp;quot;&amp;gt;Shadow Dance&amp;lt;/span&amp;gt; ([[Shadow Dance|SDANCE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Temporarily increases effective training in Stalking and Hiding and reduces the roundtime associated with this skill.&amp;quot;&amp;gt;Shadow Mastery&amp;lt;/span&amp;gt; ([[Shadow Mastery|SMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Using your shield, bash an opponent. Does little damage, but can reduce the stance of, stun, and knock down an opponent&amp;quot;&amp;gt;Shield Bash&amp;lt;/span&amp;gt; ([[Shield Bash|SBASH]]) &lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Similar to Shield Bash, but can be much more devastating -- for the attacker and the defender.&amp;quot;&amp;gt;Shield Charge&amp;lt;/span&amp;gt; ([[Shield Charge|SCHARGE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;A passive skill that increases AS and DS when grouped with others that have the same skill.&amp;quot;&amp;gt;Side by Side+&amp;lt;/span&amp;gt; ([[Side by Side|SIDEBYSIDE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attack an opponent from hiding without revealing your position -- or identity.&amp;quot;&amp;gt;Silent Strike&amp;lt;/span&amp;gt; ([[Silent Strike|SILENTSTRIKE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Martial Stance. Chance to outright avoid mind and soul warding spells.&amp;quot;&amp;gt;Slippery Mind&amp;lt;/span&amp;gt; ([[Slippery Mind|SLIPPERYMIND]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the effective use of a specific weapon type. +10 to AS at mastery, and works with skills that use your weapon.&amp;quot;&amp;gt;Specialization I+&amp;lt;/span&amp;gt; ([[Specialization|WSPEC1]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the effective use of a second specific weapon type. +10 to AS at mastery, and works with skills that use your weapon.&amp;quot;&amp;gt;Specialization II+&amp;lt;/span&amp;gt; ([[Specialization|WSPEC2]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the effective use of a third weapon type. +10 to AS at mastery, and works with skills that use your weapon.&amp;quot;&amp;gt;Specialization III+&amp;lt;/span&amp;gt; ([[Specialization|WSPEC3]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attempt to use the unnatural energy of your ensorcelled or anti-magical weapon to cleave away a spell from your target.&amp;quot;&amp;gt;Spell Cleave&amp;lt;/span&amp;gt; ([[Spell Cleaving|SCLEAVE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Allows the parrying of magical ball/bolt spells at 25% per rank of your normal parry chance, provided that you are using an ensorcelled or anti-magical weapon to do so.&amp;quot;&amp;gt;Spell Parry+&amp;lt;/span&amp;gt; ([[Spell Parry|SPARRY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attempt to use the unnatural energy of your ensorcelled or anti-magical weapon to sever a spell away from your target.&amp;quot;&amp;gt;Spell Thieve&amp;lt;/span&amp;gt; ([[Spell Thieve|THIEVE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases attack strength and dodge skill for a single attack.&amp;quot;&amp;gt;Spin Attack&amp;lt;/span&amp;gt; ([[Spin Attack|SATTACK]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attack an opponent, and place them in roundtime. May knock opponents into an adjacent room.&amp;quot;&amp;gt;Staggering Blow&amp;lt;/span&amp;gt; ([[Staggering Blow|SBLOW]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Instead of a parry, automatically counter with a jab.&amp;quot;&amp;gt;Stance of the Mongoose&amp;lt;/span&amp;gt; ([[Stance of the Mongoose|MONGOOSE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Perform discounted cost QUICKSTRIKE attacks.&amp;quot;&amp;gt;Striking Asp Stance&amp;lt;/span&amp;gt; ([[Striking Asp Stance|ASP]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Perform certain actions while stunned.&amp;quot;&amp;gt;Stun Maneuvers&amp;lt;/span&amp;gt; ([[Stun Maneuvers|STUNMAN]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Similar to Subdue, except you don&#039;t hide first.&amp;quot;&amp;gt;Subdual Strike&amp;lt;/span&amp;gt; ([[Subdual Strike|SSTRIKE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attack a foe from hiding, with the intention of knocking them out.&amp;quot;&amp;gt;Subdue&amp;lt;/span&amp;gt; ([[Subdue|SUBDUE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Disables, reduces stance, and does a small amount of damage to a target.&amp;quot;&amp;gt;Sucker Punch&amp;lt;/span&amp;gt; ([[Sucker Punch|SPUNCH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Arm)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attempt to break or disarm an opponent&#039;s shield.&amp;quot;&amp;gt;Sunder Shield&amp;lt;/span&amp;gt; ([[Sunder Shield|SUNDER]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Temporarily increases one&#039;s strength bonus. Adds +8 at rank 1, +16 at rank 5.&amp;quot;&amp;gt;Surge of Strength&amp;lt;/span&amp;gt; ([[Surge of Strength|SURGE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Using your legs, drop to the ground and knock the feet out from under an opponent.&amp;quot;&amp;gt;Sweep&amp;lt;/span&amp;gt; ([[Sweep|SWEEP]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Similar to sweep, except one uses his entire body, and with less finesse. Although, potentially more devastating.&amp;quot;&amp;gt;Tackle&amp;lt;/span&amp;gt; ([[Tackle|TACKLE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Warriors and Paladins using permanently ensorcelled and fully bonded weapon in combat will gain one extra attack before expending the periodic attack boost from the ensorcelled necrotic infusions.&amp;quot;&amp;gt;Tainted Bond&amp;lt;/span&amp;gt; ([[Tainted Bond|TAINTED]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Using a long pole (polearm, quarterstaff, or runestaff), knock the feet out from under an opponent.&amp;quot;&amp;gt;Trip&amp;lt;/span&amp;gt; ([[Trip|TRIP]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the effective die roll of an attack. IE, a master will always roll 61-100 on a d100 attack with this maneuver. Also reduces E/B/P by the opponent&amp;quot;&amp;gt;Truehand&amp;lt;/span&amp;gt; ([[Truehand|TRUEHAND]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Using both fists, smash an opponent. May knockdown and/or stun an opponent.&amp;quot;&amp;gt;Twin Hammerfists&amp;lt;/span&amp;gt; ([[Twin Hammerfists|TWINHAMM]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Arm)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Grants the ability to use some combat maneuvers without requiring a weapon in hand. The following maneuvers are affected by unarmed specialist; disarm, feint, subdue, subdual strike, and cheapshots. Monks know this maneuver without having to train in it.&amp;quot;&amp;gt;Unarmed Specialist+&amp;lt;/span&amp;gt; ([[Unarmed Specialist|UNARMEDSPEC]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Allows a rogue to slip into the shadows without roundtime, and at higher ranks while in roundtime.&amp;quot;&amp;gt;Vanish&amp;lt;/span&amp;gt; ([[Vanish|VANISH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Similar to weapon specialization, except for a single weapon, and there are much more benefits. A must for any warrior.&amp;quot;&amp;gt;Weapon Bonding+&amp;lt;/span&amp;gt; ([[Weapon Bonding|BOND]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;This is a Martial Stance. The combatant gains the ability to switch with relative ease between targets when making multiple melee attacks.&amp;quot;&amp;gt;Whirling Dervish&amp;lt;/span&amp;gt; ([[Whirling Dervish|DERVISH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
===The Old-Formatted List===&lt;br /&gt;
&amp;lt;small&amp;gt;Legend: &#039;&#039;&#039;B&#039;&#039;&#039;=[[Bard]], &#039;&#039;&#039;M&#039;&#039;&#039;=[[Monk]], &#039;&#039;&#039;P&#039;&#039;&#039;=[[Paladin]], &#039;&#039;&#039;Ra&#039;&#039;&#039;=[[Ranger]], &#039;&#039;&#039;Ro&#039;&#039;&#039;=[[Rogue]], &#039;&#039;&#039;W&#039;&#039;&#039;=[[Warrior]], &#039;&#039;&#039;All&#039;&#039;&#039;=Available to all [[profession]]s.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Armor Spike Focus]]&lt;br /&gt;
*&#039;&#039;&#039;M/W&#039;&#039;&#039; [[Bearhug]] - Hold an opponent for a long period of time, squeezing the life out of them.  Upon completion, the defender will be prone and in an offensive stance.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Berserk]] - Go into a blind berserker rage.  Can break immobilizations, such as web, bind, or stuns, and provides a boost to AS.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Block Mastery]] - Increase the chance of blocking with a shield by 5% per rank (15% at mastery).&lt;br /&gt;
*&#039;&#039;&#039;P/W&#039;&#039;&#039; [[Bull Rush]] - Charge an opponent in an attempt to knock them to the ground.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Burst of Swiftness]] - Increases [[Agility]] and [[Dexterity]] bonuses.&lt;br /&gt;
*&#039;&#039;&#039;B/M/P/W&#039;&#039;&#039; [[Cman charge|Charge]] - Setting a polearm and charge with it at an opponent.&lt;br /&gt;
*&#039;&#039;&#039;B/M/Ro&#039;&#039;&#039; [[Cheapshots]] - Employs various &amp;quot;cheap&amp;quot; tactics, such as a nosetweak, eyepoke, etc.&lt;br /&gt;
*&#039;&#039;&#039;B/M/P/Ra/Ro/W&#039;&#039;&#039; [[Combat Focus]] - Add +2 generic TD (+10 at mastery).&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Combat Mastery]] - Normally, you&#039;re limited to 20% stance changes.  This allows 10% (1 rank) or 5% (2 ranks) stance changes.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Combat Mobility]] - If prone, instantly stand when attacked, unless you&#039;re immobilized.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Combat Movement]] - Increase DS by +2 per rank (+10 at mastery).&lt;br /&gt;
*&#039;&#039;&#039;M/P/Ro/W&#039;&#039;&#039; [[Combat Toughness]] - Increase your HP by 5 + 10 per rank (+35 total, at mastery).&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Coup de Grace]] - Instantly kills a disabled and weakened victim and gives a slight AS bonus.&lt;br /&gt;
*&#039;&#039;&#039;M/P/Ro/W&#039;&#039;&#039; [[Crowd Press]] - Increases the effectiveness of short weapons, decreases the effectiveness of long weapons.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Cunning Defense]] - Imposes a +3 penalty on an opponent using a CML maneuver; acts as a full rank at mastery.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Cutthroat]] - Silences the victim until the throat wound is cured.  Does not cause instant death.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Dirtkick]] - Kick a clump of dirt in an opponent&#039;s face.  Reduces their perception.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Disarm Weapon]] - Remove a weapon from an opponent&#039;s grasp.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Divert]] - From hiding, you attempt to divert your foe&#039;s attention, luring them to an adjacent room.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro&#039;&#039;&#039; [[Duck and Weave]] - A 30 second boost to evade chance&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Dust Shroud]] - Kick up a cloud of dust to aid in hiding.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Evade Mastery]] - Passive skill that adds a percentage to evasion.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Executioner&#039;s Stance]]&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Feint]] - Reduces an opponent&#039;s stance with a faked attack.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Flurry of Blows]] - [[Martial Stance]]. JAB multiple foes in area with no additional [[RT]].&lt;br /&gt;
*&#039;&#039;&#039;B/M/Ra/Ro&#039;&#039;&#039; [[Garrote]] - Choke a victim with a wire, will cause death after a period of time.&lt;br /&gt;
*&#039;&#039;&#039;M/R/W&#039;&#039;&#039; [[Grapple Mastery]] - Increases proficiency with unarmed combat grapple attacks. &lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Griffin&#039;s Voice]]&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Groin Kick]] - Causes a caster to forget a readied spell.  Causes a good deal of pain in men.&lt;br /&gt;
*&#039;&#039;&#039;B/Ra/Ro/W&#039;&#039;&#039; [[Hamstring]] - Cut the back of the leg, knocking a victim prone.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Haymaker]] - Daze an opponent with a punch to the head.&lt;br /&gt;
*&#039;&#039;&#039;M/W&#039;&#039;&#039; [[Headbutt]] - Stun an opponent by putting your head into theirs.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Inner Harmony]] - This is a martial stance that provides the ability to shake off negative spell effects.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Internal Power]] - Each use of this maneuver will heal up to (15 + (5 * Rank)) [[Hitpoint|Health Points]] (HP).&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Ki Focus]] - Increases the AS bonus of the next melee: rank 1(+15), rank 2(+25, rank 3 (+35).&lt;br /&gt;
*&#039;&#039;&#039;M/R/W&#039;&#039;&#039; [[Kick Mastery]] - Increases proficiency with unarmed combat kick attacks.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Mighty Blow]] - Reduces the opponent&#039;s stance with this single attack.  Extra [[roundtime]] for the attacker.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Multi-Fire]] - String multiple arrows on a single pull and fire.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Mystic Strike]] - ?&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Parry Mastery]] - Parry an attack more often.  An extra 5% chance per rank (15% at mastery).&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Precision]] - Allows you to chose if your weapon does piercing, slashing, or bludgeoning damage.  75% effective at 1 rank, 100% effective at 2 ranks.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Perfect Self]] - Permanently enhances all ten [[statistic|stats]] by 2 per rank. Requires [[Surge of Strength]] (Rank 3) and [[Burst of Swiftness]] (Rank 3).&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Predator&#039;s Eye]] - [[Martial Stance]], increase aim success chance &lt;br /&gt;
*&#039;&#039;&#039;M/R/W&#039;&#039;&#039; [[Punch Mastery]] - Increases proficiency with unarmed combat punch attacks. &lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Quickstrike]] - Make a single attack at a significantly reduced amount of roundtime, at the cost of a reduced AS.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Rolling Krynch Stance]] - [[Martial Stance]]. Momentum from an unarmed strike against one foe to your next.&lt;br /&gt;
*&#039;&#039;&#039;Ra/Ro&#039;&#039;&#039; [[Shadow Mastery]] - Temporarily increases effective training in [[Stalking and Hiding]] and reduces the roundtime associated with this skill.&lt;br /&gt;
*&#039;&#039;&#039;B/Ra/Ro/P/W&#039;&#039;&#039; [[Shield Bash]] - Using your shield, bash an opponent.  Does little damage, but can reduce the stance of, stun, and knock down an opponent&lt;br /&gt;
*&#039;&#039;&#039;P/W&#039;&#039;&#039; [[Shield Charge]] - Similar to above, but can be much more devastating -- for the attacker and the defender.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Side by Side]] - A passive skill that increases AS and DS when grouped with others that have the same skill.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Silent Strike]] - Attack an opponent from hiding without revealing your position -- or identity.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro&#039;&#039;&#039; [[Slippery Mind]] - [[Martial Stance]]. Chance to outright avoid mind and soul warding spells.&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Specialization]] I - Increases the effective use of a specific weapon type.  +10 to AS at mastery, and works with skills that use your weapon.&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Specialization]] II - See above, but for a different weapon type.&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Specialization]] III - See above, but for yet another weapon type.&lt;br /&gt;
*&#039;&#039;&#039;M/W&#039;&#039;&#039; [[Spell Cleaving]]&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Spell Parry]]&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Spell Thieve]]&lt;br /&gt;
*&#039;&#039;&#039;B/M/Ro/W&#039;&#039;&#039; [[Spin Attack]] - Increases [[attack strength]] and [[dodge]] skill for a single attack.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Staggering Blow]] - Attack an opponent, and place them in [[roundtime]].  May knock opponents into an adjacent room.&lt;br /&gt;
*&#039;&#039;&#039;M/W&#039;&#039;&#039; [[Stance of the Mongoose]] - Instead of a parry, automatically counter with a jab.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Striking Asp Stance]] - Perform discounted cost QUICKSTRIKE attacks.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Stun Maneuvers]] - Perform certain actions while stunned.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Subdual Strike]] - Similar to Subdue, except you don&#039;t hide first.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Subdue]] - Attack a foe from hiding, with the intention of knocking them out.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Sucker Punch]] - Disables, reduces stance, and does a small amount of damage to a target.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Sunder Shield]] - Attempt to break or disarm an opponent&#039;s shield.&lt;br /&gt;
*&#039;&#039;&#039;M/P/Ro/W&#039;&#039;&#039; [[Surge of Strength]] - Temporarily increases one&#039;s [[strength]] bonus.  Adds +8 at rank 1, +16 at rank 5.&lt;br /&gt;
*&#039;&#039;&#039;B/M/Ra/Ro&#039;&#039;&#039; [[Sweep]] - Using your legs, drop to the ground and knock the feet out from under an opponent.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Tackle]] - Similar to sweep, except one uses his entire body, and with less finesse.  Although, potentially more devastating.&lt;br /&gt;
*&#039;&#039;&#039;P/W&#039;&#039;&#039; [[Tainted Bond]]&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Trip]] - Using a long pole (polearm, quarterstaff, or runestaff), knock the feet out from under an opponent.&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Truehand]] - Increases the effective die roll of an attack.  IE, a master will always roll 61-100 on a d100 attack with this maneuver. Also reduces [[Evade|E]]/[[Block|B]]/[[Parry|P]] by the opponent,&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Twin Hammerfists]] - Using both fists, smash an opponent.  May knockdown and/or stun an opponent.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Unarmed Specialist]]&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Weapon Bonding]] - Similar to weapon specialization, except for a single weapon, and there are much more benefits.  A must for any [[warrior]].&lt;br /&gt;
*&#039;&#039;&#039;Ro/W&#039;&#039;&#039; [[Whirling Dervish]]&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Vanish]] - Allows a rogue to slip into the shadows without roundtime, and at higher ranks while in roundtime.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Legend: &#039;&#039;&#039;B&#039;&#039;&#039;=Bard, &#039;&#039;&#039;M&#039;&#039;&#039;=Monk, &#039;&#039;&#039;P&#039;&#039;&#039;=Paladin, &#039;&#039;&#039;Ra&#039;&#039;&#039;=Ranger, &#039;&#039;&#039;Ro&#039;&#039;&#039;=Rogue, &#039;&#039;&#039;W&#039;&#039;&#039;=Warrior, &#039;&#039;&#039;All&#039;&#039;&#039;=Available to all [[profession]]s.&amp;lt;/small&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Combat maneuvers (saved posts)]]&lt;br /&gt;
*[[Cman charge testing (saved post)]]: Player testing circa 2008&lt;br /&gt;
*http://www.play.net/gs4/info/maneuvers/&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Combat%20Maneuvers%20Discussion/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;br /&gt;
[[Category:Combat Maneuvers| ]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Combat_Maneuvers&amp;diff=134348</id>
		<title>Combat Maneuvers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Combat_Maneuvers&amp;diff=134348"/>
		<updated>2020-07-23T22:26:27Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: Purging MFIRE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Combat Maneuvers]] is a skill with multiple facets and applications, include attack, defense and utility.  Training grants access to the list of combat maneuver skills (also known as CMAN or CMLIST skills), boosts melee [[attack strength]] and provides defense versus most [[maneuver]]-type attacks.&lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 8/4&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 10/6&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 12/8&lt;br /&gt;
  | Monkranks     = 2 || Monkcost     = 5/3&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 6/4&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 4/4&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 12/8&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 4/3&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 5/4&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 12/8&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Combat Maneuvers boosts physical [[attack strength]] (AS) by +1 for every 2 ranks of training. This bonus does not apply to attack spells which generate AS through the [[Spell Aiming]] skill.&lt;br /&gt;
&lt;br /&gt;
Training in this skill also boosts effectiveness of various [[guild skill]]s and combat maneuvers from the list below. Training in the skill also helps defend from the skill, which is why many [[pure]]s will pick up Disarm Weapon to prevent them from losing their [[Runestaff|runestaves]] or other defensive weapon. One rank in a skill trained in via the CM list below counts as 10 ranks in the skill, for the purposes of guild skill training.  Therefore, a character that masters a skill via the CMAN system is treated as if they have 50 ranks, while a character that mastered the skill via their guild will be treated as if they have 63 ranks in the skill.  There are many more skills available on the list below than those that are available as guild skills, and many skills do not even follow a progression like that listed above (i.e., [[Precision]] or Specialization).&lt;br /&gt;
&lt;br /&gt;
The skills below can be trained in using CMAN points. A character earns 1 CMAN point for every rank they train in Combat Maneuvers, so a character with 150 ranks of Combat Maneuvers will have 150 CMAN points. Typically, it takes 20 or 30 CMAN points for a [[square]] to master a skill, but there are some exceptions. [[Enhancives]] do not provide CMAN points and a character may not devote more than 1 CMAN point per level to a single skill. For [[semi]]s, CMAN skills require 50% more points to train in, while pures have to spend 100% more than a square.&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuver Factors ==&lt;br /&gt;
&lt;br /&gt;
* The biggest factor is the attacker&#039;s and defender&#039;s bonus in Combat Maneuvers.&lt;br /&gt;
* Level difference plays a factor, and a difference of more than 10 levels has a major effect on the outcome.&lt;br /&gt;
* Many injuries or even scars penalize a maneuver attempt. Limb wounds and scars are especially penalizing.&lt;br /&gt;
* Encumbrance provides a penalty to any combat maneuver attempt.&lt;br /&gt;
* Almost every maneuver takes the attacker&#039;s stance into account, and most also take the defender&#039;s stance into account.&lt;br /&gt;
* Many maneuvers take the relative height and/or size of the attacker and defender into account. Some, like Bull Rush, are easier if the attacker is larger than the defender; others, like Hamstring, are easier for smaller characters to use against larger opponents.&lt;br /&gt;
* Each rank of a given maneuver gives a character up to +15 to defend against that maneuver.&lt;br /&gt;
* A stunned target has -10 to defend against any maneuver, which appears as a bonus for the attacker.&lt;br /&gt;
&lt;br /&gt;
===[[Encumbrance]] Penalty Formula===&lt;br /&gt;
There is a one point penalty per one percent encumbered body weight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Penalty = round up(encumbrance weight &amp;amp;divide; Body weight) &amp;amp;times; 100&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
Character body weight = 200 lbs&amp;lt;br&amp;gt;&lt;br /&gt;
Encumbrance weight =  23 lbs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Penalty: round up (23 &amp;amp;divide; 200) &amp;amp;times; 100 = 12&lt;br /&gt;
&lt;br /&gt;
===[[Armor]] Penalty===&lt;br /&gt;
Heavier armor will negatively impact your ability to perform and dodge CMANs.  The effects are highlighted in the following table based on Armor Sub Group (ASG)&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!ASG!!1!!2!!5!!6!!7!!8!!9!!10!!11!!12!!13!!14!!15!!16!!17!!18!!19!!20&lt;br /&gt;
|-&lt;br /&gt;
|CMAN Penalty||0||0||0||0||2||2||3||3||3||4||4||4||5||5||6||7||8||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, There is also an additional penalty of 20 for each second of untrained RT Adder which stacks with the AP penalty. With 0 armor ranks the full plate RT Adder penalty is 240 (12 sec untrained RT) plus the action penalty of 10 for a total penalty of 250.&lt;br /&gt;
&lt;br /&gt;
== List of available Combat Maneuvers ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Hold cursor over CM name to see what it does.  Click on arrows to sort by profession/category. +=Passive, Yes*=Exclusive&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
![[Combat Maneuver]]&lt;br /&gt;
![[Warrior]]&lt;br /&gt;
![[Rogue]]&lt;br /&gt;
![[Monk]]&lt;br /&gt;
![[Ranger]]&lt;br /&gt;
![[Bard]]&lt;br /&gt;
![[Paladin]]&lt;br /&gt;
![[Wizard]]&lt;br /&gt;
![[Sorcerer]]&lt;br /&gt;
![[Empath]]&lt;br /&gt;
![[Cleric]]&lt;br /&gt;
![[Savant]]&lt;br /&gt;
!ALL&lt;br /&gt;
![[Martial Stance]]&lt;br /&gt;
![[Flare#Armor_Flares|Armor Flares]]&lt;br /&gt;
