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	<title>GemStone IV Wiki - User contributions [en]</title>
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	<updated>2026-05-18T11:31:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Weapon_Bonding&amp;diff=215233</id>
		<title>Weapon Bonding</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Weapon_Bonding&amp;diff=215233"/>
		<updated>2024-03-09T20:42:14Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: Added link for berserk added last edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = weaponbonding&lt;br /&gt;
  |type = Passive&lt;br /&gt;
  |availableto = [[Warrior]]s (at level 25)&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;
{{TOC limit|2}}&lt;br /&gt;
{{PSMinfo&lt;br /&gt;
  |description = Spiritually bond to your [[weapon]].&lt;br /&gt;
  |mechanics = Adds +2 to [[Attack Strength]] (AS) and bonuses to [[CML]] attack/defensive strength when using the bonded weapon.  To bond with a weapon, you must first venture to a [[Holy places|holy shrine]] to establish a spiritual connection between yourself and your weapon.  Once connected, your weapon will become increasingly able to be bonded with as you use it in combat.  You will not begin to derive benefit from your ranks until you and your weapon have sufficiently bonded in combat.&lt;br /&gt;
&lt;br /&gt;
At each rank, your weapon gains a special ability that will randomly activate in combat.  See {{boldmono|FEAT WEAPONBONDING}} for a list of these abilities.  Upon mastery, your weapon will also gain the ability to attempt to return to your hand if it is [[disarm]]ed or [[hurl]]ed.&lt;br /&gt;
  |additionalinfo = &lt;br /&gt;
=== How To Bond === &lt;br /&gt;
To choose the weapon, you need to be holding your desired weapon type, visit a [[Holy places|holy shrine]], and {{boldmono|FEAT WEAPONBOND PRAY}}. After bonding to a new weapon, the warrior&#039;s spirit is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
==== Bonding Messaging ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;kneel&lt;br /&gt;
You kneel down.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;feat bond pray&lt;br /&gt;
You have already bonded yourself to a weapon at some time in the past.  If you form a new bond, the old bond will be lost.  If you wish to form a new bond use FEAT WEAPONBOND PRAY CONFIRM to proceed.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;feat bond pray confirm&lt;br /&gt;
You hold your eahnor-spiked maul up in offering and mutter some prayers to Kai.  After a moment of silence, a steely silver shaft of light springs forth from your eahnor-spiked maul and bathes you in its glow.  Images of the eahnor-spiked maul from its moment of creation to the present flash before your eyes in quick succession.  As the images and shaft of light fade away, you feel heavily drained but somehow more spiritually attuned to the eahnor-spiked maul.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Bonding Process ====&lt;br /&gt;
When a Warrior trains in the &#039;&#039;&#039;Weapon Bonding&#039;&#039;&#039; feat, there is no immediate benefit.  The bonding process requires extensive use of the weapon; the effects do not appear immediately upon learning the skill.  Instead, the number of ranks the warrior has gained in &#039;&#039;&#039;Bonding&#039;&#039;&#039; acts as a ceiling to the available benefits.&lt;br /&gt;
&lt;br /&gt;
=====Bonding Experience Requirements===== &lt;br /&gt;
&lt;br /&gt;
As a warrior earns experience with the weapon, the bond periodically strengthens. Thanks to player research by Brute [http://forum.gsplayers.com/showthread.php?t=62627] it has been determined that the amount of experience required to advance to the next rank is equal to the Rank# * 100 same-level critter kills. E.g., a level 50 character would need to kill the equivalent of one hundred level 50 critters to advance to Rank 1. Advancement to Rank 2 would require &#039;&#039;&#039;an additional&#039;&#039;&#039; 200 same-level kills, etc. The cumulative total required to advance to Rank 5 is 1500 SLKs worth of experience (see [[#Weapon Bonding Table|table]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: It is not necessary for the warrior to actually inflict the killing blow as long as they are credited with the experience.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Typing {{boldmono|FEAT WEAPONBOND INFO}} with the weapon in hand will report a message that corresponds with the current level of bonding.&lt;br /&gt;
&lt;br /&gt;
=== Bonding Bonuses ===&lt;br /&gt;
A bonded weapon provides +2 to AS and CML skills for each level of bonding the Warrior has achieved.  In addition to the AS and other bonuses, the skill also enables a series of special &#039;effect&#039; abilities, one per level.  A warrior that has achieved 5 levels of bonding is fully bonded to his or her weapon; the weapon will then return to the warriors hand in about 5 seconds if it is forcibly removed.&lt;br /&gt;
&lt;br /&gt;
==== Rate of Bonding Flares ====&lt;br /&gt;
{{boldmono|FEAT WEAPONBOND EFFECT &amp;lt;#&amp;gt;}} allows the user to choose a specific bonding flare.  According to player research by Gnimble [http://forum.gsplayers.com/showthread.php?t=38784], special bonding &#039;flares&#039; are not random, and happen on a regular basis.  After a specific number of swings (increasing with bonding level), the weapon will flare.&lt;br /&gt;
&lt;br /&gt;
Non-standard attacks, like those from the [[Combat Maneuvers|Combat Maneuver List]], [[Multi Opponent Combat#Multi-strike|MSTRIKE]], [[V&#039;tull&#039;s Fury (1718)]], and as of right now, [[Unarmed Combat System]], suppress some bonding flares, but the attacks continue to add to this count.  Suppose, for example, a warrior was set to rank 4 flares, which occur every 10 swings, and was 3 swings away from the next flare.  If that warrior were to then berserk, and swing 15 times, the next two regular attacks would result in bonding flares. The rank 5 flare will occur when using [[Multi Opponent Combat#Multi-strike|MSTRIKE]] and [[Berserk]].&lt;br /&gt;
&lt;br /&gt;
====Weapon Bonding Table ====&lt;br /&gt;
{{weaponbondtable}}&lt;br /&gt;
}}&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Player System Manager/saved posts|Player System Manager saved posts]]&lt;br /&gt;
* [[Breaking weapon bonds (guide)]]&lt;br /&gt;
* [[Tainted Bond]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Feats]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Weapon_Bonding&amp;diff=215232</id>
		<title>Weapon Bonding</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Weapon_Bonding&amp;diff=215232"/>
		<updated>2024-03-09T20:37:56Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: Currently some bonding flares, are not suppressed when using MSTRIKE/Berserking. This was tested on Rank 5 flares (double attack) and only with MSTRIKE. I do not know if the other bonding flares currently work with mstrike/berserking. I also do not know if the other suppression effects such as CMANs/1718 now allow flares or not.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = weaponbonding&lt;br /&gt;
  |type = Passive&lt;br /&gt;
  |availableto = [[Warrior]]s (at level 25)&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;
{{TOC limit|2}}&lt;br /&gt;
{{PSMinfo&lt;br /&gt;
  |description = Spiritually bond to your [[weapon]].&lt;br /&gt;
  |mechanics = Adds +2 to [[Attack Strength]] (AS) and bonuses to [[CML]] attack/defensive strength when using the bonded weapon.  To bond with a weapon, you must first venture to a [[Holy places|holy shrine]] to establish a spiritual connection between yourself and your weapon.  Once connected, your weapon will become increasingly able to be bonded with as you use it in combat.  You will not begin to derive benefit from your ranks until you and your weapon have sufficiently bonded in combat.&lt;br /&gt;
&lt;br /&gt;
At each rank, your weapon gains a special ability that will randomly activate in combat.  See {{boldmono|FEAT WEAPONBONDING}} for a list of these abilities.  Upon mastery, your weapon will also gain the ability to attempt to return to your hand if it is [[disarm]]ed or [[hurl]]ed.&lt;br /&gt;
  |additionalinfo = &lt;br /&gt;
=== How To Bond === &lt;br /&gt;
To choose the weapon, you need to be holding your desired weapon type, visit a [[Holy places|holy shrine]], and {{boldmono|FEAT WEAPONBOND PRAY}}. After bonding to a new weapon, the warrior&#039;s spirit is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
==== Bonding Messaging ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;kneel&lt;br /&gt;
You kneel down.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;feat bond pray&lt;br /&gt;
You have already bonded yourself to a weapon at some time in the past.  If you form a new bond, the old bond will be lost.  If you wish to form a new bond use FEAT WEAPONBOND PRAY CONFIRM to proceed.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;feat bond pray confirm&lt;br /&gt;
You hold your eahnor-spiked maul up in offering and mutter some prayers to Kai.  After a moment of silence, a steely silver shaft of light springs forth from your eahnor-spiked maul and bathes you in its glow.  Images of the eahnor-spiked maul from its moment of creation to the present flash before your eyes in quick succession.  As the images and shaft of light fade away, you feel heavily drained but somehow more spiritually attuned to the eahnor-spiked maul.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Bonding Process ====&lt;br /&gt;
When a Warrior trains in the &#039;&#039;&#039;Weapon Bonding&#039;&#039;&#039; feat, there is no immediate benefit.  The bonding process requires extensive use of the weapon; the effects do not appear immediately upon learning the skill.  Instead, the number of ranks the warrior has gained in &#039;&#039;&#039;Bonding&#039;&#039;&#039; acts as a ceiling to the available benefits.&lt;br /&gt;
&lt;br /&gt;
=====Bonding Experience Requirements===== &lt;br /&gt;
&lt;br /&gt;
As a warrior earns experience with the weapon, the bond periodically strengthens. Thanks to player research by Brute [http://forum.gsplayers.com/showthread.php?t=62627] it has been determined that the amount of experience required to advance to the next rank is equal to the Rank# * 100 same-level critter kills. E.g., a level 50 character would need to kill the equivalent of one hundred level 50 critters to advance to Rank 1. Advancement to Rank 2 would require &#039;&#039;&#039;an additional&#039;&#039;&#039; 200 same-level kills, etc. The cumulative total required to advance to Rank 5 is 1500 SLKs worth of experience (see [[#Weapon Bonding Table|table]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: It is not necessary for the warrior to actually inflict the killing blow as long as they are credited with the experience.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Typing {{boldmono|FEAT WEAPONBOND INFO}} with the weapon in hand will report a message that corresponds with the current level of bonding.&lt;br /&gt;
&lt;br /&gt;
=== Bonding Bonuses ===&lt;br /&gt;
A bonded weapon provides +2 to AS and CML skills for each level of bonding the Warrior has achieved.  In addition to the AS and other bonuses, the skill also enables a series of special &#039;effect&#039; abilities, one per level.  A warrior that has achieved 5 levels of bonding is fully bonded to his or her weapon; the weapon will then return to the warriors hand in about 5 seconds if it is forcibly removed.&lt;br /&gt;
&lt;br /&gt;
==== Rate of Bonding Flares ====&lt;br /&gt;
{{boldmono|FEAT WEAPONBOND EFFECT &amp;lt;#&amp;gt;}} allows the user to choose a specific bonding flare.  According to player research by Gnimble [http://forum.gsplayers.com/showthread.php?t=38784], special bonding &#039;flares&#039; are not random, and happen on a regular basis.  After a specific number of swings (increasing with bonding level), the weapon will flare.&lt;br /&gt;
&lt;br /&gt;
Non-standard attacks, like those from the [[Combat Maneuvers|Combat Maneuver List]], [[Multi Opponent Combat#Multi-strike|MSTRIKE]], [[V&#039;tull&#039;s Fury (1718)]], and as of right now, [[Unarmed Combat System]], suppress some bonding flares, but the attacks continue to add to this count.  Suppose, for example, a warrior was set to rank 4 flares, which occur every 10 swings, and was 3 swings away from the next flare.  If that warrior were to then berserk, and swing 15 times, the next two regular attacks would result in bonding flares. The rank 5 flare will occur when using [[Multi Opponent Combat#Multi-strike|MSTRIKE]] and berserk.&lt;br /&gt;
&lt;br /&gt;
====Weapon Bonding Table ====&lt;br /&gt;
{{weaponbondtable}}&lt;br /&gt;
}}&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Player System Manager/saved posts|Player System Manager saved posts]]&lt;br /&gt;
* [[Breaking weapon bonds (guide)]]&lt;br /&gt;
* [[Tainted Bond]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Feats]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Weapon_Bonding&amp;diff=214975</id>
		<title>Talk:Weapon Bonding</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Weapon_Bonding&amp;diff=214975"/>
		<updated>2024-03-03T21:35:58Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: /* Weapon Bonding Flares and Mstrike */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The layout looks fine to me; especially the chart.  Good info. [[User:DRIZZT-12|Adam]] &amp;lt;sup&amp;gt;[[User talk:DRIZZT-12|talk]]&amp;lt;/sup&amp;gt; 13:30, 24 November 2008 (EST)&lt;br /&gt;
:I&#039;m not sure what exactly rank 2 does; I haven&#039;t played with the numbers enough (nor do I have any intention to) to see if it increases DF or adds some weighting.  If you made me guess, I&#039;d say DF, just because that&#039;s how I&#039;d do it, but who knows. [[User:PFLATS|PFLATS]] 22:32, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Weapon Bonding Flares and Mstrike ==&lt;br /&gt;
&lt;br /&gt;
The wiki page for weapon bonding flares mention that things such as MSTRIKE suppress the bonding flares. &lt;br /&gt;
&lt;br /&gt;
I just came back so I&#039;m not sure how to update the wiki. However, it appears that at least with MSTRIKE, some of the weapon bonding flares do activate. On focused and unfocused mstrikes, the Level 5 flare (extra attack) is happening.&lt;br /&gt;
The below example is during a beserk:&lt;br /&gt;
&lt;br /&gt;
You rage across the battlefield, striking with unrelenting fury!&lt;br /&gt;
You swing a fel hafted vultite waraxe at a Grimswarm troll guard!&lt;br /&gt;
  AS: +298 vs DS: +212 with AvD: +31 + d100 roll: +65 = +182&lt;br /&gt;
   ... and hit for 50 points of damage!&lt;br /&gt;
   Whoosh!  Several ribs driven into lungs.&lt;br /&gt;
   The troll guard is stunned!&lt;br /&gt;
You swing a fel hafted vultite waraxe at a Grimswarm troll ranger!&lt;br /&gt;
  AS: +298 vs DS: +125 with AvD: +38 + d100 roll: +34 = +245&lt;br /&gt;
   ... and hit for 64 points of damage!&lt;br /&gt;
   Left arm ripped from socket at the elbow!&lt;br /&gt;
   The ranger&#039;s reinforced shield falls to the ground.&lt;br /&gt;
   The troll ranger is stunned!&lt;br /&gt;
&lt;br /&gt;
You feel your vultite waraxe straining back towards your foe!  Taking advantage of this, you manage to effortlessly reverse your momentum and strike again!&lt;br /&gt;
&lt;br /&gt;
You take aim and swing a fel hafted vultite waraxe at a Grimswarm troll ranger!&lt;br /&gt;
  AS: +298 vs DS: +88 with AvD: +38 + d100 roll: +88 = +336&lt;br /&gt;
   ... and hit for 79 points of damage!&lt;br /&gt;
   Blast to hand sends fingers flying in several different directions.&lt;br /&gt;
   The ranger&#039;s short sword falls to the ground.&lt;br /&gt;
You swing a fel hafted vultite waraxe at a Grimswarm troll warrior!&lt;br /&gt;
  AS: +298 vs DS: +122 with AvD: +38 + d100 roll: +64 = +278&lt;br /&gt;
   ... and hit for 78 points of damage!&lt;br /&gt;
   Spinal cord damaged by smash to the back.&lt;br /&gt;
&lt;br /&gt;
[You have 4 repetition(s) remaining.]&lt;br /&gt;
&amp;gt;&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Abyran&amp;diff=87890</id>
		<title>Abyran</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Abyran&amp;diff=87890"/>
		<updated>2017-03-05T05:49:26Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: Added Malisai to list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;abyran&#039;&#039;&#039; is a  [[demon archetype]] which originates from the [[Lorae&#039;tyr]] [[valence]]. There are three sub-types, &#039;&#039;&#039;abyran&#039;a&#039;&#039;&#039;, &#039;&#039;&#039;abyran&#039;sa&#039;&#039;&#039;, and &#039;&#039;&#039;abryan&#039;ra&#039;&#039;&#039;. The abyran&#039;a and abyran&#039;sa are classified as [[minor demon]]s and can be summoned through the use of [[Minor Summoning (725)]]. The abyran&#039;ra is a [[lesser demon]], and cannot be summoned by players at this time. A [[lithe black abyran&#039;ra]] has been the most common demon to pierce the veil when a sorcerer has a major failure for 740 [[Planar Shift]].&lt;br /&gt;
&lt;br /&gt;
=== Physical Description ===&lt;br /&gt;
&lt;br /&gt;
The abyran are a species half-snake half-humanoids. Above the waist they have humanoid torsos, which blend into the scaly shaft and long tail of a snake. The skin of their torso can range in color, but is often some gradation of purple. The scaled portion of their body changes color to match their surroundings when endangered or excited. Their faces are mostly humanoid, but without hair or ears. They have unblinking, pupiless eyes, and have short protrusions on top their heads, which seem to move of their own volition. Their thin-lipped mouths contain a pair of menacing fangs, and long, thin tongues. The tounges of the abyran&#039;sa and abyran&#039;ra are forked, providing a sibilant quality to their speech. Like snakes, the abyran occasionally shed their skin. &lt;br /&gt;
&lt;br /&gt;
The features of the abyran&#039;ra are significantly different from the other sub-types. The most obvious being the protrusions of the head, which are instead a wreath of independantly writhing serpants. In addition, the skin of the abyran&#039;ra is generally a darker hue, usually black. Finally, the ends of its fingers are viscious scythe-like talons.&lt;br /&gt;
&lt;br /&gt;
=== Society and Behavior ===&lt;br /&gt;
&lt;br /&gt;
The abyran have an advanced society, easily the most advanced within Lorae&#039;tyr. They have a caste system, comprised of a civilian/labor class (abyran&#039;a), a priest class (abyran&#039;sa), and a warrior class (abyran&#039;ra). The abyran are constantly constructing intricate temples of stone, each with multiple sections which all share a central overlapping point (imagine a clover leaf). Due to the unpredictable timeshifting of the valence, portions of the temple are always in disrepair, though this manner of construction ensures that at least one segment remains standing. The abyran appear to hold snakes in high regard, and have been witnessed prostrating themselves to even the smallest serpents, sometimes statues of serpants.&lt;br /&gt;
&lt;br /&gt;
The abyran&#039;ra are powerful enough to use potent magic, both destructive and defensive. They have also been observed taking part in rituals which do nothing but display their power. Abyran&#039;ra possess a particular fetish of violently removing the spinal columns of their slain enemies. They can then sharpen them into a bladed whip, and the set them aflame. Additionally, they clearly possess some sense of loyalty to their kin, because when they encounter a summoned abyran&#039;a or abyran&#039;sa, they will attempt to break the sorcerer&#039;s control over it. If they succeed, the sorcerer will lose the demon and incur a significant stun, but if they lose, the abyran&#039;ra will be stunned instead. This is primarily fended off through training in Demonology.&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Benefits and Flaws ===&lt;br /&gt;
&lt;br /&gt;
The abyran are moderate at [[Minor Summoning (725)#Holding Coins|holding coins]], and possess adequate [[Minor Summoning (725)#Mana Sharing|mana capacities]]. They can [[Minor Summoning (725)#Carrying Items|hold]] two objects, and inflict poison upon thieves they [[Minor Summoning (725)#Guard &amp;amp; Cease|catch]] in their master&#039;s pockets. The abyran&#039;sa are unique in that only they are able to [[Minor Summoning (725)#Interfere|break]] existing sanctuaries, whereas other demons can only interfere with the creation of new ones.&lt;br /&gt;
&lt;br /&gt;
=== Roleplaying Verbs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;POINT&#039;&#039; - You crook your finger meaningfully at the abyran&#039;sa. Its serpentine face registers a brief flash of hatred before it approaches and draws up before you with its eyes averted in a show of humility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PUSH&#039;&#039; - You push an outstretched hand towards the ground in front of the smoky amber abyran&#039;sa. It slowly and begrudgingly lowers itself into a prone position, glaring at you with unmistakable loathing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;SLAP&#039;&#039; - You step forward and give the abyran&#039;sa a stinging backhanded slap across the face. It draws quickly backwards, balancing on the tip of its tail and hissing warnings at you in a harsh alien tongue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOD&#039;&#039; - You give the abyran&#039;sa a quick nod.  It approaches and flows gracefully about you, shadowing your every move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;WAVE&#039;&#039; - You wave your hand across the abyran&#039;sa&#039;s form. It emits a short hiss and begins to change colors, blending into the nearby surroundings with uncanny effectiveness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;SNAP&#039;&#039; - You snap your fingers briskly at the abyran&#039;sa. It takes up a clearly guarded posture, claws and tail swinging easily about its compressed form.&lt;br /&gt;
&lt;br /&gt;
Unlike most demons, NONE of these verbs work on the illusioned version of the Abyran.&lt;br /&gt;
&lt;br /&gt;
=== Possible Adjectives ===&lt;br /&gt;
&lt;br /&gt;
Abyran summoned by Minor Summoning may have the following appearances. The description of each will follow this format: &amp;quot;a/an {descriptor} {color} abyran&#039;{subtype},&amp;quot; with the options possible displayed in the following table.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Descriptor&lt;br /&gt;
!Color&lt;br /&gt;
|-&lt;br /&gt;
|anfractuous&lt;br /&gt;
|coppery&lt;br /&gt;
|-&lt;br /&gt;
|coiling&lt;br /&gt;
|dark blue&lt;br /&gt;
|-&lt;br /&gt;
|dull&lt;br /&gt;
|dark green&lt;br /&gt;
|-&lt;br /&gt;
|flexuous&lt;br /&gt;
|dark indigo&lt;br /&gt;
|-&lt;br /&gt;
|large-fanged&lt;br /&gt;
|dark ochre&lt;br /&gt;
|-&lt;br /&gt;
|lithe&lt;br /&gt;
|dark russet&lt;br /&gt;
|-&lt;br /&gt;
|oval-eyed&lt;br /&gt;
|dark umber&lt;br /&gt;
|-&lt;br /&gt;
|scarred&lt;br /&gt;
|deep blue&lt;br /&gt;
|-&lt;br /&gt;
|serpentine&lt;br /&gt;
|deep grey&lt;br /&gt;
|-&lt;br /&gt;
|short&lt;br /&gt;
|deep maroon&lt;br /&gt;
|-&lt;br /&gt;
|short-armed&lt;br /&gt;
|deep ochre&lt;br /&gt;
|-&lt;br /&gt;
|sinuous&lt;br /&gt;
|deep purple&lt;br /&gt;
|-&lt;br /&gt;
|thick-bodied&lt;br /&gt;
|deep red&lt;br /&gt;
|-&lt;br /&gt;
|wide-scaled&lt;br /&gt;
|dingy blue&lt;br /&gt;
|-&lt;br /&gt;
|winding&lt;br /&gt;
|dingy orange&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|dingy red&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|dull brown&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|dull green&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|dull indigo&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|dull maroon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|dull orange&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|dull violet&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|mottled green&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|mottled ochre&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|mottled tan&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|mottled violet&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|muted beige&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|muted blue&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|muted coppery&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|muted indigo&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|muted ochre&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|smoky amber&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|smoky blue&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|smoky green&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|smoky ochre&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Illusion Possibilities ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Illusions&lt;br /&gt;
|-&lt;br /&gt;
|a cloaked figure&lt;br /&gt;
|-&lt;br /&gt;
|a coat-wrapped figure&lt;br /&gt;
|-&lt;br /&gt;
|a cowled figure&lt;br /&gt;
|-&lt;br /&gt;
|a dark-mantled figure&lt;br /&gt;
|-&lt;br /&gt;
|a robed figure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers With These Uncommon Runes ===&lt;br /&gt;
*Querthose (Abyran; Abyran&#039;sa)&lt;br /&gt;
*Iaz (Abyran&#039;sa)&lt;br /&gt;
*Desorceri (Abyran&#039;sa)&lt;br /&gt;
*Radamanthys (Abyran&#039;sa)&lt;br /&gt;
*Cataclysmx (Abyran&#039;sa)&lt;br /&gt;
*Vulterith (Abyran&#039;sa)&lt;br /&gt;
*Isola (Abyran&#039;sa)&lt;br /&gt;
*Licel (Abyran)&lt;br /&gt;
*Yactaevia (Abyran)&lt;br /&gt;
*Krolnivar (Abyran)&lt;br /&gt;
*Stralan (Abyran)&lt;br /&gt;
*Ryynish (Abyran)&lt;br /&gt;
*Stralan (Abyran&#039;sa)&lt;br /&gt;
*Rozy (Abyran&#039;sa)&lt;br /&gt;
*Kaldonis (Abyran&#039;sa)&lt;br /&gt;
*Dergoatean (Abyran )&lt;br /&gt;
*Malisai (Abyran&#039;sa)&lt;br /&gt;
&lt;br /&gt;
===Abyran&#039;ra===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A wreath of thirteen black serpents ring the abyran&#039;ra&#039;s head, bestowing it a full crown of the twisting vipers as they writhe back and forth in an undulating, hypnotic fashion. Its pale, lidless eyes are devoid of pupils -- merely rippling with faint hints of color every few moments. Twin pairs of fangs peek out from beneath its thin lips, and the smoothness of its skin fades away into sleek scales below its abdomen, its lower body tapering into a massive, sinuous tail like that of a snake&#039;s. Its elongated, spindly fingers end in scythe-like black talons, their razored edges gleaming with the faintest light as they weave sinuous patterns in swift, slicing arcs.&lt;br /&gt;
&lt;br /&gt;
A spiky mottled black abyran&#039;ra scythes its talons back and forth as it hisses a sibilant invocation.&lt;br /&gt;
A spiky mottled black abyran&#039;ra raises its hands above its head as luminescent slivers of incarnadine slither across its palms!&lt;br /&gt;
&lt;br /&gt;
A spiky mottled black abyran&#039;ra slithers in and gathers its coils about itself.&lt;br /&gt;
A spiky mottled black abyran&#039;ra slithers in, the ebon serpents atop its head writhing menacingly.&lt;br /&gt;
A spiky mottled black abyran&#039;ra slithers in, its pupiless eyes surveying the area.&lt;br /&gt;
A spiky mottled black abyran&#039;ra slithers in, swaying hypnotically back and forth on its sinuous coils.&lt;br /&gt;
&lt;br /&gt;
A spiky mottled black abyran&#039;ra dips its head up and down, jerking from side to side as it lets loose a flowing hiss.&lt;br /&gt;
&lt;br /&gt;
A spiky mottled black abyran&#039;ra tries to sink its curved fangs into you!&lt;br /&gt;
AS: +590 vs DS: +351 with AvD: +32 + d100 roll: +80 = +351&lt;br /&gt;
   ... and hits for 109 points of damage!&lt;br /&gt;
   Neck skewered, sliding past the throat and spine! That looks painful.&lt;br /&gt;
You are stunned for 7 rounds!&lt;br /&gt;
&lt;br /&gt;
The serpents upon a spiky mottled black abyran&#039;ra&#039;s head writhe and undulate in exultation!&lt;br /&gt;
&lt;br /&gt;
A spiky mottled black abyran&#039;ra descends upon your corpse, its talons moving in swift, sweeping arcs across your back as its forked tongue darts in and out quickly.&lt;br /&gt;
&lt;br /&gt;
After a moment, the abyran&#039;ra plunges its hand into the base of your neck and rips out your spine in one fluid movement!&lt;br /&gt;
&lt;br /&gt;
The mottled black abyran&#039;ra rises up on its coils and runs its scythe-like talons over the blood-drenched spine in a sinuous fashion, a faint webwork of incarnadine energy lacing across its surface. After a moment, it begins to grow longer and longer, its bony protrusions melding into razored blades that wreath it on all sides. With one swift, sharp CRACK of the whip-like bone, the blood drenching the bladed spine bursts into flames -- the rippling scarlet hue cast by the blaze washing over the abyran&#039;ra&#039;s face in lurid waves.&lt;br /&gt;
&lt;br /&gt;
A spiky mottled black abyran&#039;ra cracks its flaming elven spine, the razored bone-blades edging it blazing even higher with lurid crimson fire.&lt;br /&gt;
&lt;br /&gt;
A spiky mottled black abyran&#039;ra suddenly thrusts its hands forth, its spindly, serpentine fingers tracing a complex pattern in the air -- the intertwined sigils clearly visible as dark crimson light trails from the abyran&#039;ra&#039;s fingertips to form an undulating webwork of otherworldly beauty -- then it vanishes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Demons]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Block&amp;diff=87888</id>
		<title>Block</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Block&amp;diff=87888"/>
		<updated>2017-03-05T05:31:48Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: Added shield size modifier to block chance per play.net combat guide blocking section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To &#039;&#039;&#039;Block&#039;&#039;&#039; (in the context of the [[Evade]]/Block/[[Parry]] system) is to successfully interpose a shield between a physical attack and its target, thereby, preventing the combat resolution roll from taking place. The check to determine whether an attack is blocked occurs after the check to determine whether the attack is [[evade]]d, but before the check to determine whether it is [[parry|parried]].&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Chance to Block==&lt;br /&gt;
The odds for an outright block are determined by comparing the defender&#039;s [[Shield Use]] skill to the attacker&#039;s [[level]]. Against a like-level foe, 1x training will yield about a 5% chance to block in [[stance]] offensive; 3x training, about 15%. Other factors that affect the chance to block include:&lt;br /&gt;
* The passive [[combat maneuver]], [[Block Mastery]], which will increase this chance by 5% per rank.&lt;br /&gt;
* Shield size (Compared to a medium-sized shield, small shields give a -15% chance to block an attack, while large shields give a +15% bonus. Tower shields give a +30% bonus.)&lt;br /&gt;
* Certain [[stat]]s (probably [[strength]] and [[dexterity]])&lt;br /&gt;
* [[Stance]]&lt;br /&gt;
* Positioning: [[KNEEL|Kneeling]] reduces one&#039;s chance to block by 25%; being [[prone]] reduces it by 50%&lt;br /&gt;
While a shield does increase one&#039;s bolt [[defensive strength]] more than one&#039;s [[melee]] defensive strength, it is not normally possible to outrightly block a [[bolt spell]].&lt;br /&gt;
&lt;br /&gt;
==Shield Defensive Strength Formula==&lt;br /&gt;
&lt;br /&gt;
The first step when calculating a character&#039;s shield [[Defensive Strength|defensive strength]] (DS) bonus is to determine the &#039;Base Value&#039; portion of the formula. It is necessary to truncate (round down) each factor and to truncate the result after each operation.&lt;br /&gt;
&lt;br /&gt;
===Base Value===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=350px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Base Value = Shield Ranks + [[trunc]]([[Strength|STR]] bonus &amp;amp;divide; 4) + trunc([[Dexterity|DEX]] bonus &amp;amp;divide; 4)&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: A character with 55 shield ranks, 23 strength bonus and 29 dexterity bonus would have a base value of:&lt;br /&gt;
&lt;br /&gt;
:55 + 5 + 7 = 67&lt;br /&gt;
&lt;br /&gt;
The second step is to enter the base value and the values for the other factors in the appropriate order.&lt;br /&gt;
&lt;br /&gt;
==Shield DS vs Melee Attacks== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=200px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[[Melee]] Shield DS = [(Base Value &amp;amp;times; Size Modifier &amp;amp;times; Stance Modifier) &amp;amp;divide; 1.5] + 20 (Shield Bonus) + Enchant Bonus&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Perform the operations one at a time, working from left to right, and truncate after each step.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: With a 67 base value and a large shield with an enchant bonus of +20, the melee shield DS for this character would be: &lt;br /&gt;
&lt;br /&gt;
Stance OFF&lt;br /&gt;
:[(67 &amp;amp;times; 1.15 &amp;amp;times; 0.50) &amp;amp;divide; 1.5] + 20 + 20 = 65 DS&lt;br /&gt;
&lt;br /&gt;
Stance DEF&lt;br /&gt;
:[(67 &amp;amp;times; 1.15 &amp;amp;times; 1.00) &amp;amp;divide; 1.5] + 20 + 20 = 91 DS&lt;br /&gt;
&lt;br /&gt;
===Shield Size Modifiers (Melee)===&lt;br /&gt;
&lt;br /&gt;
Replace &#039;Shield Size Modifier&#039; in the melee formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Modifier vs Melee&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
|0.85&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
|1.00&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
|1.15&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
|1.30&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Shield DS vs Ranged Attacks==&lt;br /&gt;
&lt;br /&gt;
Ranged attacks include [[Ranged Weapons|arrows]], [[Thrown Weapons|hurled weapons]] and bolts, both from [[Ranged Weapons|crossbow]]s and magical [[bolt]] spells such as [[Minor Shock (901)]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=10%}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Ranged Shield DS = Base Value &amp;amp;times; Size Modifier + Size Bonus/Penalty &amp;amp;times; Stance Modifier &amp;amp;divide; 1.5 + 20 (Shield Bonus) + Enchant Bonus&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Perform the operations one at a time, working from left to right, and truncate after each step.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: With a 67 base value and a large shield with an enchant bonus of +20, the ranged shield DS for this character would be: &lt;br /&gt;
&lt;br /&gt;
Stance OFF:&lt;br /&gt;
:67 &amp;amp;times; 1.80 + 8 &amp;amp;times; 0.50 &amp;amp;divide; 1.5 + 20 + 20 = 82 DS&lt;br /&gt;
Stance DEF&lt;br /&gt;
:67 &amp;amp;times; 1.80 &amp;amp;times; 1.00 &amp;amp;divide; 1.5 + 20 + 20 = 125 DS&lt;br /&gt;
&lt;br /&gt;
===Shield Size Modifiers (Ranged)===&lt;br /&gt;
Replace &#039;Shield Size Modifier&#039; in the ranged formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Modifier (vs Ranged)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
|1.20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
|1.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
|1.80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
|2.10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Size Bonus/Penalty (Ranged Only)===&lt;br /&gt;
&lt;br /&gt;
Replace &#039;Shield Size Penalty/Bonus&#039; in the ranged formula above with the appropriate value from this table.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!Size Bonus/Penalty&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
| -8&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
| +8&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Tower&#039;&#039;&#039;&lt;br /&gt;
| +16&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==Shield Stance Modifiers==&lt;br /&gt;
Replace &#039;Stance Modifier&#039; in the formulas above with the appropriate value from this table. The same values are used for both the melee and ranged formulas.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!Modifier&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Offensive&#039;&#039;&#039;&lt;br /&gt;
|0.50&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Advance&#039;&#039;&#039;&lt;br /&gt;
|0.60&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Forward&#039;&#039;&#039;&lt;br /&gt;
|0.70&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
|0.80&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Guarded&#039;&#039;&#039;&lt;br /&gt;
|0.90&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Defensive&#039;&#039;&#039;&lt;br /&gt;
|1.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Evade]]&lt;br /&gt;
* [[Parry]]&lt;br /&gt;
* [[Block Mastery]]&lt;br /&gt;
* [http://www.play.net/gs4/info/combat_guide/factors.asp  Combat Guide: Factors], on Play.net&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Minor_Summoning_(725)&amp;diff=87662</id>
		<title>Minor Summoning (725)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Minor_Summoning_(725)&amp;diff=87662"/>
		<updated>2017-02-27T00:49:38Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: /* Uncommon Runes Used with this Spell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = MSUMMON&lt;br /&gt;
 | base_dur = 1200 sec&lt;br /&gt;
 | add_dur = +60 sec per [[Sorcerer Base|rank]]&lt;br /&gt;
 | span = [[Refreshable]], special&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Summoning&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None, [[Runestone]]&lt;br /&gt;
 | availability = None&lt;br /&gt;
 | navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
In one swift motion, the demonologist pierces the [[veil]] between [[valence]]s, seeks a suitable [[Demon|being]] to enslave for menial chores, pulls them through the tear, and finally links them to their original existence so they may be returned there. [[Rune]]s are used as the focus for this magic, and more complex [[rune]]s can be used to target more specific [[Demon archetype|archetypes]] of [[minor demon]]s.&lt;br /&gt;
&lt;br /&gt;
Once summoned into this realm, these servants are capable of performing a myriad of [[Minor Summoning (725)#Minor Demon Abilities|utility functions]] such as carrying the sorcerer&#039;s [[Eye Spy (707)|eye]] which will allow them to [[LOOK (verb)|see]] remotely. Other highlights include carrying [[Minor Summoning (725)#Carrying Items|objects]], [[Minor Summoning (725)#Holding Coins|silvers]], and [[Minor Summoning (725)#Mana Sharing|mana]], or [[Minor Summoning (725)#Find a Character|finding]] and [[Minor Summoning (725)#Deliver a Message|delivering messages to]] other characters, and even [[Minor Summoning (725)#Guard &amp;amp; Cease|guarding]] their master&#039;s pockets from [[Pickpocketing|thieves]]. Demons summoned by this spell are &#039;&#039;not&#039;&#039; dangerous unless retaliating at a pickpocket, and otherwise cannot participate in the [[combat system]].&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
* &amp;lt;TT&amp;gt;PREP 725|[[CAST]] {[[runestone]]}&amp;lt;/tt&amp;gt;, or &amp;lt;tt&amp;gt;PREP 725|SUMMON {DEMON}&amp;lt;/tt&amp;gt; to initiate.  Using {{mono|[[SUMMON]] {DEMON} }}will incur a 50% success rate penalty (see below).&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[[TELL (verb)|TELL MDEMON]]&amp;lt;/tt&amp;gt; command displays a full list of commands for the demon. Each [[Minor Summoning (725)#Minor Demon Abilities|ability]] is also outlined within this article.&lt;br /&gt;
&lt;br /&gt;
=== Demon Link &amp;amp; Expiration ===&lt;br /&gt;
&lt;br /&gt;
Originally, demonologists used the link as a threat to keep the demon in line. Severing the link would strand the demon forever, unable to return home. This version of the magic is designed with safeguards against such an act, otherwise punishable by death. Thus the caster may [[Minor Summoning (725)#Leave|terminate the link]] at any time, returning the demon to its original plane. The link will be broken automatically if the caster dies or when the spell expires. Once having summoned, the caster may not summon again for five minutes due to the exertion caused by interplanar summoning. If the summoner fails a cast, they may not attempt again for ten full minutes.&lt;br /&gt;
&lt;br /&gt;
Two [[lesser demon]]s, the [[abyran&#039;ra]] and the [[oculoth]] have the ability and motivation to break your control upon a [[minor demon]]. While the abyran&#039;ra will only attempt to break your control over [[abyran|abyran&#039;a]] and [[abyran|abyran&#039;sa]] demons, the oculoth will attempt to break your control over any type of demon. However, it is not a guarantee that they will break it. The primary factor for fending off this attempt is Demonology ranks. If you lose, your connection to your demon will break, and you will be severely stunned. If you succeed, you are left unharmed, and the demon who attempted it will be stunned instead. The oculoth, given its nature as a more magically inclined demon, is more skilled at breaking the connection than an abyran&#039;ra.  In the case of a [[lithe black abyran&#039;ra]] attempting to break a sorcerer&#039;s link with an [[abyran&#039;sa]], it has been demonstrated that 200 Demonology ranks are required to successfully push back against the attempt with 100% certainty; it appears that [[Sorcerer Base]] ranks, [[Aura]], and [[Wisdom]] may also make secondary contributions to resisting the abyran&#039;ra.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The link is [[refreshable]] to the original duration by rubbing a [[vakra (rune)|vakra]] runestone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Success Rate and Lore Benefits ===&lt;br /&gt;
&lt;br /&gt;
Summoning a demon &#039;&#039;&#039;with a runestone&#039;&#039;&#039; and &#039;&#039;&#039;within a summoning chamber&#039;&#039;&#039; will provide the following chances:&lt;br /&gt;
&lt;br /&gt;
*Valence runestones will have a 100% base chance&lt;br /&gt;
*Demon runestones will have a 50% base chance&lt;br /&gt;
*Archetype runestones will have a 25% base chance&lt;br /&gt;
&lt;br /&gt;
An attempt to summon without a runestone will incur a 50 percentage point penalty on the caster&#039;s chance to summon the demon.  &lt;br /&gt;
&lt;br /&gt;
Training in [[Sorcerous Lore, Demonology]] will increase the chance for success by +1% per rank.  Demonology Lore will also provide bonuses to the mana and silver capacities of applicable demons (see below).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=300px}}&amp;gt;&amp;lt;tt&amp;gt;&amp;lt;b&amp;gt;&lt;br /&gt;
*Base % chance to summon in chamber, w/ runestone&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; = Base Chance + SL,D ranks&lt;br /&gt;
*Base % chance to summon in chamber, w/o runestone&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;= Base Chance + SL,D ranks - 50&lt;br /&gt;
*Base % chance to summon outside chamber, w/ runestone&amp;amp;nbsp;&amp;amp;nbsp;= Base Chance + SL,D ranks - 25&lt;br /&gt;
*Base % chance to summon outside chamber, w/o runestone = Base Chance + SL,D ranks - 75&lt;br /&gt;
&lt;br /&gt;
Where Base Chance = 100% for valence runestones (V), 50% for demon runestones (D), and 25% for archetype runestones (A)&lt;br /&gt;
&amp;lt;/b&amp;gt;&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;left&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;BASE PERCENT CHANCE TO SUMMON&#039;&#039;&#039;&lt;br /&gt;
|+ &amp;lt;small&amp;gt;&#039;&#039;V=Valence, D=Demon, A=Archetype&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; bgcolor=#cccccc&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;|Demon&amp;lt;br&amp;gt;Lore&amp;lt;br&amp;gt;Ranks||colspan=&amp;quot;6&amp;quot;|Summoning Chamber||colspan=&amp;quot;6&amp;quot;|Everywhere Else&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; bgcolor=#cccccc&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot;|w/ Runestone||colspan=&amp;quot;3&amp;quot;|w/o Runestone||colspan=&amp;quot;3&amp;quot;|w/ Runestone||colspan=&amp;quot;3&amp;quot;|w/o Runestone&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; bgcolor=#cccccc&lt;br /&gt;
! V||D||A||V||D||A||V||D||A||V||D||A&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|0||100||50||25||50||0||0||75||25||0||25||0||0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|25||125||75||50||75||25||0||100||50||25||50||0||0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|50||150||100||75||100||50||25||125||75||50||75||25||0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|75||175||125||100||125||75||50||150||100||75||100||50||25&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|100||200||150||125||150||100||75||175||125||100||125||75||50&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|125||225||175||150||175||125||100||200||150||125||150||100||75&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|150||250||200||175||200||150||125||225||175||150||175||125||100&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|175||275||225||200||225||175||150||250||200||175||200||150||125&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|200||300||250||225||250||200||175||275||225||200||225||175||150&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Any number ≥ 100 means no chance of failure, actual rates shown to clarify how other numbers are determined.  Since the 25% benefit to summoning chambers is &amp;quot;approximate,&amp;quot; table is approximate.  Also, &#039;&#039;&#039;difficulty varies depending on valence, demon, or archetype&#039;&#039;&#039;. Abyran&#039;sa requires 100 ranks in Demonology to summon with a runestone in a summoning chamber with 100% success.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Summoning Chambers ==&lt;br /&gt;
&lt;br /&gt;
[[Summoning chamber]]s are special areas which are sensitive to the piercing of the veil, increasing the ease with which sorcerers employ this magic. Casting within a chamber will provide a 25 percentage point bonus to success rate. Additionally, the extra 600 seconds will be applied when refreshing the duration in a chamber as well.  &lt;br /&gt;
&lt;br /&gt;
All [[Sorcerer Guild]]s contain a summoning chamber.  They are also located in some [[CHE]] structures.&lt;br /&gt;
&lt;br /&gt;
== Demons and the Law ==&lt;br /&gt;
&lt;br /&gt;
Due to tactics the [[Faendryl]] used during the [[Undead War]], the summoning and use of demons is widely shunned by most Elanthians. Demons are therefore subject to justice mechanics in all towns except [[Icemule Trace]] and [[Mist Harbor]]. Special demon permits may be purchased in both [[Zul Logoth]] and [[Kharam Dzu]], but are otherwise considered illegal. The [[Sorcerer Guild]] teaches the [[Illusions]] [[guild skill|skill]] which can be used to cloak the demon&#039;s true image, allowing them to bypass the law as long as they remain obfuscated. Though demon illusions are permanent until dispelled, certain demons performing particular actions will cause the illusion to drop as well.  A demon will automatically remain outside of town unless told to follow into town.&lt;br /&gt;
&lt;br /&gt;
Demons may still roam free in areas outside of the Justice System. Use [[JUSTICE (verb)|JUSTICE STATUS]] to determine whether an area is within jurisdiction.&lt;br /&gt;
&lt;br /&gt;
A sorcerer can command an undisguised demon to automatically enter or not enter a town with the MDEMON command.&lt;br /&gt;
&lt;br /&gt;
* {{mono|TELL MDEMON TOWN ON}} instructs the demon to enter towns even if if it is not disguised by an illusion.&lt;br /&gt;
* {{mono|TELL MDEMON TOWN OFF}} instructs the demon to not enter towns if it is not disguised by an illusion.&lt;br /&gt;
&lt;br /&gt;
== Minor Demon Abilities ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This information was originally harvested from [http://gsdemonologist.tripod.com/index.html Hakwea&#039;s Demonologist Handbook].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=center &lt;br /&gt;
!bgcolor=#99ff99|Runes&lt;br /&gt;
!bgcolor=#99ffff colspan = 2 |[[Grik&#039;tyr (rune)]]&lt;br /&gt;
!bgcolor=#99ffff colspan = 4 |[[Lorae&#039;tyr (rune)]]&lt;br /&gt;
!bgcolor=#99ffff colspan = 3 |[[Shien&#039;tyr (rune)]]&lt;br /&gt;
|- align=center bgcolor=#cccccc &lt;br /&gt;
!width=100|Ability&lt;br /&gt;
![[Grik]]&lt;br /&gt;
![[Imp]]&lt;br /&gt;
![[Abyran]]&lt;br /&gt;
![[Grantris]]&lt;br /&gt;
![[Igaesha]]&lt;br /&gt;
![[Verlok]]&lt;br /&gt;
![[Aishan]]&lt;br /&gt;
![[Shien]]&lt;br /&gt;
![[Arashan]]&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Hold Mana]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes   &lt;br /&gt;
|Yes&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Yes &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Yes &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Yes &amp;lt;/span&amp;gt;&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Base Mana]]&lt;br /&gt;
|4&lt;br /&gt;
|19&lt;br /&gt;
|9&lt;br /&gt;
|0&lt;br /&gt;
|12&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|&#039;&#039;&#039;24&#039;&#039;&#039;&lt;br /&gt;
|9&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Additional Mana]]&lt;br /&gt;
|bonus/10&lt;br /&gt;
|bonus/10&lt;br /&gt;
|bonus/10&lt;br /&gt;
|(bonus/10)-3&lt;br /&gt;
|bonus/10&lt;br /&gt;
|(bonus/10)-3&lt;br /&gt;
|N/A&lt;br /&gt;
|bonus/10&lt;br /&gt;
|bonus/10&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Maximum Mana]]&lt;br /&gt;
|34&lt;br /&gt;
|49&lt;br /&gt;
|39&lt;br /&gt;
|27&lt;br /&gt;
|42&lt;br /&gt;
|27&lt;br /&gt;
|N/A&lt;br /&gt;
|&#039;&#039;&#039;54&#039;&#039;&#039;&lt;br /&gt;
|39&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Hold Coins]]&lt;br /&gt;
|&#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Base Coins]]&lt;br /&gt;
|&#039;&#039;&#039;1000&#039;&#039;&#039;&lt;br /&gt;
|500&lt;br /&gt;
|600&lt;br /&gt;
|500&lt;br /&gt;
|200&lt;br /&gt;
|800&lt;br /&gt;
|N/A&lt;br /&gt;
|300&lt;br /&gt;
|N/A&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Coins per Rank]]&lt;br /&gt;
|&#039;&#039;&#039;60&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|45&lt;br /&gt;
|55&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|N/A&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Maximum Coins]]&lt;br /&gt;
|&#039;&#039;&#039;13120&#039;&#039;&#039;&lt;br /&gt;
|8580&lt;br /&gt;
|9690&lt;br /&gt;
|11610&lt;br /&gt;
|2220&lt;br /&gt;
|10900&lt;br /&gt;
|N/A&lt;br /&gt;
|4340&lt;br /&gt;
|N/A&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Guard &amp;amp; Cease|Guard]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|&#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
|bgcolor=#cccccc|[[Minor Summoning (725)#Guard &amp;amp; Cease|&#039;&#039;&#039;Attack Type&#039;&#039;&#039; (flare type)]]&lt;br /&gt;
|Bite&lt;br /&gt;
|Bite&lt;br /&gt;
|Bite (Poison)&lt;br /&gt;
|Bite (Puncture)&lt;br /&gt;
|Phase (Acid)&lt;br /&gt;
|Bite (flare &amp;amp;dagger;)&lt;br /&gt;
|&#039;&#039;&#039;Bite (Disease)&#039;&#039;&#039;&lt;br /&gt;
|Bite&lt;br /&gt;
|Spit Web (Web) &amp;amp;dagger;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Carrying Items|Carry Items]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Carrying Items|Get]]&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|- align=center&lt;br /&gt;
|bgcolor=#cccccc|[[Minor Summoning (725)#Carrying Items|&#039;&#039;&#039;Hold if Given&#039;&#039;&#039; (not cumulative)]]&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Scout|Scout]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Find a Character|Find]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|&#039;&#039;&#039;Y &amp;amp;dagger;&#039;&#039;&#039;&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Deliver a Message|Deliver]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|&amp;lt;u&amp;gt;Y&amp;lt;/u&amp;gt;&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|Y &amp;amp;dagger;&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Eat|Eat]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt; &lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; &#039;&#039;&#039;Y&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Interfere|Interfere]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;amp;dagger;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;amp;dagger;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Interfere|Break]]&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|Y &amp;amp;dagger;&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Control a web|Control]]&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|&#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Balefire (713)#Demon_Damage_Types_and_Attack_Chance|Balefire Flare (random)]]&lt;br /&gt;
|[[Disintegration_critical_table|Disintegrate]]&amp;lt;br&amp;gt;[[Crush_critical_table|Crush]]&lt;br /&gt;
|[[Disintegration_critical_table|Disintegrate]]&amp;lt;br&amp;gt;[[Crush_critical_table|Crush]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|N/A&lt;br /&gt;
|[[Vacuum_critical_table|Vacuum]]&amp;lt;br&amp;gt;[[Unbalance_critical_table|Unbalance]]&lt;br /&gt;