|- style=&amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;You are able to leap to increase your reach by 1 foot per rank while ambushing or using maneuvers that take the height system into account.  Every 30% of encumbrance reduces your reach by 1 foot.&amp;quot;&amp;gt;Acrobat&#039;s Leap+&amp;lt;/span&amp;gt; ([[Acrobat&#039;s Leap|LEAP]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;| -&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;| Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;| -&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Reduces the penalty when using spiked armor in conjunction with a combat maneuver attack by -5 per rank.&amp;quot;&amp;gt;Armor Spike Focus+&amp;lt;/span&amp;gt; ([[Armor Spike Focus|SPIKEFOCUS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Hold an opponent for a long period of time, squeezing the life out of them. Upon completion, the defender will be prone and in an offensive stance.&amp;quot;&amp;gt;Bearhug&amp;lt;/span&amp;gt; ([[Bearhug|BEARHUG]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Go into a blind berserker rage. Can break immobilizations, such as web, bind, or stuns, and provides a boost to AS.&amp;quot;&amp;gt;Berserk&amp;lt;/span&amp;gt; ([[Berserk|BERSERK]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increase the chance of blocking with a shield by 5% per rank (15% at mastery).&amp;quot;&amp;gt;Block Mastery+&amp;lt;/span&amp;gt; ([[Block Mastery|BMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Charge an opponent in an attempt to knock them to the ground.&amp;quot;&amp;gt;Bull Rush&amp;lt;/span&amp;gt; ([[Bull Rush|BULLRUSH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases Agility and Dexterity bonuses.&amp;quot;&amp;gt;Burst of Swiftness&amp;lt;/span&amp;gt; ([[Burst of Swiftness|BURST]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Setting a polearm and charge with it at an opponent.&amp;quot;&amp;gt;Charge&amp;lt;/span&amp;gt; ([[Cman charge|CHARGE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Employs various cheap tactics, such as a nosetweak, eyepoke, etc.&amp;quot;&amp;gt;Cheapshots&amp;lt;/span&amp;gt; ([[Cheapshots|CHEAPSHOTS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Add +2 generic TD (+10 at mastery).&amp;quot;&amp;gt;Combat Focus+&amp;lt;/span&amp;gt; ([[Combat Focus|FOCUS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Normally, you&#039;re limited to 20% stance changes. This allows 10% (1 rank) or 5% (2 ranks) stance changes.&amp;quot;&amp;gt;Combat Mastery&amp;lt;/span&amp;gt; ([[Combat Mastery|CMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;If prone, instantly stand when attacked, unless you&#039;re immobilized.&amp;quot;&amp;gt;Combat Mobility&amp;lt;/span&amp;gt; ([[Combat Mobility|MOBILITY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increase DS by +2 per rank (+10 at mastery).&amp;quot;&amp;gt;Combat Movement+&amp;lt;/span&amp;gt; ([[Combat Movement|CMOVEMENT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increase your HP by 5 + 10 per rank (+35 total, at mastery).&amp;quot;&amp;gt;Combat Toughness+&amp;lt;/span&amp;gt; ([[Combat Toughness|TOUGHNESS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Instantly kills a disabled and weakened victim and gives a slight AS bonus.&amp;quot;&amp;gt;Coup de Grace &amp;lt;/span&amp;gt; ([[Coup de Grace|COUPDEGRACE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the effectiveness of short weapons, decreases the effectiveness of long weapons.&amp;quot;&amp;gt;Crowd Press&amp;lt;/span&amp;gt; ([[Crowd Press|CPRESS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Imposes a +3 penalty on an opponent using a CML maneuver; acts as a full rank at mastery.&amp;quot;&amp;gt;Cunning Defense+&amp;lt;/span&amp;gt; ([[Cunning Defense|CDEFENSE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Silences the victim until the throat wound is cured. Does not cause instant death.&amp;quot;&amp;gt;Cutthroat&amp;lt;/span&amp;gt; ([[Cutthroat|CUTTHROAT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Kick a clump of dirt in an opponent&#039;s face. Reduces their perception.&amp;quot;&amp;gt;Dirtkick&amp;lt;/span&amp;gt; ([[Dirtkick|DIRTKICK]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Remove a weapon from an opponent&#039;s grasp.&amp;quot;&amp;gt;Disarm Weapon&amp;lt;/span&amp;gt; ([[Disarm Weapon|DISARM]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;From hiding, you attempt to divert your foe&#039;s attention, luring them to an adjacent room.&amp;quot;&amp;gt;Divert&amp;lt;/span&amp;gt; ([[Divert|DIVERT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;A 30 second boost to evade chance.&amp;quot;&amp;gt;Duck and Weave&amp;lt;/span&amp;gt; ([[Duck and Weave|WEAVE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Kick up a cloud of dust to aid in hiding.&amp;quot;&amp;gt;Dust Shroud&amp;lt;/span&amp;gt; ([[Dust Shroud|SHROUD]])&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Passive skill that adds a percentage to evasion.&amp;quot;&amp;gt;Evade Mastery+&amp;lt;/span&amp;gt; ([[Evade Mastery|EMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;If a creature is killed with a two-handed weapon attack while in this stance, the wielder has a chance to maintain his momentum and continue the attack onto another creature foe in the room. This chance is 5% + 15% per rank. The secondary attack will have an AS penalty of -25 and cannot occur more than once per attack.&amp;quot;&amp;gt;Executioner&#039;s Stance&amp;lt;/span&amp;gt; ([[Executioner&#039;s Stance|EXECUTIONER]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Reduces an opponent&#039;s stance with a faked attack.&amp;quot;&amp;gt;Feint&amp;lt;/span&amp;gt; ([[Feint|FEINT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Martial Stance. JAB multiple foes in area with no additional RT.&amp;quot;&amp;gt;Flurry of Blows&amp;lt;/span&amp;gt; ([[Flurry of Blows|FLURRY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Choke a victim with a wire, will cause death after a period of time.&amp;quot;&amp;gt;Garrote&amp;lt;/span&amp;gt; ([[Garrote|GARROTE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases proficiency with unarmed combat grapple attacks.&amp;quot;&amp;gt;Grapple Mastery+&amp;lt;/span&amp;gt; ([[Grapple Mastery|GMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Gain greater control over your warcries. A rank 1, the vocal stress of each warcry is reduced by a third. A rank 2, you will be able to affect the undead with your warcries. At rank 3, the vocal stress of each warcry is instead reduced by half.&amp;quot;&amp;gt;Griffin&#039;s Voice&amp;lt;/span&amp;gt; ([[Griffin&#039;s Voice|GRIFFIN]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Causes a caster to forget a readied spell. Causes a good deal of pain in men.&amp;quot;&amp;gt;Groin Kick&amp;lt;/span&amp;gt; ([[Groin Kick|GKICK]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Leg)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Cut the back of the leg, knocking a victim prone.&amp;quot;&amp;gt;Hamstring&amp;lt;/span&amp;gt; ([[Hamstring|HAMSTRING]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Daze an opponent with a punch to the head.&amp;quot;&amp;gt;Haymaker&amp;lt;/span&amp;gt; ([[Haymaker|HAYMAKER]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Arm)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Stun an opponent by putting your head into theirs.&amp;quot;&amp;gt;Headbutt&amp;lt;/span&amp;gt; ([[Headbutt|HEADBUTT]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Head)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;This is a martial stance that provides the ability to shake off negative spell effects.&amp;quot;&amp;gt;Inner Harmony&amp;lt;/span&amp;gt; ([[Inner Harmony|IHARMONY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Each use of this maneuver will heal up to (15 + (5 * Rank)) Health Points (HP).&amp;quot;&amp;gt;Internal Power&amp;lt;/span&amp;gt; ([[Internal Power|IPOWER]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the AS bonus of the next melee: rank 1(+15), rank 2(+25), rank 3 (+35).&amp;quot;&amp;gt;Ki Focus&amp;lt;/span&amp;gt; ([[Ki Focus|KIFOCUS]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases proficiency with unarmed combat kick attacks.&amp;quot;&amp;gt;Kick Mastery+&amp;lt;/span&amp;gt; ([[Kick Mastery|KMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Reduces the opponent&#039;s stance with this single attack. Extra roundtime for the attacker.&amp;quot;&amp;gt;Mighty Blow&amp;lt;/span&amp;gt; ([[Mighty Blow|MBLOW]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Invoked before making a melee or unarmed combat attack. If the subsequent attack connects, the target takes a penalty to their Target Defense (TD) for ten seconds. The penalty is 2 per rank, plus 1 per 10 points in the endroll success margin of the attack. The latter portion is capped at 20.&amp;quot;&amp;gt;Mystic Strike&amp;lt;/span&amp;gt; ([[Mystic Strike|MYSTICSTRIKE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Parry an attack more often. An extra 5% chance per rank (15% at mastery).&amp;quot;&amp;gt;Parry Mastery+&amp;lt;/span&amp;gt; ([[Parry Mastery|PMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Permanently enhances all ten stats by 2 per rank. Requires Surge of Strength (Rank 3) and Burst of Swiftness (Rank 3).&amp;quot;&amp;gt;Perfect Self+&amp;lt;/span&amp;gt; ([[Perfect Self|PERFECTSELF]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Allows you to chose if your weapon does piercing, slashing, or bludgeoning damage. 75% effective at 1 rank, 100% effective at 2 ranks.&amp;quot;&amp;gt;Precision+&amp;lt;/span&amp;gt; ([[Precision|PRECISION]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Martial Stance, increase aim success chance.&amp;quot;&amp;gt;Predator&#039;s Eye&amp;lt;/span&amp;gt; ([[Predator&#039;s Eye|PREDATOR]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases proficiency with unarmed combat punch attacks.&amp;quot;&amp;gt;Punch Mastery+&amp;lt;/span&amp;gt; ([[Punch Mastery|PUNCHMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Make a single attack at a significantly reduced amount of roundtime, at the cost of a reduced AS.&amp;quot;&amp;gt;Quickstrike&amp;lt;/span&amp;gt; ([[Quickstrike|QSTRIKE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Martial Stance. Momentum from an unarmed strike against one foe to your next.&amp;quot;&amp;gt;Rolling Krynch Stance&amp;lt;/span&amp;gt; ([[Rolling Krynch Stance|KRYNCH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Makes Shadow Mastery passive and temporarily allows 0 stamina uses of Cutthroat, Silent Strike, and Subdue, and 0 RT sneaking.&amp;quot;&amp;gt;Shadow Dance&amp;lt;/span&amp;gt; ([[Shadow Dance|SDANCE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Temporarily increases effective training in Stalking and Hiding and reduces the roundtime associated with this skill.&amp;quot;&amp;gt;Shadow Mastery&amp;lt;/span&amp;gt; ([[Shadow Mastery|SMASTERY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Using your shield, bash an opponent. Does little damage, but can reduce the stance of, stun, and knock down an opponent&amp;quot;&amp;gt;Shield Bash&amp;lt;/span&amp;gt; ([[Shield Bash|SBASH]]) &lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Similar to Shield Bash, but can be much more devastating -- for the attacker and the defender.&amp;quot;&amp;gt;Shield Charge&amp;lt;/span&amp;gt; ([[Shield Charge|SCHARGE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;A passive skill that increases AS and DS when grouped with others that have the same skill.&amp;quot;&amp;gt;Side by Side+&amp;lt;/span&amp;gt; ([[Side by Side|SIDEBYSIDE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attack an opponent from hiding without revealing your position -- or identity.&amp;quot;&amp;gt;Silent Strike&amp;lt;/span&amp;gt; ([[Silent Strike|SILENTSTRIKE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Martial Stance. Chance to outright avoid mind and soul warding spells.&amp;quot;&amp;gt;Slippery Mind&amp;lt;/span&amp;gt; ([[Slippery Mind|SLIPPERYMIND]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the effective use of a specific weapon type. +10 to AS at mastery, and works with skills that use your weapon.&amp;quot;&amp;gt;Specialization I+&amp;lt;/span&amp;gt; ([[Specialization|WSPEC1]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the effective use of a second specific weapon type. +10 to AS at mastery, and works with skills that use your weapon.&amp;quot;&amp;gt;Specialization II+&amp;lt;/span&amp;gt; ([[Specialization|WSPEC2]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the effective use of a third weapon type. +10 to AS at mastery, and works with skills that use your weapon.&amp;quot;&amp;gt;Specialization III+&amp;lt;/span&amp;gt; ([[Specialization|WSPEC3]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attempt to use the unnatural energy of your ensorcelled or anti-magical weapon to cleave away a spell from your target.&amp;quot;&amp;gt;Spell Cleave&amp;lt;/span&amp;gt; ([[Spell Cleaving|SCLEAVE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Allows the parrying of magical ball/bolt spells at 25% per rank of your normal parry chance, provided that you are using an ensorcelled or anti-magical weapon to do so.&amp;quot;&amp;gt;Spell Parry+&amp;lt;/span&amp;gt; ([[Spell Parry|SPARRY]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attempt to use the unnatural energy of your ensorcelled or anti-magical weapon to sever a spell away from your target.&amp;quot;&amp;gt;Spell Thieve&amp;lt;/span&amp;gt; ([[Spell Thieve|THIEVE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases attack strength and dodge skill for a single attack.&amp;quot;&amp;gt;Spin Attack&amp;lt;/span&amp;gt; ([[Spin Attack|SATTACK]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attack an opponent, and place them in roundtime. May knock opponents into an adjacent room.&amp;quot;&amp;gt;Staggering Blow&amp;lt;/span&amp;gt; ([[Staggering Blow|SBLOW]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Instead of a parry, automatically counter with a jab.&amp;quot;&amp;gt;Stance of the Mongoose&amp;lt;/span&amp;gt; ([[Stance of the Mongoose|MONGOOSE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Perform discounted cost QUICKSTRIKE attacks.&amp;quot;&amp;gt;Striking Asp Stance&amp;lt;/span&amp;gt; ([[Striking Asp Stance|ASP]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Perform certain actions while stunned.&amp;quot;&amp;gt;Stun Maneuvers&amp;lt;/span&amp;gt; ([[Stun Maneuvers|STUNMAN]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Similar to Subdue, except you don&#039;t hide first.&amp;quot;&amp;gt;Subdual Strike&amp;lt;/span&amp;gt; ([[Subdual Strike|SSTRIKE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attack a foe from hiding, with the intention of knocking them out.&amp;quot;&amp;gt;Subdue&amp;lt;/span&amp;gt; ([[Subdue|SUBDUE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Disables, reduces stance, and does a small amount of damage to a target.&amp;quot;&amp;gt;Sucker Punch&amp;lt;/span&amp;gt; ([[Sucker Punch|SPUNCH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Arm)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Attempt to break or disarm an opponent&#039;s shield.&amp;quot;&amp;gt;Sunder Shield&amp;lt;/span&amp;gt; ([[Sunder Shield|SUNDER]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Temporarily increases one&#039;s strength bonus. Adds +8 at rank 1, +16 at rank 5.&amp;quot;&amp;gt;Surge of Strength&amp;lt;/span&amp;gt; ([[Surge of Strength|SURGE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Using your legs, drop to the ground and knock the feet out from under an opponent.&amp;quot;&amp;gt;Sweep&amp;lt;/span&amp;gt; ([[Sweep|SWEEP]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Similar to sweep, except one uses his entire body, and with less finesse. Although, potentially more devastating.&amp;quot;&amp;gt;Tackle&amp;lt;/span&amp;gt; ([[Tackle|TACKLE]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Warriors and Paladins using permanently ensorcelled and fully bonded weapon in combat will gain one extra attack before expending the periodic attack boost from the ensorcelled necrotic infusions.&amp;quot;&amp;gt;Tainted Bond&amp;lt;/span&amp;gt; ([[Tainted Bond|TAINTED]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Using a long pole (polearm, quarterstaff, or runestaff), knock the feet out from under an opponent.&amp;quot;&amp;gt;Trip&amp;lt;/span&amp;gt; ([[Trip|TRIP]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Increases the effective die roll of an attack. IE, a master will always roll 61-100 on a d100 attack with this maneuver. Also reduces E/B/P by the opponent&amp;quot;&amp;gt;Truehand&amp;lt;/span&amp;gt; ([[Truehand|TRUEHAND]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Using both fists, smash an opponent. May knockdown and/or stun an opponent.&amp;quot;&amp;gt;Twin Hammerfists&amp;lt;/span&amp;gt; ([[Twin Hammerfists|TWINHAMM]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| (Arm)&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Grants the ability to use some combat maneuvers without requiring a weapon in hand. The following maneuvers are affected by unarmed specialist; disarm, feint, subdue, subdual strike, and cheapshots. Monks know this maneuver without having to train in it.&amp;quot;&amp;gt;Unarmed Specialist+&amp;lt;/span&amp;gt; ([[Unarmed Specialist|UNARMEDSPEC]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Allows a rogue to slip into the shadows without roundtime, and at higher ranks while in roundtime.&amp;quot;&amp;gt;Vanish&amp;lt;/span&amp;gt; ([[Vanish|VANISH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|-&lt;br /&gt;
| Yes*&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Similar to weapon specialization, except for a single weapon, and there are much more benefits. A must for any warrior.&amp;quot;&amp;gt;Weapon Bonding+&amp;lt;/span&amp;gt; ([[Weapon Bonding|BOND]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes*&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
|- style = &amp;quot;text-align:center; background: #CCC;&amp;quot;&lt;br /&gt;
| &amp;lt;span title=&amp;quot;This is a Martial Stance. The combatant gains the ability to switch with relative ease between targets when making multiple melee attacks.&amp;quot;&amp;gt;Whirling Dervish&amp;lt;/span&amp;gt; ([[Whirling Dervish|DERVISH]])&lt;br /&gt;
| style=&amp;quot;background:#ddd;&amp;quot;|Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|-&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background:#DDD;&amp;quot;|Martial Stance&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
===The Old-Formatted List===&lt;br /&gt;
&amp;lt;small&amp;gt;Legend: &#039;&#039;&#039;B&#039;&#039;&#039;=[[Bard]], &#039;&#039;&#039;M&#039;&#039;&#039;=[[Monk]], &#039;&#039;&#039;P&#039;&#039;&#039;=[[Paladin]], &#039;&#039;&#039;Ra&#039;&#039;&#039;=[[Ranger]], &#039;&#039;&#039;Ro&#039;&#039;&#039;=[[Rogue]], &#039;&#039;&#039;W&#039;&#039;&#039;=[[Warrior]], &#039;&#039;&#039;All&#039;&#039;&#039;=Available to all [[profession]]s.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Armor Spike Focus]]&lt;br /&gt;
*&#039;&#039;&#039;M/W&#039;&#039;&#039; [[Bearhug]] - Hold an opponent for a long period of time, squeezing the life out of them.  Upon completion, the defender will be prone and in an offensive stance.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Berserk]] - Go into a blind berserker rage.  Can break immobilizations, such as web, bind, or stuns, and provides a boost to AS.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Block Mastery]] - Increase the chance of blocking with a shield by 5% per rank (15% at mastery).&lt;br /&gt;
*&#039;&#039;&#039;P/W&#039;&#039;&#039; [[Bull Rush]] - Charge an opponent in an attempt to knock them to the ground.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Burst of Swiftness]] - Increases [[Agility]] and [[Dexterity]] bonuses.&lt;br /&gt;
*&#039;&#039;&#039;B/M/P/W&#039;&#039;&#039; [[Cman charge|Charge]] - Setting a polearm and charge with it at an opponent.&lt;br /&gt;
*&#039;&#039;&#039;B/M/Ro&#039;&#039;&#039; [[Cheapshots]] - Employs various &amp;quot;cheap&amp;quot; tactics, such as a nosetweak, eyepoke, etc.&lt;br /&gt;
*&#039;&#039;&#039;B/M/P/Ra/Ro/W&#039;&#039;&#039; [[Combat Focus]] - Add +2 generic TD (+10 at mastery).&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Combat Mastery]] - Normally, you&#039;re limited to 20% stance changes.  This allows 10% (1 rank) or 5% (2 ranks) stance changes.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Combat Mobility]] - If prone, instantly stand when attacked, unless you&#039;re immobilized.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Combat Movement]] - Increase DS by +2 per rank (+10 at mastery).&lt;br /&gt;
*&#039;&#039;&#039;M/P/Ro/W&#039;&#039;&#039; [[Combat Toughness]] - Increase your HP by 5 + 10 per rank (+35 total, at mastery).&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Coup de Grace]] - Instantly kills a disabled and weakened victim and gives a slight AS bonus.&lt;br /&gt;
*&#039;&#039;&#039;M/P/Ro/W&#039;&#039;&#039; [[Crowd Press]] - Increases the effectiveness of short weapons, decreases the effectiveness of long weapons.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Cunning Defense]] - Imposes a +3 penalty on an opponent using a CML maneuver; acts as a full rank at mastery.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Cutthroat]] - Silences the victim until the throat wound is cured.  Does not cause instant death.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Dirtkick]] - Kick a clump of dirt in an opponent&#039;s face.  Reduces their perception.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Disarm Weapon]] - Remove a weapon from an opponent&#039;s grasp.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Divert]] - From hiding, you attempt to divert your foe&#039;s attention, luring them to an adjacent room.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro&#039;&#039;&#039; [[Duck and Weave]] - A 30 second boost to evade chance&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Dust Shroud]] - Kick up a cloud of dust to aid in hiding.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Evade Mastery]] - Passive skill that adds a percentage to evasion.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Executioner&#039;s Stance]]&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Feint]] - Reduces an opponent&#039;s stance with a faked attack.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Flurry of Blows]] - [[Martial Stance]]. JAB multiple foes in area with no additional [[RT]].&lt;br /&gt;
*&#039;&#039;&#039;B/M/Ra/Ro&#039;&#039;&#039; [[Garrote]] - Choke a victim with a wire, will cause death after a period of time.&lt;br /&gt;
*&#039;&#039;&#039;M/R/W&#039;&#039;&#039; [[Grapple Mastery]] - Increases proficiency with unarmed combat grapple attacks. &lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Griffin&#039;s Voice]]&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Groin Kick]] - Causes a caster to forget a readied spell.  Causes a good deal of pain in men.&lt;br /&gt;
*&#039;&#039;&#039;B/Ra/Ro/W&#039;&#039;&#039; [[Hamstring]] - Cut the back of the leg, knocking a victim prone.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Haymaker]] - Daze an opponent with a punch to the head.&lt;br /&gt;
*&#039;&#039;&#039;M/W&#039;&#039;&#039; [[Headbutt]] - Stun an opponent by putting your head into theirs.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Inner Harmony]] - This is a martial stance that provides the ability to shake off negative spell effects.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Internal Power]] - Each use of this maneuver will heal up to (15 + (5 * Rank)) [[Hitpoint|Health Points]] (HP).&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Ki Focus]] - Increases the AS bonus of the next melee: rank 1(+15), rank 2(+25, rank 3 (+35).&lt;br /&gt;
*&#039;&#039;&#039;M/R/W&#039;&#039;&#039; [[Kick Mastery]] - Increases proficiency with unarmed combat kick attacks.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Mighty Blow]] - Reduces the opponent&#039;s stance with this single attack.  Extra [[roundtime]] for the attacker.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Multi-Fire]] - String multiple arrows on a single pull and fire.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Mystic Strike]] - ?&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Parry Mastery]] - Parry an attack more often.  An extra 5% chance per rank (15% at mastery).&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Precision]] - Allows you to chose if your weapon does piercing, slashing, or bludgeoning damage.  75% effective at 1 rank, 100% effective at 2 ranks.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Perfect Self]] - Permanently enhances all ten [[statistic|stats]] by 2 per rank. Requires [[Surge of Strength]] (Rank 3) and [[Burst of Swiftness]] (Rank 3).&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Predator&#039;s Eye]] - [[Martial Stance]], increase aim success chance &lt;br /&gt;
*&#039;&#039;&#039;M/R/W&#039;&#039;&#039; [[Punch Mastery]] - Increases proficiency with unarmed combat punch attacks. &lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Quickstrike]] - Make a single attack at a significantly reduced amount of roundtime, at the cost of a reduced AS.&lt;br /&gt;
*&#039;&#039;&#039;M&#039;&#039;&#039; [[Rolling Krynch Stance]] - [[Martial Stance]]. Momentum from an unarmed strike against one foe to your next.&lt;br /&gt;
*&#039;&#039;&#039;Ra/Ro&#039;&#039;&#039; [[Shadow Mastery]] - Temporarily increases effective training in [[Stalking and Hiding]] and reduces the roundtime associated with this skill.&lt;br /&gt;
*&#039;&#039;&#039;B/Ra/Ro/P/W&#039;&#039;&#039; [[Shield Bash]] - Using your shield, bash an opponent.  Does little damage, but can reduce the stance of, stun, and knock down an opponent&lt;br /&gt;
*&#039;&#039;&#039;P/W&#039;&#039;&#039; [[Shield Charge]] - Similar to above, but can be much more devastating -- for the attacker and the defender.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Side by Side]] - A passive skill that increases AS and DS when grouped with others that have the same skill.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Silent Strike]] - Attack an opponent from hiding without revealing your position -- or identity.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro&#039;&#039;&#039; [[Slippery Mind]] - [[Martial Stance]]. Chance to outright avoid mind and soul warding spells.&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Specialization]] I - Increases the effective use of a specific weapon type.  +10 to AS at mastery, and works with skills that use your weapon.&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Specialization]] II - See above, but for a different weapon type.&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Specialization]] III - See above, but for yet another weapon type.&lt;br /&gt;
*&#039;&#039;&#039;M/W&#039;&#039;&#039; [[Spell Cleaving]]&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Spell Parry]]&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Spell Thieve]]&lt;br /&gt;
*&#039;&#039;&#039;B/M/Ro/W&#039;&#039;&#039; [[Spin Attack]] - Increases [[attack strength]] and [[dodge]] skill for a single attack.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Staggering Blow]] - Attack an opponent, and place them in [[roundtime]].  May knock opponents into an adjacent room.&lt;br /&gt;
*&#039;&#039;&#039;M/W&#039;&#039;&#039; [[Stance of the Mongoose]] - Instead of a parry, automatically counter with a jab.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Striking Asp Stance]] - Perform discounted cost QUICKSTRIKE attacks.&lt;br /&gt;
*&#039;&#039;&#039;M/Ro/W&#039;&#039;&#039; [[Stun Maneuvers]] - Perform certain actions while stunned.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Subdual Strike]] - Similar to Subdue, except you don&#039;t hide first.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Subdue]] - Attack a foe from hiding, with the intention of knocking them out.&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Sucker Punch]] - Disables, reduces stance, and does a small amount of damage to a target.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Sunder Shield]] - Attempt to break or disarm an opponent&#039;s shield.&lt;br /&gt;
*&#039;&#039;&#039;M/P/Ro/W&#039;&#039;&#039; [[Surge of Strength]] - Temporarily increases one&#039;s [[strength]] bonus.  Adds +8 at rank 1, +16 at rank 5.&lt;br /&gt;
*&#039;&#039;&#039;B/M/Ra/Ro&#039;&#039;&#039; [[Sweep]] - Using your legs, drop to the ground and knock the feet out from under an opponent.&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Tackle]] - Similar to sweep, except one uses his entire body, and with less finesse.  Although, potentially more devastating.&lt;br /&gt;
*&#039;&#039;&#039;P/W&#039;&#039;&#039; [[Tainted Bond]]&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Trip]] - Using a long pole (polearm, quarterstaff, or runestaff), knock the feet out from under an opponent.&lt;br /&gt;
*&#039;&#039;&#039;P/Ro/W&#039;&#039;&#039; [[Truehand]] - Increases the effective die roll of an attack.  IE, a master will always roll 61-100 on a d100 attack with this maneuver. Also reduces [[Evade|E]]/[[Block|B]]/[[Parry|P]] by the opponent,&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Twin Hammerfists]] - Using both fists, smash an opponent.  May knockdown and/or stun an opponent.&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; [[Unarmed Specialist]]&lt;br /&gt;
*&#039;&#039;&#039;W&#039;&#039;&#039; [[Weapon Bonding]] - Similar to weapon specialization, except for a single weapon, and there are much more benefits.  A must for any [[warrior]].&lt;br /&gt;
*&#039;&#039;&#039;Ro/W&#039;&#039;&#039; [[Whirling Dervish]]&lt;br /&gt;
*&#039;&#039;&#039;Ro&#039;&#039;&#039; [[Vanish]] - Allows a rogue to slip into the shadows without roundtime, and at higher ranks while in roundtime.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Legend: &#039;&#039;&#039;B&#039;&#039;&#039;=Bard, &#039;&#039;&#039;M&#039;&#039;&#039;=Monk, &#039;&#039;&#039;P&#039;&#039;&#039;=Paladin, &#039;&#039;&#039;Ra&#039;&#039;&#039;=Ranger, &#039;&#039;&#039;Ro&#039;&#039;&#039;=Rogue, &#039;&#039;&#039;W&#039;&#039;&#039;=Warrior, &#039;&#039;&#039;All&#039;&#039;&#039;=Available to all [[profession]]s.&amp;lt;/small&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Combat maneuvers (saved posts)]]&lt;br /&gt;
*[[Cman charge testing (saved post)]]: Player testing circa 2008&lt;br /&gt;
*http://www.play.net/gs4/info/maneuvers/&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Combat%20Maneuvers%20Discussion/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;br /&gt;
[[Category:Combat Maneuvers| ]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dislodge&amp;diff=134347</id>
		<title>Dislodge</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dislodge&amp;diff=134347"/>
		<updated>2020-07-23T22:22:50Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: Created page with &amp;quot;{{Combat maneuver | available = Bards, Monks, Rangers, Rogues, Warriorss, Paladins | mnemonic = DISLODGE | roundtime = 4 | cost = Base 15 (-5 Rank 1, -...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Combat maneuver&lt;br /&gt;
| available = [[Bard]]s, [[Monk]]s, [[Ranger]]s, [[Rogue]]s, [[Warriors]]s, [[Paladin]]s&lt;br /&gt;
| mnemonic = DISLODGE&lt;br /&gt;
| roundtime = 4&lt;br /&gt;
| cost = Base 15 (-5 Rank 1, -3 Rank 2)&lt;br /&gt;
| prereqs = None&lt;br /&gt;
| requirements = None&lt;br /&gt;
| sq1 = 2&lt;br /&gt;
| sq2 = 4&lt;br /&gt;
| sq3 = 6&lt;br /&gt;
| sq4 = 8&lt;br /&gt;
| sq5 = 10&lt;br /&gt;
| se1 = 3&lt;br /&gt;
| se2 = 6&lt;br /&gt;
| se3 = 9&lt;br /&gt;
| se4 = 12&lt;br /&gt;
| se5 = 15&lt;br /&gt;
| pu1 = -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The [[combat maneuver]], &#039;&#039;&#039;dislodge&#039;&#039;&#039;, is a skill that attempts to violently retrieve ranged ammunition that has been lodged in a target.  Successful attempts will place the ammunition in hand.  May be aimed via CMAN DISLODGE &amp;lt;target&amp;gt; &amp;lt;body part&amp;gt;.  Each rank passively increases the chance that a successful ranged or thrown attack will stick in your quarry.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[List of combat maneuvers by profession]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Agidex_roundtime_reduction&amp;diff=131323</id>
		<title>Template:Agidex roundtime reduction</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Agidex_roundtime_reduction&amp;diff=131323"/>
		<updated>2020-05-02T15:15:05Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{prettytable | text-align:center; float:{{{align}}} }}&lt;br /&gt;
|-&lt;br /&gt;
! [[Agility]] + &amp;lt;br&amp;gt;[[Dexterity]] || [[Roundtime|Roundtime&amp;lt;br&amp;gt;reduction]]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 8 - 22 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 23 - 37 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 38 - 52 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 53 - 67 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 68 - 82 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 83 - 97 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 98 - 112 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 113+ || 8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;Roundtime reductions above 5 are not&amp;lt;br&amp;gt;achievable without [[enhancive item]]s.&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Greater_Armor_and_Weapon_Mood&amp;diff=130629</id>
		<title>Greater Armor and Weapon Mood</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Greater_Armor_and_Weapon_Mood&amp;diff=130629"/>
		<updated>2020-04-11T04:58:07Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: Adding banshee flare to the no bueno list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;mood script&#039;&#039;&#039; is a script that can be attached to armor and weapons. The Greater Mood script is shown below, whereas the Lesser Mood script is just the default non-custom ambient messages (see the saved posts listed in Resources at the bottom). The scripts are two separate scripts and so the Lesser Mood script would first need to be removed before the Greater Mood script can be added.&lt;br /&gt;
&lt;br /&gt;
The following scripts are known to be incompatible with Moods as of April 2020:&lt;br /&gt;
*[[Globus Elanthias]]&lt;br /&gt;
*[[Parasitic weapon]]&lt;br /&gt;
*[[Voln armor]]&lt;br /&gt;
*[[Ithziri armor]]&lt;br /&gt;
*[[Fusion]]&lt;br /&gt;
*[[Briar flare]]&lt;br /&gt;
*Splitters&lt;br /&gt;
*[[Sigil Staff]]&lt;br /&gt;
*[[Ethereal armor]]&lt;br /&gt;
*[[Banshee flare]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;anal armor&lt;br /&gt;
You analyze your black fullplate armor and sense that the item is largely free from merchant alteration restrictions.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
&lt;br /&gt;
Greater Armor and Weapon Moods:&lt;br /&gt;
&lt;br /&gt;
This item contains mood messaging depending on flare type, and has a chance to fire off ambient messaging every so often.  It will also work for things like bless, elemental edge, and guiding light flares.&lt;br /&gt;
&lt;br /&gt;
This item is currently dormant and won&#039;t do ambient messaging.  You may APPROVE to make it react again.&lt;br /&gt;
&lt;br /&gt;
When getting the custom settings altered, it works just like getting an EzScript done.  You write the 1st and 3rd person messaging.  The custom abilities are like cantrips or illusions.  They do not cause permanent things to happen.  They shouldn&#039;t cause forced actions or emotions to others either.&lt;br /&gt;
&lt;br /&gt;
Changing the flares, padding, etc. on this item is subject to having the custom settings removed, unless the messaging is generic.  If changed from ice flaring to fire flaring, custom messaging about ice would no long be appropriate.  Padding, weighting,  sighting, and defenders do not have default ambient messaging, but can have custom ones added and without the custom setting, they will never be ambient.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re unsure if you&#039;ll lose any of your custom settings, ask before getting any work done on this item that changes the flares, weighting, padding, etc.  Wave messaging is the same for both 1st and 3rd person.&lt;br /&gt;
&lt;br /&gt;
  This has custom messaging for RUB.&lt;br /&gt;
  This has custom messaging for CLENCH.&lt;br /&gt;
  This doesn&#039;t have custom mood messaging.&lt;br /&gt;
  This doesn&#039;t have custom messaging for WAVE.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;clench armor&lt;br /&gt;
The eahnor veins of your armor pulse once before fading to black.  Tendrils of shadow suddenly begin to writhe along the pauldrons and rise into the air for a moment, taking the form of the head of a black drake, its eyes glowing eahnor red.  Moments later the shadows are gone, and your armor has returned to normal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub armor&lt;br /&gt;
The eahnor veins of your armor seem to pulse with life for a brief moment, the crimson alloy appearing to flow like thin streams of blood across the glossy black surface of the plate.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripted Items]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SimuCon_2020&amp;diff=128728</id>
		<title>SimuCon 2020</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SimuCon_2020&amp;diff=128728"/>
		<updated>2020-02-29T00:51:29Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: /* Prime Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SimuCon2019logo.png|right|300px|SimuCon 2019 Logo]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SimuCon&#039;&#039;&#039; is a yearly gathering in St. Louis near [[Simutronics]] headquarters usually taking place near the end of the summer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;OFFICIAL&amp;lt;/u&amp;gt;&#039;&#039;&#039; dates for 2020 are Wednesday, August 5 through Sunday, August 9, 2020 at the Sheraton Westport Chalet Hotel.  Room reservation link currently not available.&lt;br /&gt;
&lt;br /&gt;
==2020 Schedule==&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|+ &#039;&#039;&#039;SimuCon 2020 Schedule&amp;lt;br&amp;gt;ALL TIMES CST&amp;lt;br&amp;gt;(CENTRAL TIME)&lt;br /&gt;
|-&lt;br /&gt;
! Day || Time || Activity || Game&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Wednesday&amp;lt;br&amp;gt;August 5&lt;br /&gt;
|- &lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Thursday&amp;lt;br&amp;gt;August 6&lt;br /&gt;
|-&lt;br /&gt;
| ALL DAY || Check-in and&amp;lt;br&amp;gt;socialize || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Friday&amp;lt;br&amp;gt;August 7&lt;br /&gt;
|-&lt;br /&gt;
| ALL DAY || Check-in and&amp;lt;br&amp;gt;socialize || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Saturday&amp;lt;br&amp;gt;August 8&lt;br /&gt;
|-&lt;br /&gt;
| ALL DAY || Check-in and&amp;lt;br&amp;gt;socialize || ALL&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Sunday&amp;lt;br&amp;gt;August 9&lt;br /&gt;
|-&lt;br /&gt;
| -:-- AM || &amp;amp;nbsp;&amp;lt;br&amp;gt;&amp;amp;nbsp; || ALL&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* All event schedules subject to change without notice.&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
===How much does SimuCon cost?===&lt;br /&gt;
&lt;br /&gt;
Cost and sign-up information will be available soon.&lt;br /&gt;
&lt;br /&gt;
===Where do I sign up?===&lt;br /&gt;
Sign-up is usually initiated by the GM organizing SimuCon and details are released closer to the event.&lt;br /&gt;
&lt;br /&gt;
===Who organizes SimuCon?===&lt;br /&gt;
&lt;br /&gt;
Typically GameMasters from Gemstone IV and DragonRealms are the official organizers. However, many players pitch in to plan unofficial events or to offer support. All work is strictly volunteer, so please be sure to thank your organizer team!&lt;br /&gt;
&lt;br /&gt;
===What is it like to attend a SimuCon?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is a gathering of players and GameMasters for Simutronics games, including Gemstone IV and DragonRealms. The convention includes several events, as listed in the [[#2020 Schedule|2020 Schedule]], that are planned by both players and staff. In-between events, attendees typically gather at conference tables similar to a large LAN party to play. Board games and other activities are frequently available as well.&lt;br /&gt;
&lt;br /&gt;
===How many people attend SimuCon and when do they show up?===&lt;br /&gt;
&lt;br /&gt;
SimuCon has experienced a growth spurt over the past three years or so. A current rough estimate would be 100 attendees (GS and DR combined) over the course of the weekend. The main convention days are Thursday through Sunday, although several people arrive on Wednesday and stay through Monday. The convention room is typically setup by Wednesday evening.&lt;br /&gt;
&lt;br /&gt;
===What equipment should I bring?===&lt;br /&gt;
&lt;br /&gt;
Bring your laptop/computer so that you can play Gemstone during the convention. Internet access and power strips are typically provided. &#039;&#039;&#039;Note:&#039;&#039;&#039; It is not recommended that you leave your equipment unattended in the conference room.&lt;br /&gt;
&lt;br /&gt;
===Will I need a car?===&lt;br /&gt;
&lt;br /&gt;
Many attendees never leave the hotel. However if you are planning to explore St. Louis, a car is recommended as public transportation options are slim. Lyft and Uber are both operational in St. Louis and are ideal for single trips. For any excursions listed in the schedule, carpool options may be available. A shuttle may be available to and from your hotel for airport travel, but don&#039;t forget to bring cash for a tip!&lt;br /&gt;
&lt;br /&gt;
===Is SimuCon family friendly?===&lt;br /&gt;
&lt;br /&gt;
In general, yes. Some attendees do bring children but activities in the convention room may be of limited interest to them. Note the [[#Attractions|Attractions]] section listed below for additional kid-friendly activities available in St. Louis. Please expect to encounter explicit language and consumption of alcoholic beverages, which will increase in the late night hours.&lt;br /&gt;
&lt;br /&gt;
===What is the weather typically like?===&lt;br /&gt;
&lt;br /&gt;
Missouri is nicknamed &amp;quot;Misery&amp;quot; for its hot and humid summers. For a current local forecast, click here: https://www.ksdk.com/weather&lt;br /&gt;
&lt;br /&gt;
===Do I need to bring food or beverages?===&lt;br /&gt;
&lt;br /&gt;
Depending on funds available, basic snacks will be provided. You are generally on your own for meals and can purchase food at the grocery or restaurant options listed in the [[#Dining.2FEating|Dining/Eating]] section. SimuCon is strictly BYOB. Alcohol can be purchased in most grocery stores and gas stations in Missouri.&lt;br /&gt;
&lt;br /&gt;
===What should I wear?===&lt;br /&gt;
&lt;br /&gt;
SimuCon is casual attire unless the schedule for a specific event indicates otherwise. Some events may encourage costumes or themed attire.&lt;br /&gt;
&lt;br /&gt;
===Is there a pool?===&lt;br /&gt;
&lt;br /&gt;
YES! Pack your bathing suits because the official SimuCon hotel has an outdoor pool! There is even a poolside bar with snacks and beverages (open Friday through Sunday), and towel service is available. It is recommended that you pack sunscreen ahead of time, because the hotel and nearby shops do not stock any! It is also recommended that you bring pool noodles, because pool noodles are wicked cool.&lt;br /&gt;
&lt;br /&gt;
==Visitor Information==&lt;br /&gt;
The convention is typically held at the Sheraton Westport Chalet, located at 191 W Port Plaza Dr, St. Louis, MO 63146. Below are some nearby shops and other information for visitors. All distances calculated from the host hotel.&lt;br /&gt;
&lt;br /&gt;
===Accommodations===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sheraton Westport Chalet (Official Hotel, Discounted Rate)&#039;&#039;&#039; || onsite || 191 Westport Plaza, St. Louis, MO 63146 || [Booking link with group rates coming soon]&lt;br /&gt;
|-&lt;br /&gt;
|Sheraton Westport Plaza (Sister Hotel next to the Chalet) || onsite || 900 Westport Plaza, St. Louis, MO 63146 || [https://www.marriott.com/reservation/rateListMenu.mi?defaultTab=standard Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Staybridge Suites || 0.3 miles || 25 Progress Pkwy, St. Louis, MO 63146 || [https://www.staybridge.com/hotels/us/en/find-hotels/hotel/rates?qDest=25%20Progress%20Parkway,%20St.%20Louis,%20MO,%20US&amp;amp;qCiMy=12019&amp;amp;qCiD=21&amp;amp;qCoMy=12019&amp;amp;qCoD=22&amp;amp;qAdlt=2&amp;amp;qChld=0&amp;amp;qRms=1&amp;amp;qRtP=6CBARC&amp;amp;qIta=99618783&amp;amp;qSlH=STLSB&amp;amp;qSlRc=K1CN&amp;amp;qAkamaiCC=US&amp;amp;qSrt=sBR&amp;amp;qBrs=re.ic.in.vn.cp.vx.hi.ex.rs.cv.sb.cw.ma.ul.ki.va&amp;amp;qAAR=6CBARC&amp;amp;qWch=0&amp;amp;qSmP=1&amp;amp;cm_mmc=hpa_US_desktop_STLSB_mapresults_1_USD_2019-02-21_default_1242996706__false&amp;amp;setPMCookies=true&amp;amp;glat=META_hpa_US_desktop_STLSB_mapresults_1_USD_2019-02-21_default_1242996706__false&amp;amp;qRad=30&amp;amp;qRdU=mi&amp;amp;srb_u=1=standard Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Comfort Inn Suites || 0.7 miles || 12031 Lackland Rd., Saint Louis, MO, 63146 || [https://www.choicehotels.com/missouri/saint-louis/comfort-inn-hotels/mo608?adults=1&amp;amp;checkInDate=2019-02-21&amp;amp;checkOutDate=2019-02-22&amp;amp;gclid=AA80Osxp-v01JLdp3J0lEupdUKPmnTjC8PXlLZ8zUQmopWQzF80zWziWBzEky9uVosNRXd7NoIHs9CJuRWnMbKOPU9-typohNQ0XsA&amp;amp;gclsrc=ha&amp;amp;gpa=GPADSAPR1&amp;amp;minors=0&amp;amp;pmf=hpagoogle&amp;amp;product=mapresults&amp;amp;ratePlanCode=SAPR1&amp;amp;rooms=1&amp;amp;source=PMFGPADCISAPR1_MO608_mapresults_US_1_desktop_2019-02-21_default_2705476701239203_gha_camp_all_desktop_comfort_standard_ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Residence Inn St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/reservation/rateListMenu.mi Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Farfield Inn and Suites St. Louis Westport || 0.6 miles || 11918 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/hotels/travel/stlfw-fairfield-inn-and-suites-st-louis-westport/ Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|Courtyard by Marriott St. Louis Westport || 0.7 miles || 11888 Westline Industrial Drive, St. Louis, MO 63146 || [https://www.marriott.com/reservation/rateListMenu.mi?defaultTab=prepay Booking Link]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dining/Eating===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Drunken Fish || Sushi || onsite || 639 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Fuzzy&#039;s Taco Shop || Baja Tacos || onsite || 302 West Port Plaza, St. Louis, MO 63146 || https://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| IMO&#039;s Pizza || Pizza || onsite || 318 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Kobe Japanese Grill || Japanese/Hibachi || onsite || 645 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| McDonald&#039;s || Fast Food || onsite || 25 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Paul Mineo&#039;s Trattoria|| Italian || onsite || 333 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Bread Company || Coffee/Sandwich/Soup || onsite || 147 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Smoothie King || Smoothies || onsite || 324 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Starbucks || Coffee || onsite || 111 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Trainwreck Saloon|| American/Grill|| onsite || 314 West Port Plaza, St. Louis, MO 63146 || http://www.westportstl.com/drinkdine&lt;br /&gt;
|-&lt;br /&gt;
| Dino&#039;s Deli||Mediterranean|| onsite || 314 West Port Plaza, St. Louis, MO 63146 || http://dinosdeli.us/&lt;br /&gt;
|-&lt;br /&gt;
| O&#039;Fallon Brewery || Beer/American Food || 0.3 mi || 45 Progress Pkwy, Maryland Heights, MO 63043 || http://www.ofallonbrewery.com/&lt;br /&gt;
|-&lt;br /&gt;
| Companion Bakery || Bakery/Sandwich || 1.2 mi || 2331 Schuetz Rd, St. Louis, MO 63146 || http://www.companionbaking.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Off-Site Dining===&lt;br /&gt;
For attendees who want to explore St. Louis cuisine, local players recommend the following restaurants.&lt;br /&gt;
 &lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Type||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| DD Mau || Vietnamese / Bao || 1.3 mi || 11982 Dorsett Rd, Maryland Heights, MO 63043 || http://www.ddmaustl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla Street Food || Filipino || 1.6 mi || 11658 Dorsett Rd., Maryland Heights, MO 63043 || https://www.guerrillastreetfood.com/menu-dorsett/&lt;br /&gt;
|- &lt;br /&gt;
| Gobble STOP Smokehouse || BBQ Poultry || 2.8 mi || 1227 Castillon Arcade Plaza, Creve Coeur, MO 63141  || http://gobblestopsmokehouse.net/&lt;br /&gt;
|-&lt;br /&gt;
| Nudo House STL || Ramen / Japanese || 3.0 mi|| 11423 Olive Blvd, St. Louis, MO 63141 || http://nudohousestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Dave &amp;amp; Tony&#039;s || Premium Burgers || 3.2 mi|| 12766 Olive Blvd, St. Louis, MO 63146 || http://www.daveandtonys.com/&lt;br /&gt;
|-&lt;br /&gt;
| Sugarfire Smokehouse|| BBQ || 6.0 mi|| 9200 Olive Blvd, St. Louis, MO 63132 || https://sugarfiresmokehouse.com/locations/mo-olivette/&lt;br /&gt;
|-&lt;br /&gt;
| Salt + Smoke || BBQ|| 9.0 mi|| 501 S Main St, St. Charles, MO 63301 || https://saltandsmokestl.com/&lt;br /&gt;
|-&lt;br /&gt;
| Midwestern Meat &amp;amp; Drink || BBQ || 20.4 mi || 900 Spruce St, St. Louis, MO 63102 || https://facebook.com/midwesternstl&lt;br /&gt;
|-&lt;br /&gt;
| Broadway Oyster Bar || Cajun|| 23.7 mi || 736 S Broadway, St. Louis, MO 63102 || http://www.broadwayoysterbar.com/&lt;br /&gt;
|-&lt;br /&gt;
| Ted Drewes|| Famous local frozen custard || 21.6 mi || 6726 Chippewa, St. Louis, MO 63109 || http://teddrewes.com/&lt;br /&gt;
|-&lt;br /&gt;
| Bombay Food Junkies || Vegan Options || 5.2 mi || 3580 Adie Rd, St Ann, MO 63074 || https://www.bombayfoodjunkies.com/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shopping/Groceries===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Distance||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| Target || 5.9 mi || 12275 St Charles Rock Rd, Bridgeton, MO 63044 || [https://www.target.com/sl/bridgeton/12 website]&lt;br /&gt;
|-&lt;br /&gt;
| Costco || 13.3 mi || 200 Costco Way, St Peters, MO 63376 || [https://www.costco.com/warehouse-locations/st-peters-saint-peters-mo-382.html website]&lt;br /&gt;
|-&lt;br /&gt;
| Schnucks Dorsett (Grocery Store) || 1.5 mi || 2030 Dorsett Rd, Maryland Heights, MO 63043 || [https://locations.schnucks.com/mo-maryland-heights-117 website]&lt;br /&gt;
|-&lt;br /&gt;
| Gateway Newstands || onsite || 519 W Port Plaza Dr, St. Louis, MO 63146 || https://www.westportstl.com/specialty&lt;br /&gt;
|-&lt;br /&gt;
| Walgreens|| 1.6 mi|| 12509 Dorsett Rd, Maryland Heights, MO 63043 || [https://www.walgreens.com/locator/walgreens-12509+dorsett+rd-maryland+heights-mo-63043/id=9481 website]&lt;br /&gt;
|-&lt;br /&gt;
| BP Gas Station|| 0.3 mi || 11988 Westline Industrial Dr, St. Louis, MO 63146 || &lt;br /&gt;
|-&lt;br /&gt;
| ALDI|| 2.6 mi || 11745 Olive Blvd, Creve Coeur, MO 63141 || [https://www.aldi.us/ website]&lt;br /&gt;
|-&lt;br /&gt;
| Trader Joe&#039;s || [https://goo.gl/maps/3aV8WLBakaB2 2.4 mi] || 11505 Olive Blvd, Creve Coeur, MO 63141|| [https://locations.traderjoes.com/mo/creve-coeur/694/ website]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attractions===&lt;br /&gt;
&lt;br /&gt;
Most attractions are a 15-30 minute drive from the hotel. For tourism information, click here: https://explorestlouis.com/&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Name||Description||Address||Link&lt;br /&gt;
|-&lt;br /&gt;
| The Gateway Arch ||Oh look, it&#039;s the Arch ||200 Washington Ave, St. Louis, MO 63102 || https://www.gatewayarch.com/&lt;br /&gt;
|-&lt;br /&gt;
| Busch Stadium ||Cardinals Baseball Stadium ||700 Clark Ave, St. Louis, MO 63102 || https://www.mlb.com/cardinals/ballpark&lt;br /&gt;
|-&lt;br /&gt;
| Forest Park ||Large public park, home to several free attractions ||5595 Grand Dr, St. Louis, MO 63112 || https://forestparkmap.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Zoo ||Free zoo, located inside Forest Park ||Government Dr, St. Louis, MO 63110 || https://www.stlzoo.org/&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Art Museum ||Free art museum, located inside Forest Park ||1 Fine Arts Dr, St. Louis, MO 63110 || https://www.slam.org/&lt;br /&gt;
|-&lt;br /&gt;
| Creve Coeur Lake Park || [https://goo.gl/maps/7s9nUCbcyBM2 3.4 mi] from the hotel. Trails, kayak rentals, Go Ape || 13725 Marine Ave, St. Louis, MO 63146 || [https://www.stlouisco.com/Parks-and-Recreation/Park-Pages/Creve-Coeur website]&lt;br /&gt;
|-&lt;br /&gt;
| The Muny ||Outdoor theater, located inside Forest Park ||1 Theatre Dr, St. Louis, MO 63112 || https://muny.org/&lt;br /&gt;
|-&lt;br /&gt;
| Missouri Botanical Gardens ||Outdoor garden ||4344 Shaw Blvd, St. Louis, MO 63110 || http://www.missouribotanicalgarden.org/&lt;br /&gt;
|-&lt;br /&gt;
| Anheuser-Busch St. Louis Brewery ||Main brewery, offers tours ||1200 Lynch St, St. Louis, MO 63118 || https://www.budweisertours.com/locations/st-louis-missouri.html&lt;br /&gt;
|-&lt;br /&gt;
| City Museum ||Architectural Anomaly/Interactive Art/Climbing Museum ||750 N 16th St, St. Louis, MO 63103 || https://www.citymuseum.org/&lt;br /&gt;
|-&lt;br /&gt;
| Grants Farm ||Free wildlife park with tram tours and free beer ||10501 Gravois Rd, St. Louis, MO 63123 || https://www.grantsfarm.com/home.html&lt;br /&gt;
|-&lt;br /&gt;
| The Butterfly House ||Indoor butterfly pavilion ||15193 Olive Blvd, Chesterfield, MO 63017|| http://www.missouribotanicalgarden.org/visit/family-of-attractions/butterfly-house.aspx&lt;br /&gt;
|-&lt;br /&gt;
| Science Center ||Kid-friendly interactive museum, includes IMAX and planetarium ||5050 Oakland Ave, St. Louis, MO 63110 || https://www.slsc.org/&lt;br /&gt;
|-&lt;br /&gt;
| Magic House ||Kid-friendly interactive museum, includes magic ||516 S Kirkwood Rd, St. Louis, MO 63122 || https://www.magichouse.org/&lt;br /&gt;
|-&lt;br /&gt;
| Fox Theatre ||Historic theater, offers tours ||527 NORTH GRAND BLVD., St. Louis, MO 63103 || https://www.fabulousfox.com/visit/tours&lt;br /&gt;
|-&lt;br /&gt;
| St. Louis Neighborhoods||Shopping/Nightlife/Exploring||Various || https://explorestlouis.com/things-to-do/neighborhoods/&lt;br /&gt;
|-&lt;br /&gt;
| Live Music Venues||St. Louis is known for its blues and jazz scene ||Various || https://explorestlouis.com/discover/st-louis-music-lovers/st-louis-live-music-venues/&lt;br /&gt;
|-&lt;br /&gt;
| Casinos||Gambling ||Various || https://www.tripadvisor.com/Attractions-g44881-Activities-c53-Saint_Louis_Missouri.html&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attendee List==&lt;br /&gt;
The below lists are of those people that have made mention that they are attempting to attend the 2020 conference. You may edit this page to add your character to the list.&lt;br /&gt;
&lt;br /&gt;
===Prime Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Akenna&lt;br /&gt;
* [[Clunk]]&lt;br /&gt;
* [[Darcena]]&lt;br /&gt;
* Dayzed/Nodyre&lt;br /&gt;
* [[Dergoatean]]&lt;br /&gt;
* Hoodtralfeck&lt;br /&gt;
* Iseo&lt;br /&gt;
* [[Juspera]]&lt;br /&gt;
* [[Maylan]]&lt;br /&gt;
* [[Naamit]]&lt;br /&gt;
* Rhayveign&lt;br /&gt;
* [[Rozy]]&lt;br /&gt;
* [[Xanthium]]/[[Ysharra Nagorn|Ysharra]]&lt;br /&gt;
* Vhorg&lt;br /&gt;
* Zangow&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Platinum Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* [[Whick]]&lt;br /&gt;
* [[Qualeric]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shattered Players===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* PlaceHolder&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Staff===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Estild&lt;br /&gt;
* Haxus&lt;br /&gt;
* Naiken&lt;br /&gt;
* Quilic&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Indiegogo Campaign==&lt;br /&gt;
The annual Indiegogo Campaign&#039;s purpose is to fund expenses for SimuCon, and all funds raised are used for the direct support of the convention. Any funds raised beyond the original goal are used for additional perks such as extra snacks and prizes for attendees.&lt;br /&gt;
&lt;br /&gt;
Currently no campaign link is available, but will likely be available in early June.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[http://forums.play.net/forums/SimuCon/SimuCon%202020/General%20Discussions/view Official SimuCon 2020 Forum]&lt;br /&gt;
*[https://discord.gg/eTvANvy SimuCon channel] (official Discord server)&lt;br /&gt;
*[https://discord.gg/tZGPPyU Unofficial SimuCon Server] (unofficial SimuCon dedicated Discord server)&lt;br /&gt;
*[https://elanthipedia.play.net/SimuCon DragonRealms Simucon Page] (DR&#039;s Wiki Page)&lt;br /&gt;
&lt;br /&gt;
[[Category:SimuCon]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=ShadowDeath_weapon&amp;diff=128141</id>
		<title>ShadowDeath weapon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=ShadowDeath_weapon&amp;diff=128141"/>