|[[Vacuum_critical_table|Vacuum]]&amp;lt;br&amp;gt;[[Unbalance_critical_table|Unbalance]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*If a demon&#039;s ability is &#039;&#039;&#039;bolded&#039;&#039;&#039;, it indicates that demon is best at that particular ability.&lt;br /&gt;
&lt;br /&gt;
*If a demon&#039;s ability is highlighted in &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; RED &amp;lt;/span&amp;gt;, using it will break its illusion.&lt;br /&gt;
&lt;br /&gt;
*If an ability has a &amp;amp;dagger;, it indicates that demon has a special ability related to it.&lt;br /&gt;
&lt;br /&gt;
*If an ability is &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; within the table, it indicates that demon has particular restriction placed upon that ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information on a demon type, refer to that archetype&#039;s page, linked at the top of the table.&#039;&#039;&lt;br /&gt;
;&amp;lt;big&amp;gt;Follow &amp;amp; Return &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON FOLLOW}} instructs the demon to return to the caster&#039;s location and/or follow&lt;br /&gt;
* {{mono|TELL MDEMON STOP}} instructs the demon to cease following and/or stay where it is (may also stop other recursive activities)&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Go &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON GO}} &amp;lt;tt&amp;gt;{direction|portal}&amp;lt;/tt&amp;gt; instructs the demon to move manually&lt;br /&gt;
&lt;br /&gt;
Demons [[Minor Summoning (725)#Carry &amp;amp; Release|carrying an eye]] will cause each room description to be echoed to the user as if using the eye in the same manner.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Find a Character &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON FIND {character} }}instructs the demon to locate a particular character&lt;br /&gt;
&lt;br /&gt;
Sends the demon to the location of a target, and if found, will follow them. Subject to the skill of the summoner and demon, vs. difficulty of finding that character. [[Stalking and Hiding|Hidden]] and [[Invisibility (916)|invisible]] characters are more difficult to locate. Additionally, increased difficulty in finding targets will cause the demon to take longer at the task. Only targets in the same area can be targeted successfully.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Deliver a Message &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON DELIVER {character} {message} }}instructs the demon to speak to another character on the caster&#039;s behalf&lt;br /&gt;
* {{mono|WHISPER {demon} {message} }}is for other characters to reply to a demon&#039;s message&lt;br /&gt;
* {{mono|WHISPER MIST {message} }}is used to communicate using shien&#039;s special message capability&lt;br /&gt;
&lt;br /&gt;
Applicable demons will convey a message to a person for you. The target of the message may then reply, but there is wait time before the demon can deliver additional messages. The [[shien]] possess a unique method of delivery, which allows messages to be relayed in real time, without pause. This requires the summoner&#039;s room to be [[Light (205)|dark]]. Only targets in the same area can have messages delivered to them.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Carry &amp;amp; Release &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON CARRY}} instructs the demon to pick up and carry an eye&lt;br /&gt;
* {{mono|TELL MDEMON RELEASE}} instructs the demon to release the eye into the room&lt;br /&gt;
&lt;br /&gt;
[[Eye Spy (707)]] can be used in conjunction with a demon in order to [[LOOK (verb)|see]] remotely. While the demon is holding the eye, only basic things can be seen. However, the eye can be released and grasped again without restriction.  While independent, the eye maintains its full range of sight. Be cautious not to leave the eye stranded, as there is no command to send the demon directly to an eye. The eye is considered an item, thus the demon cannot carry it if already holding its [[Minor Summoning (725)#Minor Demon Abilities|maximum capacity]].  This function is also very useful to easily cast mass [[Evil Eye (717)]].&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Carrying Items &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON GET {item} }}instructs the demon to pick up an object&lt;br /&gt;
* {{mono|GIVE {demon} }}gives the demon the object you are holding in the caster&#039;s right hand&lt;br /&gt;
* {{mono|TELL MDEMON GIVE {caster} }}demon will give an item it is currently carrying to the caster&lt;br /&gt;
* {{mono|TELL MDEMON DROP {item} }}instructs the demon to drop an item it is carrying&lt;br /&gt;
&lt;br /&gt;
Certain demons ([[aishan]] &amp;amp; [[igaesha]]) will accept more items given to them by their master directly, rather than picking them up. &amp;quot;Get&amp;quot; in the table refers to the number of items a demon will pick up and carry on its own (i.e. remotely). &amp;quot;Hold if Given&amp;quot; is the amount of items the demon can accept if handed to them by their summoner. Demons can hold a maximum of items equivalent to their &amp;quot;Hold if Given&amp;quot; value. Carrying an [[Eye Spy (707)|eye]] counts as one item.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Holding Coins &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|[[GIVE]] {demon} {#} }}will give silver coins to the demon &lt;br /&gt;
* {{mono|TELL MDEMON GIVE {#} }}instructs the demon to give the caster the coins it is carrying&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Base Coins&amp;quot; + &amp;quot;Coins per Rank&amp;quot; determines the maximum amount of silver coins applicable demons may carry. For example, an [[imp]] (500 base) summoned by a sorcerer with 20 ranks (40 additional per rank) of [[Sorcerous Lore, Demonology|demonology]] skill could hold 1300 coins total (500 + [20*40] = 1300). Demons will not return coins automatically upon being returned to their dimension.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Mana Sharing &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|SEND {#} {demon} }}sends mana to the demon&lt;br /&gt;
* {{mono|TELL MDEMON SEND {#} }}instructs the demon to send mana to the caster&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Base Mana&amp;quot; + &amp;quot;Additional Mana&amp;quot; determines the total amount of [[mana]] each demon can hold. &#039;Bonus&#039; in this situation refers to the numerical bonus corresponding to the number of [[Sorcerous Lore, Demonology|demonology]] skill ranks (use the [[SKILLS (verb)|SKILLS]] command to view). For example, an [[igaesha]] (base mana of 12) summoned by a sorcerer with 50 ranks of demonology (skill bonus of 150) would be able to store a maximum of 27 mana (12 + [150/10] = 27). Demons which hold more mana are also more efficient at transferring it. Demons will not return mana automatically upon being returned to their dimension.&lt;br /&gt;
&lt;br /&gt;
[[Channeling crystal]]s made via [[alchemy]] can be used by both demon and master to transfer more mana between the two.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Guard &amp;amp; Cease &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON GUARD}} instructs the demon to guard the caster from pickpockets&lt;br /&gt;
* {{mono|TELL MDEMON CEASE}} instructs the demon to ceases guarding&lt;br /&gt;
&lt;br /&gt;
If the demon is in its summoner&#039;s room, they can be instructed to help notice characters attempting to [[Pickpocketing|pickpocket]] their master. Each demon, depending upon their body type, will have a particular &amp;quot;Attack Type&amp;quot; they retaliate with automatically if either the master or demon is successful in noticing the thief. The attacks of certain demons will inflict a &amp;quot;flare type&amp;quot; (i.e. disease, lightning, etc.) upon the victim, in addition to the initial damage.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Scout &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON SCOUT}} instructs the demon to scout the surrounding area for characters, creatures, and other minor demons&lt;br /&gt;
&lt;br /&gt;
The demon will leave the immediate room for a short period of time, and return shortly afterwards to inform its master of the presence of all [[character]]s, [[creature]]s, and [[minor demon]]s. Some areas do not work with this command, including the [[Sorcerer Guild]]s.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Eat &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON EAT {object} }}instructs the demon to consume an object&lt;br /&gt;
&lt;br /&gt;
Demons can be instructed to eat a variety of items within their reach. This can be used as disposal for various articles of trash, if a proper trash can is not available. Certain demons are particular about what they eat, though the [[igaesha]] will eat just about anything.&lt;br /&gt;
&lt;br /&gt;
Telling a demon to eat something will blow away its illusion.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Interfere &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON INTERFERE}} instructs the demon to prevention the establishment of a sanctuary&lt;br /&gt;
* {{mono|TELL MDEMON BREAK}} instructs the demon to attempt to disrupt an existing sanctuary (abyran&#039;sa and imp &#039;&#039;only&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
Through its demonic powers, a demon can interfere with the creation of [[Minor Sanctuary (213)|sanctuaries]] or a [[Song of Peace (1011)]]. The success of this ability is based upon a comparison of the demonologist&#039;s [[Sorcerer Base]] and [[Sorcerous Lore, Demonology|demonology]] ranks versus the sanctuary caster&#039;s [[Major Spiritual]] and [[Spiritual Lore, Summoning|summoning]] ranks. Once instructed to interfere, a demon will continue to do so until told otherwise. Instructing a demon to interfere will always cause the [[illusion]] to fail, thus it is recommended to initiate this command prior to cloaking the demon. &lt;br /&gt;
&lt;br /&gt;
Only the [[Abyran#Mechanical Benefits and Flaws|abyran&#039;sa]] is capable of breaking existing player-created sanctuaries. Telling an abyran&#039;sa to do this takes 13 mana from the summoner, whether successful or not.  The [[Imp]] is the lone archetype capable of breaking an active [[Song of Peace (1011)]]. &lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Control a web &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON TO CONTROL}} [WEB] instructs an arashan to take control of a [[Web (118)|web]] for its owner.&lt;br /&gt;
&lt;br /&gt;
The arashan possesses a unique ability amongst demonkind;they are capable of taking control of the minor spirits that make up an area web summoned by the [[Web (118)]] spell. Controlling a web yields two major results: &lt;br /&gt;
*the web is strengthened (gains an additional snare charge and the duration is refreshed)&lt;br /&gt;
*the web comes under the control of the arashan&#039;s summoner. &lt;br /&gt;
&lt;br /&gt;
Controlling a web costs the caster 18 mana. Controlling a web is very taxing on the arashan, thus they may only do so once every five minutes.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;Leave &amp;lt;/big&amp;gt;&lt;br /&gt;
* {{mono|TELL MDEMON LEAVE}} ends the spell duration, returning the demon to its origin&lt;br /&gt;
&lt;br /&gt;
The demon will drop the objects which it is carrying (not including silvers or mana), and return to its valence.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Uncommon Runes Used with this Spell ==&lt;br /&gt;
This list is now very incomplete with the [[Lord Vathon]] events of 2013 and 2014.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=center &lt;br /&gt;
!bgcolor=#cccccc|Runes&lt;br /&gt;
!bgcolor=#cccccc|Sorcerers Knowing This Rune&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#cccccc width=135|Grik&#039;tyr-Grik&lt;br /&gt;
|Nindon, Solmarar, Malisai, Angylisis&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Grik&#039;tyr-Imp&lt;br /&gt;
|Querthose, Krolnivar, Evyrsio, Rumpkin, Allereli, Malisai&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Abyran&lt;br /&gt;
|Licel, Yactaevia, Krolnivar, Stralan, Ryynish, Querthose&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Abyran&#039;a&lt;br /&gt;
|Zurrain, Moredin&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Abyran&#039;sa&lt;br /&gt;
|Querthose, Iaz, Desorceri, Radamanthys, Cataclysmx, Vulterith, Isola, Stralan, Kaldonis, Silvean, Allereli, Malisai&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Grantris&lt;br /&gt;
|Desorceri, Venrath, Drigore, Kaldonis &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Igaesha&lt;br /&gt;
|Evyrsio, Ulthripe, Allereli, Kaldonis, Silvean &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Verlok&lt;br /&gt;
|Krolnivar, Querthose, Delarock, Matthosa, Kaldonis, Silvean, Maetriks &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Shien&#039;tyr-Aishan&lt;br /&gt;
|Jameszz, Querthose, Desorceri, Stralan, Venrath, Delarock, Suntzhu, Drigore, Maetriks&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Shien&#039;tyr-Shien&lt;br /&gt;
|Mekthros, Missoni, Kilaya, Desmonique, Rontuu, Allereli (Darkling), Drigore (Darkling), Matthosa, Kaldonis, Silvean (Shadowling), Malisai&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Shien&#039;tyr-Arashan&lt;br /&gt;
|Allereli, Drigore, Silvean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[Minor demon messaging]]&lt;br /&gt;
* [[Enchiridion Valentia]]&lt;br /&gt;
* [[The Enchiridion Valentia]] (official documentation)&lt;br /&gt;
* [[Minor Summoning (725) (saved posts)]]&lt;br /&gt;
* [[Balefire (713) (saved posts)]]&lt;br /&gt;
* [[Commentary on Enchiridion Valentia - Lorae&#039;Tyr]]&lt;br /&gt;
* [[Rhythus Veranthe Faendryl]] (release storyline)&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#725 Sorcerer Base Spell Circle: Minor Summoning], on Play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/demons/introduction.asp Official Introduction to Summoning], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Demons]]&lt;br /&gt;
[[category: Pet Spells]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Repentance_(1615)&amp;diff=67215</id>
		<title>Repentance (1615)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Repentance_(1615)&amp;diff=67215"/>
		<updated>2015-08-19T21:41:21Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: /* Deity-Specific Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
 | mnemonic = DSTRIKE&lt;br /&gt;
 | duration = [[Instantaneous]]&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Warding]]&lt;br /&gt;
 | dtype = [[Hitpoint]]&lt;br /&gt;
 | ctype = [[Holy Damage|holy]]&lt;br /&gt;
 | target = single&lt;br /&gt;
 | interval = One-shot&lt;br /&gt;
 | status = Kneeling, [[Roundtime]] (chance) &lt;br /&gt;
 | navigation = {{Paladin base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Paladin calls upon the divine power of her patron to decimate her foe. When successfully cast, the target is surrounded by a damaging [[holy critical|sacred force]], and may additionally be forced to kneel. Divine Strike also forces the target into [[Roundtime]] (RT).&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
Training in [[Spiritual Lore, Religion]] increases the overall chance of forcing the target to kneel by 2% per rank, with a maximum bonus of 50% gained at 25 ranks. &lt;br /&gt;
&lt;br /&gt;
==Deity-Specific Messaging==&lt;br /&gt;
In addition to the [[Holy critical|type of damage dealt]], flavor messages for Divine Strike are deity based and differ from those of [[Judgment (1630)]].&lt;br /&gt;
&lt;br /&gt;
Base messaging:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A pillar of &amp;lt;deity-specific light&amp;gt; manifests around &amp;lt;target&amp;gt;.&lt;br /&gt;
Waves of sacred energy tear through &amp;lt;target&amp;gt;&#039;s body!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deity-specific types of light:&lt;br /&gt;
&lt;br /&gt;
;Pantheon of Liabo&lt;br /&gt;
&lt;br /&gt;
:Charl: ocean blue radiance&lt;br /&gt;
:Eonak: reddish-orange radiance&lt;br /&gt;
:Imaera: verdant radiance&lt;br /&gt;
:Kai: crimson radiance&lt;br /&gt;
:Koar: gold and topaz radiance&lt;br /&gt;
:Lorminstra: swirling white radiance&lt;br /&gt;
:Phoen: sunlight gold radiance&lt;br /&gt;
:Ronan: darkness&lt;br /&gt;
&lt;br /&gt;
;Pantheon of Neutrality&lt;br /&gt;
&lt;br /&gt;
:Gosaena: dusky silver radiance&lt;br /&gt;
:Zelia: silver radiance&lt;br /&gt;
&lt;br /&gt;
;Pantheon of Lornon&lt;br /&gt;
&lt;br /&gt;
:Eorgina: dusky red radiance&lt;br /&gt;
:Fash&#039;lo&#039;nae: grey light&lt;br /&gt;
:Ivas: smoky green radiance&lt;br /&gt;
:Marlu: roiling blackness&lt;br /&gt;
:V&#039;tull: blood red radiance&lt;br /&gt;
&lt;br /&gt;
;Lesser Spirit / Other&lt;br /&gt;
&lt;br /&gt;
:Aeia: leaf-green radiance&lt;br /&gt;
:Kuon: green-streaked amber radiance&lt;br /&gt;
:Leya: deep blue radiance&lt;br /&gt;
:Niima: aquamarine radiance&lt;br /&gt;
:Voln: black-streaked white radiance&lt;br /&gt;
:Unaligned: grey luminescence&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=13#1615 Paladin Base Spell Circle: Divine Strike], on play.net&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Pestilence_(716)&amp;diff=66546</id>
		<title>Pestilence (716)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Pestilence_(716)&amp;diff=66546"/>
		<updated>2015-07-25T21:58:03Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
{{spell |&lt;br /&gt;
| name = Pestilence&lt;br /&gt;
| number = 716&lt;br /&gt;
| mnemonic = PESTILENCE&lt;br /&gt;
| duration = Special&lt;br /&gt;
| type = Attack&lt;br /&gt;
| subtype = [[Warding]]&lt;br /&gt;
| target = Single&lt;br /&gt;
| interval = Variable&lt;br /&gt;
| dtype = [[Hitpoint]]&lt;br /&gt;
| status = [[Diseased]]&lt;br /&gt;
| ctype = None&lt;br /&gt;
| navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
When cast, the sorcerer creates a sickly miasmal aura around them self. All creatures that attack the sorcerer have a chance to contract the potentially deadly pestilence that flows through it. Upon attacking the sorcerer, there is a base 25% chance that the aura will reactively fire on the attacker, using a hidden CS roll. If the aura&#039;s attack hits, the attacker will take immediate rot damage (disintegrate), along with some disease damage (disintegrate) over time.&lt;br /&gt;
&lt;br /&gt;
* The spell has a standard spell duration (1200 seconds + 60 seconds per spell rank) and a set number of charges. The base is 5 charges, increasing by +1 per seed 9 summation of [[Sorcerous Lore, Necromancy]]. Once all charges are used up, the self-cast spell fades.&lt;br /&gt;
* Necromancy lore also increases the base chance for the reactive attack by 2 * seed 9 summation.&lt;br /&gt;
* The spell can be cast directly at a creature or player to attempt to instantly infect them.&lt;br /&gt;
* If the target has Disease Resistance (104) active, they get a second chance to ward the spell.&lt;br /&gt;
* UnDisease (113) will remove the offensive effect when active on a target.&lt;br /&gt;
* If cast at food, it will instantly spoil it.&lt;br /&gt;
* The DoT effect lasts for 1-10 rounds, determined by the warding margin / 10.&lt;br /&gt;
* Each round triggers every 6 seconds and deals concussion damage based upon how many rounds the effect will last along with a weak disintegrate crit. The former starts strong and gets weaker over time.&lt;br /&gt;
* Due to sorcery being a hybrid of elemental and spiritual magic, the disease can affect undead.&lt;br /&gt;
* The reactive flare will not trigger if the target is already infected, but the spell can still be directly cast for the initial damage.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
;Initial cast&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You trace an intricate sign that contorts in the air while forcefully invoking Pestilence...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture.&lt;br /&gt;
A cankerous ripple of vesicles temporarily disfigures your face and travels down your body, leaving a sickly green miasma as it disappears.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Halting the spell with STOP&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
With a moment&#039;s concentration, you terminate the Pestilence spell.&lt;br /&gt;
You exhale the last of a virulent green mist.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Reactive flare effect (with follow-up damage cycles)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A lesser minotaur swings a curved silvery white greataxe at you!&lt;br /&gt;
  AS: +376 vs DS: +389 with AvD: +39 + d100 roll: +54 = +80&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
You exhale a virulent green mist toward a lesser minotaur, instantly infecting him.  The lesser minotaur convulses violently!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Groove etched into skin of chest and quickly fills with blood. &lt;br /&gt;
   The lesser minotaur is stunned!&lt;br /&gt;
Boils rupture all over a lesser minotaur causing 16 points of damage!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Blast creates interesting designs on torso, but little damage.&lt;br /&gt;
A lesser minotaur&#039;s skin hardens into a black rot and begins to crumble causing 10 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Blast creates interesting designs on torso, but little damage.&lt;br /&gt;
Pus-filled sores erupt on a lesser minotaur causing 8 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Patches of flesh removed from left hand.&lt;br /&gt;
A lesser minotaur wails as painful boils form and erupt causing 8 points of damage!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Unpleasant wound to right arm!&lt;br /&gt;
A lesser minotaur wails as painful boils form and erupt causing 5 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Flesh painfully vaporized from side!&lt;br /&gt;
A lesser minotaur begins hemorrhaging from multiple orifices causing 4 points of damage!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Flesh painfully vaporized from side!&lt;br /&gt;
A lesser minotaur begins hemorrhaging from multiple orifices causing 2 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Blast creates interesting designs on torso, but little damage.&lt;br /&gt;
The virulent green mist surrounding a lesser minotaur disperses.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;CAST as a warding spell (with follow-up damage cycles)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You trace an intricate sign that contorts in the air while forcefully invoking Pestilence...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a krag dweller.&lt;br /&gt;
  CS: +414 - TD: +289 + CvA: +25 + d100: +99 == +249&lt;br /&gt;
  Warding failed!&lt;br /&gt;
You exhale a virulent green mist toward a krag dweller, instantly infecting it.  The krag dweller convulses violently!&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
   Portions of eye socket turned to fine powder!&lt;br /&gt;
   How irritating!&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
(Forcing stance down to guarded)&lt;br /&gt;
&lt;br /&gt;
A krag dweller&#039;s skin necrotizes and falls away as an indiscernible mass causing 17 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Flesh painfully vaporized from side!&lt;br /&gt;
Pustules break out all over a krag dweller causing 18 points of damage!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Eyebrow and eyelashes of left eye melted off.&lt;br /&gt;
   Trendy!&lt;br /&gt;
A krag dweller&#039;s skin hardens into a black rot and begins to crumble causing 13 points of damage!&lt;br /&gt;
   ... 4 points of damage!&lt;br /&gt;
   Surface of left leg etched to little effect.&lt;br /&gt;
The sickly green miasma around a krag dweller flares causing 12 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   A small, but painful slice of neck vanishes!&lt;br /&gt;
Pus-filled sores erupt on a krag dweller causing 14 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Surface of left leg etched to little effect.&lt;br /&gt;
Boils rupture all over a krag dweller causing 10 points of damage!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Flesh painfully vaporized from side!&lt;br /&gt;
Boils rupture all over a krag dweller causing 7 points of damage!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Poor strike removes hair from head, but little else.&lt;br /&gt;
A krag dweller begins hemorrhaging from multiple orifices causing 6 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Surface of left leg etched to little effect.&lt;br /&gt;
The sickly green miasma around a krag dweller flares causing 4 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Unpleasant wound to left arm!&lt;br /&gt;
A krag dweller begins hemorrhaging from multiple orifices causing 2 points of damage!&lt;br /&gt;
   ... 2 points of damage!&lt;br /&gt;
   A small, but painful slice of neck vanishes!&lt;br /&gt;
The virulent green mist surrounding a krag dweller disperses.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Pestilence (716) (saved posts)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Defensive Spells]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Minor_Summoning_(725)&amp;diff=66545</id>
		<title>Minor Summoning (725)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Minor_Summoning_(725)&amp;diff=66545"/>
		<updated>2015-07-25T21:42:56Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: /* Demons and the Law */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = MSUMMON&lt;br /&gt;
 | base_dur = 1200 sec&lt;br /&gt;
 | add_dur = +60 sec per [[Sorcerer Base|rank]]&lt;br /&gt;
 | span = [[Refreshable]], special&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Summoning&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None, [[Runestone]]&lt;br /&gt;
 | availability = None&lt;br /&gt;
 | navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
In one swift motion, the demonologist pierces the [[veil]] between [[valence]]s, seeks a suitable [[Demon|being]] to enslave for menial chores, pulls them through the tear, and finally links them to their original existence so they may be returned there. [[Rune]]s are used as the focus for this magic, and more complex [[rune]]s can be used to target more specific [[Demon archetype|archetypes]] of [[minor demon]]s.&lt;br /&gt;
&lt;br /&gt;
Once summoned into this realm, these servants are capable of performing a myriad of [[Minor Summoning (725)#Minor Demon Abilities|utility functions]] such as carrying the sorcerer&#039;s [[Eye Spy (707)|eye]] which will allow them to [[LOOK (verb)|see]] remotely. Other highlights include carrying [[Minor Summoning (725)#Carrying Items|objects]], [[Minor Summoning (725)#Holding Coins|silvers]], and [[Minor Summoning (725)#Mana Sharing|mana]], or [[Minor Summoning (725)#Find a Character|finding]] and [[Minor Summoning (725)#Deliver a Message|delivering messages to]] other characters, and even [[Minor Summoning (725)#Guard &amp;amp; Cease|guarding]] their master&#039;s pockets from [[Pickpocketing|thieves]]. Demons summoned by this spell are &#039;&#039;not&#039;&#039; dangerous unless retaliating at a pickpocket, and otherwise cannot participate in the [[combat system]].&lt;br /&gt;
&lt;br /&gt;
* [[CAST (verb)|Cast]] at an appropriate runestone, or prep 735 and SUMMON {DEMON} to initiate.  Using SUMMON {DEMON} will incur a 50% success rate penalty (see below).&lt;br /&gt;
* The [[TELL (verb)|TELL MDEMON]] command displays a full list of commands for the demon. Each [[Minor Summoning (725)#Minor Demon Abilities|ability]] is also outlined within this article.&lt;br /&gt;
&lt;br /&gt;
=== Demon Link &amp;amp; Expiration ===&lt;br /&gt;
&lt;br /&gt;
Originally, demonologists used the link as a threat to keep the demon in line. Severing the link would strand the demon forever, unable to return home. This version of the magic is designed with safeguards against such an act, otherwise punishable by death. Thus the caster may [[Minor Summoning (725)#Leave|terminate the link]] at any time, returning the demon to its original plane. The link will be broken automatically if the caster dies or when the spell expires. Once having summoned, the caster may not summon again for five minutes due to the exertion caused by interplanar summoning. If the summoner fails a cast, they may not attempt again for ten full minutes.&lt;br /&gt;
&lt;br /&gt;
Two [[lesser demon]]s, the [[abyran&#039;ra]] and the [[oculoth]] have the ability and motivation to break your control upon a [[minor demon]]. While the abyran&#039;ra will only attempt to break your control over [[abyran|abyran&#039;a]] and [[abyran|abyran&#039;sa]] demons, the oculoth will attempt to break your control over any type of demon. However, it is not a guarantee that they will break it. The primary factor for fending off this attempt is Demonology ranks. If you lose, your connection to your demon will break, and you will be severely stunned. If you succeed, you are left unharmed, and the demon who attempted it will be stunned instead. The oculoth, given its nature as a more magically inclined demon, is more skilled at breaking the connection than an abyran&#039;ra.&lt;br /&gt;
&lt;br /&gt;
* The link is [[refreshable]] to the original duration by rubbing a [[vakra (rune)|vakra]] runestone.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Chambers ===&lt;br /&gt;
&lt;br /&gt;
[[Summoning chamber]]s are special areas which are sensitive to the piercing of the veil, increasing the ease with which sorcerers employ this magic. Casting within a chamber will add a flat 600 sec to the duration of the spell, and provide a 25% boost to success rate. Additionally, the extra 600 seconds will be applied when refreshing the duration in a chamber as well.  &lt;br /&gt;
&lt;br /&gt;
All [[Sorcerer Guild]]s contain a summoning chamber.  They are also located in some [[CHE]] structures.&lt;br /&gt;
&lt;br /&gt;
=== Success Rate and Lore Benefits ===&lt;br /&gt;
&lt;br /&gt;
Summoning a demon &#039;&#039;&#039;with a runestone&#039;&#039;&#039; and &#039;&#039;&#039;within a summoning chamber&#039;&#039;&#039; will provide the following chances:&lt;br /&gt;
&lt;br /&gt;
*Valence runestones will have a 100% base chance&lt;br /&gt;
*Demon runestones will have a 50% base chance&lt;br /&gt;
*Archetype runestones will have a 25% base chance&lt;br /&gt;
&lt;br /&gt;
An attempt to summon without a runestone will incur a 50% penalty on the caster&#039;s chance to summon the demon.  &lt;br /&gt;
&lt;br /&gt;
Training in [[Sorcerous Lore, Demonology]] will increase the chance for success by 1% per rank.  Demonology Lore will also provide bonuses to the mana and silver capacities of applicable demons (see below).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=300px}}&amp;gt;&amp;lt;tt&amp;gt;&amp;lt;b&amp;gt;&lt;br /&gt;
*Base % chance to summon in chamber, w/ runestone&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; = (Base Chance + SL,D ranks)&lt;br /&gt;
*Base % chance to summon in chamber, w/o runestone&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;=&amp;amp;nbsp;(Base Chance + SL,D ranks) * .5&lt;br /&gt;
*Base % chance to summon outside chamber, w/ runestone&amp;amp;nbsp;&amp;amp;nbsp;= (Base Chance + SL,D ranks) * .75&lt;br /&gt;
*Base % chance to summon outside chamber, w/o runestone = (Base Chance + SL,D ranks) * .375&lt;br /&gt;
&lt;br /&gt;
Where Base Chance = 100% for valence runestones (V), 50% for demon runestones (D), and 25% for archetype runestones (A)&lt;br /&gt;
&amp;lt;/b&amp;gt;&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;left&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;BASE PERCENT CHANCE TO SUMMON&#039;&#039;&#039;&lt;br /&gt;
|+ &amp;lt;small&amp;gt;&#039;&#039;V=Valence, D=Demon, A=Archetype&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; bgcolor=#cccccc&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;|Demon&amp;lt;br&amp;gt;Lore&amp;lt;br&amp;gt;Ranks||colspan=&amp;quot;6&amp;quot;|Summoning Chamber||colspan=&amp;quot;6&amp;quot;|Everywhere Else&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; bgcolor=#cccccc&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot;|w/ Runestone||colspan=&amp;quot;3&amp;quot;|w/o Runestone||colspan=&amp;quot;3&amp;quot;|w/ Runestone||colspan=&amp;quot;3&amp;quot;|w/o Runestone&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; bgcolor=#cccccc&lt;br /&gt;
! V||D||A||V||D||A||V||D||A||V||D||A&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|0||100||50||25||50||25||12.5||75||37.5||18.75||37.5||18.75||9.375&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|25||125||75||50||62.5||37.5||25||93.75||56.25||37.5||46.875||28.125||18.75&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|50||150||100||75||75||50||37.5||112.5||75||56.25||56.25||37.5||28.125&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|75||175||125||100||87.5||62.5||50||131.25||93.75||75||65.625||46.875||37.5&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|100||200||150||125||100||75||62.5||150||112.5||93.75||75||56.25||46.875&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|125||225||175||150||112.5||87.5||75||168.75||131.25||112.5||84.375||65.625||56.25&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|150||250||200||175||125||100||87.5||187.5||150||131.25||93.75||75||65.625&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|175||275||225||200||137.5||112.5||100||206.25||168.75||150||103.125||84.375||75&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; bgcolor=#cccccc|200||300||250||225||150||125||112.5||225||187.5||168.75||112.5||93.75||84.375&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Any number ≥ 100 means no chance of failure, actual rates shown to clarify how other numbers are determined.  Since the 25% benefit to summoning chambers is &amp;quot;approximate,&amp;quot; table is approximate.  Also, &#039;&#039;&#039;difficulty varies depending on valence, demon, or archetype&#039;&#039;&#039;. Abyran&#039;sa requires 100 ranks in Demonology to summon with a runestone in a summoning chamber with 100% success.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Demons and the Law ===&lt;br /&gt;
&lt;br /&gt;
Due to tactics the [[Faendryl]] used during the [[Undead War]], the summoning and use of demons is widely shunned by most Elanthians. Demons are therefore subject to justice mechanics in all towns except [[Icemule Trace]]. Special demon permits may be purchased in both [[Zul Logoth]] and [[Kharam Dzu]], but are otherwise considered illegal. The [[Sorcerer Guild]] teaches the [[Illusions]] [[guild skill|skill]] which can be used to cloak the demon&#039;s true image, allowing them to bypass the law as long as they remain obfuscated. Though demon illusions are permanent until dispelled, certain demons performing particular actions will cause the illusion to drop as well.  A demon will automatically remain outside of town unless told to follow into town.&lt;br /&gt;
&lt;br /&gt;
Demons may still roam free in areas outside of the Justice System. Use [[JUSTICE (verb)|JUSTICE STATUS]] to determine whether an area is within jurisdiction.&lt;br /&gt;
&lt;br /&gt;
A sorcerer can command an undisguised demon to automatically enter or not enter a town with the MDEMON command.&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON TOWN ON : instructs the demon to enter towns even if if it is not disguised by an illusion.&lt;br /&gt;
* TELL MDEMON TOWN OFF : instructs the demon to not enter towns if it is not disguised by an illusion.&lt;br /&gt;
&lt;br /&gt;
== Minor Demon Abilities ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This information was originally harvested from [http://gsdemonologist.tripod.com/index.html Hakwea&#039;s Demonologist Handbook].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=center &lt;br /&gt;
!bgcolor=#99ff99|Runes&lt;br /&gt;
!bgcolor=#99ffff colspan = 2 |[[Grik&#039;tyr (rune)]]&lt;br /&gt;
!bgcolor=#99ffff colspan = 4 |[[Lorae&#039;tyr (rune)]]&lt;br /&gt;
!bgcolor=#99ffff colspan = 3 |[[Shien&#039;tyr (rune)]]&lt;br /&gt;
|- align=center bgcolor=#cccccc &lt;br /&gt;
!width=100|Ability&lt;br /&gt;
![[Grik]]&lt;br /&gt;
![[Imp]]&lt;br /&gt;
![[Abyran]]&lt;br /&gt;
![[Grantris]]&lt;br /&gt;
![[Igaesha]]&lt;br /&gt;
![[Verlok]]&lt;br /&gt;
![[Aishan]]&lt;br /&gt;
![[Shien]]&lt;br /&gt;
![[Arashan]]&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Hold Mana]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes   &lt;br /&gt;
|Yes&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Yes &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Yes &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Yes &amp;lt;/span&amp;gt;&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Base Mana]]&lt;br /&gt;
|4&lt;br /&gt;
|19&lt;br /&gt;
|9&lt;br /&gt;
|0&lt;br /&gt;
|12&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|&#039;&#039;&#039;24&#039;&#039;&#039;&lt;br /&gt;
|9&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Additional Mana]]&lt;br /&gt;
|bonus/10&lt;br /&gt;
|bonus/10&lt;br /&gt;
|bonus/10&lt;br /&gt;
|(bonus/10)-3&lt;br /&gt;
|bonus/10&lt;br /&gt;
|(bonus/10)-3&lt;br /&gt;
|N/A&lt;br /&gt;
|bonus/10&lt;br /&gt;
|bonus/10&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Maximum Mana]]&lt;br /&gt;
|34&lt;br /&gt;
|49&lt;br /&gt;
|39&lt;br /&gt;
|27&lt;br /&gt;
|42&lt;br /&gt;
|27&lt;br /&gt;
|N/A&lt;br /&gt;
|&#039;&#039;&#039;54&#039;&#039;&#039;&lt;br /&gt;
|39&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Hold Coins]]&lt;br /&gt;
|&#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Base Coins]]&lt;br /&gt;
|&#039;&#039;&#039;1000&#039;&#039;&#039;&lt;br /&gt;
|500&lt;br /&gt;
|600&lt;br /&gt;
|500&lt;br /&gt;
|200&lt;br /&gt;
|800&lt;br /&gt;
|N/A&lt;br /&gt;
|300&lt;br /&gt;
|N/A&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Coins per Rank]]&lt;br /&gt;
|&#039;&#039;&#039;60&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|45&lt;br /&gt;
|55&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|N/A&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Maximum Coins]]&lt;br /&gt;
|&#039;&#039;&#039;13120&#039;&#039;&#039;&lt;br /&gt;
|8580&lt;br /&gt;
|9690&lt;br /&gt;
|11610&lt;br /&gt;
|2220&lt;br /&gt;
|10900&lt;br /&gt;
|N/A&lt;br /&gt;
|4340&lt;br /&gt;
|N/A&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Guard &amp;amp; Cease|Guard]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|&#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
|bgcolor=#cccccc|[[Minor Summoning (725)#Guard &amp;amp; Cease|&#039;&#039;&#039;Attack Type&#039;&#039;&#039; (flare type)]]&lt;br /&gt;
|Bite&lt;br /&gt;
|Bite&lt;br /&gt;
|Bite (Poison)&lt;br /&gt;
|Bite (Puncture)&lt;br /&gt;
|Phase (Acid)&lt;br /&gt;
|Bite (flare &amp;amp;dagger;)&lt;br /&gt;
|&#039;&#039;&#039;Bite (Disease)&#039;&#039;&#039;&lt;br /&gt;
|Bite&lt;br /&gt;
|Spit Web (Web) &amp;amp;dagger;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Carrying Items|Carry Items]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Carrying Items|Get]]&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|- align=center&lt;br /&gt;
|bgcolor=#cccccc|[[Minor Summoning (725)#Carrying Items|&#039;&#039;&#039;Hold if Given&#039;&#039;&#039; (not cumulative)]]&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Scout|Scout]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Find a Character|Find]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|&#039;&#039;&#039;Y &amp;amp;dagger;&#039;&#039;&#039;&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Deliver a Message|Deliver]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|&amp;lt;u&amp;gt;Y&amp;lt;/u&amp;gt;&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|Y &amp;amp;dagger;&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Eat|Eat]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt; &lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; &#039;&#039;&#039;Y&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Interfere|Interfere]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;amp;dagger;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;amp;dagger;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Interfere|Break]]&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|Y &amp;amp;dagger;&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Control a web|Control]]&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|&#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Balefire (713)#Demon_Damage_Types_and_Attack_Chance|Balefire Flare (random)]]&lt;br /&gt;
|[[Disintegration_critical_table|Disintegrate]]&amp;lt;br&amp;gt;[[Crush_critical_table|Crush]]&lt;br /&gt;
|[[Disintegration_critical_table|Disintegrate]]&amp;lt;br&amp;gt;[[Crush_critical_table|Crush]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|N/A&lt;br /&gt;
|[[Vacuum_critical_table|Vacuum]]&amp;lt;br&amp;gt;[[Unbalance_critical_table|Unbalance]]&lt;br /&gt;
|[[Vacuum_critical_table|Vacuum]]&amp;lt;br&amp;gt;[[Unbalance_critical_table|Unbalance]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*If a demon&#039;s ability is &#039;&#039;&#039;bolded&#039;&#039;&#039;, it indicates that demon is best at that particular ability.&lt;br /&gt;
&lt;br /&gt;
*If a demon&#039;s ability is highlighted in &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; RED &amp;lt;/span&amp;gt;, using it will break its illusion.&lt;br /&gt;
&lt;br /&gt;
*If an ability has a &amp;amp;dagger;, it indicates that demon has a special ability related to it.&lt;br /&gt;
&lt;br /&gt;
*If an ability is &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; within the table, it indicates that demon has particular restriction placed upon that ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information on a demon type, refer to that archetype&#039;s page, linked at the top of the table.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Follow &amp;amp; Return ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON FOLLOW : demon will return to your location and/or follow you&lt;br /&gt;
* TELL MDEMON STOP : demon will cease following and/or stay where it is (may also stop other recursive activities)&lt;br /&gt;
&lt;br /&gt;
==== Go ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON GO {direction|portal} : instructs the demon to move manually&lt;br /&gt;
&lt;br /&gt;
Demons [[Minor Summoning (725)#Carry &amp;amp; Release|carrying an eye]] will cause each room description to be echoed to the user as if using the eye in the same manner.&lt;br /&gt;
&lt;br /&gt;
==== Find a Character ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON FIND {character} : instructs the demon to locate a particular character&lt;br /&gt;
&lt;br /&gt;
Sends the demon to the location of a target, and if found, will follow them. Subject to the skill of the summoner and demon, vs. difficulty of finding that character. [[Stalking and Hiding|Hidden]] and [[Invisibility (916)|invisible]] characters are more difficult to locate. Additionally, increased difficulty in finding targets will cause the demon to take longer at the task. Only targets in the same area can be targeted successfully.&lt;br /&gt;
&lt;br /&gt;
==== Deliver a Message ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON DELIVER {character} {message} : instructs the demon to speak to another character on your behalf&lt;br /&gt;
* WHISPER {demon} {message} : for other characters to reply to a demon&#039;s message&lt;br /&gt;
* WHISPER MIST {message} : to communicate using shien&#039;s special message capability&lt;br /&gt;
&lt;br /&gt;
Applicable demons will convey a message to a person for you. The target of the message may then reply, but there is wait time before the demon can deliver additional messages. The [[shien]] possess a unique method of delivery, which allows messages to be relayed in real time, without pause. This requires the summoner&#039;s room to be [[Darkness (206)|dark]]. Only targets in the same area can have messages delivered to them.&lt;br /&gt;
&lt;br /&gt;
==== Carry &amp;amp; Release ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON CARRY : demon will pick up and carry your eye&lt;br /&gt;
* TELL MDEMON RELEASE : demon will release your eye into the room&lt;br /&gt;
&lt;br /&gt;
[[Eye Spy (707)]] can be used in conjunction with a demon in order to [[LOOK (verb)|see]] remotely. While the demon is holding the eye, only basic things can be seen. However, the eye can be released and grasped again without restriction. While independent the eye maintains its full range of sight. Be cautious not to leave the eye stranded, as there is no command to send the demon directly to your eye. The eye is considered an item, thus the demon cannot carry it if already holding its [[Minor Summoning (725)#Minor Demon Abilities|maximum capacity]].&lt;br /&gt;
&lt;br /&gt;
==== Carrying Items ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON GET {item} : instructs the demon to pick up an object&lt;br /&gt;
* GIVE {demon} : gives the demon the object you are holding in your right hand&lt;br /&gt;
* TELL MDEMON GIVE {character} : demon will give an item it is currently carrying to a character&lt;br /&gt;
* TELL MDEMON DROP {item} : instructs the demon to drop an item it is carrying&lt;br /&gt;
&lt;br /&gt;
Certain demons ([[aishan]] &amp;amp; [[igaesha]]) will accept more items given to them by their master directly, rather than picking them up. &amp;quot;Get&amp;quot; in the table refers to the number of items a demon will pick up and carry on its own (i.e. remotely). &amp;quot;Hold if Given&amp;quot; is the amount of items the demon can accept if handed to them by their summoner. Demons can hold a maximum of items equivalent to their &amp;quot;Hold if Given&amp;quot; value. Carrying an [[Eye Spy (707)|eye]] counts as one item.&lt;br /&gt;
&lt;br /&gt;
==== Holding Coins ====&lt;br /&gt;
&lt;br /&gt;
* [[GIVE]] {demon} {#} : give silver coins to your demon&lt;br /&gt;
* TELL MDEMON GIVE {#} : instructs demon to give you coins it is carrying&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Base Coins&amp;quot; + &amp;quot;Coins per Rank&amp;quot; determines the maximum amount of silver coins applicable demons may carry. For example, an [[imp]] (500 base) summoned by a sorcerer with 20 ranks (40 additional per rank) of [[Sorcerous Lore, Demonology|demonology]] skill could hold 1300 coins total (500 + [20*40] = 1300). Demons will not return coins automatically upon being returned to their dimension.&lt;br /&gt;
&lt;br /&gt;
==== Mana Sharing ====&lt;br /&gt;
&lt;br /&gt;
* SEND {#} {demon} : send mana to your demon&lt;br /&gt;
* TELL MDEMON SEND {#} : instructs demon to send mana to you&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Base Mana&amp;quot; + &amp;quot;Additional Mana&amp;quot; determines the total amount of [[mana]] each demon can hold. &#039;Bonus&#039; in this situation refers to the numerical bonus corresponding to the number of [[Sorcerous Lore, Demonology|demonology]] skill ranks (use the [[SKILLS (verb)|SKILLS]] command to view). For example, an [[igaesha]] (base mana of 12) summoned by a sorcerer with 50 ranks of demonology (skill bonus of 150) would be able to store a maximum of 27 mana (12 + [150/10] = 27). Demons which hold more mana are also more efficient at transferring it. Demons will not return mana automatically upon being returned to their dimension.&lt;br /&gt;
&lt;br /&gt;
[[Channeling crystal]]s made via [[alchemy]] can be used by both demon and master to transfer more mana between the two.&lt;br /&gt;
&lt;br /&gt;
==== Guard &amp;amp; Cease ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON GUARD : demon will aid your chances of detecting pickpockets&lt;br /&gt;
* TELL MDEMON CEASE : demon ceases guarding&lt;br /&gt;
&lt;br /&gt;
If the demon is in its summoner&#039;s room, they can be instructed to help notice characters attempting to [[Pickpocketing|pickpocket]] their master. Each demon, depending upon their body type, will have a particular &amp;quot;Attack Type&amp;quot; they retaliate with automatically if either the master or demon is successful in noticing the thief. The attacks of certain demons will inflict a &amp;quot;flare type&amp;quot; (i.e. disease, lightning, etc.) upon the victim, in addition to the initial damage.&lt;br /&gt;
&lt;br /&gt;
==== Scout ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON SCOUT : demons scouts the surrounding area for characters, creatures, and other minor demons&lt;br /&gt;
&lt;br /&gt;
The demon will leave the immediate room for a short period of time, and return shortly afterwards to inform its master of the presence of all [[character]]s, [[creature]]s, and [[minor demon]]s. Some areas do not work with this command, including the [[Sorcerer Guild]]s.&lt;br /&gt;
&lt;br /&gt;
==== Eat ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON EAT {object} : instructs the demon to consume an object&lt;br /&gt;
&lt;br /&gt;
Demons can be instructed to eat a variety of items within their reach. This can be used as disposal for various articles of trash, if a proper trash can is not available. Certain demons are particular about what they eat, though the [[igaesha]] will eat just about anything.&lt;br /&gt;
&lt;br /&gt;
Telling a demon to eat something will blow away its illusion.&lt;br /&gt;
&lt;br /&gt;
==== Interfere ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON INTERFERE : the demon will lend its ability to the prevention of establishing a sanctuary&lt;br /&gt;
* TELL MDEMON BREAK : instructs the demon to attempt to disrupt an existing sanctuary (abyran&#039;sa and imp &#039;&#039;only&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
Through its demonic powers, a demon can interfere with the creation of [[Minor Sanctuary (213)|sanctuaries]] or a [[Song of Peace (1011)]]. The success of this ability is based upon a comparison of the demonologist&#039;s [[Sorcerer Base]] and [[Sorcerous Lore, Demonology|demonology]] ranks versus the sanctuary caster&#039;s [[Major Spiritual]] and [[Spiritual Lore, Summoning|summoning]] ranks. Once instructed to interfere, a demon will continue to do so until told otherwise. Instructing a demon to interfere will always cause the [[illusion]] to fail, thus it is recommended to initiate this command prior to cloaking the demon. &lt;br /&gt;
&lt;br /&gt;
Only the [[Abyran#Mechanical Benefits and Flaws|abyran&#039;sa]] is capable of breaking existing player-created sanctuaries. Telling an abyran&#039;sa to do this takes 13 mana from the summoner, whether successful or not.  The [[Imp]] is the lone archetype capable of breaking an active [[Song of Peace (1011)]]. &lt;br /&gt;
&lt;br /&gt;
==== Control a web ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON TO CONTROL [WEB] : an arashan can take control of a [[Web (118)|web]] for its owner.&lt;br /&gt;
&lt;br /&gt;
The arashan possesses a unique ability amongst demonkind; they are capable of taking control of the minor spirits that make up an area web summoned by the [[Web (118)]] spell. Controlling a web yields two major results: &lt;br /&gt;
&lt;br /&gt;
*the web is strengthened (gains an additional snare charge and the duration is refreshed)&lt;br /&gt;
*the web comes under the control of the arashan&#039;s summoner. &lt;br /&gt;
&lt;br /&gt;
Controlling a web takes 18 mana from the Sorcerer. Controlling a web is very taxing on the arashan, thus they may only do so once every five minutes.&lt;br /&gt;
&lt;br /&gt;
==== Leave ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON LEAVE : ends the duration, returning the demon to its origin&lt;br /&gt;
&lt;br /&gt;
The demon will drop the objects which it is carrying (not including silvers or mana), and return to its valence.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Uncommon Runes Used with this Spell ==&lt;br /&gt;
This list is now very incomplete with the [[Lord Vathon]] events of 2013 and 2014.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=center &lt;br /&gt;
!bgcolor=#cccccc|Runes&lt;br /&gt;
!bgcolor=#cccccc|Sorcerers Knowing This Rune&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#cccccc width=135|Grik&#039;tyr-Grik&lt;br /&gt;
|Nindon, Solmarar, Malisai, Angylisis&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Grik&#039;tyr-Imp&lt;br /&gt;
|Querthose, Krolnivar, Evyrsio, Rumpkin, Allereli, Malisai&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Abyran&lt;br /&gt;
|Licel, Yactaevia, Krolnivar, Stralan, Ryynish, Querthose&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Abyran&#039;a&lt;br /&gt;
|Zurrain, Moredin&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Abyran&#039;sa&lt;br /&gt;
|Querthose, Iaz, Desorceri, Radamanthys, Cataclysmx, Vulterith, Isola, Stralan, Kaldonis, Silvean, Allereli&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Grantris&lt;br /&gt;
|Desorceri, Venrath, Drigore, Kaldonis &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Igaesha&lt;br /&gt;