		<updated>2020-01-28T22:41:10Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: /* Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC limit|2}}&lt;br /&gt;
==List of ShadowDeath Weapons==&lt;br /&gt;
&lt;br /&gt;
=== an etched black alloy broadsword === &lt;br /&gt;
&#039;&#039;&#039;Show&#039;&#039;&#039;: The dark black alloy of the broadsword immediately marks it as unusual. Forged from a single piece of the strange metal, wicked teeth mark the double edge along the length of the blade. Beautiful black opals are set into the guard, and a gnarled talon holds a shard of obsidian fast in the pommel. The entire broadsword seems to jump in and out of focus, blurring at the edges. You also notice a small enchanter&#039;s glyph.&lt;br /&gt;
&lt;br /&gt;
=== an etched black alloy dirk ===&lt;br /&gt;
&#039;&#039;&#039;Show&#039;&#039;&#039;:  The black alloy dirk would be a simple, if somewhat ornate, dirk except for the odd black alloy that comprises the blade and handle.  The metal seems to waver and blur at one moment, and then snap into focus the next.  Along the blade are etched intricate runes, each rendered illegible because of the odd blurring effect.  The handle, made of the same black metal, is wrapped tightly in corded wire and snares a large black diamond cut into an intricate oval cut in the pommel.  You also notice a small enchanter&#039;s glyph.&lt;br /&gt;
&lt;br /&gt;
=== a feystone-set slim silvery dagger ===&lt;br /&gt;
&#039;&#039;&#039;Show&#039;&#039;&#039;: The silver-gilt steel of the blade yields to pure silver in the ornate guard, which has been wrought to resemble a spray of wyrwood leaves The grip itself is wrapped in braided white leather, and the pommel bears a flawless lilac feystone. Flowing silver inlay courses over the narrow, double-edged blade to create glimmering elven runes. You also notice a small enchanter&#039;s glyph.&lt;br /&gt;
&lt;br /&gt;
=== a long-bladed black alloy dagger ===&lt;br /&gt;
&#039;&#039;&#039;Show&#039;&#039;&#039;:  Although nothing immediately stands out as odd about this blade, the closer one tries to inspect it, the harder it is to focus on the details. In fact, the entire blade seems to shift out of focus and blur at the edges from time to time, and just as quickly snap back into focus. Detailed runes run the blade&#039;s length, their blurred meaning indecipherable. Two polished black opals crest the guard where the blade meets it, and a single faceted piece of obsidian adorns the pommel. You also notice a small enchanter&#039;s mark.&lt;br /&gt;
&lt;br /&gt;
=== an onyx-studded black alloy misericord ===&lt;br /&gt;
&#039;&#039;&#039;Show&#039;&#039;&#039;: The misericord is a simple design, a double-edged blade set with a long shallow runnel for strength. The black alloy lends it distinctive and unusual properties, however, causing the misericord to shift in and out of focus, appearing indistinct and hazy one moment and clear the next. Runes have been engraved upon the blade, but are impossible to read. The guard and pommel are studded with onyx in the shape of black rose blooms that fit into the ornate scrollwork of vines done in relief. You also notice a small enchanter&#039;s glyph.&lt;br /&gt;
&lt;br /&gt;
===a long-bladed black alloy troll-claw===&lt;br /&gt;
&#039;&#039;&#039;Show&#039;&#039;&#039;: The troll-claw&#039;s glove is fashioned of hardened black leather and fastened at the wrist by a cabochon emerald. Tiny, hollow bones form a macabre setting for the verdant jewel, which is marred by a faint dark impurity within its otherwise limpid depths. A quintet of wicked blades arcs from the knuckles of the glove. Drinking in ambient light, the hooked lengths sublimate occasionally into twitching clouds of shadow before regaining solidity. You also notice a small enchanter&#039;s glyph.&lt;br /&gt;
&lt;br /&gt;
===a flanged black alloy dhara===&lt;br /&gt;
Found in the Digging Game at [[Ebon Gate 2009]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Show&#039;&#039;&#039;:  Six flanged blades of stygian metal sprout from the shadow-wreathed head of the mace, the metal of which is possessed of almost a fluid quality like congealed oil. Variegations of darker hue shift and twitch all over the weapon, the strange effect extending from its head down to where its supporting metal shaft collides with a handle of petrified witchwood. The stony butt of the ebon mace is wrapped with a softening mesh of gathered spidersilk, allowing for a custom fitted grip. You also notice a small enchanter&#039;s glyph.&lt;br /&gt;
&lt;br /&gt;
===a banded black alloy quarterstaff===&lt;br /&gt;
Found in the Digging Game at [[Ebon Gate 2009]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Show&#039;&#039;&#039;: The haft of the staff is carved from petrified witchwood, the distinctive grain of the wood replaced by pale minerals but still flowing and sinuous.  Much of the weapon&#039;s length is shod in thin rings of midnight-dark metal, the edges of which seem to drink light.  Hazes of shadow about each length of metal twitch with a pulsing, rhythmic beat.  A single ring of vaalin adorns the center of the quarterstaff, etched with a tangle of fruit-laden grape vines.  You also notice a small enchanter&#039;s glyph.&lt;br /&gt;
&lt;br /&gt;
===a slim-bladed black alloy greataxe===&lt;br /&gt;
Sold at the [[Ebon Gate 2009 auction list|Ebon Gate 2009 auction]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Show&#039;&#039;&#039;: Dripping tendrils of shadow cling to the impressive length of the greataxe&#039;s slender blade, growing less substantial and sublimating into dark mist as they part from the weapon completely. The stygian metal seems, at times, to be caught in state between liquidity and solidity, but its true edge is never less than razor-sharp. Faint carmine ornamentation is visible through the twitching and blurring of the blade. Above a hilt wrapped in mottled white leather, the guard is a simple twist of golden metal. You also notice a small enchanter&#039;s glyph.&lt;br /&gt;
&lt;br /&gt;
===a bejeweled black alloy gauntlet-sword===&lt;br /&gt;
Sold at the [[Ebon Gate 2009 auction list|Ebon Gate 2009 auction]].&lt;br /&gt;
&lt;br /&gt;
===a blue-jeweled black alloy spikestar===&lt;br /&gt;
Sold at the [[Ebon Gate 2009 auction list|Ebon Gate 2009 auction]].&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Waving the dagger at creatures or people feeds its thirst. This form of attack can be done anywhere, even in a sanctuary, until the weapon is full, draining anywhere from 5 to 25 blood from the victim per hit. This attack does not seem to work against creatures or people ten levels lower then the wielder&#039;s current level, however it does work on anything older then you, regardless of level difference. This attack works only in offensive stance, and as seen in the third wave, cannot be used when the dagger is sated. It also seems to like a variety, if it drains a person too many times in a row, it seems to want another victim. This attack does not seem to work on most NPCs, familiars or companions, but does work on bards&#039; animated weapons.&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
Every time the blade flares during a normal attack, it makes the blade hunger a bit more, as the blade begins to hunger, its enchant begins to drop progressively from +25 to +20. As this happens, it begins to flare less often.&lt;br /&gt;
&lt;br /&gt;
Flare Message: Ravenous tendrils of shadow burst forth from the black alloy dagger, draining the very life from the TARGET!&lt;br /&gt;
75 points of damage!&lt;br /&gt;
&lt;br /&gt;
ShadowDeath weapons appear to use both the script and flare slot, and have a property that keeps them from being enchanted or ensorcelled by players.  The script controls the enchant based on what&#039;s going on with the weapon, so GM enchants shouldn&#039;t work either.  Creature Banes and Weighting should be able to be added without issue.&lt;br /&gt;
&lt;br /&gt;
==Verb Traps==&lt;br /&gt;
{| {{prettytable|background:#F0F8FF;height:15px;}} &lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white; &amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|VERB&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|FIRST&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|THIRD&lt;br /&gt;
|-&lt;br /&gt;
!Rub&lt;br /&gt;
|&#039;&#039;&#039;Rub checks to see how charged the weapon is.&amp;lt;br&amp;gt;&lt;br /&gt;
:You rub the black alloy dagger noticing how it appears almost insubstantial, but just as quickly returns to its solid state.&lt;br /&gt;
:A voice whispers, &amp;quot;Master, I thirst for blood...&amp;quot; (+20, shadow flares from time to time)&lt;br /&gt;
&lt;br /&gt;
:You rub the black alloy dagger noticing how it appears almost insubstantial, but just as quickly returns to its solid state.&lt;br /&gt;
:A voice whispers, &amp;quot;Master, I still hunger. Sate my thirst!&amp;quot; (+21-22, shadow flares more often)&lt;br /&gt;
&lt;br /&gt;
:You rub the black alloy dagger noticing how it appears almost insubstantial, but just as quickly returns to its solid state.&lt;br /&gt;
:A voice whispers, &amp;quot;Master, the blood of your enemies runs freely in me.&amp;quot; (+23-24, shadow flares more often)&lt;br /&gt;
&lt;br /&gt;
:You rub the black alloy dagger noticing how it appears almost insubstantial, but just as quickly returns to its solid state.&lt;br /&gt;
:A voice whispers, &amp;quot;Master, I am sated, command me.&amp;quot; (+25, shadow flares almost every hit)&lt;br /&gt;
|style=&amp;quot;vertical-align:top&amp;quot;|Person rubs his black alloy dagger; the dagger appears insubstantial one moment, and solid the next.&lt;br /&gt;
|-&lt;br /&gt;
!Tilt&lt;br /&gt;
|You tilt your black alloy dagger side to side, but the dagger seems to be absorbing the light causing a nauseating blurring effect.&lt;br /&gt;
|Person tilts his black alloy dagger side to side, but the dagger seems to be absorbing the light causing a nauseating blurring effect.&lt;br /&gt;
|-&lt;br /&gt;
!Turn&lt;br /&gt;
|You turn the black alloy dagger over in your hands, watching as shadowstuff pools on the surface and appears to trap the available light, casting a shroud of gray darkness over itself.&lt;br /&gt;
|Person tilts his black alloy dagger side to side, but the dagger seems to be absorbing the light causing a nauseating blurring effect.&lt;br /&gt;
|-&lt;br /&gt;
!Tap&lt;br /&gt;
|You press your fingers against the black alloy dagger and watch as it grows almost translucent and smokey. Your fingers dip in, and as you pull them out small tendrils of shadowstuff trail a short distance before snapping away and sinking back into the black alloy dagger.&lt;br /&gt;
|Person presses his fingers against the black alloy dagger. As they do, the dagger grows almost translucent and smokey. Person&#039;s fingers dip in, and as he pulls them back small tendrils of shadowstuff trail a short distance before snapping away and sinking back into the black alloy dagger.&lt;br /&gt;
|-&lt;br /&gt;
!Wave&amp;lt;br&amp;gt;Targeted&lt;br /&gt;
|Long tendrils of dark shadow leap from your black alloy dagger, streaming towards a hobbit as if they were hungry vipers lunging for their target!&lt;br /&gt;
:The shadowy tendrils strike out at the hobbit snapping and swarming before suddenly breaking off and returning to your black alloy dagger!&lt;br /&gt;
:A voice whispers, &amp;quot;Master, I cannot feed from this one.&amp;quot; (Creature/person&#039;s level is too low VS. level)&lt;br /&gt;
&lt;br /&gt;
:Long tendrils of dark shadow leap from your black alloy dagger, streaming towards hobbit as if they were hungry vipers lunging for their target!&lt;br /&gt;
:The shadowy tendrils strike out at the hobbit snapping, swarming, and whipping about the hobbit while tearing his life away!&lt;br /&gt;
&lt;br /&gt;
:A voice whispers to you, &amp;quot;I cannot feed any more, master.&amp;quot; (Dagger is full)&lt;br /&gt;
|style=&amp;quot;vertical-align:top&amp;quot;|Long tendrils of dark shadow leap from Person&#039;s black alloy dagger, streaming towards you as if they were hungry vipers lunging for their target!&lt;br /&gt;
:The shadowy tendrils strike out at you snapping, swarming, and whipping about you while draining the warmth of your life away!&lt;br /&gt;
:You take 25 points of damage! Your body aches from the trauma!&lt;br /&gt;
|-&lt;br /&gt;
!Wave&amp;lt;br&amp;gt;Untargeted&lt;br /&gt;
|Long tendrils of dark shadow writhe along the length of your black alloy dagger oozing from handle to tip like blood the color of night.&lt;br /&gt;
|Long tendrils of dark shadow writhe along the length of Person&#039;s black alloy dagger oozing from handle to tip like blood the color of night.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore Song==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Odd sensations ripple through your body as your voice begins to coax information out of the black alloy dagger. However, try as you might, you cannot seem to get a good grasp on the dagger. It is as if it continually slips in and out of phase with your song. You get the distinct impression that more information awaits, just out of reach.&lt;br /&gt;
&lt;br /&gt;
You sing to the black alloy dagger, modulating your voice to unlock the secrets of the dagger. As you weave another harmony, darkness falls over your vision, and swirling shadows seem to engulf you! The darkness quickly fades to a hazy grey, and you could swear that something moves just beyond, out of your grasp. Dark flows of shadow spin through the haze, red pinpoints of light appearing and disappearing. You strain to see through the haze to the Truth beyond, but the swirling shadows suddenly surround you! You have the feeling that you&#039;re suddenly falling as your vision clears.&lt;br /&gt;
&lt;br /&gt;
The black alloy dagger burns in your hands with a deadly cold that seems to drain your very life! (damage inflicted)&lt;br /&gt;
&lt;br /&gt;
You sing to the black alloy dagger, modulating your voice to unlock the secrets of the dagger. As you weave another harmony, darkness falls over your vision, and swirling shadows seem to engulf you! Vile whispers and dark words seem to permeate the darkness. Everywhere harsh grating voices ask for your service and your assistance. The cacophony of voices is overwhelming. Amidst it all, a small pinpoint of light floats in the center of your vision, just beyond the grasp of your powers. Suddenly, red pinpoints of light spring up all around, and you can feel dozens of cold talons grasping, groping, and pulling you backwards into the darkness. With a great searing pain, your vision clears!&lt;br /&gt;
&lt;br /&gt;
You sing to the black alloy dagger, modulating your voice to unlock the secrets of the dagger. As you weave another harmony, darkness falls over your vision, and swirling shadows seem to engulf you! Hideous cries of pain fill your ears and cold talons of pure shadow grope at you in the darkness. Somewhere very close by, dark whispers echo obscene deeds and ask for your help in accomplishing them. Two red swirling eyes suddenly appear before you and a harsh grating voice utters, &amp;quot;Serve Her...&amp;quot; A feeling of tremendous weight suddenly presses on your chest, and you swear you can hear your ribs crack as cold talons tear through bone and flesh to grapple at your heart! With a searing flash of pain, your vision clears.&lt;br /&gt;
&lt;br /&gt;
Dark swirling shadows suddenly cloud your vision as you pierce through the veil and firmly grasp the dagger in your song. You spiral down, down through the shadows and into impenetrable dark before feeling the blast of forges. A sudden red glow fills the air and then there is the illumination of great forges carved into the rock of solid earth. Dark swarthy dwarves clad in little more than loincloths stand before them at work, bound in chains of deepest black. At one forge a wizened elf hammers away, shaping and creating this very dagger. Somewhere around you, dark voices whisper, hiss, grate in the shadows uttering things you cannot understand. A piercing shriek of glee fills the air and your attention is brought back to the old elf forging the dagger. He douses the dagger in a tub of oil the color and consistency of blood, and then raises is aloft, shouting in a gruff voice that has not felt water in many hours, &amp;quot;Behold, my Queen, it is done!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Darkness fills your vision in long tendrils of oozing shadow, as though black liquid filled your eyes and rendered you blind. Just as quickly a great grey haze fills the center of your vision, parting to reveal an elven woman, clad in rich grey fabrics and wearing black diamonds. Time and Places seem to move around her, centuries of existence in a great elven city flood by followed by exile to the woods, and deepest darkness where brief glimpses show dark and vile shadows that swirl about her with swirling red pinpoint eyes. The image flashes forward again to a great dark tower that climbs high above the surrounding forest. Great storm clouds cast a pall of dark grey over the landscape and swirling shadows encompass the tower, cast into a hideous frieze by blinding flashes of lightning from the heavens above. Atop the tower the woman throws her hands up to the sky, and a towering cloud of shadow materializes behind her into a horrifying visage. Its maw opens wide and two swirling red pinpoints of light blaze in the darkness like two bright red suns. The horrible scene spins away in a swirling cloud of shadow as your vision clears.&lt;br /&gt;
&lt;br /&gt;
You focus the tones of your voice on the dagger, grasping it and holding it in this reality despite the way it constantly slips and wriggles in your grasp, as though it were alive. You learn little before it slips away again, except that the weapon is bound with dark magic, and appears to have an enchantment bonus that varies. You get a distinct feeling of hunger, as though the dagger in your hands must be continually fed.&lt;br /&gt;
&lt;br /&gt;
You pierce the shadows in an attempt to learn more information, but realize the darkness has nothing more to reveal to you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Shadowdeath vambraces]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Shadowdeath Items]]&lt;br /&gt;
[[Category:Legendary Items]]&lt;br /&gt;
[[Category: Ebon Gate Auction 2009]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=ShadowDeath_weapon&amp;diff=128140</id>
		<title>ShadowDeath weapon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=ShadowDeath_weapon&amp;diff=128140"/>
		<updated>2020-01-28T22:39:42Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: /* Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC limit|2}}&lt;br /&gt;
==List of ShadowDeath Weapons==&lt;br /&gt;
&lt;br /&gt;
=== an etched black alloy broadsword === &lt;br /&gt;
&#039;&#039;&#039;Show&#039;&#039;&#039;: The dark black alloy of the broadsword immediately marks it as unusual. Forged from a single piece of the strange metal, wicked teeth mark the double edge along the length of the blade. Beautiful black opals are set into the guard, and a gnarled talon holds a shard of obsidian fast in the pommel. The entire broadsword seems to jump in and out of focus, blurring at the edges. You also notice a small enchanter&#039;s glyph.&lt;br /&gt;
&lt;br /&gt;
=== an etched black alloy dirk ===&lt;br /&gt;
&#039;&#039;&#039;Show&#039;&#039;&#039;:  The black alloy dirk would be a simple, if somewhat ornate, dirk except for the odd black alloy that comprises the blade and handle.  The metal seems to waver and blur at one moment, and then snap into focus the next.  Along the blade are etched intricate runes, each rendered illegible because of the odd blurring effect.  The handle, made of the same black metal, is wrapped tightly in corded wire and snares a large black diamond cut into an intricate oval cut in the pommel.  You also notice a small enchanter&#039;s glyph.&lt;br /&gt;
&lt;br /&gt;
=== a feystone-set slim silvery dagger ===&lt;br /&gt;
&#039;&#039;&#039;Show&#039;&#039;&#039;: The silver-gilt steel of the blade yields to pure silver in the ornate guard, which has been wrought to resemble a spray of wyrwood leaves The grip itself is wrapped in braided white leather, and the pommel bears a flawless lilac feystone. Flowing silver inlay courses over the narrow, double-edged blade to create glimmering elven runes. You also notice a small enchanter&#039;s glyph.&lt;br /&gt;
&lt;br /&gt;
=== a long-bladed black alloy dagger ===&lt;br /&gt;
&#039;&#039;&#039;Show&#039;&#039;&#039;:  Although nothing immediately stands out as odd about this blade, the closer one tries to inspect it, the harder it is to focus on the details. In fact, the entire blade seems to shift out of focus and blur at the edges from time to time, and just as quickly snap back into focus. Detailed runes run the blade&#039;s length, their blurred meaning indecipherable. Two polished black opals crest the guard where the blade meets it, and a single faceted piece of obsidian adorns the pommel. You also notice a small enchanter&#039;s mark.&lt;br /&gt;
&lt;br /&gt;
=== an onyx-studded black alloy misericord ===&lt;br /&gt;
&#039;&#039;&#039;Show&#039;&#039;&#039;: The misericord is a simple design, a double-edged blade set with a long shallow runnel for strength. The black alloy lends it distinctive and unusual properties, however, causing the misericord to shift in and out of focus, appearing indistinct and hazy one moment and clear the next. Runes have been engraved upon the blade, but are impossible to read. The guard and pommel are studded with onyx in the shape of black rose blooms that fit into the ornate scrollwork of vines done in relief. You also notice a small enchanter&#039;s glyph.&lt;br /&gt;
&lt;br /&gt;
===a long-bladed black alloy troll-claw===&lt;br /&gt;
&#039;&#039;&#039;Show&#039;&#039;&#039;: The troll-claw&#039;s glove is fashioned of hardened black leather and fastened at the wrist by a cabochon emerald. Tiny, hollow bones form a macabre setting for the verdant jewel, which is marred by a faint dark impurity within its otherwise limpid depths. A quintet of wicked blades arcs from the knuckles of the glove. Drinking in ambient light, the hooked lengths sublimate occasionally into twitching clouds of shadow before regaining solidity. You also notice a small enchanter&#039;s glyph.&lt;br /&gt;
&lt;br /&gt;
===a flanged black alloy dhara===&lt;br /&gt;
Found in the Digging Game at [[Ebon Gate 2009]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Show&#039;&#039;&#039;:  Six flanged blades of stygian metal sprout from the shadow-wreathed head of the mace, the metal of which is possessed of almost a fluid quality like congealed oil. Variegations of darker hue shift and twitch all over the weapon, the strange effect extending from its head down to where its supporting metal shaft collides with a handle of petrified witchwood. The stony butt of the ebon mace is wrapped with a softening mesh of gathered spidersilk, allowing for a custom fitted grip. You also notice a small enchanter&#039;s glyph.&lt;br /&gt;
&lt;br /&gt;
===a banded black alloy quarterstaff===&lt;br /&gt;
Found in the Digging Game at [[Ebon Gate 2009]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Show&#039;&#039;&#039;: The haft of the staff is carved from petrified witchwood, the distinctive grain of the wood replaced by pale minerals but still flowing and sinuous.  Much of the weapon&#039;s length is shod in thin rings of midnight-dark metal, the edges of which seem to drink light.  Hazes of shadow about each length of metal twitch with a pulsing, rhythmic beat.  A single ring of vaalin adorns the center of the quarterstaff, etched with a tangle of fruit-laden grape vines.  You also notice a small enchanter&#039;s glyph.&lt;br /&gt;
&lt;br /&gt;
===a slim-bladed black alloy greataxe===&lt;br /&gt;
Sold at the [[Ebon Gate 2009 auction list|Ebon Gate 2009 auction]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Show&#039;&#039;&#039;: Dripping tendrils of shadow cling to the impressive length of the greataxe&#039;s slender blade, growing less substantial and sublimating into dark mist as they part from the weapon completely. The stygian metal seems, at times, to be caught in state between liquidity and solidity, but its true edge is never less than razor-sharp. Faint carmine ornamentation is visible through the twitching and blurring of the blade. Above a hilt wrapped in mottled white leather, the guard is a simple twist of golden metal. You also notice a small enchanter&#039;s glyph.&lt;br /&gt;
&lt;br /&gt;
===a bejeweled black alloy gauntlet-sword===&lt;br /&gt;
Sold at the [[Ebon Gate 2009 auction list|Ebon Gate 2009 auction]].&lt;br /&gt;
&lt;br /&gt;
===a blue-jeweled black alloy spikestar===&lt;br /&gt;
Sold at the [[Ebon Gate 2009 auction list|Ebon Gate 2009 auction]].&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Waving the dagger at creatures or people feeds its thirst. This form of attack can be done anywhere, even in a sanctuary, until the weapon is full, draining anywhere from 5 to 25 blood from the victim per hit. This attack does not seem to work against creatures or people ten levels lower then the wielder&#039;s current level, however it does work on anything older then you, regardless of level difference. This attack works only in offensive stance, and as seen in the third wave, cannot be used when the dagger is sated. It also seems to like a variety, if it drains a person too many times in a row, it seems to want another victim. This attack does not seem to work on most NPCs, familiars or companions, but does work on bards&#039; animated weapons.&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
Every time the blade flares during a normal attack, it makes the blade hunger a bit more, as the blade begins to hunger, its enchant begins to drop progressively from +25 to +20. As this happens, it begins to flare less often.&lt;br /&gt;
&lt;br /&gt;
Flare Message: Ravenous tendrils of shadow burst forth from the black alloy dagger, draining the very life from the TARGET!&lt;br /&gt;
75 points of damage!&lt;br /&gt;
&lt;br /&gt;
The ShadowDeath weapons are unable to be enchanted (either by adventurers or via GM service), ensorcelled, or flared (as the script also consumes the Category B slot. They can, however, be weighted and baned.&lt;br /&gt;
&lt;br /&gt;
==Verb Traps==&lt;br /&gt;
{| {{prettytable|background:#F0F8FF;height:15px;}} &lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white; &amp;quot;&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|VERB&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|FIRST&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|THIRD&lt;br /&gt;
|-&lt;br /&gt;
!Rub&lt;br /&gt;
|&#039;&#039;&#039;Rub checks to see how charged the weapon is.&amp;lt;br&amp;gt;&lt;br /&gt;
:You rub the black alloy dagger noticing how it appears almost insubstantial, but just as quickly returns to its solid state.&lt;br /&gt;
:A voice whispers, &amp;quot;Master, I thirst for blood...&amp;quot; (+20, shadow flares from time to time)&lt;br /&gt;
&lt;br /&gt;
:You rub the black alloy dagger noticing how it appears almost insubstantial, but just as quickly returns to its solid state.&lt;br /&gt;
:A voice whispers, &amp;quot;Master, I still hunger. Sate my thirst!&amp;quot; (+21-22, shadow flares more often)&lt;br /&gt;
&lt;br /&gt;
:You rub the black alloy dagger noticing how it appears almost insubstantial, but just as quickly returns to its solid state.&lt;br /&gt;
:A voice whispers, &amp;quot;Master, the blood of your enemies runs freely in me.&amp;quot; (+23-24, shadow flares more often)&lt;br /&gt;
&lt;br /&gt;
:You rub the black alloy dagger noticing how it appears almost insubstantial, but just as quickly returns to its solid state.&lt;br /&gt;
:A voice whispers, &amp;quot;Master, I am sated, command me.&amp;quot; (+25, shadow flares almost every hit)&lt;br /&gt;
|style=&amp;quot;vertical-align:top&amp;quot;|Person rubs his black alloy dagger; the dagger appears insubstantial one moment, and solid the next.&lt;br /&gt;
|-&lt;br /&gt;
!Tilt&lt;br /&gt;
|You tilt your black alloy dagger side to side, but the dagger seems to be absorbing the light causing a nauseating blurring effect.&lt;br /&gt;
|Person tilts his black alloy dagger side to side, but the dagger seems to be absorbing the light causing a nauseating blurring effect.&lt;br /&gt;
|-&lt;br /&gt;
!Turn&lt;br /&gt;
|You turn the black alloy dagger over in your hands, watching as shadowstuff pools on the surface and appears to trap the available light, casting a shroud of gray darkness over itself.&lt;br /&gt;
|Person tilts his black alloy dagger side to side, but the dagger seems to be absorbing the light causing a nauseating blurring effect.&lt;br /&gt;
|-&lt;br /&gt;
!Tap&lt;br /&gt;
|You press your fingers against the black alloy dagger and watch as it grows almost translucent and smokey. Your fingers dip in, and as you pull them out small tendrils of shadowstuff trail a short distance before snapping away and sinking back into the black alloy dagger.&lt;br /&gt;
|Person presses his fingers against the black alloy dagger. As they do, the dagger grows almost translucent and smokey. Person&#039;s fingers dip in, and as he pulls them back small tendrils of shadowstuff trail a short distance before snapping away and sinking back into the black alloy dagger.&lt;br /&gt;
|-&lt;br /&gt;
!Wave&amp;lt;br&amp;gt;Targeted&lt;br /&gt;
|Long tendrils of dark shadow leap from your black alloy dagger, streaming towards a hobbit as if they were hungry vipers lunging for their target!&lt;br /&gt;
:The shadowy tendrils strike out at the hobbit snapping and swarming before suddenly breaking off and returning to your black alloy dagger!&lt;br /&gt;
:A voice whispers, &amp;quot;Master, I cannot feed from this one.&amp;quot; (Creature/person&#039;s level is too low VS. level)&lt;br /&gt;
&lt;br /&gt;
:Long tendrils of dark shadow leap from your black alloy dagger, streaming towards hobbit as if they were hungry vipers lunging for their target!&lt;br /&gt;
:The shadowy tendrils strike out at the hobbit snapping, swarming, and whipping about the hobbit while tearing his life away!&lt;br /&gt;
&lt;br /&gt;
:A voice whispers to you, &amp;quot;I cannot feed any more, master.&amp;quot; (Dagger is full)&lt;br /&gt;
|style=&amp;quot;vertical-align:top&amp;quot;|Long tendrils of dark shadow leap from Person&#039;s black alloy dagger, streaming towards you as if they were hungry vipers lunging for their target!&lt;br /&gt;
:The shadowy tendrils strike out at you snapping, swarming, and whipping about you while draining the warmth of your life away!&lt;br /&gt;
:You take 25 points of damage! Your body aches from the trauma!&lt;br /&gt;
|-&lt;br /&gt;
!Wave&amp;lt;br&amp;gt;Untargeted&lt;br /&gt;
|Long tendrils of dark shadow writhe along the length of your black alloy dagger oozing from handle to tip like blood the color of night.&lt;br /&gt;
|Long tendrils of dark shadow writhe along the length of Person&#039;s black alloy dagger oozing from handle to tip like blood the color of night.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore Song==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Odd sensations ripple through your body as your voice begins to coax information out of the black alloy dagger. However, try as you might, you cannot seem to get a good grasp on the dagger. It is as if it continually slips in and out of phase with your song. You get the distinct impression that more information awaits, just out of reach.&lt;br /&gt;
&lt;br /&gt;
You sing to the black alloy dagger, modulating your voice to unlock the secrets of the dagger. As you weave another harmony, darkness falls over your vision, and swirling shadows seem to engulf you! The darkness quickly fades to a hazy grey, and you could swear that something moves just beyond, out of your grasp. Dark flows of shadow spin through the haze, red pinpoints of light appearing and disappearing. You strain to see through the haze to the Truth beyond, but the swirling shadows suddenly surround you! You have the feeling that you&#039;re suddenly falling as your vision clears.&lt;br /&gt;
&lt;br /&gt;
The black alloy dagger burns in your hands with a deadly cold that seems to drain your very life! (damage inflicted)&lt;br /&gt;
&lt;br /&gt;
You sing to the black alloy dagger, modulating your voice to unlock the secrets of the dagger. As you weave another harmony, darkness falls over your vision, and swirling shadows seem to engulf you! Vile whispers and dark words seem to permeate the darkness. Everywhere harsh grating voices ask for your service and your assistance. The cacophony of voices is overwhelming. Amidst it all, a small pinpoint of light floats in the center of your vision, just beyond the grasp of your powers. Suddenly, red pinpoints of light spring up all around, and you can feel dozens of cold talons grasping, groping, and pulling you backwards into the darkness. With a great searing pain, your vision clears!&lt;br /&gt;
&lt;br /&gt;
You sing to the black alloy dagger, modulating your voice to unlock the secrets of the dagger. As you weave another harmony, darkness falls over your vision, and swirling shadows seem to engulf you! Hideous cries of pain fill your ears and cold talons of pure shadow grope at you in the darkness. Somewhere very close by, dark whispers echo obscene deeds and ask for your help in accomplishing them. Two red swirling eyes suddenly appear before you and a harsh grating voice utters, &amp;quot;Serve Her...&amp;quot; A feeling of tremendous weight suddenly presses on your chest, and you swear you can hear your ribs crack as cold talons tear through bone and flesh to grapple at your heart! With a searing flash of pain, your vision clears.&lt;br /&gt;
&lt;br /&gt;
Dark swirling shadows suddenly cloud your vision as you pierce through the veil and firmly grasp the dagger in your song. You spiral down, down through the shadows and into impenetrable dark before feeling the blast of forges. A sudden red glow fills the air and then there is the illumination of great forges carved into the rock of solid earth. Dark swarthy dwarves clad in little more than loincloths stand before them at work, bound in chains of deepest black. At one forge a wizened elf hammers away, shaping and creating this very dagger. Somewhere around you, dark voices whisper, hiss, grate in the shadows uttering things you cannot understand. A piercing shriek of glee fills the air and your attention is brought back to the old elf forging the dagger. He douses the dagger in a tub of oil the color and consistency of blood, and then raises is aloft, shouting in a gruff voice that has not felt water in many hours, &amp;quot;Behold, my Queen, it is done!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Darkness fills your vision in long tendrils of oozing shadow, as though black liquid filled your eyes and rendered you blind. Just as quickly a great grey haze fills the center of your vision, parting to reveal an elven woman, clad in rich grey fabrics and wearing black diamonds. Time and Places seem to move around her, centuries of existence in a great elven city flood by followed by exile to the woods, and deepest darkness where brief glimpses show dark and vile shadows that swirl about her with swirling red pinpoint eyes. The image flashes forward again to a great dark tower that climbs high above the surrounding forest. Great storm clouds cast a pall of dark grey over the landscape and swirling shadows encompass the tower, cast into a hideous frieze by blinding flashes of lightning from the heavens above. Atop the tower the woman throws her hands up to the sky, and a towering cloud of shadow materializes behind her into a horrifying visage. Its maw opens wide and two swirling red pinpoints of light blaze in the darkness like two bright red suns. The horrible scene spins away in a swirling cloud of shadow as your vision clears.&lt;br /&gt;
&lt;br /&gt;
You focus the tones of your voice on the dagger, grasping it and holding it in this reality despite the way it constantly slips and wriggles in your grasp, as though it were alive. You learn little before it slips away again, except that the weapon is bound with dark magic, and appears to have an enchantment bonus that varies. You get a distinct feeling of hunger, as though the dagger in your hands must be continually fed.&lt;br /&gt;
&lt;br /&gt;
You pierce the shadows in an attempt to learn more information, but realize the darkness has nothing more to reveal to you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Shadowdeath vambraces]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Shadowdeath Items]]&lt;br /&gt;
[[Category:Legendary Items]]&lt;br /&gt;
[[Category: Ebon Gate Auction 2009]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=127683</id>
		<title>Standard maneuver roll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=127683"/>
		<updated>2020-01-07T19:36:41Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: /* Konacon&amp;#039;s 2020-01-07 SMRv2 Update */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;standard maneuver roll&#039;&#039;&#039; system is used to determine the success of most physical actions that do not fall within the [[attack roll]] or [[CMAN]] systems. These include special attacks performed by creatures such as the [[tail sweep]] of the [[cave lizard]], [[three-toed tegu]], and the [[snow madrinol]]; a [[soul golem]]&#039;s steam push; an [[Illoke]]&#039;s ground stomp; an [[Ithzir adept]]&#039;s lightning mote; and a [[war griffin]]&#039;s ride of doom.&lt;br /&gt;
&lt;br /&gt;
SMR is an d100 [[open roll]] with many additive modifiers and is successful if the total exceeds 100. The original SMR system typically does not show the exact result of the roll and modifiers. The new system (SMR v2) shows the d100 and the sum of the modifiers.&lt;br /&gt;
&lt;br /&gt;
== SMR v1 ==&lt;br /&gt;
&lt;br /&gt;
The original SMR system is currently used by the vast majority of creature attacks.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
*[[Dexterity]]&lt;br /&gt;
*[[Agility]]&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus.  Races not listed on the following table are considered to have an average ability to dodge maneuvers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Best:&#039;&#039;&#039; || Burghal Gnomes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Excellent:&#039;&#039;&#039; || Halflings, Forest Gnomes, and Elves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good:&#039;&#039;&#039; || Half-Elves, Dark Elves, Sylvankind, Erithians, and Aelotoi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
{{Side box&lt;br /&gt;
|&#039;&#039;&#039;Sidebox: Armor Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The armor penalty is a relatively significant factor. For a character exactly trained for full plate at cap, it contributes a penalty a little bit above the difference between 1x and 2x PF. Overtraining in armor to reduce the action penalty and/or using [[Armored Evasion]] can reduce the maneuver penalty by a fairly significant amount, however.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Coase}}&lt;br /&gt;
&lt;br /&gt;
*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers.&lt;br /&gt;
*[[Combat Maneuvers]] - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive.&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[Armor Use]] can provide a bonus by reducing the [[action penalty]].&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;evading&#039;&#039; maneuvers:&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Temporal Reversion (540)]] (randomly triggered)&lt;br /&gt;
*[[Mobility (618)]]&lt;br /&gt;
*[[Phase (704)]]&lt;br /&gt;
*[[Song of Luck (1006)]] (randomly triggered)&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Premonition (1220)]]&lt;br /&gt;
*[[Dauntless (1606)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;blocking&#039;&#039; maneuvers:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Barrier (102)]]&lt;br /&gt;
*[[Wall of Force (140)]]&lt;br /&gt;
*[[Elemental Barrier (430)]]&lt;br /&gt;
*[[Elemental Deflection (507)]]&lt;br /&gt;
&lt;br /&gt;
=== Stance ===&lt;br /&gt;
&lt;br /&gt;
Defensive stance is best.&lt;br /&gt;
&lt;br /&gt;
=== Condition ===&lt;br /&gt;
&lt;br /&gt;
A character&#039;s present condition also has an effect on their defenses.  [[Spirit#Low_Spirit_Penalties|Low spirit]] will penalize the target, as well as certain types of injuries and scars.&lt;br /&gt;
&lt;br /&gt;
== SMR v2 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMRv2&#039;&#039;&#039; was released in December 2016 and shows a visible roll.  &lt;br /&gt;
&lt;br /&gt;
The primary defense for the defender is calculated using:&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
#Primary: [[Agility]]&lt;br /&gt;
#Secondary: [[Dexterity]] and [[Intuition]]&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
All skills are weighted equally by the SMR.&lt;br /&gt;
&lt;br /&gt;
*[[Dodging]] (Spells that give a bonus to dodge ranks are taken into account.)&lt;br /&gt;
*[[Combat Maneuvers]] (The bonus ranks granted by [[Patron&#039;s Blessing (1611)]] are taken into account.)&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Physical Fitness]]&lt;br /&gt;
*[[Shield Use]] is used in some cases, depending on the maneuver.&lt;br /&gt;
*[[Survival]] is used in some bandit trap cases.&lt;br /&gt;
&lt;br /&gt;
=== Defender Spells ===&lt;br /&gt;
&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Haste (535)]]&lt;br /&gt;
*[[Phase (704)]] ([[Sorcerous Lore, Demonology]] ranks increase this bonus.)&lt;br /&gt;
*[[Cloak of Shadows (712)]]&lt;br /&gt;
*[[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
*[[Song of Luck (1006)]] (randomly triggered)&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
=== Other Factors ===&lt;br /&gt;
&lt;br /&gt;
[[Stance]], [[level]] difference, size/[[race]], [[wound|injuries]], [[encumbrance]], [[armor penalty]], and [[status|status condition]]s.&lt;br /&gt;
&lt;br /&gt;
Some factors may not be considered for a particular maneuver, depending upon its specifics. For example, magical maneuvers such as [[Earthen Fury (917)]] do not factor in the caster&#039;s stance or injuries.&lt;br /&gt;
&lt;br /&gt;
=== Implementation ===&lt;br /&gt;
*[[Condemn (309)]]&lt;br /&gt;
*[[Ethereal Censer (320)]]&lt;br /&gt;
*[[Earthen Fury (917)]] &lt;br /&gt;
*[[Divine Incarnation (1650)]] {{mono|INCARNATE SMITE}} ability&lt;br /&gt;
*[[Great Auction of 2016]] items including energy bracers and the Captain Elanthia Shield&lt;br /&gt;
*[[Bandit dispel shard]]&lt;br /&gt;
*[[Caedera quaking]]&lt;br /&gt;
*[[Confluence twisting vortex air blast]]&lt;br /&gt;
*[[Dreamvine twinkling dust]]&lt;br /&gt;
*[[Dreamvine wrap]]&lt;br /&gt;
*[[Giant stomp]]&lt;br /&gt;
*[[Poison fog]] ([[giant fog beetle]])&lt;br /&gt;
*[[Settlement of Reim]] traps&lt;br /&gt;
*[[Tail sweep]]&lt;br /&gt;
*[[Triton drowning]]&lt;br /&gt;
*[[Unholy quickening]]&lt;br /&gt;
*[[Wing buffet]]&lt;br /&gt;
&lt;br /&gt;
=== Konacon&#039;s 2019-09-24 SMRv2 Update ===&lt;br /&gt;
* [[Griffin family creatures]]&lt;br /&gt;
* [[Festering taint]]&lt;br /&gt;
* [[Gnarled being]]&lt;br /&gt;
* [[Gremlock]]&lt;br /&gt;
* [[Spider family creatures]] (webs)&lt;br /&gt;
* [[Scaly burgee]]&lt;br /&gt;
* [[Crested basilisk]]&lt;br /&gt;
* [[Krolvin slaver]]&lt;br /&gt;
* [[Illoke family creatures]]&lt;br /&gt;
* [[Horse family creatures]] (kicks)&lt;br /&gt;
* [[Snake family creatures]]&lt;br /&gt;
* [[Water wyrd]]&lt;br /&gt;
* [[Bear family creatures]] &lt;br /&gt;
* [[Steam dervish]]&lt;br /&gt;
* [[Darken]]&lt;br /&gt;
* [[Frost giant]] (ice chunks)&lt;br /&gt;
* [[Lesser ice giant]] (ice chunks)&lt;br /&gt;
* [[Greater ice giant]] (ice chunks)&lt;br /&gt;
* [[Vvrael warlock]]&lt;br /&gt;
* [[Cat family creatures]] (pounces)&lt;br /&gt;
* [[Treekin family creatures]]&lt;br /&gt;
* [[Giant veaba]]&lt;br /&gt;
&lt;br /&gt;
=== Konacon&#039;s 2020-01-07 SMRv2 Update ===&lt;br /&gt;
* [[Dog family creatures]]&lt;br /&gt;
* [[Construct family creatures]]&lt;br /&gt;
* [[Hierophant family creatures]]&lt;br /&gt;
* [[Abyran&#039;ra]]&lt;br /&gt;
* [[Animate Dead]] (explosions)&lt;br /&gt;
* [[Plantlife creatures]]&lt;br /&gt;
* [[Vathor]]&lt;br /&gt;
* [[Necleriine]]&lt;br /&gt;
* [[Kiramon family creatures]]&lt;br /&gt;
* [[Huge mein golem]]&lt;br /&gt;
* [[Worm family creatures]]&lt;br /&gt;
* [[Roa&#039;ter]]&lt;br /&gt;
* [[Enormous rift crawler]]&lt;br /&gt;
* [[Chimera family creatures]]&lt;br /&gt;
* [[Decaying Citadel guardsman]]&lt;br /&gt;
* [[Patchwork flesh monstrosity]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[[Stronghold Bowels information (saved post)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Standard Maneuver Roll| ]]&lt;br /&gt;
[[category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=127682</id>
		<title>Standard maneuver roll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=127682"/>
		<updated>2020-01-07T18:50:34Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;standard maneuver roll&#039;&#039;&#039; system is used to determine the success of most physical actions that do not fall within the [[attack roll]] or [[CMAN]] systems. These include special attacks performed by creatures such as the [[tail sweep]] of the [[cave lizard]], [[three-toed tegu]], and the [[snow madrinol]]; a [[soul golem]]&#039;s steam push; an [[Illoke]]&#039;s ground stomp; an [[Ithzir adept]]&#039;s lightning mote; and a [[war griffin]]&#039;s ride of doom.&lt;br /&gt;
&lt;br /&gt;
SMR is an d100 [[open roll]] with many additive modifiers and is successful if the total exceeds 100. The original SMR system typically does not show the exact result of the roll and modifiers. The new system (SMR v2) shows the d100 and the sum of the modifiers.&lt;br /&gt;
&lt;br /&gt;
== SMR v1 ==&lt;br /&gt;
&lt;br /&gt;
The original SMR system is currently used by the vast majority of creature attacks.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
*[[Dexterity]]&lt;br /&gt;
*[[Agility]]&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus.  Races not listed on the following table are considered to have an average ability to dodge maneuvers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Best:&#039;&#039;&#039; || Burghal Gnomes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Excellent:&#039;&#039;&#039; || Halflings, Forest Gnomes, and Elves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good:&#039;&#039;&#039; || Half-Elves, Dark Elves, Sylvankind, Erithians, and Aelotoi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
{{Side box&lt;br /&gt;
|&#039;&#039;&#039;Sidebox: Armor Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The armor penalty is a relatively significant factor. For a character exactly trained for full plate at cap, it contributes a penalty a little bit above the difference between 1x and 2x PF. Overtraining in armor to reduce the action penalty and/or using [[Armored Evasion]] can reduce the maneuver penalty by a fairly significant amount, however.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Coase}}&lt;br /&gt;
&lt;br /&gt;
*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers.&lt;br /&gt;
*[[Combat Maneuvers]] - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive.&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[Armor Use]] can provide a bonus by reducing the [[action penalty]].&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;evading&#039;&#039; maneuvers:&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Temporal Reversion (540)]] (randomly triggered)&lt;br /&gt;
*[[Mobility (618)]]&lt;br /&gt;
*[[Phase (704)]]&lt;br /&gt;
*[[Song of Luck (1006)]] (randomly triggered)&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Premonition (1220)]]&lt;br /&gt;
*[[Dauntless (1606)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;blocking&#039;&#039; maneuvers:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Barrier (102)]]&lt;br /&gt;
*[[Wall of Force (140)]]&lt;br /&gt;
*[[Elemental Barrier (430)]]&lt;br /&gt;
*[[Elemental Deflection (507)]]&lt;br /&gt;
&lt;br /&gt;
=== Stance ===&lt;br /&gt;
&lt;br /&gt;
Defensive stance is best.&lt;br /&gt;
&lt;br /&gt;
=== Condition ===&lt;br /&gt;
&lt;br /&gt;
A character&#039;s present condition also has an effect on their defenses.  [[Spirit#Low_Spirit_Penalties|Low spirit]] will penalize the target, as well as certain types of injuries and scars.&lt;br /&gt;
&lt;br /&gt;
== SMR v2 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMRv2&#039;&#039;&#039; was released in December 2016 and shows a visible roll.  &lt;br /&gt;
&lt;br /&gt;
The primary defense for the defender is calculated using:&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
#Primary: [[Agility]]&lt;br /&gt;
#Secondary: [[Dexterity]] and [[Intuition]]&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
All skills are weighted equally by the SMR.&lt;br /&gt;
&lt;br /&gt;
*[[Dodging]] (Spells that give a bonus to dodge ranks are taken into account.)&lt;br /&gt;
*[[Combat Maneuvers]] (The bonus ranks granted by [[Patron&#039;s Blessing (1611)]] are taken into account.)&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Physical Fitness]]&lt;br /&gt;
*[[Shield Use]] is used in some cases, depending on the maneuver.&lt;br /&gt;
*[[Survival]] is used in some bandit trap cases.&lt;br /&gt;
&lt;br /&gt;
=== Defender Spells ===&lt;br /&gt;
&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Haste (535)]]&lt;br /&gt;
*[[Phase (704)]] ([[Sorcerous Lore, Demonology]] ranks increase this bonus.)&lt;br /&gt;
*[[Cloak of Shadows (712)]]&lt;br /&gt;
*[[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
*[[Song of Luck (1006)]] (randomly triggered)&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
=== Other Factors ===&lt;br /&gt;
&lt;br /&gt;
[[Stance]], [[level]] difference, size/[[race]], [[wound|injuries]], [[encumbrance]], [[armor penalty]], and [[status|status condition]]s.&lt;br /&gt;
&lt;br /&gt;
Some factors may not be considered for a particular maneuver, depending upon its specifics. For example, magical maneuvers such as [[Earthen Fury (917)]] do not factor in the caster&#039;s stance or injuries.&lt;br /&gt;
&lt;br /&gt;
=== Implementation ===&lt;br /&gt;
*[[Condemn (309)]]&lt;br /&gt;
*[[Ethereal Censer (320)]]&lt;br /&gt;
*[[Earthen Fury (917)]] &lt;br /&gt;
*[[Divine Incarnation (1650)]] {{mono|INCARNATE SMITE}} ability&lt;br /&gt;
*[[Great Auction of 2016]] items including energy bracers and the Captain Elanthia Shield&lt;br /&gt;
*[[Bandit dispel shard]]&lt;br /&gt;
*[[Caedera quaking]]&lt;br /&gt;
*[[Confluence twisting vortex air blast]]&lt;br /&gt;
*[[Dreamvine twinkling dust]]&lt;br /&gt;
*[[Dreamvine wrap]]&lt;br /&gt;
*[[Giant stomp]]&lt;br /&gt;
*[[Poison fog]] ([[giant fog beetle]])&lt;br /&gt;
*[[Settlement of Reim]] traps&lt;br /&gt;
*[[Tail sweep]]&lt;br /&gt;
*[[Triton drowning]]&lt;br /&gt;
*[[Unholy quickening]]&lt;br /&gt;
*[[Wing buffet]]&lt;br /&gt;
&lt;br /&gt;
=== Konacon&#039;s 2019-09-24 SMRv2 Update ===&lt;br /&gt;
* [[Griffin family creatures]]&lt;br /&gt;
* [[Festering taint]]&lt;br /&gt;
* [[Gnarled being]]&lt;br /&gt;
* [[Gremlock]]&lt;br /&gt;
* [[Spider family creatures]] (webs)&lt;br /&gt;
* [[Scaly burgee]]&lt;br /&gt;
* [[Crested basilisk]]&lt;br /&gt;
* [[Krolvin slaver]]&lt;br /&gt;
* [[Illoke family creatures]]&lt;br /&gt;
* [[Horse family creatures]] (kicks)&lt;br /&gt;
* [[Snake family creatures]]&lt;br /&gt;
* [[Water wyrd]]&lt;br /&gt;
* [[Bear family creatures]] &lt;br /&gt;
* [[Steam dervish]]&lt;br /&gt;
* [[Darken]]&lt;br /&gt;
* [[Frost giant]] (ice chunks)&lt;br /&gt;
* [[Lesser ice giant]] (ice chunks)&lt;br /&gt;
* [[Greater ice giant]] (ice chunks)&lt;br /&gt;
* [[Vvrael warlock]]&lt;br /&gt;
* [[Cat family creatures]] (pounces)&lt;br /&gt;
* [[Treekin family creatures]]&lt;br /&gt;
* [[Giant veaba]]&lt;br /&gt;
&lt;br /&gt;
=== Konacon&#039;s 2020-01-07 SMRv2 Update ===&lt;br /&gt;
* [[Dog family creatures]]&lt;br /&gt;
* [[Construct family creatures]]&lt;br /&gt;
* [[heirophant]]&lt;br /&gt;
* [[abyran&#039;ra]]&lt;br /&gt;
* [[Animates]] (explosions)&lt;br /&gt;
* [[Plant family creatures]]&lt;br /&gt;
* [[Vathor]]&lt;br /&gt;
* [[Necleriine]]&lt;br /&gt;
* [[Kiramon family creatures]]&lt;br /&gt;
* [[Huge mein golem]]&lt;br /&gt;
* [[Worm family creatures]]&lt;br /&gt;
* [[Roa&#039;ter]]&lt;br /&gt;
* [[Rift crawlers]]&lt;br /&gt;
* [[Chimera]]&lt;br /&gt;
* [[Decaying citadel guardsman]]&lt;br /&gt;
* [[Patchwork flesh monstrosity]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[[Stronghold Bowels information (saved post)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Standard Maneuver Roll| ]]&lt;br /&gt;
[[category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=HOA&amp;diff=125290</id>
		<title>HOA</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=HOA&amp;diff=125290"/>
		<updated>2019-11-26T00:34:44Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: Created page with &amp;quot;==Statement of Purpose== The Hand of the Arkati fills the widely identified gap of a capped presence across Elanthia. We offer an organization specifically dedicated to huntin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Statement of Purpose==&lt;br /&gt;
The Hand of the Arkati fills the widely identified gap of a capped presence across Elanthia. We offer an organization specifically dedicated to hunting the strongest foes available in a quick, efficient, effective manner and provide a venue for capped individuals to hunt collaboratively. The hometown for the organization is Solhaven, where our planned structure will reside.&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
===Requisites===&lt;br /&gt;
In order to be eligible for membership, an individual must be at or approaching Grand Lord or Lady status, demonstrate a general aptitude in abilities, and be in good social standing with the community. The reputation of the members of this organization is paramount to its success. Attendance at three official organizational event is required before being eligible for induction. All members agree to abide by the behavior and rules section of the bylaws.&lt;br /&gt;
===Membership Levels===&lt;br /&gt;
====Member====&lt;br /&gt;
This is the membership tier that is eligible to every member of the Hand of the Arkati. Basic requirement of being at or approaching Grand Lord or Lady status.&lt;br /&gt;
&amp;lt;br&amp;gt;Benefits Include:&lt;br /&gt;
* Access to permanent structure&lt;br /&gt;
* Ability to vote, weighted as 1 point&lt;br /&gt;
&lt;br /&gt;
====Veteran==== &lt;br /&gt;
Veteran status is available to be bestowed upon any member no sooner than six months after attaining membership. Promotion will be subject to officer approval and review of the member’s standing.&lt;br /&gt;
&amp;lt;br&amp;gt;Benefits Include:&lt;br /&gt;
* Access to permanent structure&lt;br /&gt;
* Voting weighted as 3 points&lt;br /&gt;
&lt;br /&gt;
====Officer====&lt;br /&gt;
Officers are voted into position by a majority vote (weighted by rank) when a position opens. Any new member that joins in the middle of an officer vote will not be eligible for voting participation. An officer must not be an officer of any other meeting hall organization. Officers have authority over events and meetings when present. There will at all times be a minimum of five officers and a maximum of six. The officer selection pool is drawn from current Veterans. If an eligible Veteran does not exist, refuses nomination, or fails to achieve a majority membership vote, the pool of candidates will be drawn from all members.&lt;br /&gt;
&amp;lt;br&amp;gt;Benefits Include:&lt;br /&gt;