|Evyrsio, Ulthripe, Allereli, Kaldonis, Silvean &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Verlok&lt;br /&gt;
|Krolnivar, Querthose, Delarock, Matthosa, Kaldonis, Silvean &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Shien&#039;tyr-Aishan&lt;br /&gt;
|Jameszz, Querthose, Desorceri, Stralan, Venrath, Delarock, Suntzhu, Drigore&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Shien&#039;tyr-Shien&lt;br /&gt;
|Mekthros, Missoni, Kilaya, Desmonique, Rontuu, Allereli (Darkling), Drigore (Darkling), Matthosa, Kaldonis, Silvean (Shadowling), Malisai&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Shien&#039;tyr-Arashan&lt;br /&gt;
|Allereli, Drigore, Silvean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[Enchiridion Valentia]]&lt;br /&gt;
* [[Minor Demon Flavor Text]]&lt;br /&gt;
* [[Minor Summoning (725) (saved posts)]]&lt;br /&gt;
* [[Balefire (713) (saved posts)]]&lt;br /&gt;
* [[The Enchiridion Valentia]] (official documentation)&lt;br /&gt;
* [[Commentary on Enchiridion Valentia - Lorae&#039;Tyr]]&lt;br /&gt;
* [[Queen Mysara of Ta&#039;Illistim speaks (saved post)]]&lt;br /&gt;
* [[Rhythus Veranthe Faendryl]]&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#725 Sorcerer Base Spell Circle: Minor Summoning], on Play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/demons/introduction.asp Official Introduction to Summoning], on Play.net&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;br /&gt;
[[Category:Demons]]&lt;br /&gt;
[[category: Pet Spells]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Minor_Summoning_(725)&amp;diff=66447</id>
		<title>Minor Summoning (725)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Minor_Summoning_(725)&amp;diff=66447"/>
		<updated>2015-07-23T00:34:31Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
{{spell&lt;br /&gt;
 | mnemonic = MSUMMON&lt;br /&gt;
 | base_dur = 1200 sec&lt;br /&gt;
 | add_dur = +60 sec per [[Sorcerer Base|rank]]&lt;br /&gt;
 | span = [[Refreshable]], special&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Summoning&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None, [[Runestone]]&lt;br /&gt;
 | availability = None&lt;br /&gt;
 | navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In one swift motion, the demonologist pierces the [[veil]] between [[valence]]s, seeks a suitable [[Demon|being]] to enslave for menial chores, pulls them through the tear, and finally links them to their original existence so they may be returned there. [[Runestone]]s are used as the focus for this magic, and more complex [[rune]]s can be used to target more specific [[Demon archetype|archetypes]] of [[minor demon]]s.&lt;br /&gt;
&lt;br /&gt;
Once summoned into this realm, these servants are capable of performing a myriad of [[Minor Summoning (725)#Minor Demon Abilities|utility functions]] such as carrying the sorcerer&#039;s [[Eye Spy (707)|eye]] which will allow them to [[LOOK (verb)|see]] remotely. Other highlights include carrying [[Minor Summoning (725)#Carrying Items|objects]], [[Minor Summoning (725)#Holding Coins|silvers]], and [[Minor Summoning (725)#Mana Sharing|mana]], or [[Minor Summoning (725)#Find a Character|finding]] and [[Minor Summoning (725)#Deliver a Message|delivering messages to]] other characters, and even [[Minor Summoning (725)#Guard &amp;amp; Cease|guarding]] their master&#039;s pockets from [[Pickpocketing|thieves]]. Demons summoned by this spell are &#039;&#039;not&#039;&#039; dangerous unless retaliating at a pickpocket, and otherwise cannot participate in the [[combat system]].&lt;br /&gt;
&lt;br /&gt;
* [[CAST (verb)|Cast]] at an appropriate runestone to initiate.&lt;br /&gt;
* The [[TELL (verb)|TELL MDEMON]] command displays a full list of commands for the demon. Each [[Minor Summoning (725)#Minor Demon Abilities|ability]] is also outlined within this article.&lt;br /&gt;
&lt;br /&gt;
=== Demon Link &amp;amp; Expiration ===&lt;br /&gt;
&lt;br /&gt;
Originally, demonologists used the link as a threat to keep the demon in line. Severing the link would strand the demon forever, unable to return home. This version of the magic is designed with safeguards against such an act, otherwise punishable by death. Thus the caster may [[Minor Summoning (725)#Leave|terminate the link]] at any time, returning the demon to its original plane. The link will be broken automatically if the caster dies or when the spell expires. Once having summoned, the caster may not summon again for five minutes due to the exertion caused by interplanar summoning. If the summoner fails a cast, they may not attempt again for ten full minutes.&lt;br /&gt;
&lt;br /&gt;
Two [[lesser demon]]s, the [[abyran|abyran&#039;ra]] and the [[oculoth]] have the ability and motivation to break your control upon a [[minor demon]]. While the abyran&#039;ra will only attempt to break your control over [[abyran|abyran&#039;a]] and [[abyran|abyran&#039;sa]] demons, the oculoth will attempt to break your control over any type of demon. However, it is not a guarantee that they will break it. The primary factor for fending off this attempt is Demonology ranks. If you lose, your connection to your demon will break, and you will be severely stunned. If you succeed, you are left unharmed, and the demon who attempted it will be stunned instead. The oculoth, given its nature as a more magically inclined demon, is more skilled at breaking the connection than an abyran&#039;ra.&lt;br /&gt;
&lt;br /&gt;
* The link is [[refreshable]] with use of a [[vakra (rune)|vakra]] runestone.&lt;br /&gt;
&lt;br /&gt;
=== Demonology Benefits ===&lt;br /&gt;
&lt;br /&gt;
[[Sorcerous Lore, Demonology]] is the most important factor in the success of this magic. Each rank will increase the success of summoning a demon by 1%. Success of summoning with valence-only runestones begins at 50%, and the success for valence-and-archetype runestones begins at 0%. Additionally, training will strengthen the master&#039;s command over their demons, and increase the amount of [[mana]] and [[coins]] a demon may hold.&lt;br /&gt;
&lt;br /&gt;
* 50 ranks will summon using the three valence-only (Tier 1) runes with 100% consistency.&lt;br /&gt;
* 100 ranks will summon using valence-and-archetype (Tier 2) runes without failure.&lt;br /&gt;
* Consistent use of demon-specific (Tier 3) runes may vary among demons. 125 - 150 ranks is recommended.&lt;br /&gt;
&lt;br /&gt;
=== Demons and the Law ===&lt;br /&gt;
&lt;br /&gt;
Due to tactics the [[Faendryl]] used during the [[Undead War]], the summoning and use of demons is widely shunned by most Elanthians. Demons are therefore subject to justice mechanics in all towns except [[Icemule Trace]]. Special demon permits may be purchased in both [[Zul Logoth]] and [[Kharam Dzu]], but are otherwise considered illegal. The [[Sorcerer Guild]] teaches the [[Illusions]] [[guild skill|skill]] which can be used to cloak the demon&#039;s true image, allowing them to bypass the law as long as they remain obfuscated. Along with the illusion&#039;s duration expiring, certain demons performing particular actions will cause the illusion to drop as well.&lt;br /&gt;
&lt;br /&gt;
* Demons may still roam free in areas without lawmen. Use [[JUSTICE (verb)|JUSTICE STATUS]] to determine whether an area is within jurisdiction.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Chambers ===&lt;br /&gt;
&lt;br /&gt;
[[Summoning chamber]]s are special areas which are sensitive to the piercing of the veil, increasing the ease with which sorcerers employ this magic. Casting within a chamber will add a flat 600 sec to the duration of the spell, and provide 25 &#039;phantom&#039; ranks of Demonology for the purposes of calculating the success of the summoning only. Additionally, these extra 600 seconds will be applied when refreshing the duration in a chamber as well.&lt;br /&gt;
&lt;br /&gt;
* All [[Sorcerer Guild]]s contain a summoning chambers as well as some [[CHE]] structures.&lt;br /&gt;
&lt;br /&gt;
== Minor Demon Abilities ==&lt;br /&gt;
&lt;br /&gt;
* This information was harvested from [http://gsdemonologist.tripod.com/index.html Hakwea&#039;s Demonologist Handbook].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=center &lt;br /&gt;
!bgcolor=#99ff99|Runes&lt;br /&gt;
|bgcolor=#99ffff colspan = 2 |[[Grik&#039;tyr (rune)]]&lt;br /&gt;
|bgcolor=#99ffff colspan = 4 |[[Lorae&#039;tyr (rune)]]&lt;br /&gt;
|bgcolor=#99ffff colspan = 3 |[[Shien&#039;tyr (rune)]]&lt;br /&gt;
|- align=center bgcolor=#cccccc &lt;br /&gt;
!width=100|Ability&lt;br /&gt;
![[Grik]]&lt;br /&gt;
![[Imp]]&lt;br /&gt;
![[Abyran]]&lt;br /&gt;
![[Grantris]]&lt;br /&gt;
![[Igaesha]]&lt;br /&gt;
![[Verlok]]&lt;br /&gt;
![[Aishan]]&lt;br /&gt;
![[Shien]]&lt;br /&gt;
![[Arashan]]&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Hold Mana]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes   &lt;br /&gt;
|Yes&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Yes &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Yes &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Yes &amp;lt;/span&amp;gt;&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Base Mana]]&lt;br /&gt;
|4&lt;br /&gt;
|19&lt;br /&gt;
|9&lt;br /&gt;
|0&lt;br /&gt;
|12&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|&#039;&#039;&#039;24&#039;&#039;&#039;&lt;br /&gt;
|9&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Additional Mana]]&lt;br /&gt;
|bonus/10&lt;br /&gt;
|bonus/10&lt;br /&gt;
|bonus/10&lt;br /&gt;
|(bonus/10)-3&lt;br /&gt;
|bonus/10&lt;br /&gt;
|(bonus/10)-3&lt;br /&gt;
|N/A&lt;br /&gt;
|bonus/10&lt;br /&gt;
|bonus/10&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Maximum Mana]]&lt;br /&gt;
|34&lt;br /&gt;
|49&lt;br /&gt;
|39&lt;br /&gt;
|27&lt;br /&gt;
|42&lt;br /&gt;
|27&lt;br /&gt;
|N/A&lt;br /&gt;
|&#039;&#039;&#039;54&#039;&#039;&#039;&lt;br /&gt;
|39&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Hold Coins]]&lt;br /&gt;
|&#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Base Coins]]&lt;br /&gt;
|&#039;&#039;&#039;1000&#039;&#039;&#039;&lt;br /&gt;
|500&lt;br /&gt;
|600&lt;br /&gt;
|500&lt;br /&gt;
|200&lt;br /&gt;
|800&lt;br /&gt;
|N/A&lt;br /&gt;
|300&lt;br /&gt;
|N/A&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Coins per Rank]]&lt;br /&gt;
|&#039;&#039;&#039;60&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|45&lt;br /&gt;
|55&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|N/A&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Maximum Coins]]&lt;br /&gt;
|&#039;&#039;&#039;13120&#039;&#039;&#039;&lt;br /&gt;
|8580&lt;br /&gt;
|9690&lt;br /&gt;
|11610&lt;br /&gt;
|2220&lt;br /&gt;
|10900&lt;br /&gt;
|N/A&lt;br /&gt;
|4340&lt;br /&gt;
|N/A&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Guard &amp;amp; Cease|Guard]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|&#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
|bgcolor=#cccccc|[[Minor Summoning (725)#Guard &amp;amp; Cease|&#039;&#039;&#039;Attack Type&#039;&#039;&#039; (flare type)]]&lt;br /&gt;
|Bite&lt;br /&gt;
|Bite&lt;br /&gt;
|Bite (Poison)&lt;br /&gt;
|Bite (Puncture)&lt;br /&gt;
|Phase (Acid)&lt;br /&gt;
|Bite (flare &amp;amp;dagger;)&lt;br /&gt;
|&#039;&#039;&#039;Bite (Disease)&#039;&#039;&#039;&lt;br /&gt;
|Bite&lt;br /&gt;
|Spit Web (Web) &amp;amp;dagger;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Carrying Items|Carry Items]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Carrying Items|Get]]&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|- align=center&lt;br /&gt;
|bgcolor=#cccccc|[[Minor Summoning (725)#Carrying Items|&#039;&#039;&#039;Hold if Given&#039;&#039;&#039; (not cumulative)]]&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Scout|Scout]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Find a Character|Find]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|&#039;&#039;&#039;Y &amp;amp;dagger;&#039;&#039;&#039;&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Deliver a Message|Deliver]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|&amp;lt;u&amp;gt;Y&amp;lt;/u&amp;gt;&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|Y &amp;amp;dagger;&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Eat|Eat]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt; &lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; &#039;&#039;&#039;Y&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Interfere|Interfere]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;amp;dagger;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;amp;dagger;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Interfere|Break]]&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|Y &amp;amp;dagger;&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Control a web|Control]]&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|&#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Balefire (713)#Demon_Damage_Types_and_Attack_Chance|Balefire Flare (random)]]&lt;br /&gt;
|[[Disintegration_critical_table|Disintegrate]]&amp;lt;br&amp;gt;[[Crush_critical_table|Crush]]&lt;br /&gt;
|[[Disintegration_critical_table|Disintegrate]]&amp;lt;br&amp;gt;[[Crush_critical_table|Crush]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|N/A&lt;br /&gt;
|[[Vacuum_critical_table|Vacuum]]&amp;lt;br&amp;gt;[[Unbalance_critical_table|Unbalance]]&lt;br /&gt;
|[[Vacuum_critical_table|Vacuum]]&amp;lt;br&amp;gt;[[Unbalance_critical_table|Unbalance]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*If a demon&#039;s ability is &#039;&#039;&#039;bolded&#039;&#039;&#039;, it indicates that demon is best at that particular ability.&lt;br /&gt;
&lt;br /&gt;
*If a demon&#039;s ability is highlighted in &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; RED &amp;lt;/span&amp;gt;, using it will break its illusion.&lt;br /&gt;
&lt;br /&gt;
*If an ability has a &amp;amp;dagger;, it indicates that demon has a special ability related to it.&lt;br /&gt;
&lt;br /&gt;
*If an ability is &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; within the table, it indicates that demon has particular restriction placed upon that ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information on a demon type, refer to that archetype&#039;s page, linked at the top of the table.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Follow &amp;amp; Return ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON FOLLOW : demon will return to your location and/or follow you&lt;br /&gt;
* TELL MDEMON STOP : demon will cease following and/or stay where it is (may also stop other recursive activities)&lt;br /&gt;
&lt;br /&gt;
==== Go ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON GO {direction|portal} : instructs the demon to move manually&lt;br /&gt;
&lt;br /&gt;
Demons [[Minor Summoning (725)#Carry &amp;amp; Release|carrying an eye]] will cause each room description to be echoed to the user as if using the eye in the same manner.&lt;br /&gt;
&lt;br /&gt;
==== Find a Character ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON FIND {character} : instructs the demon to locate a particular character&lt;br /&gt;
&lt;br /&gt;
Sends the demon to the location of a target, and if found, will follow them. Subject to the skill of the summoner and demon, vs. difficulty of finding that character. [[Stalking and Hiding|Hidden]] and [[Invisibility (916)|invisible]] characters are more difficult to locate. Additionally, increased difficulty in finding targets will cause the demon to take longer at the task. Only targets in the same area can be targeted successfully.&lt;br /&gt;
&lt;br /&gt;
==== Deliver a Message ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON DELIVER {character} {message} : instructs the demon to speak to another character on your behalf&lt;br /&gt;
* WHISPER {demon} {message} : for other characters to reply to a demon&#039;s message&lt;br /&gt;
* WHISPER MIST {message} : to communicate using shien&#039;s special message capability&lt;br /&gt;
&lt;br /&gt;
Applicable demons will convey a message to a person for you. The target of the message may then reply, but there is wait time before the demon can deliver additional messages. The [[shien]] possess a unique method of delivery, which allows messages to be relayed in real time, without pause. This requires the summoner&#039;s room to be [[Darkness (206)|dark]]. Only targets in the same area can have messages delivered to them.&lt;br /&gt;
&lt;br /&gt;
==== Carry &amp;amp; Release ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON CARRY : demon will pick up and carry your eye&lt;br /&gt;
* TELL MDEMON RELEASE : demon will release your eye into the room&lt;br /&gt;
&lt;br /&gt;
[[Eye Spy (707)]] can be used in conjunction with a demon in order to [[LOOK (verb)|see]] remotely. While the demon is holding the eye, only basic things can be seen. However, the eye can be released and grasped again without restriction. While independent the eye maintains its full range of sight. Be cautious not to leave the eye stranded, as there is no command to send the demon directly to your eye. The eye is considered an item, thus the demon cannot carry it if already holding its [[Minor Summoning (725)#Minor Demon Abilities|maximum capacity]].&lt;br /&gt;
&lt;br /&gt;
==== Carrying Items ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON GET {item} : instructs the demon to pick up an object&lt;br /&gt;
* GIVE {demon} : gives the demon the object you are holding in your right hand&lt;br /&gt;
* TELL MDEMON GIVE {character} : demon will give an item it is currently carrying to a character&lt;br /&gt;
* TELL MDEMON DROP {item} : instructs the demon to drop an item it is carrying&lt;br /&gt;
&lt;br /&gt;
Certain demons ([[aishan]] &amp;amp; [[igaesha]]) will accept more items given to them by their master directly, rather than picking them up. &amp;quot;Get&amp;quot; in the table refers to the number of items a demon will pick up and carry on its own (i.e. remotely). &amp;quot;Hold if Given&amp;quot; is the amount of items the demon can accept if handed to them by their summoner. Demons can hold a maximum of items equivalent to their &amp;quot;Hold if Given&amp;quot; value. Carrying an [[Eye Spy (707)|eye]] counts as one item.&lt;br /&gt;
&lt;br /&gt;
==== Holding Coins ====&lt;br /&gt;
&lt;br /&gt;
* [[GIVE]] {demon} {#} : give silver coins to your demon&lt;br /&gt;
* TELL MDEMON GIVE {#} : instructs demon to give you coins it is carrying&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Base Coins&amp;quot; + &amp;quot;Coins per Rank&amp;quot; determines the maximum amount of silver coins applicable demons may carry. For example, an [[imp]] (500 base) summoned by a sorcerer with 20 ranks (40 additional per rank) of [[Sorcerous Lore, Demonology|demonology]] skill could hold 1300 coins total (500 + [20*40] = 1300). Demons will not return coins automatically upon being returned to their dimension.&lt;br /&gt;
&lt;br /&gt;
==== Mana Sharing ====&lt;br /&gt;
&lt;br /&gt;
* SEND {#} {demon} : send mana to your demon&lt;br /&gt;
* TELL MDEMON SEND {#} : instructs demon to send mana to you&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Base Mana&amp;quot; + &amp;quot;Additional Mana&amp;quot; determines the total amount of [[mana]] each demon can hold. &#039;Bonus&#039; in this situation refers to the numerical bonus corresponding to the number of [[Sorcerous Lore, Demonology|demonology]] skill ranks (use the [[SKILLS (verb)|SKILLS]] command to view). For example, an [[igaesha]] (base mana of 12) summoned by a sorcerer with 50 ranks of demonology (skill bonus of 150) would be able to store a maximum of 27 mana (12 + [150/10] = 27). Demons which hold more mana are also more efficient at transferring it. Demons will not return mana automatically upon being returned to their dimension.&lt;br /&gt;
&lt;br /&gt;
[[Channeling crystal]]s made via [[alchemy]] can be used by both demon and master to transfer more mana between the two.&lt;br /&gt;
&lt;br /&gt;
==== Guard &amp;amp; Cease ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON GUARD : demon will aid your chances of detecting pickpockets&lt;br /&gt;
* TELL MDEMON CEASE : demon ceases guarding&lt;br /&gt;
&lt;br /&gt;
If the demon is in its summoner&#039;s room, they can be instructed to help notice characters attempting to [[Pickpocketing|pickpocket]] their master. Each demon, depending upon their body type, will have a particular &amp;quot;Attack Type&amp;quot; they retaliate with automatically if either the master or demon is successful in noticing the thief. The attacks of certain demons will inflict a &amp;quot;flare type&amp;quot; (i.e. disease, lightning, etc.) upon the victim, in addition to the initial damage.&lt;br /&gt;
&lt;br /&gt;
==== Scout ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON SCOUT : demons scouts the surrounding area for characters, creatures, and other minor demons&lt;br /&gt;
&lt;br /&gt;
The demon will leave the immediate room for a short period of time, and return shortly afterwards to inform its master of the presence of all [[character]]s, [[creature]]s, and [[minor demon]]s. Some areas do not work with this command, including the [[Sorcerer Guild]]s.&lt;br /&gt;
&lt;br /&gt;
==== Eat ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON EAT {object} : instructs the demon to consume an object&lt;br /&gt;
&lt;br /&gt;
Demons can be instructed to eat a variety of items within their reach. This can be used as disposal for various articles of trash, if a proper trash can is not available. Certain demons are particular about what they eat, though the [[igaesha]] will eat just about anything.&lt;br /&gt;
&lt;br /&gt;
Telling a demon to eat something will blow away its illusion.&lt;br /&gt;
&lt;br /&gt;
==== Interfere ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON INTERFERE : the demon will lend its ability to the prevention of establishing a sanctuary&lt;br /&gt;
* TELL MDEMON BREAK : instructs the demon to attempt to disrupt an existing sanctuary (abyran&#039;sa and imp &#039;&#039;only&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
Through its demonic powers, a demon can interfere with the creation of [[Minor Sanctuary (213)|sanctuaries]] or a [[Song of Peace (1011)]]. The success of this ability is based upon a comparison of the demonologist&#039;s [[Sorcerer Base]] and [[Sorcerous Lore, Demonology|demonology]] ranks versus the sanctuary caster&#039;s [[Major Spiritual]] and [[Spiritual Lore, Summoning|summoning]] ranks. Once instructed to interfere, a demon will continue to do so until told otherwise. Instructing a demon to interfere will always cause the [[illusion]] to fail, thus it is recommended to initiate this command prior to cloaking the demon. &lt;br /&gt;
&lt;br /&gt;
Only the [[Abyran#Mechanical Benefits and Flaws|abyran&#039;sa]] is capable of breaking existing player-created sanctuaries. Telling an abyran&#039;sa to do this takes 13 mana from the summoner, whether successful or not.  The [[Imp]] is the lone archetype capable of breaking an active [[Song of Peace (1011)]]. &lt;br /&gt;
&lt;br /&gt;
==== Control a web ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON TO CONTROL [WEB] : an arashan can take control of a [[Web (118)|web]] for its owner.&lt;br /&gt;
&lt;br /&gt;
The arashan possesses a unique ability amongst demonkind; they are capable of taking control of the minor spirits that make up an area web summoned by the [[Web (118)]] spell. Controlling a web yields two major results: &lt;br /&gt;
&lt;br /&gt;
*the web is strengthened (gains an additional snare charge and the duration is refreshed)&lt;br /&gt;
*the web comes under the control of the arashan&#039;s summoner. &lt;br /&gt;
&lt;br /&gt;
Controlling a web takes 18 mana from the Sorcerer. Controlling a web is very taxing on the arashan, thus they may only do so once every five minutes.&lt;br /&gt;
&lt;br /&gt;
==== Leave ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON LEAVE : ends the duration, returning the demon to its origin&lt;br /&gt;
&lt;br /&gt;
The demon will drop the objects which it is carrying (not including silvers or mana), and return to its valence.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Uncommon Runes Used with this Spell ==&lt;br /&gt;
This list is now very incomplete with the [[Lord Vathon]] events of 2013 and 2014.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=center &lt;br /&gt;
!bgcolor=#cccccc|Runes&lt;br /&gt;
!bgcolor=#cccccc|Sorcerers Knowing This Rune&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#cccccc width=135|Grik&#039;tyr-Grik&lt;br /&gt;
|Nindon, Solmarar, Malisai, Angylisis&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Grik&#039;tyr-Imp&lt;br /&gt;
|Querthose, Krolnivar, Evyrsio, Rumpkin, Allereli, Malisai&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Abyran&lt;br /&gt;
|Licel, Yactaevia, Krolnivar, Stralan, Ryynish, Querthose&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Abyran&#039;a&lt;br /&gt;
|Zurrain, Moredin&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Abyran&#039;sa&lt;br /&gt;
|Querthose, Iaz, Desorceri, Radamanthys, Cataclysmx, Vulterith, Isola, Stralan, Kaldonis, Silvean, Allereli&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Grantris&lt;br /&gt;
|Desorceri, Venrath, Drigore, Kaldonis &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Igaesha&lt;br /&gt;
|Evyrsio, Ulthripe, Allereli, Kaldonis, Silvean &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Verlok&lt;br /&gt;
|Krolnivar, Querthose, Delarock, Matthosa, Kaldonis, Silvean &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Shien&#039;tyr-Aishan&lt;br /&gt;
|Jameszz, Querthose, Desorceri, Stralan, Venrath, Delarock, Suntzhu, Drigore&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Shien&#039;tyr-Shien&lt;br /&gt;
|Mekthros, Missoni, Kilaya, Desmonique, Rontuu, Allereli (Darkling), Drigore (Darkling), Matthosa, Kaldonis, Silvean (Shadowling), Malisai&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Shien&#039;tyr-Arashan&lt;br /&gt;
|Allereli, Drigore, Silvean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[Minor Demon Flavor Text]]&lt;br /&gt;
* [[Minor Summoning (725) (saved posts)]]&lt;br /&gt;
* [[Balefire (713) (saved posts)]]&lt;br /&gt;
* [[Queen Mysara of Ta&#039;Illistim speaks (saved post)]]&lt;br /&gt;
* [[Rhythus Veranthe Faendryl]]&lt;br /&gt;
* [[In-game Enchiridion Valentias (saved post)]]&lt;br /&gt;
* [[Commentary on Enchiridion Valentia - Lorae&#039;Tyr]]&lt;br /&gt;