* Distribute prize closet items in accordance with meeting hall organization rules and guidelines&lt;br /&gt;
* Access to permanent structure&lt;br /&gt;
* Voting weighted as 5 points&lt;br /&gt;
Officers will consist of six differing positions. Each position will have a primary focus, but those duties may still be performed by other officers if need arises. Members and others are recommended to seek out the officer of the position they are needing assistance in first, if none available they may request assistance from another. While these positions do allow a separation of duties, there are some general shared duties amongst all officers outlined below.&lt;br /&gt;
&amp;lt;br&amp;gt;Primary Duties &amp;amp; Responsibilities:&lt;br /&gt;
* Member inductions when needed&lt;br /&gt;
* Primary leaders of hunting events&lt;br /&gt;
* Host or lead an attendance-qualifying event at least once every two months&lt;br /&gt;
* Maintain the list of official calendar events, announcements, and runners &lt;br /&gt;
* Maintain the endowment and general funds&lt;br /&gt;
* Organize item donations for various causes/events&lt;br /&gt;
* Help maintain records of prize-closet item distribution&lt;br /&gt;
* Be a contact to other meeting hall organizations or cooperative houses of Elanthia&lt;br /&gt;
* Help to coordinate new events and quest runs for public or private member attendance&lt;br /&gt;
* Maintain the official attendance records&lt;br /&gt;
* Availability to be approached for new member inquiry as well as for any issue or conflict resolution&lt;br /&gt;
&lt;br /&gt;
===Expulsion &amp;amp; Removal===&lt;br /&gt;
Although membership within the organization is life-long with no upkeep requirement, there are exceptions that could cause removal of membership. There are also requirements that must be kept in order to maintain the position of officer. These expulsion and requirements are listed as follows.&lt;br /&gt;
* A Hand of the Arkati officer that decides to start or join another meeting hall organization as an officer will be removed as a Hand of the Arkati officer immediately upon recognition of such action&lt;br /&gt;
* Officers will be requested to step down or removed if they leave the game for longer than 60 days. Upon return, a prior officer can request to be voted back into office if current officers stand at five or fewer&lt;br /&gt;
* An officer may be removed due to actions in contrast to the best interests of the organization or in violation of game policy. This removal must be approved by a unanimous decision of the other acting officers. Upon removal, the officer will be demoted to veteran status unless extreme circumstances require expulsion from organization&lt;br /&gt;
* A veteran may be demoted to member due to actions in contrast to the best interests of the organization or in violation of game policy. This removal must be approved by a simple majority of the officers&lt;br /&gt;
* Any member or veteran may be expelled from the organization due to extreme circumstances. These may include violation of game policy, excessive abuse of bylaws’ behavior and rules, or other extreme instances&lt;br /&gt;
* Officers reserve right to remove a member from the organization after sale or transfer of an account and/or character&lt;br /&gt;
&lt;br /&gt;
==Events &amp;amp; Meetings==&lt;br /&gt;
Level Restrictions: Although membership is restricted to characters at, or approaching, Grand Lord or Lady status, lower-level characters may attend events as outlined per each event. In the absence of an officer, a veteran or member may lead and take charge of the event. In order for an event to be considered for attendance credit, the event must either be an official event or attended by at least five attendees. Attendance must be posted via an approved communication method so that it can be tallied.&lt;br /&gt;
&lt;br /&gt;
Hand of the Arkati typically runs an event every night of the week at 8:30 p.m. EST, but there is only one official event per month: the first Saturday (Reim farming). Official and/or regularly-scheduled events may be disrupted due to festivals or other special activities.&lt;br /&gt;
&lt;br /&gt;
===Reim Quest Hunting===&lt;br /&gt;
The settlement of Reim offers various event options, listed below. Loot-sharing guidelines for Reim events follow the loot-sharing guidelines outlined in that section of the bylaws.&lt;br /&gt;
* Farm Run - Consists of staying within the village of Reim inside the “plaza.” Typically, farm runs will provide a constant presence in Reim for the entirety of the event and allow attendees to use Reim orbs to reset progression and gather additional ethereal scrip.&amp;lt;br&amp;gt;Level Restrictions: Generally open to level 81+, but safety is not guaranteed.&lt;br /&gt;
* Progression Run - This is your typical Reim quest run. The event usually gathers within the village of Reim inside the plaza. At the designated time of progression, the group will make its way towards the throne room to kill the emperor and empress. Individual loot searched from the emperor and empress will belong to person who initiated the spawning of such.&amp;lt;br&amp;gt;Level Restrictions: Level 91+&lt;br /&gt;
**  Time of Progression - Will begin promptly at time stated at the beginning of event. (e.g., Reim progression will begin at 9 p.m. (NO reorbing after 8:55)&lt;br /&gt;
** Moving forward: Once progression has begun, group leadership will give attendees a maximum of two rare waves to gain clearance for next area. If still not clear, leader of event will request attendee stay behind to allow the group to progress in timely manner.&lt;br /&gt;
** AFK or non-responsive participants who are not clear will be given only one wave to clear and then left in a non-combat zone&lt;br /&gt;
* Speed Run - This is NOT your typical Reim quest run. The event gathers within the village of Reim inside the plaza. The group will promptly make its way towards the throne room to kill the emperor and empress. Individual loot searched from the emperor and empress will belong to person who initiated the spawning of such.&amp;lt;br&amp;gt;Level Restrictions: Level 91+&lt;br /&gt;
**  Time of Progression - Will begin promptly at 8:30 p.m. on Friday evening and begin progression at 8:45 p.m.&lt;br /&gt;
** Moving forward: Once progression has begun, group leadership will give attendees a maximum of one rare wave to gain clearance for next area. If not clear, attendee will be left where they stand to fend for themself&lt;br /&gt;
** AFK or non-responsive participants who are not clear will be left where they stand to fend for themself&lt;br /&gt;
* Fortress Defense - A fast-paced, 30-minute event based on “defend the flag,” which gives one the chance to fight sequential waves of undead enemies. This version of Reim is best suited for casters or extremely fast physical classes.&amp;lt;br&amp;gt;Level Restrictions: Level 91+&lt;br /&gt;
&lt;br /&gt;
===Regular Capped Hunting Grounds===&lt;br /&gt;
These hunting events consist of group parties that gather to do adventurer-guild bandit runs, excursions to Old Ta’Faendryl, Sanctum of Scales, the Rift, the Elemental Confluence, or Nelemar as well as any future released hunting grounds designed towards capped players. These events or typically done as impromptu events by organization members (see above for attendance credit requirements). Many times officers or veterans may announce that they are gathering a group to head to one of these areas. Please feel free to join with them. These events will typically be led by the leader requesting the event. The loot for this event should be determined by those in attendance amongst themselves.&lt;br /&gt;
&amp;lt;br&amp;gt;Level Restrictions: Level 91+&lt;br /&gt;
&lt;br /&gt;
===Guardians of Sunfist Warcamping===&lt;br /&gt;
The leader of this event will generally be a member of the Guardians of Sunfist as one is needed to access entry to the camp. Usually a group will RAZE a warcamp, which consists of defeating an entire camp to extinction and then burning it to the ground. Raze tasks can be shared amongst society members at the beginning of the event. Loot-sharing guidelines for warcamping events follow the loot-sharing section of the bylaws.&lt;br /&gt;
* Please be prepared to dedicate a sufficient amount of time for the camp to be cleared. Generally a raze task can take between 30 minutes to 1 hour depending on camp and group size.&lt;br /&gt;
* It is recommended you come fully prepared with as much magical protection as you can garner. Also note that area of effect spells are not advised inside of the camp due to the shroud surrounding it.&lt;br /&gt;
&amp;lt;br&amp;gt;Level Restrictions: Level 91+ (restriction important due to Grimswarm spawning to the highest-level attendee).&lt;br /&gt;
&lt;br /&gt;
===Quests===&lt;br /&gt;
From time to time, paid quests may be led via the box office or simucoin quest system. These events will have limited space and loot distribution will be determined by the event leader. These paid quests are subject to attendance credit as long as they meet the minimum impromptu requirement of 5 attendees and are led by an officer or veteran.&lt;br /&gt;
&amp;lt;br&amp;gt;Level Restrictions: Varies based on event leader organizing&lt;br /&gt;
&lt;br /&gt;
===Event Loot Sharing===&lt;br /&gt;
For Reim-based events, there should always be at least one designated looter responsible for clearing corpses and gathering silver and gems. There will also be at least one leader responsible for safely grouping attendees and, where applicable, navigating the group through the quest.&lt;br /&gt;
* All corpses will be looted by the designated looter running a major loot boost for maximum possible looting benefit. The looter will coordinate with those in attendance to carry full containers when overburdened. It’s the looter’s responsibility to track to whom these containers were given&lt;br /&gt;
* At the end of the event, all containers will be given to a seller, preferably the attendee that has the highest trading and influence bonus, to take and sell. Coins will then be given to the leader to share amongst the attendees.&lt;br /&gt;
** Each leader of the group is entitled to one additional full share of the collected coins&lt;br /&gt;
** Each looter of the group is entitled to one additional full share of the collected coins&lt;br /&gt;
* Any attendee who wishes to receive a share of the silver split must choose from one of two options:&lt;br /&gt;
** Immediately move to Gardenia Commons in Mist Harbor and join the appointed group leader&lt;br /&gt;
** Communicate to the group before the event finishes that you will be unable to join the group in Gardenia Commons and:&lt;br /&gt;
*** Coordinate with another premium attendee to have your split delivered&lt;br /&gt;
***If unable to coordinate with anyone, alert an Officer and wait patiently in the Reim Base Camp for your split to be delivered to you&lt;br /&gt;
We encourage all attendees to learn and be comfortable with leading and looting tasks, so if you’re unclear about how to execute any of the tasks listed above please do not hesitate to contact an officer. We will be happy to provide you with guidance, instruction, and advice on how to get more involved with our events.&lt;br /&gt;
&lt;br /&gt;
===Other Events &amp;amp; Meetings===&lt;br /&gt;
From time to time, the officers and members may take part in various other events and meetings done throughout the world of Elanthia. These can range from festival participation to general organization meetings to discuss whatever topics are needed. These other events will typically be led by an officer or an officer-appointed event leader.&lt;br /&gt;
&lt;br /&gt;
==Behavior, Rules, &amp;amp; 3rd Party Resources==&lt;br /&gt;
Although the Hand of the Arkati is mostly an out of character community designed around capped group activity, we do ask that members and those that join us for our events abide by some simple behavior and rules. Those include the following:&lt;br /&gt;
* Drama, excessive complaining, etc is not appreciated, warranted, nor wanted&lt;br /&gt;
* Although our membership base is mostly adults, please keep our various forms of communication to a modest level. (e.g., no NC-17 rated content). Please take those discussions to a more private medium. If excessive violations occur, we will bar you from our communication methods&lt;br /&gt;
&lt;br /&gt;
Officers will manage and distribute invitations to 3rd party communication and resource tools. These include, but not limited too, external voice &amp;amp; text chat software as well as attendance records. Invitations to our existing voice &amp;amp; text chat software will be restricted to the following:&lt;br /&gt;
* Current members of the organization&lt;br /&gt;
* Individuals that have shown an interest in our organization by attending an event&lt;br /&gt;
* Individuals with special circumstances deemed so by the inviting officer&lt;br /&gt;
When an officer holding ownership over one of these tools and or resources steps down or is removed from the organization, that officer is required to relinquish ownership rights to another active officer.&lt;br /&gt;
&lt;br /&gt;
==Bylaws Ratification and Revisions==&lt;br /&gt;
If and when changes to the above bylaws need to be made, the following guidelines will be used to coordinate updates and approval.&lt;br /&gt;
&lt;br /&gt;
A bylaw change, update, removal, and additions may be proposed by the current officers. A majority vote of the officers will be used to decide if approved or denied.&lt;br /&gt;
&lt;br /&gt;
===History of Changes===&lt;br /&gt;
* 11/25/2019 - Updating the bylaws to reflect the removal of the Captain role, the updated requirements for Veteran status, the change to the event schedule, and the change to the loot sharing guidelines&lt;br /&gt;
* 11/13/2019 - Updated the list of officers&lt;br /&gt;
* 4/14/2019 - Removed officer titles and consolidated roles to be more generic for all officers to perform.&lt;br /&gt;
* 1/21/2019 - Updated officer selection pool guidelines.&lt;br /&gt;
* 9/20/2018 - Updated REIM Progression guidelines (rare spawn limitation changes)&lt;br /&gt;
* 5/29/2018 - Added requirement to post captain events to appropriate Discord channel&lt;br /&gt;
* 3/7/2018 - Initial acceptance and approval of bylaws &amp;amp; charter.&lt;br /&gt;
&lt;br /&gt;
==Current Officers==&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|Treeva&lt;br /&gt;
|-&lt;br /&gt;
|Nuadjha&lt;br /&gt;
|-&lt;br /&gt;
|Ragz&lt;br /&gt;
|-&lt;br /&gt;
|Kragdruk&lt;br /&gt;
|-&lt;br /&gt;
|Melivn&lt;br /&gt;
|-&lt;br /&gt;
|Nodyre&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Roster==&lt;br /&gt;
Roster and full attendance records can be found in the public Google Spreadsheet:&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1U3k23G5VWvl4Z0_K42qeDPbAEjcB23j70eNKP7RCd44/edit?usp=sharing Roster and Attendance Spreadsheet]&lt;br /&gt;
&lt;br /&gt;
==Insignias==&lt;br /&gt;
* a marbled ora hand insignia clenched around a small gemstone globe - 20k&lt;br /&gt;
* a clenched veil iron hand insignia - Member Insignia (purchasable by any member) - 25k&amp;lt;br&amp;gt;Dark blue-flecked veil iron fingers envelop a gemstone globe that has been cut with a fractal lightning arc.  Light blue vaalorn veins writhe outward from the globe across the clenched fist, and the combination of the cut of the stone and the metallic inlay create the illusion of crimson sparks when the piece is caught by the light.  Across the wrist is inscribed in runic block letters: &amp;quot;We are thy hand.  Our will be done, on Elanthia as on the moons above.&amp;quot;&lt;br /&gt;
* a clenched rolaren hand insignia - Veteran Insignia (purchasable only by officers) - 30k&amp;lt;br&amp;gt;Dark rolaren fingers envelop a gemstone globe that has been cut with a fractal lightning arc.  Brilliant silver eonake veins writhe outward from the globe across the clenched fist, and the combination of the cut of the stone and the metallic inlay create the illusion of crimson sparks when the piece is caught by the light.  Across the wrist is inscribed in runic block letters: &amp;quot;We are thy hand.  Our will be done, on Elanthia as on the moons above.&amp;quot;&lt;br /&gt;
* a clenched veniom hand insignia - Officer Insignia (purchasable only by officers) - 30k&amp;lt;br&amp;gt;Dusky blue veniom-plated fingers envelop a gemstone globe that has been cut with a fractal lightning arc.  Ruddy eahnor veins writhe outward from the globe across the clenched fist, and the combination of the cut of the stone and the metallic inlay create the illusion of crimson sparks when the piece is caught by the light.  Across the wrist is inscribed in runic block letters: &amp;quot;We are thy hand.  Our will be done, on Elanthia as on the moons above.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Accolades==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[[Qalinor]] recites:&lt;br /&gt;
    &amp;quot;There are so many who contributed to the recent victory over the lich and his demons.  The Crown, and myself personally, wish to thank Champion Menos, Visitor &#039;&#039;&#039;Whirlin&#039;&#039;&#039; and his mercenary force Hand of the Arkati, Squires Hanshayr and Taye, Lady &#039;&#039;&#039;Jiarine&#039;&#039;&#039;, Lord &#039;&#039;&#039;Githros&#039;&#039;&#039;, Squire &#039;&#039;&#039;Cigger&#039;&#039;&#039;, and Roblar from the west.  I would also like to thank the Argent Mirror Myasara for sending Guard Captain Murstyr into Old Ta&#039;Faendryl.  The aid of the Shining City will not be forgotten.  I am certain there are more deserving names, but there is dining and dancing to come and I have some individual awards to issue.  If I have not named you, it is not because your deeds have gone unnoticed.  Thank you all to everyone who participated in the battles, defenses, and assault on Old Ta&#039;Faendryl.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Treeva, Qalinor says, &amp;quot;For time spent in battle defending the Fortress at great personal risk, I hereby award you the Silver Dragonstalk for distinguished service to House Vaalor.&amp;quot;&lt;br /&gt;
Speaking to Arshwikk, Qalinor says, &amp;quot;For time spent in battle defending the Fortress at great personal risk, I hereby award you the Silver Dragonstalk for distinguished service to House Vaalor.&amp;quot;&lt;br /&gt;
Speaking to Siierra, Qalinor says, &amp;quot;For time spent in battle defending the Fortress at great personal risk, I hereby award you the Silver Dragonstalk for distinguished service to House Vaalor.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Meeting Hall Organizations]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=121254</id>
		<title>Standard maneuver roll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=121254"/>
		<updated>2019-10-03T19:58:08Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: Konacon confirmed SMRv2 rolls are impacted by 1006 via Discord on 10/3/19&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;standard maneuver roll&#039;&#039;&#039; system is used to determine the success of most physical actions that do not fall within the [[attack roll]] or [[CMAN]] systems. These include special attacks performed by creatures such as the [[tail sweep]] of the [[cave lizard]], [[three-toed tegu]], and the [[snow madrinol]]; a [[soul golem]]&#039;s steam push; an [[Illoke]]&#039;s ground stomp; an [[Ithzir adept]]&#039;s lightning mote; and a [[war griffin]]&#039;s ride of doom.&lt;br /&gt;
&lt;br /&gt;
SMR is an d100 [[open roll]] with many additive modifiers and is successful if the total exceeds 100. The original SMR system typically does not show the exact result of the roll and modifiers. The new system (SMR v2) shows the d100 and the sum of the modifiers.&lt;br /&gt;
&lt;br /&gt;
== SMR v1 ==&lt;br /&gt;
&lt;br /&gt;
The original SMR system is currently used by the vast majority of creature attacks.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
*[[Dexterity]]&lt;br /&gt;
*[[Agility]]&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus.  Races not listed on the following table are considered to have an average ability to dodge maneuvers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Best:&#039;&#039;&#039; || Burghal Gnomes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Excellent:&#039;&#039;&#039; || Halflings, Forest Gnomes, and Elves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good:&#039;&#039;&#039; || Half-Elves, Dark Elves, Sylvankind, Erithians, and Aelotoi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
{{Side box&lt;br /&gt;
|&#039;&#039;&#039;Sidebox: Armor Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The armor penalty is a relatively significant factor. For a character exactly trained for full plate at cap, it contributes a penalty a little bit above the difference between 1x and 2x PF. Overtraining in armor to reduce the action penalty and/or using [[Armored Evasion]] can reduce the maneuver penalty by a fairly significant amount, however.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Coase}}&lt;br /&gt;
&lt;br /&gt;
*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers.&lt;br /&gt;
*[[Combat Maneuvers]] - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive.&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[Armor Use]] can provide a bonus by reducing the [[action penalty]].&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;evading&#039;&#039; maneuvers:&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Temporal Reversion (540)]] (randomly triggered)&lt;br /&gt;
*[[Mobility (618)]]&lt;br /&gt;
*[[Phase (704)]]&lt;br /&gt;
*[[Song of Luck (1006)]] (randomly triggered)&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Premonition (1220)]]&lt;br /&gt;
*[[Dauntless (1606)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;blocking&#039;&#039; maneuvers:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Barrier (102)]]&lt;br /&gt;
*[[Wall of Force (140)]]&lt;br /&gt;
*[[Elemental Barrier (430)]]&lt;br /&gt;
*[[Elemental Deflection (507)]]&lt;br /&gt;
&lt;br /&gt;
=== Stance ===&lt;br /&gt;
&lt;br /&gt;
Defensive stance is best.&lt;br /&gt;
&lt;br /&gt;
=== Condition ===&lt;br /&gt;
&lt;br /&gt;
A character&#039;s present condition also has an effect on their defenses.  [[Spirit#Low_Spirit_Penalties|Low spirit]] will penalize the target, as well as certain types of injuries and scars.&lt;br /&gt;
&lt;br /&gt;
== SMR v2 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMRv2&#039;&#039;&#039; was released in December 2016 and shows a visible roll.  &lt;br /&gt;
&lt;br /&gt;
The primary defense for the defender is calculated using:&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
#Primary: [[Agility]]&lt;br /&gt;
#Secondary: [[Dexterity]] and [[Intuition]]&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
All skills are weighted equally by the SMR.&lt;br /&gt;
&lt;br /&gt;
*[[Dodging]] (Spells that give a bonus to dodge ranks are taken into account.)&lt;br /&gt;
*[[Combat Maneuvers]] (The bonus ranks granted by [[Patron&#039;s Blessing (1611)]] are taken into account.)&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Physical Fitness]]&lt;br /&gt;
*[[Shield Use]] is used in some cases, depending on the maneuver.&lt;br /&gt;
*[[Survival]] is used in some bandit trap cases.&lt;br /&gt;
&lt;br /&gt;
=== Defender Spells ===&lt;br /&gt;
&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Haste (535)]]&lt;br /&gt;
*[[Phase (704)]] ([[Sorcerous Lore, Demonology]] ranks increase this bonus.)&lt;br /&gt;
*[[Cloak of Shadows (712)]]&lt;br /&gt;
*[[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
*[[Song of Luck (1006)]] (randomly triggered)&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
=== Other Factors ===&lt;br /&gt;
&lt;br /&gt;
[[Stance]], [[level]] difference, size/[[race]], [[wound|injuries]], [[encumbrance]], [[armor penalty]], and [[status|status condition]]s.&lt;br /&gt;
&lt;br /&gt;
Some factors may not be considered for a particular maneuver, depending upon its specifics. For example, magical maneuvers such as [[Earthen Fury (917)]] do not factor in the caster&#039;s stance or injuries.&lt;br /&gt;
&lt;br /&gt;
=== Implementation ===&lt;br /&gt;
*[[Condemn (309)]]&lt;br /&gt;
*[[Ethereal Censer (320)]]&lt;br /&gt;
*[[Earthen Fury (917)]] &lt;br /&gt;
*[[Divine Incarnation (1650)]] {{mono|INCARNATE SMITE}} ability&lt;br /&gt;
*[[Great Auction of 2016]] items including energy bracers and the Captain Elanthia Shield&lt;br /&gt;
*[[Bandit dispel shard]]&lt;br /&gt;
*[[Caedera quaking]]&lt;br /&gt;
*[[Confluence twisting vortex air blast]]&lt;br /&gt;
*[[Dreamvine twinkling dust]]&lt;br /&gt;
*[[Dreamvine wrap]]&lt;br /&gt;
*[[Giant stomp]]&lt;br /&gt;
*[[Poison fog]] ([[giant fog beetle]])&lt;br /&gt;
*[[Settlement of Reim]] traps&lt;br /&gt;
*[[Tail sweep]]&lt;br /&gt;
*[[Triton drowning]]&lt;br /&gt;
*[[Unholy quickening]]&lt;br /&gt;
*[[Wing buffet]]&lt;br /&gt;
&lt;br /&gt;
=== Konacon&#039;s 2019-09-24 SMRv2 Update ===&lt;br /&gt;
* [[Griffin family creatures]]&lt;br /&gt;
* [[Festering taint]]&lt;br /&gt;
* [[Gnarled being]]&lt;br /&gt;
* [[Gremlock]]&lt;br /&gt;
* [[Spider family creatures]] (webs)&lt;br /&gt;
* [[Scaly burgee]]&lt;br /&gt;
* [[Crested basilisk]]&lt;br /&gt;
* [[Krolvin slaver]]&lt;br /&gt;
* [[Illoke family creatures]]&lt;br /&gt;
* [[Horse family creatures]] (kicks)&lt;br /&gt;
* [[Snake family creatures]]&lt;br /&gt;
* [[Water wyrd]]&lt;br /&gt;
* [[Bear family creatures]] &lt;br /&gt;
* [[Steam dervish]]&lt;br /&gt;
* [[Darken]]&lt;br /&gt;
* [[Frost giant]] (ice chunks)&lt;br /&gt;
* [[Lesser ice giant]] (ice chunks)&lt;br /&gt;
* [[Greater ice giant]] (ice chunks)&lt;br /&gt;
* [[Vvrael warlock]]&lt;br /&gt;
* [[Cat family creatures]] (pounces)&lt;br /&gt;
* [[Treekin family creatures]]&lt;br /&gt;
* [[Giant veaba]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[[Stronghold Bowels information (saved post)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Standard Maneuver Roll| ]]&lt;br /&gt;
[[category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=120689</id>
		<title>Standard maneuver roll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=120689"/>
		<updated>2019-09-24T21:30:43Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: /* Konacon&amp;#039;s 2019-09-24 SMRv2 Update */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;standard maneuver roll&#039;&#039;&#039; system is used to determine the success of most physical actions that do not fall within the [[attack roll]] or [[CMAN]] systems. These include special attacks performed by creatures such as the [[tail sweep]] of the [[cave lizard]], [[three-toed tegu]], and the [[snow madrinol]]; a [[soul golem]]&#039;s steam push; an [[Illoke]]&#039;s ground stomp; an [[Ithzir adept]]&#039;s lightning mote; and a [[war griffin]]&#039;s ride of doom.&lt;br /&gt;
&lt;br /&gt;
SMR is an d100 [[open roll]] with many additive modifiers and is successful if the total exceeds 100. The original SMR system typically does not show the exact result of the roll and modifiers. The new system (SMR v2) shows the d100 and the sum of the modifiers.&lt;br /&gt;
&lt;br /&gt;
== SMR v1 ==&lt;br /&gt;
&lt;br /&gt;
The original SMR system is currently used by the vast majority of creature attacks.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
*[[Dexterity]]&lt;br /&gt;
*[[Agility]]&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus.  Races not listed on the following table are considered to have an average ability to dodge maneuvers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Best:&#039;&#039;&#039; || Burghal Gnomes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Excellent:&#039;&#039;&#039; || Halflings, Forest Gnomes, and Elves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good:&#039;&#039;&#039; || Half-Elves, Dark Elves, Sylvankind, Erithians, and Aelotoi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
{{Side box&lt;br /&gt;
|&#039;&#039;&#039;Sidebox: Armor Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The armor penalty is a relatively significant factor. For a character exactly trained for full plate at cap, it contributes a penalty a little bit above the difference between 1x and 2x PF. Overtraining in armor to reduce the action penalty and/or using [[Armored Evasion]] can reduce the maneuver penalty by a fairly significant amount, however.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Coase}}&lt;br /&gt;
&lt;br /&gt;
*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers.&lt;br /&gt;
*[[Combat Maneuvers]] - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive.&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[Armor Use]] can provide a bonus by reducing the [[action penalty]].&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;evading&#039;&#039; maneuvers:&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Temporal Reversion (540)]] (randomly triggered)&lt;br /&gt;
*[[Mobility (618)]]&lt;br /&gt;
*[[Phase (704)]]&lt;br /&gt;
*[[Song of Luck (1006)]] (randomly triggered)&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Premonition (1220)]]&lt;br /&gt;
*[[Dauntless (1606)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;blocking&#039;&#039; maneuvers:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Barrier (102)]]&lt;br /&gt;
*[[Wall of Force (140)]]&lt;br /&gt;
*[[Elemental Barrier (430)]]&lt;br /&gt;
*[[Elemental Deflection (507)]]&lt;br /&gt;
&lt;br /&gt;
=== Stance ===&lt;br /&gt;
&lt;br /&gt;
Defensive stance is best.&lt;br /&gt;
&lt;br /&gt;
=== Condition ===&lt;br /&gt;
&lt;br /&gt;
A character&#039;s present condition also has an effect on their defenses.  [[Spirit#Low_Spirit_Penalties|Low spirit]] will penalize the target, as well as certain types of injuries and scars.&lt;br /&gt;
&lt;br /&gt;
== SMR v2 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMRv2&#039;&#039;&#039; was released in December 2016 and shows a visible roll.  &lt;br /&gt;
&lt;br /&gt;
The primary defense for the defender is calculated using:&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
#Primary: [[Agility]]&lt;br /&gt;
#Secondary: [[Dexterity]] and [[Intuition]]&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
All skills are weighted equally by the SMR.&lt;br /&gt;
&lt;br /&gt;
*[[Dodging]] (Spells that give a bonus to dodge ranks are taken into account.)&lt;br /&gt;
*[[Combat Maneuvers]] (The bonus ranks granted by [[Patron&#039;s Blessing (1611)]] are taken into account.)&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Physical Fitness]]&lt;br /&gt;
*[[Shield Use]] is used in some cases, depending on the maneuver.&lt;br /&gt;
*[[Survival]] is used in some bandit trap cases.&lt;br /&gt;
&lt;br /&gt;
=== Defender Spells ===&lt;br /&gt;
&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Haste (535)]]&lt;br /&gt;
*[[Phase (704)]] ([[Sorcerous Lore, Demonology]] ranks increase this bonus.)&lt;br /&gt;
*[[Cloak of Shadows (712)]]&lt;br /&gt;
*[[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
=== Other Factors ===&lt;br /&gt;
&lt;br /&gt;
[[Stance]], [[level]] difference, size/[[race]], [[wound|injuries]], [[encumbrance]], [[armor penalty]], and [[status|status condition]]s.&lt;br /&gt;
&lt;br /&gt;
Some factors may not be considered for a particular maneuver, depending upon its specifics. For example, magical maneuvers such as [[Earthen Fury (917)]] do not factor in the caster&#039;s stance or injuries.&lt;br /&gt;
&lt;br /&gt;
=== Implementation ===&lt;br /&gt;
*[[Condemn (309)]]&lt;br /&gt;
*[[Ethereal Censer (320)]]&lt;br /&gt;
*[[Earthen Fury (917)]] &lt;br /&gt;
*[[Divine Incarnation (1650)]] {{mono|INCARNATE SMITE}} ability&lt;br /&gt;
*[[Great Auction of 2016]] items including energy bracers and the Captain Elanthia Shield&lt;br /&gt;
*[[Bandit dispel shard]]&lt;br /&gt;
*[[Caedera quaking]]&lt;br /&gt;
*[[Confluence twisting vortex air blast]]&lt;br /&gt;
*[[Dreamvine twinkling dust]]&lt;br /&gt;
*[[Dreamvine wrap]]&lt;br /&gt;
*[[Giant stomp]]&lt;br /&gt;
*[[Poison fog]] ([[giant fog beetle]])&lt;br /&gt;
*[[Settlement of Reim]] traps&lt;br /&gt;
*[[Tail sweep]]&lt;br /&gt;
*[[Triton drowning]]&lt;br /&gt;
*[[Unholy quickening]]&lt;br /&gt;
*[[Wing buffet]]&lt;br /&gt;
&lt;br /&gt;
=== Konacon&#039;s 2019-09-24 SMRv2 Update ===&lt;br /&gt;
* [[Griffin family creatures]]&lt;br /&gt;
* [[Festering taint]]&lt;br /&gt;
* [[Gnarled being]]&lt;br /&gt;
* [[Gremlock]]&lt;br /&gt;
* [[Spider family creatures]] (webs)&lt;br /&gt;
* [[Scaly burgee]]&lt;br /&gt;
* [[Crested basilisk]]&lt;br /&gt;
* [[Krolvin slaver]]&lt;br /&gt;
* [[Illoke family creatures]]&lt;br /&gt;
* [[Horse family creatures]] (kicks)&lt;br /&gt;
* [[Snake family creatures]]&lt;br /&gt;
* [[Water wyrd]]&lt;br /&gt;
* [[Bear family creatures]] &lt;br /&gt;
* [[Steam dervish]]&lt;br /&gt;
* [[Darken]]&lt;br /&gt;
* [[Frost giant]] (ice chunks)&lt;br /&gt;
* [[Lesser ice giant]] (ice chunks)&lt;br /&gt;
* [[Greater ice giant]] (ice chunks)&lt;br /&gt;
* [[Vvrael warlock]]&lt;br /&gt;
* [[Cat family creatures]] (pounces)&lt;br /&gt;
* [[Treekin family creatures]]&lt;br /&gt;
* [[Giant veaba]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[[Stronghold Bowels information (saved post)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Standard Maneuver Roll| ]]&lt;br /&gt;
[[category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=120688</id>
		<title>Standard maneuver roll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=120688"/>
		<updated>2019-09-24T21:28:50Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: /* Konacon&amp;#039;s 2019-09-24 SMRv2 Update */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;standard maneuver roll&#039;&#039;&#039; system is used to determine the success of most physical actions that do not fall within the [[attack roll]] or [[CMAN]] systems. These include special attacks performed by creatures such as the [[tail sweep]] of the [[cave lizard]], [[three-toed tegu]], and the [[snow madrinol]]; a [[soul golem]]&#039;s steam push; an [[Illoke]]&#039;s ground stomp; an [[Ithzir adept]]&#039;s lightning mote; and a [[war griffin]]&#039;s ride of doom.&lt;br /&gt;
&lt;br /&gt;
SMR is an d100 [[open roll]] with many additive modifiers and is successful if the total exceeds 100. The original SMR system typically does not show the exact result of the roll and modifiers. The new system (SMR v2) shows the d100 and the sum of the modifiers.&lt;br /&gt;
&lt;br /&gt;
== SMR v1 ==&lt;br /&gt;
&lt;br /&gt;
The original SMR system is currently used by the vast majority of creature attacks.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
*[[Dexterity]]&lt;br /&gt;
*[[Agility]]&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus.  Races not listed on the following table are considered to have an average ability to dodge maneuvers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Best:&#039;&#039;&#039; || Burghal Gnomes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Excellent:&#039;&#039;&#039; || Halflings, Forest Gnomes, and Elves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good:&#039;&#039;&#039; || Half-Elves, Dark Elves, Sylvankind, Erithians, and Aelotoi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
{{Side box&lt;br /&gt;
|&#039;&#039;&#039;Sidebox: Armor Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The armor penalty is a relatively significant factor. For a character exactly trained for full plate at cap, it contributes a penalty a little bit above the difference between 1x and 2x PF. Overtraining in armor to reduce the action penalty and/or using [[Armored Evasion]] can reduce the maneuver penalty by a fairly significant amount, however.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Coase}}&lt;br /&gt;
&lt;br /&gt;
*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers.&lt;br /&gt;
*[[Combat Maneuvers]] - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive.&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[Armor Use]] can provide a bonus by reducing the [[action penalty]].&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;evading&#039;&#039; maneuvers:&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Temporal Reversion (540)]] (randomly triggered)&lt;br /&gt;
*[[Mobility (618)]]&lt;br /&gt;
*[[Phase (704)]]&lt;br /&gt;
*[[Song of Luck (1006)]] (randomly triggered)&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Premonition (1220)]]&lt;br /&gt;
*[[Dauntless (1606)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;blocking&#039;&#039; maneuvers:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Barrier (102)]]&lt;br /&gt;
*[[Wall of Force (140)]]&lt;br /&gt;
*[[Elemental Barrier (430)]]&lt;br /&gt;
*[[Elemental Deflection (507)]]&lt;br /&gt;
&lt;br /&gt;
=== Stance ===&lt;br /&gt;
&lt;br /&gt;
Defensive stance is best.&lt;br /&gt;
&lt;br /&gt;
=== Condition ===&lt;br /&gt;
&lt;br /&gt;
A character&#039;s present condition also has an effect on their defenses.  [[Spirit#Low_Spirit_Penalties|Low spirit]] will penalize the target, as well as certain types of injuries and scars.&lt;br /&gt;
&lt;br /&gt;
== SMR v2 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMRv2&#039;&#039;&#039; was released in December 2016 and shows a visible roll.  &lt;br /&gt;
&lt;br /&gt;
The primary defense for the defender is calculated using:&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
#Primary: [[Agility]]&lt;br /&gt;
#Secondary: [[Dexterity]] and [[Intuition]]&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
All skills are weighted equally by the SMR.&lt;br /&gt;
&lt;br /&gt;
*[[Dodging]] (Spells that give a bonus to dodge ranks are taken into account.)&lt;br /&gt;
*[[Combat Maneuvers]] (The bonus ranks granted by [[Patron&#039;s Blessing (1611)]] are taken into account.)&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Physical Fitness]]&lt;br /&gt;
*[[Shield Use]] is used in some cases, depending on the maneuver.&lt;br /&gt;
*[[Survival]] is used in some bandit trap cases.&lt;br /&gt;
&lt;br /&gt;
=== Defender Spells ===&lt;br /&gt;
&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Haste (535)]]&lt;br /&gt;
*[[Phase (704)]] ([[Sorcerous Lore, Demonology]] ranks increase this bonus.)&lt;br /&gt;
*[[Cloak of Shadows (712)]]&lt;br /&gt;
*[[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
=== Other Factors ===&lt;br /&gt;
&lt;br /&gt;
[[Stance]], [[level]] difference, size/[[race]], [[wound|injuries]], [[encumbrance]], [[armor penalty]], and [[status|status condition]]s.&lt;br /&gt;
&lt;br /&gt;
Some factors may not be considered for a particular maneuver, depending upon its specifics. For example, magical maneuvers such as [[Earthen Fury (917)]] do not factor in the caster&#039;s stance or injuries.&lt;br /&gt;
&lt;br /&gt;
=== Implementation ===&lt;br /&gt;
*[[Condemn (309)]]&lt;br /&gt;
*[[Ethereal Censer (320)]]&lt;br /&gt;
*[[Earthen Fury (917)]] &lt;br /&gt;
*[[Divine Incarnation (1650)]] {{mono|INCARNATE SMITE}} ability&lt;br /&gt;
*[[Great Auction of 2016]] items including energy bracers and the Captain Elanthia Shield&lt;br /&gt;
*[[Bandit dispel shard]]&lt;br /&gt;
*[[Caedera quaking]]&lt;br /&gt;
*[[Confluence twisting vortex air blast]]&lt;br /&gt;
*[[Dreamvine twinkling dust]]&lt;br /&gt;
*[[Dreamvine wrap]]&lt;br /&gt;
*[[Giant stomp]]&lt;br /&gt;
*[[Poison fog]] ([[giant fog beetle]])&lt;br /&gt;
*[[Settlement of Reim]] traps&lt;br /&gt;
*[[Tail sweep]]&lt;br /&gt;
*[[Triton drowning]]&lt;br /&gt;
*[[Unholy quickening]]&lt;br /&gt;
*[[Wing buffet]]&lt;br /&gt;
&lt;br /&gt;
=== Konacon&#039;s 2019-09-24 SMRv2 Update ===&lt;br /&gt;
* [[Griffin family creatures]]&lt;br /&gt;
* [[Festering taint]]&lt;br /&gt;
* [[Gnarled being]]&lt;br /&gt;
* [[Gremlock]]&lt;br /&gt;
* [[Spider family creatures]]&lt;br /&gt;
* [[Scaly burgee]]&lt;br /&gt;
* [[Crested basilisk]]&lt;br /&gt;
* [[Krolvin slaver]]&lt;br /&gt;
* [[Illoke family creatures]]&lt;br /&gt;
* [[Horse family creatures]] (kicks)&lt;br /&gt;
* [[Snake family creatures]]&lt;br /&gt;
* [[Water wyrd]]&lt;br /&gt;
* [[Bear family creatures]] &lt;br /&gt;
* [[Steam dervish]]&lt;br /&gt;
* [[Darken]]&lt;br /&gt;
* [[Frost giant]] (ice chunks)&lt;br /&gt;
* [[Lesser ice giant]] (ice chunks)&lt;br /&gt;
* [[Greater ice giant]] (ice chunks)&lt;br /&gt;
* [[Vvrael warlock]]&lt;br /&gt;
* [[Cat family creatures]] (pounces)&lt;br /&gt;
* [[Treekin family creatures]]&lt;br /&gt;
* [[Giant veaba]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[[Stronghold Bowels information (saved post)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Standard Maneuver Roll| ]]&lt;br /&gt;
[[category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=120687</id>
		<title>Standard maneuver roll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=120687"/>
		<updated>2019-09-24T21:28:25Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: /* Konacon&amp;#039;s 2019-09-24 SMRv2 Update */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;standard maneuver roll&#039;&#039;&#039; system is used to determine the success of most physical actions that do not fall within the [[attack roll]] or [[CMAN]] systems. These include special attacks performed by creatures such as the [[tail sweep]] of the [[cave lizard]], [[three-toed tegu]], and the [[snow madrinol]]; a [[soul golem]]&#039;s steam push; an [[Illoke]]&#039;s ground stomp; an [[Ithzir adept]]&#039;s lightning mote; and a [[war griffin]]&#039;s ride of doom.&lt;br /&gt;
&lt;br /&gt;
SMR is an d100 [[open roll]] with many additive modifiers and is successful if the total exceeds 100. The original SMR system typically does not show the exact result of the roll and modifiers. The new system (SMR v2) shows the d100 and the sum of the modifiers.&lt;br /&gt;
&lt;br /&gt;
== SMR v1 ==&lt;br /&gt;
&lt;br /&gt;
The original SMR system is currently used by the vast majority of creature attacks.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
*[[Dexterity]]&lt;br /&gt;
*[[Agility]]&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus.  Races not listed on the following table are considered to have an average ability to dodge maneuvers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Best:&#039;&#039;&#039; || Burghal Gnomes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Excellent:&#039;&#039;&#039; || Halflings, Forest Gnomes, and Elves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good:&#039;&#039;&#039; || Half-Elves, Dark Elves, Sylvankind, Erithians, and Aelotoi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
{{Side box&lt;br /&gt;
|&#039;&#039;&#039;Sidebox: Armor Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The armor penalty is a relatively significant factor. For a character exactly trained for full plate at cap, it contributes a penalty a little bit above the difference between 1x and 2x PF. Overtraining in armor to reduce the action penalty and/or using [[Armored Evasion]] can reduce the maneuver penalty by a fairly significant amount, however.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Coase}}&lt;br /&gt;
&lt;br /&gt;
*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers.&lt;br /&gt;
*[[Combat Maneuvers]] - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive.&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[Armor Use]] can provide a bonus by reducing the [[action penalty]].&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;evading&#039;&#039; maneuvers:&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Temporal Reversion (540)]] (randomly triggered)&lt;br /&gt;
*[[Mobility (618)]]&lt;br /&gt;
*[[Phase (704)]]&lt;br /&gt;
*[[Song of Luck (1006)]] (randomly triggered)&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Premonition (1220)]]&lt;br /&gt;
*[[Dauntless (1606)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;blocking&#039;&#039; maneuvers:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Barrier (102)]]&lt;br /&gt;
*[[Wall of Force (140)]]&lt;br /&gt;
*[[Elemental Barrier (430)]]&lt;br /&gt;
*[[Elemental Deflection (507)]]&lt;br /&gt;
&lt;br /&gt;
=== Stance ===&lt;br /&gt;
&lt;br /&gt;
Defensive stance is best.&lt;br /&gt;
&lt;br /&gt;
=== Condition ===&lt;br /&gt;
&lt;br /&gt;
A character&#039;s present condition also has an effect on their defenses.  [[Spirit#Low_Spirit_Penalties|Low spirit]] will penalize the target, as well as certain types of injuries and scars.&lt;br /&gt;
&lt;br /&gt;
== SMR v2 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMRv2&#039;&#039;&#039; was released in December 2016 and shows a visible roll.  &lt;br /&gt;
&lt;br /&gt;
The primary defense for the defender is calculated using:&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
#Primary: [[Agility]]&lt;br /&gt;
#Secondary: [[Dexterity]] and [[Intuition]]&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
All skills are weighted equally by the SMR.&lt;br /&gt;
&lt;br /&gt;
*[[Dodging]] (Spells that give a bonus to dodge ranks are taken into account.)&lt;br /&gt;
*[[Combat Maneuvers]] (The bonus ranks granted by [[Patron&#039;s Blessing (1611)]] are taken into account.)&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Physical Fitness]]&lt;br /&gt;
*[[Shield Use]] is used in some cases, depending on the maneuver.&lt;br /&gt;
*[[Survival]] is used in some bandit trap cases.&lt;br /&gt;
&lt;br /&gt;
=== Defender Spells ===&lt;br /&gt;
&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Haste (535)]]&lt;br /&gt;
*[[Phase (704)]] ([[Sorcerous Lore, Demonology]] ranks increase this bonus.)&lt;br /&gt;
*[[Cloak of Shadows (712)]]&lt;br /&gt;
*[[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
=== Other Factors ===&lt;br /&gt;
&lt;br /&gt;
[[Stance]], [[level]] difference, size/[[race]], [[wound|injuries]], [[encumbrance]], [[armor penalty]], and [[status|status condition]]s.&lt;br /&gt;
&lt;br /&gt;
Some factors may not be considered for a particular maneuver, depending upon its specifics. For example, magical maneuvers such as [[Earthen Fury (917)]] do not factor in the caster&#039;s stance or injuries.&lt;br /&gt;
&lt;br /&gt;
=== Implementation ===&lt;br /&gt;
*[[Condemn (309)]]&lt;br /&gt;
*[[Ethereal Censer (320)]]&lt;br /&gt;
*[[Earthen Fury (917)]] &lt;br /&gt;
*[[Divine Incarnation (1650)]] {{mono|INCARNATE SMITE}} ability&lt;br /&gt;
*[[Great Auction of 2016]] items including energy bracers and the Captain Elanthia Shield&lt;br /&gt;
*[[Bandit dispel shard]]&lt;br /&gt;
*[[Caedera quaking]]&lt;br /&gt;
*[[Confluence twisting vortex air blast]]&lt;br /&gt;
*[[Dreamvine twinkling dust]]&lt;br /&gt;
*[[Dreamvine wrap]]&lt;br /&gt;
*[[Giant stomp]]&lt;br /&gt;
*[[Poison fog]] ([[giant fog beetle]])&lt;br /&gt;
*[[Settlement of Reim]] traps&lt;br /&gt;
*[[Tail sweep]]&lt;br /&gt;
*[[Triton drowning]]&lt;br /&gt;
*[[Unholy quickening]]&lt;br /&gt;
*[[Wing buffet]]&lt;br /&gt;
&lt;br /&gt;
=== Konacon&#039;s 2019-09-24 SMRv2 Update ===&lt;br /&gt;
* [[Griffin family creatures]]&lt;br /&gt;
* [[Festering taint]]&lt;br /&gt;
* [[Gnarled being]]&lt;br /&gt;
* [[Gremlock]]&lt;br /&gt;
* [[Spider family creatures]]&lt;br /&gt;
* [[Scaly burgee]]&lt;br /&gt;
* [[Crested basilisk]]&lt;br /&gt;
* [[Krolvin slaver]]&lt;br /&gt;
* [[Illoke family creatures]]&lt;br /&gt;
* [[Horse family creatures]] (kicks)&lt;br /&gt;
* [[Snake family creatures]]&lt;br /&gt;
* [[Water wyrd]]&lt;br /&gt;
* [[Bear family creatures]] &lt;br /&gt;
* [[Steam dervish]]&lt;br /&gt;
* [[Darken]]&lt;br /&gt;
* [[Frost giant]] (ice chunks)&lt;br /&gt;
* [[Lesser ice giant]] (ice chunks)&lt;br /&gt;
* [[Greater ice giant]] (ice chunks)&lt;br /&gt;
* [[Vvrael warlock]]&lt;br /&gt;
* [[Cat family creatures]] (pounces)&lt;br /&gt;
* [[Treekin family creatures]]&lt;br /&gt;
* [[veabas]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[[Stronghold Bowels information (saved post)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Standard Maneuver Roll| ]]&lt;br /&gt;
[[category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=120686</id>
		<title>Standard maneuver roll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=120686"/>
		<updated>2019-09-24T21:28:15Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: /* Konacon&amp;#039;s 2019-09-24 SMRv2 Update */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;standard maneuver roll&#039;&#039;&#039; system is used to determine the success of most physical actions that do not fall within the [[attack roll]] or [[CMAN]] systems. These include special attacks performed by creatures such as the [[tail sweep]] of the [[cave lizard]], [[three-toed tegu]], and the [[snow madrinol]]; a [[soul golem]]&#039;s steam push; an [[Illoke]]&#039;s ground stomp; an [[Ithzir adept]]&#039;s lightning mote; and a [[war griffin]]&#039;s ride of doom.&lt;br /&gt;
&lt;br /&gt;
SMR is an d100 [[open roll]] with many additive modifiers and is successful if the total exceeds 100. The original SMR system typically does not show the exact result of the roll and modifiers. The new system (SMR v2) shows the d100 and the sum of the modifiers.&lt;br /&gt;
&lt;br /&gt;
== SMR v1 ==&lt;br /&gt;
&lt;br /&gt;
The original SMR system is currently used by the vast majority of creature attacks.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
*[[Dexterity]]&lt;br /&gt;
*[[Agility]]&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus.  Races not listed on the following table are considered to have an average ability to dodge maneuvers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Best:&#039;&#039;&#039; || Burghal Gnomes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Excellent:&#039;&#039;&#039; || Halflings, Forest Gnomes, and Elves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good:&#039;&#039;&#039; || Half-Elves, Dark Elves, Sylvankind, Erithians, and Aelotoi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
{{Side box&lt;br /&gt;
|&#039;&#039;&#039;Sidebox: Armor Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The armor penalty is a relatively significant factor. For a character exactly trained for full plate at cap, it contributes a penalty a little bit above the difference between 1x and 2x PF. Overtraining in armor to reduce the action penalty and/or using [[Armored Evasion]] can reduce the maneuver penalty by a fairly significant amount, however.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Coase}}&lt;br /&gt;
&lt;br /&gt;
*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers.&lt;br /&gt;
*[[Combat Maneuvers]] - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive.&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[Armor Use]] can provide a bonus by reducing the [[action penalty]].&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;evading&#039;&#039; maneuvers:&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Temporal Reversion (540)]] (randomly triggered)&lt;br /&gt;
*[[Mobility (618)]]&lt;br /&gt;
*[[Phase (704)]]&lt;br /&gt;
*[[Song of Luck (1006)]] (randomly triggered)&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Premonition (1220)]]&lt;br /&gt;
*[[Dauntless (1606)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;blocking&#039;&#039; maneuvers:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Barrier (102)]]&lt;br /&gt;
*[[Wall of Force (140)]]&lt;br /&gt;
*[[Elemental Barrier (430)]]&lt;br /&gt;
*[[Elemental Deflection (507)]]&lt;br /&gt;
&lt;br /&gt;
=== Stance ===&lt;br /&gt;
&lt;br /&gt;
Defensive stance is best.&lt;br /&gt;
&lt;br /&gt;
=== Condition ===&lt;br /&gt;
&lt;br /&gt;
A character&#039;s present condition also has an effect on their defenses.  [[Spirit#Low_Spirit_Penalties|Low spirit]] will penalize the target, as well as certain types of injuries and scars.&lt;br /&gt;
&lt;br /&gt;
== SMR v2 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMRv2&#039;&#039;&#039; was released in December 2016 and shows a visible roll.  &lt;br /&gt;
&lt;br /&gt;
The primary defense for the defender is calculated using:&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
#Primary: [[Agility]]&lt;br /&gt;
#Secondary: [[Dexterity]] and [[Intuition]]&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
All skills are weighted equally by the SMR.&lt;br /&gt;
&lt;br /&gt;
*[[Dodging]] (Spells that give a bonus to dodge ranks are taken into account.)&lt;br /&gt;
*[[Combat Maneuvers]] (The bonus ranks granted by [[Patron&#039;s Blessing (1611)]] are taken into account.)&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Physical Fitness]]&lt;br /&gt;
*[[Shield Use]] is used in some cases, depending on the maneuver.&lt;br /&gt;
*[[Survival]] is used in some bandit trap cases.&lt;br /&gt;
&lt;br /&gt;
=== Defender Spells ===&lt;br /&gt;
&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Haste (535)]]&lt;br /&gt;
*[[Phase (704)]] ([[Sorcerous Lore, Demonology]] ranks increase this bonus.)&lt;br /&gt;
*[[Cloak of Shadows (712)]]&lt;br /&gt;
*[[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
=== Other Factors ===&lt;br /&gt;
&lt;br /&gt;
[[Stance]], [[level]] difference, size/[[race]], [[wound|injuries]], [[encumbrance]], [[armor penalty]], and [[status|status condition]]s.&lt;br /&gt;
&lt;br /&gt;
Some factors may not be considered for a particular maneuver, depending upon its specifics. For example, magical maneuvers such as [[Earthen Fury (917)]] do not factor in the caster&#039;s stance or injuries.&lt;br /&gt;
&lt;br /&gt;
=== Implementation ===&lt;br /&gt;
*[[Condemn (309)]]&lt;br /&gt;
*[[Ethereal Censer (320)]]&lt;br /&gt;
*[[Earthen Fury (917)]] &lt;br /&gt;
*[[Divine Incarnation (1650)]] {{mono|INCARNATE SMITE}} ability&lt;br /&gt;
*[[Great Auction of 2016]] items including energy bracers and the Captain Elanthia Shield&lt;br /&gt;
*[[Bandit dispel shard]]&lt;br /&gt;
*[[Caedera quaking]]&lt;br /&gt;
*[[Confluence twisting vortex air blast]]&lt;br /&gt;
*[[Dreamvine twinkling dust]]&lt;br /&gt;
*[[Dreamvine wrap]]&lt;br /&gt;
*[[Giant stomp]]&lt;br /&gt;
*[[Poison fog]] ([[giant fog beetle]])&lt;br /&gt;
*[[Settlement of Reim]] traps&lt;br /&gt;
*[[Tail sweep]]&lt;br /&gt;
*[[Triton drowning]]&lt;br /&gt;
*[[Unholy quickening]]&lt;br /&gt;
*[[Wing buffet]]&lt;br /&gt;
&lt;br /&gt;
=== Konacon&#039;s 2019-09-24 SMRv2 Update ===&lt;br /&gt;
* [[Griffin family creatures]]&lt;br /&gt;
* [[Festering taint]]&lt;br /&gt;
* [[Gnarled neing]]&lt;br /&gt;
* [[Gremlock]]&lt;br /&gt;
* [[Spider family creatures]]&lt;br /&gt;
* [[Scaly burgee]]&lt;br /&gt;
* [[Crested basilisk]]&lt;br /&gt;
* [[Krolvin slaver]]&lt;br /&gt;
* [[Illoke family creatures]]&lt;br /&gt;
* [[Horse family creatures]] (kicks)&lt;br /&gt;
* [[Snake family creatures]]&lt;br /&gt;
* [[Water wyrd]]&lt;br /&gt;
* [[Bear family creatures]] &lt;br /&gt;
* [[Steam dervish]]&lt;br /&gt;
* [[Darken]]&lt;br /&gt;
* [[Frost giant]] (ice chunks)&lt;br /&gt;
* [[Lesser ice giant]] (ice chunks)&lt;br /&gt;
* [[Greater ice giant]] (ice chunks)&lt;br /&gt;
* [[Vvrael warlock]]&lt;br /&gt;
* [[Cat family creatures]] (pounces)&lt;br /&gt;
* [[Treekin family creatures]]&lt;br /&gt;
* [[veabas]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[[Stronghold Bowels information (saved post)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Standard Maneuver Roll| ]]&lt;br /&gt;
[[category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=120685</id>
		<title>Standard maneuver roll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=120685"/>
		<updated>2019-09-24T21:27:22Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: /* Konacon&amp;#039;s 2019-09-24 SMRv2 Update */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;standard maneuver roll&#039;&#039;&#039; system is used to determine the success of most physical actions that do not fall within the [[attack roll]] or [[CMAN]] systems. These include special attacks performed by creatures such as the [[tail sweep]] of the [[cave lizard]], [[three-toed tegu]], and the [[snow madrinol]]; a [[soul golem]]&#039;s steam push; an [[Illoke]]&#039;s ground stomp; an [[Ithzir adept]]&#039;s lightning mote; and a [[war griffin]]&#039;s ride of doom.&lt;br /&gt;