&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#725 Sorcerer Base Spell Circle: Minor Summoning], on Play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/demons/enchiridionvalentia.asp The Enchiridion Valentia], on Play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/demons/introduction.asp Official Introduction to Summoning], on Play.net&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;br /&gt;
[[Category:Demons]]&lt;br /&gt;
[[category: Pet Spells]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=66286</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=66286"/>
		<updated>2015-07-17T18:44:24Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
The skill representing one&#039;s proficiency with manipulation, disasseblement, and reconstruction of live organic matter.&lt;br /&gt;
&lt;br /&gt;
=== [[Sorcerer Base]] Spells Affected===&lt;br /&gt;
&lt;br /&gt;
;*[[Blood Burst (701)]]&lt;br /&gt;
:With just one rank of necromancy, blood drained from the target with this spell can be returned to the caster. Increased training will increase the amount of blood returned.&lt;br /&gt;
&lt;br /&gt;
;*[[Limb Disruption (708)]]&lt;br /&gt;
:With necromancy training, limbs completely severed by this spell have a chance of re-animating and attempting to hinder their former owner. The chances of animation are based on the caster’s necromancy ranks in relation to the target’s [[level]].&lt;br /&gt;
&lt;br /&gt;
;*[[Grasp of the Grave (709)]]&lt;br /&gt;
:Subsequent knockdown attempts have a chance to damage the enemy with grapple damage. In addition, the subsequent knockdown attempts have a chance to grapple (damage) the target based upon a (2 * seed 2 summation of [[Sorcerous Lore, Necromancy]] ranks), including a small chance to outright strangle the target!&lt;br /&gt;
&lt;br /&gt;
;*[[Pain (711)]]&lt;br /&gt;
:The threshold of [[endroll]] required to obtain each level of pain infliction is reduced by training necromancy. A minimum of 0.3 ranks per level is required to enable the maximum effect (35% health loss &amp;amp; 7 sec [[RT]]), which is achieved at endrolls of 166 or greater. 1x will reduce the necessary endroll to 141+.&lt;br /&gt;
&lt;br /&gt;
;*[[Disease (716)]]&lt;br /&gt;
:The speed and potency of the disease is increased by this lore.&lt;br /&gt;
&lt;br /&gt;
;*[[Animate Dead (730)]]&lt;br /&gt;
:Caster&#039;s necromancy ranks have profound effects on both [[Maximum Animatable Level]] and duration. With zero ranks, one can only animate [[creature]]s ten levels below their own. At 25 ranks, the caster will be able to animate creatures 9 levels below their own, with an increase of one level per 5 ranks of necromancy (this equation assumes the caster uses their own [[crimson salt crystals|crystals]] made from [[Massive troll king|Troll King]] blood). At 70 ranks the necromancer would be able to animate creatures of an equivalent level, and the maximum MAL is (level+26) at 200 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Ensorcell (735)]]&lt;br /&gt;
:Allows sorcerer to gain energy faster per seed 1 of the [[summation chart]] (fewer kills to reach maximum energy per week).&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
*[http://carabele.com/odds/LoreBenefits.htm Lore Benefits Summation Chart] (outdated)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=66285</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=66285"/>
		<updated>2015-07-17T18:43:10Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: /* Sorcerer Base Spells Affected */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
The skill representing one&#039;s proficiency with manipulation, disasseblement, and reconstruction of live organic matter.&lt;br /&gt;
&lt;br /&gt;
=== [[Sorcerer Base]] Spells Affected===&lt;br /&gt;
&lt;br /&gt;
;*[[Blood Burst (701)]]&lt;br /&gt;
:With just one rank of necromancy, blood drained from the target with this spell can be returned to the caster. Increased training will increase the amount of blood returned.&lt;br /&gt;
&lt;br /&gt;
;*[[Limb Disruption (708)]]&lt;br /&gt;
:With necromancy training, limbs completely severed by this spell have a chance of re-animating and attempting to hinder their former owner. The chances of animation are based on the caster’s necromancy ranks in relation to the target’s [[level]].&lt;br /&gt;
&lt;br /&gt;
;*[[Grasp of the Grave (709)]]&lt;br /&gt;
:Subsequent knockdown attempts have a chance to damage the enemy with grapple damage. The chance to cause this damage is based on (2 * seed 2 summation of [[Sorcerous Lore, Necromancy]] ranks).&lt;br /&gt;
&lt;br /&gt;
;*[[Pain (711)]]&lt;br /&gt;
:The threshold of [[endroll]] required to obtain each level of pain infliction is reduced by training necromancy. A minimum of 0.3 ranks per level is required to enable the maximum effect (35% health loss &amp;amp; 7 sec [[RT]]), which is achieved at endrolls of 166 or greater. 1x will reduce the necessary endroll to 141+.&lt;br /&gt;
&lt;br /&gt;
;*[[Disease (716)]]&lt;br /&gt;
:The speed and potency of the disease is increased by this lore.&lt;br /&gt;
&lt;br /&gt;
;*[[Animate Dead (730)]]&lt;br /&gt;
:Caster&#039;s necromancy ranks have profound effects on both [[Maximum Animatable Level]] and duration. With zero ranks, one can only animate [[creature]]s ten levels below their own. At 25 ranks, the caster will be able to animate creatures 9 levels below their own, with an increase of one level per 5 ranks of necromancy (this equation assumes the caster uses their own [[crimson salt crystals|crystals]] made from [[Massive troll king|Troll King]] blood). At 70 ranks the necromancer would be able to animate creatures of an equivalent level, and the maximum MAL is (level+26) at 200 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Ensorcell (735)]]&lt;br /&gt;
:Allows sorcerer to gain energy faster per seed 1 of the [[summation chart]] (fewer kills to reach maximum energy per week).&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
*[http://carabele.com/odds/LoreBenefits.htm Lore Benefits Summation Chart] (outdated)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=66284</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=66284"/>
		<updated>2015-07-17T18:42:22Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: /* Sorcerer Base Spells Affected */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
The skill representing one&#039;s proficiency with manipulation, disasseblement, and reconstruction of live organic matter.&lt;br /&gt;
&lt;br /&gt;
=== [[Sorcerer Base]] Spells Affected===&lt;br /&gt;
&lt;br /&gt;
;*[[Blood Burst (701)]]&lt;br /&gt;
:With just one rank of necromancy, blood drained from the target with this spell can be returned to the caster. Increased training will increase the amount of blood returned.&lt;br /&gt;
&lt;br /&gt;
;*[[Limb Disruption (708)]]&lt;br /&gt;
:With necromancy training, limbs completely severed by this spell have a chance of re-animating and attempting to hinder their former owner. The chances of animation are based on the caster’s necromancy ranks in relation to the target’s [[level]].&lt;br /&gt;
&lt;br /&gt;
;*[[Grasp of the Grave (709)]]&lt;br /&gt;
:Subsequent knockdown attempts have a chance to damage the enemy with grapple damage. The chance to cause this damage is based on 2 * seed 2 summation of [[Sorcerous Lore, Necromancy]] ranks).&lt;br /&gt;
&lt;br /&gt;
;*[[Pain (711)]]&lt;br /&gt;
:The threshold of [[endroll]] required to obtain each level of pain infliction is reduced by training necromancy. A minimum of 0.3 ranks per level is required to enable the maximum effect (35% health loss &amp;amp; 7 sec [[RT]]), which is achieved at endrolls of 166 or greater. 1x will reduce the necessary endroll to 141+.&lt;br /&gt;
&lt;br /&gt;
;*[[Disease (716)]]&lt;br /&gt;
:The speed and potency of the disease is increased by this lore.&lt;br /&gt;
&lt;br /&gt;
;*[[Animate Dead (730)]]&lt;br /&gt;
:Caster&#039;s necromancy ranks have profound effects on both [[Maximum Animatable Level]] and duration. With zero ranks, one can only animate [[creature]]s ten levels below their own. At 25 ranks, the caster will be able to animate creatures 9 levels below their own, with an increase of one level per 5 ranks of necromancy (this equation assumes the caster uses their own [[crimson salt crystals|crystals]] made from [[Massive troll king|Troll King]] blood). At 70 ranks the necromancer would be able to animate creatures of an equivalent level, and the maximum MAL is (level+26) at 200 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Ensorcell (735)]]&lt;br /&gt;
:Allows sorcerer to gain energy faster per seed 1 of the [[summation chart]] (fewer kills to reach maximum energy per week).&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
*[http://carabele.com/odds/LoreBenefits.htm Lore Benefits Summation Chart] (outdated)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Minor_Summoning_(725)&amp;diff=65797</id>
		<title>Minor Summoning (725)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Minor_Summoning_(725)&amp;diff=65797"/>
		<updated>2015-07-05T19:58:47Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: /* Uncommon Runes Used with this Spell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = MSUMMON&lt;br /&gt;
 | base_dur = 600 sec&lt;br /&gt;
 | add_dur = +20 sec per [[Sorcerer Base|rank]]&amp;lt;br&amp;gt;+30 sec per [[Sorcerous Lore, Demonology|Demonology]] rank&lt;br /&gt;
 | span = [[Refreshable]], special&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Summoning&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = [[Runestone]]&lt;br /&gt;
 | availability = None&lt;br /&gt;
 | navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In one swift motion, the demonologist pierces the [[veil]] between [[valence]]s, seeks a suitable [[Demon|being]] to enslave for menial chores, pulls them through the tear, and finally links them to their original existence so they may be returned there. [[Runestone]]s are used as the focus for this magic, and more complex [[rune]]s can be used to target more specific [[Demon archetype|archetypes]] of [[minor demon]]s.&lt;br /&gt;
&lt;br /&gt;
Once summoned into this realm, these servants are capable of performing a myriad of [[Minor Summoning (725)#Minor Demon Abilities|utility functions]] such as carrying the sorcerer&#039;s [[Eye Spy (707)|eye]] which will allow them to [[LOOK (verb)|see]] remotely. Other highlights include carrying [[Minor Summoning (725)#Carrying Items|objects]], [[Minor Summoning (725)#Holding Coins|silvers]], and [[Minor Summoning (725)#Mana Sharing|mana]], or [[Minor Summoning (725)#Find a Character|finding]] and [[Minor Summoning (725)#Deliver a Message|delivering messages to]] other characters, and even [[Minor Summoning (725)#Guard &amp;amp; Cease|guarding]] their master&#039;s pockets from [[Pickpocketing|thieves]]. Demons summoned by this spell are &#039;&#039;not&#039;&#039; dangerous unless retaliating at a pickpocket, and otherwise cannot participate in the [[combat system]].&lt;br /&gt;
&lt;br /&gt;
* [[CAST (verb)|Cast]] at an appropriate runestone to initiate.&lt;br /&gt;
* The [[TELL (verb)|TELL MDEMON]] command displays a full list of commands for the demon. Each [[Minor Summoning (725)#Minor Demon Abilities|ability]] is also outlined within this article.&lt;br /&gt;
&lt;br /&gt;
=== Demon Link &amp;amp; Expiration ===&lt;br /&gt;
&lt;br /&gt;
Originally, demonologists used the link as a threat to keep the demon in line. Severing the link would strand the demon forever, unable to return home. This version of the magic is designed with safeguards against such an act, otherwise punishable by death. Thus the caster may [[Minor Summoning (725)#Leave|terminate the link]] at any time, returning the demon to its original plane. The link will be broken automatically if the caster dies or when the spell expires. Once having summoned, the caster may not summon again for five minutes due to the exertion caused by interplanar summoning. If the summoner fails a cast, they may not attempt again for ten full minutes.&lt;br /&gt;
&lt;br /&gt;
Two [[lesser demon]]s, the [[abyran|abyran&#039;ra]] and the [[oculoth]] have the ability and motivation to break your control upon a [[minor demon]]. While the abyran&#039;ra will only attempt to break your control over [[abyran|abyran&#039;a]] and [[abyran|abyran&#039;sa]] demons, the oculoth will attempt to break your control over any type of demon. However, it is not a guarantee that they will break it. The primary factor for fending off this attempt is Demonology ranks. If you lose, your connection to your demon will break, and you will be severely stunned. If you succeed, you are left unharmed, and the demon who attempted it will be stunned instead. The oculoth, given its nature as a more magically inclined demon, is more skilled at breaking the connection than an abyran&#039;ra.&lt;br /&gt;
&lt;br /&gt;
* The link is [[refreshable]] with use of a [[vakra (rune)|vakra]] runestone.&lt;br /&gt;
&lt;br /&gt;
=== Demonology Benefits ===&lt;br /&gt;
&lt;br /&gt;
[[Sorcerous Lore, Demonology]] is the most important factor in the success of this magic. Each rank will increase the success of summoning a demon by 1%. Success of summoning with valence-only runestones begins at 50%, and the success for valence-and-archetype runestones begins at 0%. Additionally, training will strengthen the master&#039;s command over their demons, and increase the amount of [[mana]] and [[coins]] a demon may hold.&lt;br /&gt;
&lt;br /&gt;
* 50 ranks will summon using the three valence-only (Tier 1) runes with 100% consistency.&lt;br /&gt;
* 100 ranks will summon using valence-and-archetype (Tier 2) runes without failure.&lt;br /&gt;
* Consistent use of demon-specific (Tier 3) runes may vary among demons. 125 - 150 ranks is recommended.&lt;br /&gt;
&lt;br /&gt;
=== Demons and the Law ===&lt;br /&gt;
&lt;br /&gt;
Due to tactics the [[Faendryl]] used during the [[Undead War]], the summoning and use of demons is widely shunned by most Elanthians. Demons are therefore subject to justice mechanics in all towns except [[Icemule Trace]]. Special demon permits may be purchased in both [[Zul Logoth]] and [[Kharam Dzu]], but are otherwise considered illegal. The [[Sorcerer Guild]] teaches the [[Illusions]] [[guild skill|skill]] which can be used to cloak the demon&#039;s true image, allowing them to bypass the law as long as they remain obfuscated. Along with the illusion&#039;s duration expiring, certain demons performing particular actions will cause the illusion to drop as well.&lt;br /&gt;
&lt;br /&gt;
* Demons may still roam free in areas without lawmen. Use [[JUSTICE (verb)|JUSTICE STATUS]] to determine whether an area is within jurisdiction.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Chambers ===&lt;br /&gt;
&lt;br /&gt;
[[Summoning chamber]]s are special areas which are sensitive to the piercing of the veil, increasing the ease with which sorcerers employ this magic. Casting within a chamber will add a flat 600 sec to the duration of the spell, and provide 25 &#039;phantom&#039; ranks of Demonology for the purposes of calculating the success of the summoning only. Additionally, these extra 600 seconds will be applied when refreshing the duration in a chamber as well.&lt;br /&gt;
&lt;br /&gt;
* All [[Sorcerer Guild]]s contain a summoning chambers as well as some [[CHE]] structures.&lt;br /&gt;
&lt;br /&gt;
== Minor Demon Abilities ==&lt;br /&gt;
&lt;br /&gt;
* This information was harvested from [http://gsdemonologist.tripod.com/index.html Hakwea&#039;s Demonologist Handbook].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=center &lt;br /&gt;
!bgcolor=#99ff99|Runes&lt;br /&gt;
|bgcolor=#99ffff colspan = 2 |[[Grik&#039;tyr (rune)]]&lt;br /&gt;
|bgcolor=#99ffff colspan = 4 |[[Lorae&#039;tyr (rune)]]&lt;br /&gt;
|bgcolor=#99ffff colspan = 3 |[[Shien&#039;tyr (rune)]]&lt;br /&gt;
|- align=center bgcolor=#cccccc &lt;br /&gt;
!width=100|Ability&lt;br /&gt;
![[Grik]]&lt;br /&gt;
![[Imp]]&lt;br /&gt;
![[Abyran]]&lt;br /&gt;
![[Grantris]]&lt;br /&gt;
![[Igaesha]]&lt;br /&gt;
![[Verlok]]&lt;br /&gt;
![[Aishan]]&lt;br /&gt;
![[Shien]]&lt;br /&gt;
![[Arashan]]&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Hold Mana]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes   &lt;br /&gt;
|Yes&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Yes &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Yes &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Yes &amp;lt;/span&amp;gt;&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Base Mana]]&lt;br /&gt;
|4&lt;br /&gt;
|19&lt;br /&gt;
|9&lt;br /&gt;
|0&lt;br /&gt;
|12&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|&#039;&#039;&#039;24&#039;&#039;&#039;&lt;br /&gt;
|9&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Additional Mana]]&lt;br /&gt;
|bonus/10&lt;br /&gt;
|bonus/10&lt;br /&gt;
|bonus/10&lt;br /&gt;
|(bonus/10)-3&lt;br /&gt;
|bonus/10&lt;br /&gt;
|(bonus/10)-3&lt;br /&gt;
|N/A&lt;br /&gt;
|bonus/10&lt;br /&gt;
|bonus/10&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Mana Sharing|Maximum Mana]]&lt;br /&gt;
|34&lt;br /&gt;
|49&lt;br /&gt;
|39&lt;br /&gt;
|27&lt;br /&gt;
|42&lt;br /&gt;
|27&lt;br /&gt;
|N/A&lt;br /&gt;
|&#039;&#039;&#039;54&#039;&#039;&#039;&lt;br /&gt;
|39&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Hold Coins]]&lt;br /&gt;
|&#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Base Coins]]&lt;br /&gt;
|&#039;&#039;&#039;1000&#039;&#039;&#039;&lt;br /&gt;
|500&lt;br /&gt;
|600&lt;br /&gt;
|500&lt;br /&gt;
|200&lt;br /&gt;
|800&lt;br /&gt;
|N/A&lt;br /&gt;
|300&lt;br /&gt;
|N/A&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Coins per Rank]]&lt;br /&gt;
|&#039;&#039;&#039;60&#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|45&lt;br /&gt;
|55&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|N/A&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Holding Coins|Maximum Coins]]&lt;br /&gt;
|&#039;&#039;&#039;13120&#039;&#039;&#039;&lt;br /&gt;
|8580&lt;br /&gt;
|9690&lt;br /&gt;
|11610&lt;br /&gt;
|2220&lt;br /&gt;
|10900&lt;br /&gt;
|N/A&lt;br /&gt;
|4340&lt;br /&gt;
|N/A&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Guard &amp;amp; Cease|Guard]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|&#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
|bgcolor=#cccccc|[[Minor Summoning (725)#Guard &amp;amp; Cease|&#039;&#039;&#039;Attack Type&#039;&#039;&#039; (flare type)]]&lt;br /&gt;
|Bite&lt;br /&gt;
|Bite&lt;br /&gt;
|Bite (Poison)&lt;br /&gt;
|Bite (Puncture)&lt;br /&gt;
|Phase (Acid)&lt;br /&gt;
|Bite (flare &amp;amp;dagger;)&lt;br /&gt;
|&#039;&#039;&#039;Bite (Disease)&#039;&#039;&#039;&lt;br /&gt;
|Bite&lt;br /&gt;
|Spit Web (Web) &amp;amp;dagger;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Carrying Items|Carry Items]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Carrying Items|Get]]&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|- align=center&lt;br /&gt;
|bgcolor=#cccccc|[[Minor Summoning (725)#Carrying Items|&#039;&#039;&#039;Hold if Given&#039;&#039;&#039; (not cumulative)]]&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Scout|Scout]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Find a Character|Find]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|&#039;&#039;&#039;Y &amp;amp;dagger;&#039;&#039;&#039;&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Deliver a Message|Deliver]]&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|&amp;lt;u&amp;gt;Y&amp;lt;/u&amp;gt;&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|Y &amp;amp;dagger;&lt;br /&gt;
|Y&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Eat|Eat]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt; &lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; &#039;&#039;&#039;Y&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Interfere|Interfere]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;amp;dagger;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;amp;dagger;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Y &amp;lt;/span&amp;gt;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Interfere|Break]]&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|Y &amp;amp;dagger;&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Minor Summoning (725)#Control a web|Control]]&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|N&lt;br /&gt;
|&#039;&#039;&#039;Y&#039;&#039;&#039;&lt;br /&gt;
|- align=center&lt;br /&gt;
!bgcolor=#cccccc|[[Balefire (713)#Demon_Damage_Types_and_Attack_Chance|Balefire Flare (random)]]&lt;br /&gt;
|[[Disintegration_critical_table|Disintegrate]]&amp;lt;br&amp;gt;[[Crush_critical_table|Crush]]&lt;br /&gt;
|[[Disintegration_critical_table|Disintegrate]]&amp;lt;br&amp;gt;[[Crush_critical_table|Crush]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|[[Steam_critical_table|Steam]]&amp;lt;br&amp;gt;[[Disruption_critical_table|Disrupt]]&lt;br /&gt;
|N/A&lt;br /&gt;
|[[Vacuum_critical_table|Vacuum]]&amp;lt;br&amp;gt;[[Unbalance_critical_table|Unbalance]]&lt;br /&gt;
|[[Vacuum_critical_table|Vacuum]]&amp;lt;br&amp;gt;[[Unbalance_critical_table|Unbalance]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*If a demon&#039;s ability is &#039;&#039;&#039;bolded&#039;&#039;&#039;, it indicates that demon is best at that particular ability.&lt;br /&gt;
&lt;br /&gt;
*If a demon&#039;s ability is highlighted in &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; RED &amp;lt;/span&amp;gt;, using it will break its illusion.&lt;br /&gt;
&lt;br /&gt;
*If an ability has a &amp;amp;dagger;, it indicates that demon has a special ability related to it.&lt;br /&gt;
&lt;br /&gt;
*If an ability is &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; within the table, it indicates that demon has particular restriction placed upon that ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information on a demon type, refer to that archetype&#039;s page, linked at the top of the table.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Follow &amp;amp; Return ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON FOLLOW : demon will return to your location and/or follow you&lt;br /&gt;
* TELL MDEMON STOP : demon will cease following and/or stay where it is (may also stop other recursive activities)&lt;br /&gt;
&lt;br /&gt;
==== Go ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON GO {direction|portal} : instructs the demon to move manually&lt;br /&gt;
&lt;br /&gt;
Demons [[Minor Summoning (725)#Carry &amp;amp; Release|carrying an eye]] will cause each room description to be echoed to the user as if using the eye in the same manner.&lt;br /&gt;
&lt;br /&gt;
==== Find a Character ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON FIND {character} : instructs the demon to locate a particular character&lt;br /&gt;
&lt;br /&gt;
Sends the demon to the location of a target, and if found, will follow them. Subject to the skill of the summoner and demon, vs. difficulty of finding that character. [[Stalking and Hiding|Hidden]] and [[Invisibility (916)|invisible]] characters are more difficult to locate. Additionally, increased difficulty in finding targets will cause the demon to take longer at the task. Only targets in the same area can be targeted successfully.&lt;br /&gt;
&lt;br /&gt;
==== Deliver a Message ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON DELIVER {character} {message} : instructs the demon to speak to another character on your behalf&lt;br /&gt;
* WHISPER {demon} {message} : for other characters to reply to a demon&#039;s message&lt;br /&gt;
* WHISPER MIST {message} : to communicate using shien&#039;s special message capability&lt;br /&gt;
&lt;br /&gt;
Applicable demons will convey a message to a person for you. The target of the message may then reply, but there is wait time before the demon can deliver additional messages. The [[shien]] possess a unique method of delivery, which allows messages to be relayed in real time, without pause. This requires the summoner&#039;s room to be [[Darkness (206)|dark]]. Only targets in the same area can have messages delivered to them.&lt;br /&gt;
&lt;br /&gt;
==== Carry &amp;amp; Release ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON CARRY : demon will pick up and carry your eye&lt;br /&gt;
* TELL MDEMON RELEASE : demon will release your eye into the room&lt;br /&gt;
&lt;br /&gt;
[[Eye Spy (707)]] can be used in conjunction with a demon in order to [[LOOK (verb)|see]] remotely. While the demon is holding the eye, only basic things can be seen. However, the eye can be released and grasped again without restriction. While independent the eye maintains its full range of sight. Be cautious not to leave the eye stranded, as there is no command to send the demon directly to your eye. The eye is considered an item, thus the demon cannot carry it if already holding its [[Minor Summoning (725)#Minor Demon Abilities|maximum capacity]].&lt;br /&gt;
&lt;br /&gt;
==== Carrying Items ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON GET {item} : instructs the demon to pick up an object&lt;br /&gt;
* GIVE {demon} : gives the demon the object you are holding in your right hand&lt;br /&gt;
* TELL MDEMON GIVE {character} : demon will give an item it is currently carrying to a character&lt;br /&gt;
* TELL MDEMON DROP {item} : instructs the demon to drop an item it is carrying&lt;br /&gt;
&lt;br /&gt;
Certain demons ([[aishan]] &amp;amp; [[igaesha]]) will accept more items given to them by their master directly, rather than picking them up. &amp;quot;Get&amp;quot; in the table refers to the number of items a demon will pick up and carry on its own (i.e. remotely). &amp;quot;Hold if Given&amp;quot; is the amount of items the demon can accept if handed to them by their summoner. Demons can hold a maximum of items equivalent to their &amp;quot;Hold if Given&amp;quot; value. Carrying an [[Eye Spy (707)|eye]] counts as one item.&lt;br /&gt;
&lt;br /&gt;
==== Holding Coins ====&lt;br /&gt;
&lt;br /&gt;
* [[GIVE]] {demon} {#} : give silver coins to your demon&lt;br /&gt;
* TELL MDEMON GIVE {#} : instructs demon to give you coins it is carrying&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Base Coins&amp;quot; + &amp;quot;Coins per Rank&amp;quot; determines the maximum amount of silver coins applicable demons may carry. For example, an [[imp]] (500 base) summoned by a sorcerer with 20 ranks (40 additional per rank) of [[Sorcerous Lore, Demonology|demonology]] skill could hold 1300 coins total (500 + [20*40] = 1300). Demons will not return coins automatically upon being returned to their dimension.&lt;br /&gt;
&lt;br /&gt;
==== Mana Sharing ====&lt;br /&gt;
&lt;br /&gt;