&lt;br /&gt;
SMR is an d100 [[open roll]] with many additive modifiers and is successful if the total exceeds 100. The original SMR system typically does not show the exact result of the roll and modifiers. The new system (SMR v2) shows the d100 and the sum of the modifiers.&lt;br /&gt;
&lt;br /&gt;
== SMR v1 ==&lt;br /&gt;
&lt;br /&gt;
The original SMR system is currently used by the vast majority of creature attacks.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
*[[Dexterity]]&lt;br /&gt;
*[[Agility]]&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus.  Races not listed on the following table are considered to have an average ability to dodge maneuvers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Best:&#039;&#039;&#039; || Burghal Gnomes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Excellent:&#039;&#039;&#039; || Halflings, Forest Gnomes, and Elves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good:&#039;&#039;&#039; || Half-Elves, Dark Elves, Sylvankind, Erithians, and Aelotoi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
{{Side box&lt;br /&gt;
|&#039;&#039;&#039;Sidebox: Armor Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The armor penalty is a relatively significant factor. For a character exactly trained for full plate at cap, it contributes a penalty a little bit above the difference between 1x and 2x PF. Overtraining in armor to reduce the action penalty and/or using [[Armored Evasion]] can reduce the maneuver penalty by a fairly significant amount, however.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Coase}}&lt;br /&gt;
&lt;br /&gt;
*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers.&lt;br /&gt;
*[[Combat Maneuvers]] - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive.&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[Armor Use]] can provide a bonus by reducing the [[action penalty]].&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;evading&#039;&#039; maneuvers:&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Temporal Reversion (540)]] (randomly triggered)&lt;br /&gt;
*[[Mobility (618)]]&lt;br /&gt;
*[[Phase (704)]]&lt;br /&gt;
*[[Song of Luck (1006)]] (randomly triggered)&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Premonition (1220)]]&lt;br /&gt;
*[[Dauntless (1606)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;blocking&#039;&#039; maneuvers:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Barrier (102)]]&lt;br /&gt;
*[[Wall of Force (140)]]&lt;br /&gt;
*[[Elemental Barrier (430)]]&lt;br /&gt;
*[[Elemental Deflection (507)]]&lt;br /&gt;
&lt;br /&gt;
=== Stance ===&lt;br /&gt;
&lt;br /&gt;
Defensive stance is best.&lt;br /&gt;
&lt;br /&gt;
=== Condition ===&lt;br /&gt;
&lt;br /&gt;
A character&#039;s present condition also has an effect on their defenses.  [[Spirit#Low_Spirit_Penalties|Low spirit]] will penalize the target, as well as certain types of injuries and scars.&lt;br /&gt;
&lt;br /&gt;
== SMR v2 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMRv2&#039;&#039;&#039; was released in December 2016 and shows a visible roll.  &lt;br /&gt;
&lt;br /&gt;
The primary defense for the defender is calculated using:&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
#Primary: [[Agility]]&lt;br /&gt;
#Secondary: [[Dexterity]] and [[Intuition]]&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
All skills are weighted equally by the SMR.&lt;br /&gt;
&lt;br /&gt;
*[[Dodging]] (Spells that give a bonus to dodge ranks are taken into account.)&lt;br /&gt;
*[[Combat Maneuvers]] (The bonus ranks granted by [[Patron&#039;s Blessing (1611)]] are taken into account.)&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Physical Fitness]]&lt;br /&gt;
*[[Shield Use]] is used in some cases, depending on the maneuver.&lt;br /&gt;
*[[Survival]] is used in some bandit trap cases.&lt;br /&gt;
&lt;br /&gt;
=== Defender Spells ===&lt;br /&gt;
&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Haste (535)]]&lt;br /&gt;
*[[Phase (704)]] ([[Sorcerous Lore, Demonology]] ranks increase this bonus.)&lt;br /&gt;
*[[Cloak of Shadows (712)]]&lt;br /&gt;
*[[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
=== Other Factors ===&lt;br /&gt;
&lt;br /&gt;
[[Stance]], [[level]] difference, size/[[race]], [[wound|injuries]], [[encumbrance]], [[armor penalty]], and [[status|status condition]]s.&lt;br /&gt;
&lt;br /&gt;
Some factors may not be considered for a particular maneuver, depending upon its specifics. For example, magical maneuvers such as [[Earthen Fury (917)]] do not factor in the caster&#039;s stance or injuries.&lt;br /&gt;
&lt;br /&gt;
=== Implementation ===&lt;br /&gt;
*[[Condemn (309)]]&lt;br /&gt;
*[[Ethereal Censer (320)]]&lt;br /&gt;
*[[Earthen Fury (917)]] &lt;br /&gt;
*[[Divine Incarnation (1650)]] {{mono|INCARNATE SMITE}} ability&lt;br /&gt;
*[[Great Auction of 2016]] items including energy bracers and the Captain Elanthia Shield&lt;br /&gt;
*[[Bandit dispel shard]]&lt;br /&gt;
*[[Caedera quaking]]&lt;br /&gt;
*[[Confluence twisting vortex air blast]]&lt;br /&gt;
*[[Dreamvine twinkling dust]]&lt;br /&gt;
*[[Dreamvine wrap]]&lt;br /&gt;
*[[Giant stomp]]&lt;br /&gt;
*[[Poison fog]] ([[giant fog beetle]])&lt;br /&gt;
*[[Settlement of Reim]] traps&lt;br /&gt;
*[[Tail sweep]]&lt;br /&gt;
*[[Triton drowning]]&lt;br /&gt;
*[[Unholy quickening]]&lt;br /&gt;
*[[Wing buffet]]&lt;br /&gt;
&lt;br /&gt;
=== Konacon&#039;s 2019-09-24 SMRv2 Update ===&lt;br /&gt;
* [[Griffin family creatures]]&lt;br /&gt;
* [[Festering Taint]]&lt;br /&gt;
* [[Gnarled Being]]&lt;br /&gt;
* [[Gremlock]]&lt;br /&gt;
* [[Spider family creatures]]&lt;br /&gt;
* [[Scaly Burgee]]&lt;br /&gt;
* [[veabas]]&lt;br /&gt;
* [[Crested Basilisk]]&lt;br /&gt;
* [[Krolvin Slaver]]&lt;br /&gt;
* [[Illoke family creatures]]&lt;br /&gt;
* [[Horse family creatures]] (kicks)&lt;br /&gt;
* [[Snake family creatures]]&lt;br /&gt;
* [[Water Wyrd]]&lt;br /&gt;
* [[Bear family creatures]] &lt;br /&gt;
* [[Steam Dervish]]&lt;br /&gt;
* [[Darken]]&lt;br /&gt;
* [[Frost Giant]] (ice chunks)&lt;br /&gt;
* [[Lesser Ice Giant]] (ice chunks)&lt;br /&gt;
* [[Greater Ice Giant]] (ice chunks)&lt;br /&gt;
* [[Vvrael Warlock]]&lt;br /&gt;
* [[Cat family creatures]] (pounces)&lt;br /&gt;
* [[Treekin family creatures]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[[Stronghold Bowels information (saved post)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Standard Maneuver Roll| ]]&lt;br /&gt;
[[category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=120684</id>
		<title>Standard maneuver roll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=120684"/>
		<updated>2019-09-24T21:22:39Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: /* Konacon&amp;#039;s 2019-09-24 SMRv2 Update */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;standard maneuver roll&#039;&#039;&#039; system is used to determine the success of most physical actions that do not fall within the [[attack roll]] or [[CMAN]] systems. These include special attacks performed by creatures such as the [[tail sweep]] of the [[cave lizard]], [[three-toed tegu]], and the [[snow madrinol]]; a [[soul golem]]&#039;s steam push; an [[Illoke]]&#039;s ground stomp; an [[Ithzir adept]]&#039;s lightning mote; and a [[war griffin]]&#039;s ride of doom.&lt;br /&gt;
&lt;br /&gt;
SMR is an d100 [[open roll]] with many additive modifiers and is successful if the total exceeds 100. The original SMR system typically does not show the exact result of the roll and modifiers. The new system (SMR v2) shows the d100 and the sum of the modifiers.&lt;br /&gt;
&lt;br /&gt;
== SMR v1 ==&lt;br /&gt;
&lt;br /&gt;
The original SMR system is currently used by the vast majority of creature attacks.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
*[[Dexterity]]&lt;br /&gt;
*[[Agility]]&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus.  Races not listed on the following table are considered to have an average ability to dodge maneuvers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Best:&#039;&#039;&#039; || Burghal Gnomes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Excellent:&#039;&#039;&#039; || Halflings, Forest Gnomes, and Elves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good:&#039;&#039;&#039; || Half-Elves, Dark Elves, Sylvankind, Erithians, and Aelotoi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
{{Side box&lt;br /&gt;
|&#039;&#039;&#039;Sidebox: Armor Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The armor penalty is a relatively significant factor. For a character exactly trained for full plate at cap, it contributes a penalty a little bit above the difference between 1x and 2x PF. Overtraining in armor to reduce the action penalty and/or using [[Armored Evasion]] can reduce the maneuver penalty by a fairly significant amount, however.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Coase}}&lt;br /&gt;
&lt;br /&gt;
*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers.&lt;br /&gt;
*[[Combat Maneuvers]] - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive.&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[Armor Use]] can provide a bonus by reducing the [[action penalty]].&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;evading&#039;&#039; maneuvers:&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Temporal Reversion (540)]] (randomly triggered)&lt;br /&gt;
*[[Mobility (618)]]&lt;br /&gt;
*[[Phase (704)]]&lt;br /&gt;
*[[Song of Luck (1006)]] (randomly triggered)&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Premonition (1220)]]&lt;br /&gt;
*[[Dauntless (1606)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;blocking&#039;&#039; maneuvers:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Barrier (102)]]&lt;br /&gt;
*[[Wall of Force (140)]]&lt;br /&gt;
*[[Elemental Barrier (430)]]&lt;br /&gt;
*[[Elemental Deflection (507)]]&lt;br /&gt;
&lt;br /&gt;
=== Stance ===&lt;br /&gt;
&lt;br /&gt;
Defensive stance is best.&lt;br /&gt;
&lt;br /&gt;
=== Condition ===&lt;br /&gt;
&lt;br /&gt;
A character&#039;s present condition also has an effect on their defenses.  [[Spirit#Low_Spirit_Penalties|Low spirit]] will penalize the target, as well as certain types of injuries and scars.&lt;br /&gt;
&lt;br /&gt;
== SMR v2 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMRv2&#039;&#039;&#039; was released in December 2016 and shows a visible roll.  &lt;br /&gt;
&lt;br /&gt;
The primary defense for the defender is calculated using:&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
#Primary: [[Agility]]&lt;br /&gt;
#Secondary: [[Dexterity]] and [[Intuition]]&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
All skills are weighted equally by the SMR.&lt;br /&gt;
&lt;br /&gt;
*[[Dodging]] (Spells that give a bonus to dodge ranks are taken into account.)&lt;br /&gt;
*[[Combat Maneuvers]] (The bonus ranks granted by [[Patron&#039;s Blessing (1611)]] are taken into account.)&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Physical Fitness]]&lt;br /&gt;
*[[Shield Use]] is used in some cases, depending on the maneuver.&lt;br /&gt;
*[[Survival]] is used in some bandit trap cases.&lt;br /&gt;
&lt;br /&gt;
=== Defender Spells ===&lt;br /&gt;
&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Haste (535)]]&lt;br /&gt;
*[[Phase (704)]] ([[Sorcerous Lore, Demonology]] ranks increase this bonus.)&lt;br /&gt;
*[[Cloak of Shadows (712)]]&lt;br /&gt;
*[[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
=== Other Factors ===&lt;br /&gt;
&lt;br /&gt;
[[Stance]], [[level]] difference, size/[[race]], [[wound|injuries]], [[encumbrance]], [[armor penalty]], and [[status|status condition]]s.&lt;br /&gt;
&lt;br /&gt;
Some factors may not be considered for a particular maneuver, depending upon its specifics. For example, magical maneuvers such as [[Earthen Fury (917)]] do not factor in the caster&#039;s stance or injuries.&lt;br /&gt;
&lt;br /&gt;
=== Implementation ===&lt;br /&gt;
*[[Condemn (309)]]&lt;br /&gt;
*[[Ethereal Censer (320)]]&lt;br /&gt;
*[[Earthen Fury (917)]] &lt;br /&gt;
*[[Divine Incarnation (1650)]] {{mono|INCARNATE SMITE}} ability&lt;br /&gt;
*[[Great Auction of 2016]] items including energy bracers and the Captain Elanthia Shield&lt;br /&gt;
*[[Bandit dispel shard]]&lt;br /&gt;
*[[Caedera quaking]]&lt;br /&gt;
*[[Confluence twisting vortex air blast]]&lt;br /&gt;
*[[Dreamvine twinkling dust]]&lt;br /&gt;
*[[Dreamvine wrap]]&lt;br /&gt;
*[[Giant stomp]]&lt;br /&gt;
*[[Poison fog]] ([[giant fog beetle]])&lt;br /&gt;
*[[Settlement of Reim]] traps&lt;br /&gt;
*[[Tail sweep]]&lt;br /&gt;
*[[Triton drowning]]&lt;br /&gt;
*[[Unholy quickening]]&lt;br /&gt;
*[[Wing buffet]]&lt;br /&gt;
&lt;br /&gt;
=== Konacon&#039;s 2019-09-24 SMRv2 Update ===&lt;br /&gt;
* [[griffin_family_creatures]]&lt;br /&gt;
* [[festering taints]]&lt;br /&gt;
* [[gnarled being]]&lt;br /&gt;
* [[gremlocks]]&lt;br /&gt;
* [[spiders]]&lt;br /&gt;
* [[burgees]]&lt;br /&gt;
* [[veabas]]&lt;br /&gt;
* [[basilisks]]&lt;br /&gt;
* [[krolvin slavers]]&lt;br /&gt;
* [[illoke]]&lt;br /&gt;
* [[horse kicks]]&lt;br /&gt;
* [[snakes and vipers]]&lt;br /&gt;
* [[water wyrds]]&lt;br /&gt;
* [[bears]] &lt;br /&gt;
* [[steam dervishes]]&lt;br /&gt;
* [[darkens]]&lt;br /&gt;
* [[ice chunks from frost/ice giants]]&lt;br /&gt;
* [[vvrael warlocks]]&lt;br /&gt;
* [[cat pounces]]&lt;br /&gt;
* [[treekins]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[[Stronghold Bowels information (saved post)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Standard Maneuver Roll| ]]&lt;br /&gt;
[[category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=120683</id>
		<title>Standard maneuver roll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=120683"/>
		<updated>2019-09-24T21:21:02Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: /* Konacon&amp;#039;s 2019-09-24 SMRv2 Update */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;standard maneuver roll&#039;&#039;&#039; system is used to determine the success of most physical actions that do not fall within the [[attack roll]] or [[CMAN]] systems. These include special attacks performed by creatures such as the [[tail sweep]] of the [[cave lizard]], [[three-toed tegu]], and the [[snow madrinol]]; a [[soul golem]]&#039;s steam push; an [[Illoke]]&#039;s ground stomp; an [[Ithzir adept]]&#039;s lightning mote; and a [[war griffin]]&#039;s ride of doom.&lt;br /&gt;
&lt;br /&gt;
SMR is an d100 [[open roll]] with many additive modifiers and is successful if the total exceeds 100. The original SMR system typically does not show the exact result of the roll and modifiers. The new system (SMR v2) shows the d100 and the sum of the modifiers.&lt;br /&gt;
&lt;br /&gt;
== SMR v1 ==&lt;br /&gt;
&lt;br /&gt;
The original SMR system is currently used by the vast majority of creature attacks.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
*[[Dexterity]]&lt;br /&gt;
*[[Agility]]&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus.  Races not listed on the following table are considered to have an average ability to dodge maneuvers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Best:&#039;&#039;&#039; || Burghal Gnomes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Excellent:&#039;&#039;&#039; || Halflings, Forest Gnomes, and Elves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good:&#039;&#039;&#039; || Half-Elves, Dark Elves, Sylvankind, Erithians, and Aelotoi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
{{Side box&lt;br /&gt;
|&#039;&#039;&#039;Sidebox: Armor Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The armor penalty is a relatively significant factor. For a character exactly trained for full plate at cap, it contributes a penalty a little bit above the difference between 1x and 2x PF. Overtraining in armor to reduce the action penalty and/or using [[Armored Evasion]] can reduce the maneuver penalty by a fairly significant amount, however.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Coase}}&lt;br /&gt;
&lt;br /&gt;
*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers.&lt;br /&gt;
*[[Combat Maneuvers]] - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive.&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[Armor Use]] can provide a bonus by reducing the [[action penalty]].&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;evading&#039;&#039; maneuvers:&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Temporal Reversion (540)]] (randomly triggered)&lt;br /&gt;
*[[Mobility (618)]]&lt;br /&gt;
*[[Phase (704)]]&lt;br /&gt;
*[[Song of Luck (1006)]] (randomly triggered)&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Premonition (1220)]]&lt;br /&gt;
*[[Dauntless (1606)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;blocking&#039;&#039; maneuvers:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Barrier (102)]]&lt;br /&gt;
*[[Wall of Force (140)]]&lt;br /&gt;
*[[Elemental Barrier (430)]]&lt;br /&gt;
*[[Elemental Deflection (507)]]&lt;br /&gt;
&lt;br /&gt;
=== Stance ===&lt;br /&gt;
&lt;br /&gt;
Defensive stance is best.&lt;br /&gt;
&lt;br /&gt;
=== Condition ===&lt;br /&gt;
&lt;br /&gt;
A character&#039;s present condition also has an effect on their defenses.  [[Spirit#Low_Spirit_Penalties|Low spirit]] will penalize the target, as well as certain types of injuries and scars.&lt;br /&gt;
&lt;br /&gt;
== SMR v2 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMRv2&#039;&#039;&#039; was released in December 2016 and shows a visible roll.  &lt;br /&gt;
&lt;br /&gt;
The primary defense for the defender is calculated using:&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
#Primary: [[Agility]]&lt;br /&gt;
#Secondary: [[Dexterity]] and [[Intuition]]&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
All skills are weighted equally by the SMR.&lt;br /&gt;
&lt;br /&gt;
*[[Dodging]] (Spells that give a bonus to dodge ranks are taken into account.)&lt;br /&gt;
*[[Combat Maneuvers]] (The bonus ranks granted by [[Patron&#039;s Blessing (1611)]] are taken into account.)&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Physical Fitness]]&lt;br /&gt;
*[[Shield Use]] is used in some cases, depending on the maneuver.&lt;br /&gt;
*[[Survival]] is used in some bandit trap cases.&lt;br /&gt;
&lt;br /&gt;
=== Defender Spells ===&lt;br /&gt;
&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Haste (535)]]&lt;br /&gt;
*[[Phase (704)]] ([[Sorcerous Lore, Demonology]] ranks increase this bonus.)&lt;br /&gt;
*[[Cloak of Shadows (712)]]&lt;br /&gt;
*[[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
=== Other Factors ===&lt;br /&gt;
&lt;br /&gt;
[[Stance]], [[level]] difference, size/[[race]], [[wound|injuries]], [[encumbrance]], [[armor penalty]], and [[status|status condition]]s.&lt;br /&gt;
&lt;br /&gt;
Some factors may not be considered for a particular maneuver, depending upon its specifics. For example, magical maneuvers such as [[Earthen Fury (917)]] do not factor in the caster&#039;s stance or injuries.&lt;br /&gt;
&lt;br /&gt;
=== Implementation ===&lt;br /&gt;
*[[Condemn (309)]]&lt;br /&gt;
*[[Ethereal Censer (320)]]&lt;br /&gt;
*[[Earthen Fury (917)]] &lt;br /&gt;
*[[Divine Incarnation (1650)]] {{mono|INCARNATE SMITE}} ability&lt;br /&gt;
*[[Great Auction of 2016]] items including energy bracers and the Captain Elanthia Shield&lt;br /&gt;
*[[Bandit dispel shard]]&lt;br /&gt;
*[[Caedera quaking]]&lt;br /&gt;
*[[Confluence twisting vortex air blast]]&lt;br /&gt;
*[[Dreamvine twinkling dust]]&lt;br /&gt;
*[[Dreamvine wrap]]&lt;br /&gt;
*[[Giant stomp]]&lt;br /&gt;
*[[Poison fog]] ([[giant fog beetle]])&lt;br /&gt;
*[[Settlement of Reim]] traps&lt;br /&gt;
*[[Tail sweep]]&lt;br /&gt;
*[[Triton drowning]]&lt;br /&gt;
*[[Unholy quickening]]&lt;br /&gt;
*[[Wing buffet]]&lt;br /&gt;
&lt;br /&gt;
=== Konacon&#039;s 2019-09-24 SMRv2 Update ===&lt;br /&gt;
* [[griffins]]&lt;br /&gt;
* [[festering taints]]&lt;br /&gt;
* [[gnarled being]]&lt;br /&gt;
* [[gremlocks]]&lt;br /&gt;
* [[spiders]]&lt;br /&gt;
* [[burgees]]&lt;br /&gt;
* [[veabas]]&lt;br /&gt;
* [[basilisks]]&lt;br /&gt;
* [[krolvin slavers]]&lt;br /&gt;
* [[illoke]]&lt;br /&gt;
* [[horse kicks]]&lt;br /&gt;
* [[snakes and vipers]]&lt;br /&gt;
* [[water wyrds]]&lt;br /&gt;
* [[bears]] &lt;br /&gt;
* [[steam dervishes]]&lt;br /&gt;
* [[darkens]]&lt;br /&gt;
* [[ice chunks from frost/ice giants]]&lt;br /&gt;
* [[vvrael warlocks]]&lt;br /&gt;
* [[cat pounces]]&lt;br /&gt;
* [[treekins]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[[Stronghold Bowels information (saved post)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Standard Maneuver Roll| ]]&lt;br /&gt;
[[category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=120682</id>
		<title>Standard maneuver roll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=120682"/>
		<updated>2019-09-24T21:19:44Z</updated>

		<summary type="html">&lt;p&gt;HEBREWTOYOU: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;standard maneuver roll&#039;&#039;&#039; system is used to determine the success of most physical actions that do not fall within the [[attack roll]] or [[CMAN]] systems. These include special attacks performed by creatures such as the [[tail sweep]] of the [[cave lizard]], [[three-toed tegu]], and the [[snow madrinol]]; a [[soul golem]]&#039;s steam push; an [[Illoke]]&#039;s ground stomp; an [[Ithzir adept]]&#039;s lightning mote; and a [[war griffin]]&#039;s ride of doom.&lt;br /&gt;
&lt;br /&gt;
SMR is an d100 [[open roll]] with many additive modifiers and is successful if the total exceeds 100. The original SMR system typically does not show the exact result of the roll and modifiers. The new system (SMR v2) shows the d100 and the sum of the modifiers.&lt;br /&gt;
&lt;br /&gt;
== SMR v1 ==&lt;br /&gt;
&lt;br /&gt;
The original SMR system is currently used by the vast majority of creature attacks.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
*[[Dexterity]]&lt;br /&gt;
*[[Agility]]&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus.  Races not listed on the following table are considered to have an average ability to dodge maneuvers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Best:&#039;&#039;&#039; || Burghal Gnomes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Excellent:&#039;&#039;&#039; || Halflings, Forest Gnomes, and Elves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good:&#039;&#039;&#039; || Half-Elves, Dark Elves, Sylvankind, Erithians, and Aelotoi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
{{Side box&lt;br /&gt;
|&#039;&#039;&#039;Sidebox: Armor Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The armor penalty is a relatively significant factor. For a character exactly trained for full plate at cap, it contributes a penalty a little bit above the difference between 1x and 2x PF. Overtraining in armor to reduce the action penalty and/or using [[Armored Evasion]] can reduce the maneuver penalty by a fairly significant amount, however.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Coase}}&lt;br /&gt;
&lt;br /&gt;
*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers.&lt;br /&gt;
*[[Combat Maneuvers]] - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive.&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[Armor Use]] can provide a bonus by reducing the [[action penalty]].&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;evading&#039;&#039; maneuvers:&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Temporal Reversion (540)]] (randomly triggered)&lt;br /&gt;
*[[Mobility (618)]]&lt;br /&gt;
*[[Phase (704)]]&lt;br /&gt;
*[[Song of Luck (1006)]] (randomly triggered)&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Premonition (1220)]]&lt;br /&gt;
*[[Dauntless (1606)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;blocking&#039;&#039; maneuvers:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Barrier (102)]]&lt;br /&gt;
*[[Wall of Force (140)]]&lt;br /&gt;
*[[Elemental Barrier (430)]]&lt;br /&gt;
*[[Elemental Deflection (507)]]&lt;br /&gt;
&lt;br /&gt;
=== Stance ===&lt;br /&gt;
&lt;br /&gt;
Defensive stance is best.&lt;br /&gt;
&lt;br /&gt;
=== Condition ===&lt;br /&gt;
&lt;br /&gt;
A character&#039;s present condition also has an effect on their defenses.  [[Spirit#Low_Spirit_Penalties|Low spirit]] will penalize the target, as well as certain types of injuries and scars.&lt;br /&gt;
&lt;br /&gt;
== SMR v2 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMRv2&#039;&#039;&#039; was released in December 2016 and shows a visible roll.  &lt;br /&gt;
&lt;br /&gt;
The primary defense for the defender is calculated using:&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
#Primary: [[Agility]]&lt;br /&gt;
#Secondary: [[Dexterity]] and [[Intuition]]&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
All skills are weighted equally by the SMR.&lt;br /&gt;
&lt;br /&gt;
*[[Dodging]] (Spells that give a bonus to dodge ranks are taken into account.)&lt;br /&gt;
*[[Combat Maneuvers]] (The bonus ranks granted by [[Patron&#039;s Blessing (1611)]] are taken into account.)&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Physical Fitness]]&lt;br /&gt;
*[[Shield Use]] is used in some cases, depending on the maneuver.&lt;br /&gt;
*[[Survival]] is used in some bandit trap cases.&lt;br /&gt;
&lt;br /&gt;
=== Defender Spells ===&lt;br /&gt;
&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Haste (535)]]&lt;br /&gt;
*[[Phase (704)]] ([[Sorcerous Lore, Demonology]] ranks increase this bonus.)&lt;br /&gt;
*[[Cloak of Shadows (712)]]&lt;br /&gt;
*[[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
=== Other Factors ===&lt;br /&gt;
&lt;br /&gt;
[[Stance]], [[level]] difference, size/[[race]], [[wound|injuries]], [[encumbrance]], [[armor penalty]], and [[status|status condition]]s.&lt;br /&gt;
&lt;br /&gt;
Some factors may not be considered for a particular maneuver, depending upon its specifics. For example, magical maneuvers such as [[Earthen Fury (917)]] do not factor in the caster&#039;s stance or injuries.&lt;br /&gt;
&lt;br /&gt;
=== Implementation ===&lt;br /&gt;
*[[Condemn (309)]]&lt;br /&gt;
*[[Ethereal Censer (320)]]&lt;br /&gt;
*[[Earthen Fury (917)]] &lt;br /&gt;
*[[Divine Incarnation (1650)]] {{mono|INCARNATE SMITE}} ability&lt;br /&gt;
*[[Great Auction of 2016]] items including energy bracers and the Captain Elanthia Shield&lt;br /&gt;
*[[Bandit dispel shard]]&lt;br /&gt;
*[[Caedera quaking]]&lt;br /&gt;
*[[Confluence twisting vortex air blast]]&lt;br /&gt;
*[[Dreamvine twinkling dust]]&lt;br /&gt;
*[[Dreamvine wrap]]&lt;br /&gt;
*[[Giant stomp]]&lt;br /&gt;
*[[Poison fog]] ([[giant fog beetle]])&lt;br /&gt;
*[[Settlement of Reim]] traps&lt;br /&gt;
*[[Tail sweep]]&lt;br /&gt;
*[[Triton drowning]]&lt;br /&gt;
*[[Unholy quickening]]&lt;br /&gt;
*[[Wing buffet]]&lt;br /&gt;
&lt;br /&gt;
=== Konacon&#039;s 2019-09-24 SMRv2 Update ===&lt;br /&gt;
* [[griffins]]&lt;br /&gt;
* [[festering taints]]&lt;br /&gt;
* [[gnarled being]]&lt;br /&gt;
* [[gremlocks]]&lt;br /&gt;
* [[many spider webbing abilities]]&lt;br /&gt;
* [[burgees]]&lt;br /&gt;
* [[veabas]]&lt;br /&gt;
* [[basilisks]]&lt;br /&gt;
* [[krolvin slavers]]&lt;br /&gt;
* [[illoke]]&lt;br /&gt;
* [[horse kicks]]&lt;br /&gt;
* [[snakes and vipers]]&lt;br /&gt;
* [[water wyrds]]&lt;br /&gt;
* [[bears]] &lt;br /&gt;
* [[steam dervishes]],&lt;br /&gt;
* [[darkens]]&lt;br /&gt;
* [[ice chunks from frost/ice giants]]&lt;br /&gt;
* [[vvrael warlocks]]&lt;br /&gt;
* [[cat pounces]]&lt;br /&gt;
* [[treekins.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[[Stronghold Bowels information (saved post)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Standard Maneuver Roll| ]]&lt;br /&gt;
[[category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>HEBREWTOYOU</name></author>
	</entry>
</feed>