* SEND {#} {demon} : send mana to your demon&lt;br /&gt;
* TELL MDEMON SEND {#} : instructs demon to send mana to you&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Base Mana&amp;quot; + &amp;quot;Additional Mana&amp;quot; determines the total amount of [[mana]] each demon can hold. &#039;Bonus&#039; in this situation refers to the numerical bonus corresponding to the number of [[Sorcerous Lore, Demonology|demonology]] skill ranks (use the [[SKILLS (verb)|SKILLS]] command to view). For example, an [[igaesha]] (base mana of 12) summoned by a sorcerer with 50 ranks of demonology (skill bonus of 150) would be able to store a maximum of 27 mana (12 + [150/10] = 27). Demons which hold more mana are also more efficient at transferring it. Demons will not return mana automatically upon being returned to their dimension.&lt;br /&gt;
&lt;br /&gt;
[[Channeling crystal]]s made via [[alchemy]] can be used by both demon and master to transfer more mana between the two.&lt;br /&gt;
&lt;br /&gt;
==== Guard &amp;amp; Cease ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON GUARD : demon will aid your chances of detecting pickpockets&lt;br /&gt;
* TELL MDEMON CEASE : demon ceases guarding&lt;br /&gt;
&lt;br /&gt;
If the demon is in its summoner&#039;s room, they can be instructed to help notice characters attempting to [[Pickpocketing|pickpocket]] their master. Each demon, depending upon their body type, will have a particular &amp;quot;Attack Type&amp;quot; they retaliate with automatically if either the master or demon is successful in noticing the thief. The attacks of certain demons will inflict a &amp;quot;flare type&amp;quot; (i.e. disease, lightning, etc.) upon the victim, in addition to the initial damage.&lt;br /&gt;
&lt;br /&gt;
==== Scout ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON SCOUT : demons scouts the surrounding area for characters, creatures, and other minor demons&lt;br /&gt;
&lt;br /&gt;
The demon will leave the immediate room for a short period of time, and return shortly afterwards to inform its master of the presence of all [[character]]s, [[creature]]s, and [[minor demon]]s. Some areas do not work with this command, including the [[Sorcerer Guild]]s.&lt;br /&gt;
&lt;br /&gt;
==== Eat ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON EAT {object} : instructs the demon to consume an object&lt;br /&gt;
&lt;br /&gt;
Demons can be instructed to eat a variety of items within their reach. This can be used as disposal for various articles of trash, if a proper trash can is not available. Certain demons are particular about what they eat, though the [[igaesha]] will eat just about anything.&lt;br /&gt;
&lt;br /&gt;
Telling a demon to eat something will blow away its illusion.&lt;br /&gt;
&lt;br /&gt;
==== Interfere ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON INTERFERE : the demon will lend its ability to the prevention of establishing a sanctuary&lt;br /&gt;
* TELL MDEMON BREAK : instructs the demon to attempt to disrupt an existing sanctuary (abyran&#039;sa and imp &#039;&#039;only&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
Through its demonic powers, a demon can interfere with the creation of [[Minor Sanctuary (213)|sanctuaries]] or a [[Song of Peace (1011)]]. The success of this ability is based upon a comparison of the demonologist&#039;s [[Sorcerer Base]] and [[Sorcerous Lore, Demonology|demonology]] ranks versus the sanctuary caster&#039;s [[Major Spiritual]] and [[Spiritual Lore, Summoning|summoning]] ranks. Once instructed to interfere, a demon will continue to do so until told otherwise. Instructing a demon to interfere will always cause the [[illusion]] to fail, thus it is recommended to initiate this command prior to cloaking the demon. &lt;br /&gt;
&lt;br /&gt;
Only the [[Abyran#Mechanical Benefits and Flaws|abyran&#039;sa]] is capable of breaking existing player-created sanctuaries. Telling an abyran&#039;sa to do this takes 13 mana from the summoner, whether successful or not.  The [[Imp]] is the lone archetype capable of breaking an active [[Song of Peace (1011)]]. &lt;br /&gt;
&lt;br /&gt;
==== Control a web ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON TO CONTROL [WEB] : an arashan can take control of a [[Web (118)|web]] for its owner.&lt;br /&gt;
&lt;br /&gt;
The arashan possesses a unique ability amongst demonkind; they are capable of taking control of the minor spirits that make up an area web summoned by the [[Web (118)]] spell. Controlling a web yields two major results: &lt;br /&gt;
&lt;br /&gt;
*the web is strengthened (gains an additional snare charge and the duration is refreshed)&lt;br /&gt;
*the web comes under the control of the arashan&#039;s summoner. &lt;br /&gt;
&lt;br /&gt;
Controlling a web takes 18 mana from the Sorcerer. Controlling a web is very taxing on the arashan, thus they may only do so once every five minutes.&lt;br /&gt;
&lt;br /&gt;
==== Leave ====&lt;br /&gt;
&lt;br /&gt;
* TELL MDEMON LEAVE : ends the duration, returning the demon to its origin&lt;br /&gt;
&lt;br /&gt;
The demon will drop the objects which it is carrying (not including silvers or mana), and return to its valence.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Uncommon Runes Used with this Spell ==&lt;br /&gt;
This list is now very incomplete with the [[Lord Vathon]] events of 2013 and 2014.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=center &lt;br /&gt;
!bgcolor=#cccccc|Runes&lt;br /&gt;
!bgcolor=#cccccc|Sorcerers Knowing This Rune&lt;br /&gt;
|-&lt;br /&gt;
|bgcolor=#cccccc width=135|Grik&#039;tyr-Grik&lt;br /&gt;
|Nindon, Solmarar, Malisai&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Grik&#039;tyr-Imp&lt;br /&gt;
|Querthose, Krolnivar, Evyrsio, Rumpkin, Allereli, Malisai&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Abyran&lt;br /&gt;
|Licel, Yactaevia, Krolnivar, Stralan, Ryynish, Querthose&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Abyran&#039;a&lt;br /&gt;
|Zurrain, Moredin&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Abyran&#039;sa&lt;br /&gt;
|Querthose, Iaz, Desorceri, Radamanthys, Cataclysmx, Vulterith, Isola, Stralan, Kaldonis, Silvean, Allereli&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Grantris&lt;br /&gt;
|Desorceri, Venrath, Drigore, Kaldonis &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Igaesha&lt;br /&gt;
|Evyrsio, Ulthripe, Allereli, Kaldonis, Silvean &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Lorae&#039;tyr-Verlok&lt;br /&gt;
|Krolnivar, Querthose, Delarock, Matthosa, Kaldonis, Silvean &lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Shien&#039;tyr-Aishan&lt;br /&gt;
|Jameszz, Querthose, Desorceri, Stralan, Venrath, Delarock, Suntzhu, Drigore&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Shien&#039;tyr-Shien&lt;br /&gt;
|Mekthros, Missoni, Kilaya, Desmonique, Rontuu, Allereli (Darkling), Drigore (Darkling), Matthosa, Kaldonis, Silvean (Shadowling), Malisai&lt;br /&gt;
|- &lt;br /&gt;
|bgcolor=#cccccc|Shien&#039;tyr-Arashan&lt;br /&gt;
|Allereli, Drigore, Silvean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Minor Demon Flavor Text]]&lt;br /&gt;
* [[Minor Summoning (725) update (saved post)#6/2/2008|Saved Posts]]&lt;br /&gt;
* [[Balefire (saved post)]]&lt;br /&gt;
* [[Balefire and Nightmare (saved post)]]&lt;br /&gt;
* [[Queen Mysara of Ta&#039;Illistim speaks (saved post)]]&lt;br /&gt;
* [[Rhythus Veranthe Faendryl]]&lt;br /&gt;
* [[In-game Enchiridion Valentias (saved post)]]&lt;br /&gt;
* [[Commentary on Enchiridion Valentia - Lorae&#039;Tyr]]&lt;br /&gt;
* [[Demon permit opens in Kharam Dzu (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#725 Sorcerer Base Spell Circle: Minor Summoning], on Play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/demons/enchiridionvalentia.asp The Enchiridion Valentia], on Play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/demons/introduction.asp Official Introduction to Summoning], on Play.net&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;br /&gt;
[[Category:Demons]]&lt;br /&gt;
[[category: Pet Spells]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Starchitin%27s_Guide_to_Hunting_the_Rest&amp;diff=65702</id>
		<title>Starchitin&#039;s Guide to Hunting the Rest</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Starchitin%27s_Guide_to_Hunting_the_Rest&amp;diff=65702"/>
		<updated>2015-07-03T23:52:28Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: /* Citadel Zoo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is with no small amount of pride that I say that the area around [[River&#039;s Rest]] has some of the most difficult hunting, for each area&#039;s respective level, in [[Elanthia]].  Of course, there are hunting grounds outside of the Rest that rival, or even exceed, the difficulty of hunting in the Rest at that same level, no other town offers hunting grounds that consistently challenges most character types across as broad a range of levels as the Rest.  &lt;br /&gt;
&lt;br /&gt;
Unlike larger towns, it&#039;s really not possible to develop one hunting tactic and find a hunting ground where that tactic will work from 0-70ish ([[phantasmal bestial swordsman]] are the highest level critters in the River&#039;s Rest area at level 62).  The more adaptable you and your character are to situations that may or may not be ideal for your profession, weapon choice, and/or spells the more successful you will be.  In some cases you may even have to exercise the better part of valor and avoid certain critters in some hunting areas, depending on your character&#039;s training.&lt;br /&gt;
&lt;br /&gt;
No matter what type of character you have, if you bring one up in the Rest you&#039;ll find the next ten or so levels after leaving the Rest to be a cakewalk and you&#039;ll be much more likely to be able to adapt to top level hunting areas once you get to them.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
If you are starting a character with the intention of making them a Rester, it is highly advised that you choose the Landing as your starter town and head to River&#039;s Rest once you&#039;ve finished the sprite quest or otherwise made it out of level 0.  While there are [[giant rat]]s, [[pale crab]]s, and [[rolton]]s which are level 1, getting to level 1 hunting them will be an exercise in frustration for most.&lt;br /&gt;
&lt;br /&gt;
As stated before, some character types will have it easier hunting from levels 0-70ish then others. If you want to experiment with an extreme mutant character type (a THW sorcerer or a wand using warrior, for example), you would be better off basing them in another town unless you&#039;re already familiar with River&#039;s Rest. Without getting into mutant builds, if your character relies solely on the following, they will either have either a more difficult time hunting in the Rest or be limited in their choices:&lt;br /&gt;
&lt;br /&gt;
===Ranged===&lt;br /&gt;
&lt;br /&gt;
There are four critters that are completely immune to puncture damage of any kind ([[night golem]], [[bone golem]], [[water wyrd]], and [[flesh golem]], in order of level) as well as 5 non-corporeal undead ([[mist wraith]], [[firephantom]], [[bog wraith]], [[ethereal mage apprentice]], and [[phantasmal bestial swordsman]], also in order of level) which are immune to crits.  Even if you don&#039;t like messing with blessed arrows or bolts, you&#039;ll have little problems hunting most areas so long as you can limit your exposure to the attacks of the listed critters when hunting other critters that share their area (being good at hiding is an excellent option).  You will, however, have to leave the Rest to hunt elsewhere sooner then someone that doesn&#039;t rely so heavily on crit damage since trying to kill a swordsman with a bow is about as frustrating as trying to hold a conversation with a four-year-old that just dropped a tab of acid.&lt;br /&gt;
&lt;br /&gt;
===CS Spells===&lt;br /&gt;
&lt;br /&gt;
From level 20 on up, almost every hunting area has at least one critter that&#039;s a spell-caster which has to be dealt with regularly and has a TD that is high for their level. From level 40 on up, almost every critter in the Rest has a TD that is higher then other like level critters, a few have stupidly high TD&#039;s for their level (bog wraith, [[tomb troll necromancer]], and [[putrified Citadel herald]]).  Hunting solely with CS spells is certainly possible, but it will be difficult hunting like level unless you maximize your training to get your CS as high as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Levels 1-10==&lt;br /&gt;
&lt;br /&gt;
Most of the critters in this range are pretty much what you&#039;d expect in other towns, though there are some that deserve specific mention.  Including one critter that&#039;s above this range that can be fairly easily hunted by characters that are close to the upper limit of this range.&lt;br /&gt;
&lt;br /&gt;
===[[Mist wraith]]s, [[Night golem]]s, [[Brown spinner]]s, and [[Blood eagle]]s===&lt;br /&gt;
&lt;br /&gt;
These critters range in part of a larger area that is refered to as the Outer [[Citadel]].  They can be found just west of the strip where [[greater ghoul]]s and [[zombie rolton]]s roam with the [[Citadel Garrison|Garrison]], [[Citadel Infirmary|Infirmary]], [[Citadel Zoo|Zoo]], [[Citadel Armory|Armory]], and [[Citadel Alchemist|Alchemist]] hunting areas all bordering their range.  Like many hunting areas in the Rest, none of these critters are particularly dangerous on their own, but the combination of them, their tendency to swarm, and their tendency to quickly move from room to room can quickly overwhelm or frustrate (depending on the circumstances). The path that leads around to the zoo never has wraiths or night golems and almost never swarms, so if you have a task from the [[Adventurer&#039;s Guild]] for blood eagles or brown spinners that&#039;s a good spot to stick to.&lt;br /&gt;
&lt;br /&gt;
There are also two things anyone hunting in this spot should look out for. The brown spinners have a short RT (they can perform a new action about every 4 seconds) and can web, it&#039;s easy to avoid, but when it does hit it lasts a long time and has a tendency to knock you over. Also, the blood eagles have a maneuver that will drop you into the ravine under the drawbridge that leads into the citadel.  This maneuver usually isn&#039;t deadly, but it can be very difficult for a like level character to climb back out (especially if they&#039;re injured and/or encumbered) so it&#039;s advisable to set a gold ring before hunting in this area.&lt;br /&gt;
&lt;br /&gt;
===[[Citadel Zoo]]===&lt;br /&gt;
&lt;br /&gt;
The Zoo isn&#039;t getting it&#039;s own section because one needs any special advice to hunt there at like level (stance dancing is plenty... seriously, hunting doesn&#039;t get any easier then the Zoo), but because it&#039;s one of the most fun hunting areas to hunt in Elanthia. The antics of the [[monkey]]s are fun to watch and the way they respond to seeing another monkey or [[crocodile]] die would make you feel bad for killing them if the loot there wasn&#039;t so good for their level.  Everyone should go on a casual hunt in the Zoo at least once, even if your lowest level character is 50 levels above monkeys you&#039;ll still enjoy yourself... just find a low level character willing to let you tag along while they hunt. However, even high level adventurers should not go into the Zoo without concern as was discovered by one citizen, [[Grandsome and the Monkey]].&lt;br /&gt;
&lt;br /&gt;
===The [[Citadel Armory|Armory]]===&lt;br /&gt;
&lt;br /&gt;
[[Greater orc]]s are at the upper end of this range and [[large ogre]]s are level 15, but both are huntable by most characters that are like level with orcs. Honestly, most characters will probably have a harder time killing orcs due to their plate armor then ogres.  The key to hunting the armory below level 12 or so is that while large ogres spawn with either a THW or an axe and shield, they&#039;ll eventually drop them (no need to disarm them, they&#039;ll drop them on their own) and their bare-handed attack usually doesn&#039;t deal much damage.  Just LOOK at any ogre you run across, if they have a weapon in their hand just avoid them, if their hands are empty you&#039;re safe and kill them with whatever method you prefer. Hunting here below level 8 isn&#039;t recommended, but from then on you shouldn&#039;t have many problems as long as you exercise caution.&lt;br /&gt;
&lt;br /&gt;
==Levels 11-15==&lt;br /&gt;
&lt;br /&gt;
Critter options for this range are pretty limited.  The Armory is still a good option and characters can still get decent experience from crocs or [[bone golem]]s until level 12ish.  Those that want more of a challenge then the Armory offers can start hunting trolls in the Hidden Vale around level 13-14 or even krolvin mercenaries if your feeling particularly adventurous.  Whatever you do you&#039;ll be either up-hunting a few levels or under-hunting a few levels when your these levels because there simply are no critters that have a base level between 9 and 15.&lt;br /&gt;
&lt;br /&gt;
==Levels 16-20==&lt;br /&gt;
&lt;br /&gt;
This is the begining of a bottle-neck that will leave most folk hunting in the same areas for the most part.  &lt;br /&gt;
&lt;br /&gt;
Most of these levels you&#039;ll want to hunt trolls in the Hidden Vale unless you have an Adventurer&#039;s Guild task for somewhere else.  Hill trolls are easy for any attack type and have MUCH better loot then the [[krolvin mercenary|krolvin mercenaries]] and [[krolvin warrior]]s in the [[Sea Caves]], further-more if you have access to any type of fire based spell you&#039;ll feel like a god hunting there.  Just keep your eye out if there is someone hunting in the [[Troll Lair]] as [[troll chieftain]]s will occasionally wander out if there are and those will quickly remove any godly feelings you might have. Whatever happens, enjoy hunting in the Hidden Vale while you can because once you graduate from it you&#039;re in for around ten levels that will test your loyalty to the Rest.&lt;br /&gt;
&lt;br /&gt;
==Sea Caves and the [[Krolvin Ship]]==&lt;br /&gt;
&lt;br /&gt;
No matter what you do, if you want to stay in the Rest, you&#039;ll find yourself hunting here almost exclusively for at least a few levels in your 20&#039;s unless you stick to the Hidden Vale until you don&#039;t learn at all from hill trolls any more and skip straight to the Jungle.  The loot here is NOT good and you have to deal with [[krolvin warfarer]]s, which can be a huge pain in the arse until you&#039;re like-level, on top of it.  If you rely on wands bought in town, you&#039;ll be lucky to break even most hunts (honestly, take the most over-hunted area in the landing and cut the amount of loot you get there in half and you&#039;ll have an idea of what the loot here is like).&lt;br /&gt;
&lt;br /&gt;
Krolvin mercenaries can use the [[Cheapshots|Footstomp]] maneuver and krolvin warriors can [[War Cries|War Cry]], so be careful if you have a low DS in the offensive stance while hunting in the caves since there&#039;s usually a krolvin warferer or two lurking around but easily avoidable.  &lt;br /&gt;
&lt;br /&gt;
Once you move onto the ship, it&#039;s just krovin warriors and krolvin warfarers.  The warfarers CS will be most difficult for squares or anyone else that doesn&#039;t have a decent TD.  Luckily, they&#039;re easy to stun with either maneuvers, [[UCS]], or standard attacks so warriors and monks shouldn&#039;t have trouble so long as they can keep them from casting.  &lt;br /&gt;
&lt;br /&gt;
Rogues and rangers should be getting good enough at stalking and hiding by this point that they can stick to the shadows most of the time, though they might still fall out of hiding a good bit when firing ranged weapons from the shadows... so timing will be key for them.  &lt;br /&gt;
&lt;br /&gt;
Depending on their CS and how much mana they have, sorcerer&#039;s will probably just use focused [[Energy Maelstrom (710)]] on warferers most of the time, though it&#039;s mana issues more then CS that will be the determining factor.  One thing to note about sorcerers hunting here is that their TD should be high enough to ward most of the warfarer&#039;s CS attacks and their DS in guarded should be high enough (self-spelled) to prevent them from hitting them with melee attacks, but their tendency to cast [[Elemental Wave (410)]] multiple times in a row can make actually killing them quite difficult as focused maelstroms will dissipate due to the RT imposed by the spell and you&#039;ll be stuck in 20 second RTs repeatedly.  The secret is to simply not stand up after the first one, if you&#039;re already laying down the e-wave will just wash right over you with no effect, as long as you stay in guarded stance they shouldn&#039;t be able to hit you with any of their AS attacks, and being prone has no effect on CS (at least one sorcerer used to just lay down as soon as he saw a warfarer and start casting away). This same tactic might work for other pures that have good CS spells, but make sure you can defeat their AS attacks while prone before attempting it (including their Fire Spirit (111)).&lt;br /&gt;
&lt;br /&gt;
==[[Karazja Jungle]]==&lt;br /&gt;
&lt;br /&gt;
There will be times when this area will make you scream with frustration.  Easily one of, if not THE, hardest and most frustrating below-cap hunting area in Elanthia when trying to take it on like level. If you&#039;ve avoided the Spider Temple like the plague with characters based in the Landing, DO NOT hunt here... it makes the frustration of the Spider Temple look non-existent. If you want to avoid the Jungle, you can stick to krolvin warfarers until you have the 12-15 ranks in swimming OR 15 ranks in climbing and Water Walking (112) needed to get across Maelstrom Bay and start taking on hisskra. You&#039;ll prolly take a bit of teasing from long-time Resters for refusing to hunt the Jungle, but you&#039;re also likely to avoid having to replace a monitor or keyboard.&lt;br /&gt;
&lt;br /&gt;
Now that the warning&#039;s out of the way, if you suck it up and stick to the Karazja Jungle from levels 25-30, you will be well prepared to take on anything River&#039;s Rest or the rest of Elanthia has to throw your way by the time you move on.  It will teach you how to adapt and develop new techniques and how to push your character to make the most of every maneuver, spell, and weapon available to them.  If you start earlier, you deserve an award.... lucky for you, trolls drop good loot and panther skins fetch more then any other skin in the Rest.&lt;br /&gt;
&lt;br /&gt;
The first thing you need to do before ever heading out to the Jungle is to make sure you have a way out that doesn&#039;t include walking out.  The reason for this is that there are a LOT of rooms in the Jungle and they change their configuration approximately every 20 minutes without warning, making this hunting area impossible to map and potentially making the exit all but impossible to find (esp if you&#039;re bleeding or heavily poisoned). Gold rings are the most widely used and readily available method for getting out of the Jungle (don&#039;t forget to set them first!), though Sign of Darkness and Symbol of Return are also used by those that have them (all teleportation spells will work to get into and out of the Jungle, though most won&#039;t have access to them until well after they&#039;re done hunting here).  In extreme emergencies (like when you forgot to set your gold ring, are out of acantha leaf, and are about to bleed to death or die from poisoning and cannot find the exit) a few sorcerers have even been known to cast an open implosion and walk into the void rather then dying in the Jungle.&lt;br /&gt;
&lt;br /&gt;
The second thing is that the longer your hunt, the worse the Jungle swarms.  Early on in your experiences with the Jungle, this will cause you to cut hunts short if you can&#039;t find a bottle-neck area that limits the amount of critters coming in and out.  The more entrances and exits the room you&#039;re in has, the faster you&#039;ll find yourself being over-whelmed. Once you get to level 29 or so that won&#039;t be so much of a problem as your skills grow and you learn how to manage and control the swarms, before that learning when to step to another room will save your hide.  &lt;br /&gt;
&lt;br /&gt;
===[[Dark panther]]s===&lt;br /&gt;
&lt;br /&gt;
The lowest level and easiest to kill critter in the Jungle.  If it weren&#039;t for the tree vipers being so difficult to avoid, they&#039;d be easy hunting.  Their skins sell for between 1000 and 1500. Stance dancing works fine for them if you&#039;re lucky enough to catch one alone and can kill it quickly even though they have a pounce maneuver that can knock you to the ground. If you have the patience of Gandhi and MLK combined and don&#039;t mind moving to another room whenever one of the other three indigenous critters of the Jungle enter, a good skinner can make a lot of silver hunting them starting at level 22.  Those that rely on hiding will find it difficult to stay in the shadows around them until they&#039;re around three or four levels above dark panthers and even then will be sniffed out of hiding occasionally (this was true of both a rogue that was 3x in S&amp;amp;H and a ranger that was 2x in S&amp;amp;H with [[Sneaking (617)]] on them). Panthers like to move around almost as much as the vipers, but are much more manageable.&lt;br /&gt;
&lt;br /&gt;
===[[Tree viper]]s===&lt;br /&gt;
&lt;br /&gt;
Easily the most maddening critters in the Jungle.  When they first enter a room (whether spawning or changing rooms), they&#039;re up in the tree and unable to be attacked with melee attacks (ranged attacks and any spell that isn&#039;t ground based will still work on them when they&#039;re up in the trees). They also have a maneuver where they spit poison at your face that they can perform without coming down from the trees. Having no limbs, spells or maneuvers that target limbs will have no effect on them, nor will most maneuvers that make the target prone such as [[Shield Bash]], [[Tackle]], or [[Sweep]]. &lt;br /&gt;
&lt;br /&gt;
Tree vipers can poison you in one of two ways, usually starting at around 20hp per round and dissipating at 1-2 per round, either through their bite while they&#039;re alive or by pricking your finger on their fangs when skinning them.  Unless you&#039;re well trained for skinning, the risk of being poisoned is too great for the reward, but a skilled skinner can avoid being poisoned more often then not and the resulting skin is well worth the risk (esp if you killed them without hitting their head). If you end up with two or more viper poisons running at once, even a giantman would be well advised to return to town and seek treatment.&lt;br /&gt;
&lt;br /&gt;
The last thing of note about vipers is that they like to move around a LOT and they like to stick to rooms with adventurers in them once they find them.  Even at a couple levels above them they&#039;re too risky to ignore when trying to focus on better targets as they&#039;ll put you in a risky position with force on force stacking up if you don&#039;t stun them or move out of the room.  All of this combined will make you wish that stepping on a crack broke the GM that created them&#039;s back.&lt;br /&gt;
&lt;br /&gt;
===[[Jungle troll]]s===&lt;br /&gt;
&lt;br /&gt;
Essentially upgraded mountain trolls, whatever tricks you used on those will work on these.  If it weren&#039;t for the other three critters in the jungle, they&#039;d be easy to hunt. If you have access to [[Fire Spirit (111)]] or [[Major Fire (908)]] you have an easy way to pwn jungle trolls (jungle troll chieftains as well, for that matter) while keeping the panthers and vipers at bay.&lt;br /&gt;
&lt;br /&gt;
===[[Jungle troll chieftain]]s===&lt;br /&gt;
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The highest level and hardest to kill of the denizens of the Jungle, even these would be easy to manage and kill if it weren&#039;t for the swarming conditions of the hunting area and the constant pestering of vipers and panthers.  Until you&#039;re like level with them, either stun them or switch rooms when you see them preparing a spell, if they manage to cast [[Tangle Weed (610)]] they&#039;ll bring your hunt to a swift end. Chieftains can also cast [[Call Swarm (615)]], though it&#039;s usually more of a nuisance then anything else.&lt;br /&gt;
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==Note About Disarming==&lt;br /&gt;
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The Ruined Tower, Garrison, Shattered Moors, and Miasmal Forest all have at least one critter that can either [[DISARM]] or has some sort of maneuver or other ability that can make you drop a weapon or, in one case, other held items. The specifics of how this can occur will be covered in each section, but techniques for retrieving them deserves it&#039;s own section since there are so many places where it can occur (in the case of the Shattered Moors, &amp;quot;weapons&amp;quot; should be understood to include shields, ranged weapons, and anything else a character might be holding).&lt;br /&gt;
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The easiest way to avoid losing a weapon in these areas is to simply use weapons that won&#039;t be missed in the event that they&#039;re lost, such as something off the shelf or an e-bladed weapon. However, there are plenty of folk that prefer to actually use their nice items so retrieving them once lost becomes necessary. &lt;br /&gt;
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Since a couple critters that make you disarm inflict limb damage in the process (moor hounds and moor witches), having herbs to heal rank 3 limb wounds down to rank 1 scars will be necessary if you&#039;re solo hunting this area. As dangerous as it might be to heal such large wounds in the field, if you leave the area before retrieving your weapon the risk of losing it permanently goes up drastically. Since spell casting, ranged weapons, and most maneuvers cannot be performed with a broken or missing hand/arm, you&#039;ll want a way to heal it in the field.&lt;br /&gt;
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Most folk that hunt in these areas carry at least one back-up weapon, though it&#039;s not unheard of to carry two in the case of hisskra (if it doesn&#039;t add too much to your encumbrance). Anyone that trains in MIU can use a [[Pale thanot wand]] to make a critter drop their weapon (a quick test in advance to ensure you can ward whatever might pick up your weapon is a good idea). In addition to [[Limb Disruption (708)]], other spells and abilities that can be used to retrieve weapons without having to kill the critter include DISARM, the itchy curse, AMBUSHING the right arm of the critter, and weapon bonding (assuming the warrior has 5 ranks and is fully bonded).&lt;br /&gt;
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If you kill a critter holding your weapon, picking it up from it&#039;s corpse before searching it is a good way to ensure something else doesn&#039;t come in and pick it up before you can. Also, if you kill a critter you believed had your weapon and it isn&#039;t holding it when you killed it, SEARCH the room before moving on to see if if it&#039;s in the shadows. Some critters will occasionally HURL their weapon and they have a nasty habit of going into the shadows when they do (it&#039;s also easy to mistake a HURLed weapon for a regular attack).  If you leave the room with your weapon in the shadows (even for a second or two), the janitor will snatch up your weapon before you get back nine times out of ten.&lt;br /&gt;
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==The [[Ruined Tower]]==&lt;br /&gt;
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After spending multiple levels in the Jungle, this area will feel like a vacation.  Nothing in the Ruined Tower is a push-over and hisskra bring cooperation to levels most players can&#039;t match, but hunting there is down-right relaxing by comparison and you&#039;ll know your character well enough to be able to quickly adapt to the challenges they offer.&lt;br /&gt;
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Before anything else is said, it&#039;s important to mention that you need to have trained to get across Maelstrom Bay to keep hunting in the Rest at this point as every critter, with one exception, between levels 30 and 54 is located across the bay and there are few places where teleporting in is even an option.  The requirements are 10-15 ranks in swimming or [[Water Walking (112)]] AND 15 ranks in Climbing.&lt;br /&gt;
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Back on topic, three kinds of hisskra occupy the area immediately outside the tower, in the base of the tower, and the dungeon beneath it while [[water wyrd]]s roam inside the tower and are easily avoidable if you chose to.  There is one room of specific interest, at the base of the tower is a door that leads to a workshop where adventurers can rest or tend to their wounds without fear of being attacked.  &lt;br /&gt;
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Water wyrds are immune to crit damage and stuns but highly susceptible to cold based attacks, making them fairly easy for spell casters, a pain for melee weapons, and way more of a hassle then they&#039;re worth for ranged weapons. They can cast both [[Elemental Wave (410)]] and [[Major Elemental Wave (435)]], so it&#039;s advisable to cast a spell like [[Corrupt Essence (703)]] or change rooms when you see them preparing a spell if you&#039;re below their level. Lastly, water wyrds leave no body to search when they die though they usually leave behind a gem, making them a good critter to hunt if you have a gem task from the Adventurer&#039;s Guild.&lt;br /&gt;
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The first thing that needs to be said about hisskra is that all three versions of them ([[hisskra warrior|warrior]], shaman, and [[hisskra chieftain|chieftain]]) have plates on their body that will occasionally deflect the blows of melee weapons, potentially making them bounce right out of your hand onto the ground. &#039;&#039;&#039;IF YOU USE A MELEE WEAPON WHILE HUNTING HISSKRA YOU RUN THE VERY REAL RISK OF LOSING YOUR WEAPON PERMANENTLY AND GM&#039;S WILL NOT REPLACE IT FOR YOU&#039;&#039;&#039;. Yes, that last sentence is in all caps and bolded because you need to keep that risk in mind. Warriors with five ranks in the cman [[Weapon Bonding]] that are fully bonded to their weapons will only have a negligible risk of losing their weapons as it will be returned to them even if a hisskra picks it up, but if they are killed before the weapon returns they may still lose it.  Bards using Sonic Weapon Song (1012) will be the only melee weapon users that won&#039;t be putting their weapon at risk. Training in the cman Disarm will NOT help with this.&lt;br /&gt;
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When hunting hisskra, your first priority should be [[hisskra shaman]] and never kill one shaman with another in the room. When another hisskra of any kind dies, a hisskra shaman can cast a minor sanctuary in a room and raise the dead hisskra before pulling it to it&#039;s feet. Making it important to search hisskra as soon as possible, especially if a shaman wanders into the room. It should also be noted that when a shaman raises one of it&#039;s dead brethren, it will only restore it&#039;s HP, any wounds will remain.  This is important because if the raised hisskra was missing a limb an infinite loop will occur where the raised hisskra falls to the ground the second it&#039;s pulled to it&#039;s feet and the shaman will not perform any action other then attempting to pull the prone hisskra to it&#039;s feet until it bleeds out to be raised again in an endless cycle with the minor sanctuary preventing the player from taking action to break the loop.  The only way currently known to break the endless loop is to leave the room until the pair are despawned from the game or by casting a spell that can kill from an adjacent room (like open implosion).&lt;br /&gt;
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Besides the shaman raising other hisskra, all three types will drag a stunned hisskra to an adjacent room or pull a prone hisskra into an upright position. This makes crowd control in the tower either easy or difficult depending on the circumstances and what you&#039;re trying to accomplish.&lt;br /&gt;
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The only other thing worth mentioning about hisskra is that they have a blowgun attack that shoots a poisoned dart at you. It&#039;s easy for most characters to avoid, but if hit the poison can put you into RT after a short build up and can even make you prone in extreme cases.&lt;br /&gt;
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==Citadel Garrison==&lt;br /&gt;
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Only masochists like hunting in the Garrison.  While it&#039;s frustration and danger levels aren&#039;t as high as the Jungle on a regular basis, it is a dangerous place to hunt and it can be quite frustrating at times.  The Garrison it&#039;s self doesn&#039;t have any special properties to hinder hunters, it&#039;s the only critter located there that will have you on the edge of your seat, the mighty [[spectral warrior]]. Spectral warriors are the first undead you&#039;ll encounter after the [[rotting krolvin pirate]], breaking the undead gap in the Rest. This is also the first thing that makes them a pain for ranged users (messing with blessed arrows can be a huge headache), though this is good for those trying to work their way through [[Order of Voln|Voln]].&lt;br /&gt;
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The main thing that keeps most from hunting here is that spectral warriors can DISARM and will attempt to do so on a fairly regular basis. It&#039;s highly advisable that you only use weapons or runestaves here that you won&#039;t miss if you lose them.&lt;br /&gt;
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The second thing about warriors that makes them difficult for ranged users also gives most bolting spell-casters trouble, their choice of armor. Spectral warriors will wear either brig, chain, or plate armor. The heavy armor can make killing them difficult with weapons or bolts, though CS spells and UCS should have a comparatively easy time with them.&lt;br /&gt;
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The last, and most frustrating, ability of spectral warriors is their ability to &amp;quot;phase out&amp;quot; and avoid any attack or spell targeted at them. The ability is triggered in response to the spell being cast or the attack being made, either wasting mana or leaving the attacker stuck in RT. Sorcerers can use [[Phase (704)]] to keep them rooted in the physical plane and prevent them from phasing out.&lt;br /&gt;
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==[[Shattered Moors]]==&lt;br /&gt;
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The Shattered Moors are a fairly simple place to hunt so long as you watch out for a couple things from each of the three critters located there. If you choose to avoid [[moor eagle]]s and/or want a version of [[moor hound]]s that don&#039;t use their acid spitting ability, sticking to the abandoned smuggler&#039;s lair in the moors is a good idea.&lt;br /&gt;
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Moor eagles aren&#039;t affected by ground based spells such as [[Tremors (909)]] or spells and abilities that make critters prone such as [[Elemental Wave (410)]] and can occasionally fly out of the range of melee weapons, however they&#039;re easy to crit and easy to stun with most spells and abilities that are designed for that purpose. They have one maneuver worth noting, they&#039;ll swoop down and pick you off the ground to drop you from high in the air back into the same room, resulting impact crits.&lt;br /&gt;
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Moor hounds are similar to dark panthers but have two maneuvers that need to be watched for. The first is that they can spit acid at you, resulting in acid crits, though hounds inside the smugglers lair will not use this maneuver.  The second in a lunge maneuver that targets one of your arms with the possibility of removing it and making you drop whatever you&#039;re holding in that hand at time and giving you a very long stun.  They don&#039;t use either maneuver often, but the risk is there so if you have a weapon or shield that you cannot afford to lose, consider using something you won&#039;t miss when hunting hounds.&lt;br /&gt;
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[[Moor witch]]es are level 34 sorcerers that also swing daggers. They have all the defensive spells from the minor elemental and spirit circles you&#039;d expect a player sorcerer to have at that level and all the same vulnerabilities, but the only spells they cast from the sorcerer circle are [[Quake (709)]] and below. It&#039;s important to note that Limb Disruption (708) is included in the spells they can cast, it is not one they cast often, but it can make you drop whatever you&#039;re holding if they successfully remove a hand or arm with it. Witches are the first critters that are a good target for [[Dark Catalyst (719)]] where sorcerers who have come up in the Rest will have enough mana to make good use of the spell on a regular basis.  They&#039;re easily critable if you can defeat their DS, are push-overs for most maneuvers, and are easy to hide from, which is a good thing for most squares since the only spell they cast that won&#039;t bring your hunt to an abrupt halt if it connects is [[Corrupt Essence (703)]].&lt;br /&gt;
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==[[Krolvin Carrack]]==&lt;br /&gt;
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The Carrack is a beached slave ship that&#039;s home to [[krolvin corsair]] and [[krolvin slaver]]s. The floors of the Carrack are slanted, making movement from room to room difficult with slight encumberance and impossible with higher levels of encumbrance (players will fall to the floor and be put in RT if attempting to move from a room while encumbered). Like most areas on this side of the bay, gold rings will work to get you off the Carrack and teleportation out is possible via society abilities or spells, however teleportation onto the Carrack is not possible.  Having a disk to hold any boxes is a good idea as is carrying a white crystal you can activate to get a bit of extra strength to help you get off the Carrack without having to leave any loot behind if you forget to set your ring.&lt;br /&gt;
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The two krolvin on the Carrack aren&#039;t especially difficult to kill, though they will occasionally swarm. Slavers can cast Major Elemental Wave (435), so it&#039;s a good idea to use whatever spells or abilities you have at your disposal to prevent them from casting.  They also have a capture maneuver that will stun you and move you over into a slave pen along with the slaver that used the maneuver.  The only thing of note about corsairs is that they will loot silvers from your corpse if you die on the Carrack.&lt;br /&gt;
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==[[Miasmal Forest]]==&lt;br /&gt;
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The Miasmal Forest in an interesting area aside from the critters in it. It&#039;s important to learn the layout and nature of the Forest even if you don&#039;t intend on hunt there since you will have to travel through it to get to either Oteska&#039;s Haven or the Marsh Keep.&lt;br /&gt;
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The southern third of the Forest is inhabited by the [[skeletal soldier]], [[bog troll]], and [[lesser moor wight]], and [[bog wraith]].  It&#039;s split into two sections that are connected by a log bridge. Falling off the log bridge puts you on a path that by-passes the mist mazes separating the northern and southern thirds of the forest. Successfully crossing the log and traveling all the way to the east will lead to the entrance of [[Marsh Keep]].&lt;br /&gt;
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SEARCHing in four rooms at the northern end of the southern third will reveal paths or trails that lead into either the Specral Mist or Ghostly Trees, which are two mazes that make up the middle third of the Forest. Both mazes operate in the same manner and the same critters that roam in the southern third occupy the mazes. The mazes each consist of many rooms (common estimates are between 20 and 30) rooms with most rooms having identical room descriptions and the paths between the rooms are not reversible (in other words, if you travel SE out of a room, traveling NW out of the next room will most likely not take you back to the same room). There are set paths through the maze, though discovering them is difficult at best and most resort to random wandering from one end to the other. For convenience, any room in the Forest (both inside and outside the mazes) that has a &amp;quot;jagged stone&amp;quot; in it will allow gold rings to work in both directions.&lt;br /&gt;
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When traveling north through the mazes, PEERing can be used to see if one of the exits into the northern third is adjacent to you while it&#039;s generally faster to just randomly alternate between SE and SW when traveling south through the maze.&lt;br /&gt;
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The northern third of the Miasmal Forest is occupied by the [[greater bog troll]], [[greater moor wight]], and bog wraith with [[Oteska&#039;s Haven]] located to the northeast.&lt;br /&gt;
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With the exception of the two trolls in the Forest, every critter there is undead.  Bog wraiths are non-corporael and have a high TD for their level, making killing them by any means difficult (though they can be made easier by dispelling them a time or two) they can also cast Death Cloud which should either be dispelled or avoided if you cannot kill the wraith before it&#039;s done forming. Lesser moor wights and greater moor wights can summon lesser fetid corpses and greater fetid corpses respectively and both are capable of dispelling adventurers. Skeletal soldiers can disarm, but are otherwise the easiest of everything in the forest. Greater bog trolls need to be watched out for mostly because the can cast [[Tangle Weed (610)]], so you&#039;ll either need some way to deal with that or move from the room when they cast it. &lt;br /&gt;
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Everything in the Forest is weak against fire, making both [[Fire Spirit (111)]] and [[Major Fire (908)]] excellent choices for those that have access to them and making the whole area an excellent and very profitable place for [[wizard]]s, [[empath]]s, [[cleric]]s, and bolting [[sorcerer]]s to hunt.&lt;br /&gt;
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==Oteska&#039;s Haven==&lt;br /&gt;
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Of note in Oteska&#039;s Haven is [[Niima#Oteska&#039;s Shrine, River&#039;s Rest|Niima&#039;s Shrine]]. This is not only a safe area to rest in (trolls will occasionally wander in, but won&#039;t attack due to the room being perma-sanctified), but it is the only room on this side of the mist mazes that allows teleportation both in and out. It is also one of two rooms on this side of Maelstrom Bay that the Voln [[Symbol of Seeking]] can be used to get to.&lt;br /&gt;
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Oteska&#039;s Haven is occupied by the greater bog troll, greater moor wight, [[swamp hag]], and luminous spectre.  There is no difference between the wights and trolls in Oteska&#039;s Haven and those in Miasmal Forest. [[Luminous spectre]]s are only rarely encountered and can be safely ignored until all other threats in the room have been eliminated when they are seen.&lt;br /&gt;
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Hags can be very deadly if you are not prepared to deal with them and swarms containing even one of them should be avoided if possible as the strengths and weaknesses of the three main inhabitants of Oteska&#039;s Haven tend to compliment each other quite well. This is especially true if you are using fire based spells that include splash damage to kill the trolls and wights since hags are not only immune to fire damage of any sort but gain mana from fire criticals striking them. Despite their immunity to fire, owing to their mana regaining from fire, [[Dark Catalyst (719)]] is a good tool for sorcerers to use on them as hags are highly magical and the other damage cycles will usually be able to kill them even if the fire cycle cannot.&lt;br /&gt;
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One of the two biggest dangers hags possess is their ability to cast a fire attuned version of [[Major Elemental Wave (435)]]. Either stunning them quickly or using magical means of preventing them from casting (such as [[Corrupt Essence (703)]]) when their spell prep messaging is seen is well advised.&lt;br /&gt;
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The other main danger posed by hags is the spell [[Sandstorm (914)]]. The same means to prevent them from casting Major e-wave can be used to prevent this spell, but if they do manage to cast it on you, running quickly to Niima&#039;s Shrine before the first damage cycle and waiting out the duration of the spell is the best and safest way to deal with it (the properties of the sanctuary will prevent the spell from doing any damage to you).&lt;br /&gt;
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Last, but definitely not least, swamp hags have the ability to summon &amp;quot;small black kettles&amp;quot;. Left alone, these kettles will boil hotter and hotter until they explode, injuring and knocking over everyone, including critters (hags will not be injured due to their immunity to fire, but will be knocked over), in the room. Kettles can be KICKed before they explode to avoid the explosion, though the kicker will receive a minor leg injury and it may injure others in the room.  Care should be taken when KICKing kettles if you didn&#039;t see them summoned, since those that are already close to exploding may still explode when kicked (LOOKing at a kettle will show how close it it to exploding, the harder it&#039;s boiling the closer to the explosion). The kettles are easy enough to avoid, but if you do wish to dispose of them via KICKing, make sure to carry a supply of herbs for healing limb wounds to keep them from stacking.&lt;br /&gt;
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==[[Marsh Keep]]==&lt;br /&gt;
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Other then the trolls in the dungeon, the denizens of Marsh Keep are undead. If you wish to stick to only hunting living critters and stay in River&#039;s Rest, this can be accomplished by sticking to swamp hags until your late 40&#039;s before uphunting tomb trolls in the basement of the Keep until you can safely kill the necromancers as well. Uphunting anything in the Keep will not be easy, but with a little knowledge and after the trials of the other areas around the Rest most should be able to develop tactics that will work for them to make it possible if they desire it.&lt;br /&gt;
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Another important note about the Keep is that, with the exception of tomb trolls, every critter in the Keep has a higher TD then would normally be seen in a critter of similar level. Those that rely heavily on CS spells to hunt may find themselves utilizing spells such as [[Curse (715)]] on a regular basis unless they&#039;ve trained to maximize their CS.&lt;br /&gt;
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Also, the Keep possesses the second room on this side of the bay that is accessible via Symbol of Seeking. Other then this one room inside the Keep, there is no teleportation into the Keep.&lt;br /&gt;
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===[[Gaunt spectral servant]]===&lt;br /&gt;
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The lowest level of undead in the Keep doesn&#039;t make servants easy to deal with.  Rezzing with [[Cloak of Shadows (712)]] on them, care should be taken not to attack them when they&#039;re stunned. They can also cast the &amp;quot;itchy&amp;quot; curse, which will make you abruptly and repeatedly drop whatever you&#039;re holding in your hands, so be careful if hunting them with items you don&#039;t want to lose. Being highly magical, servants make a good target for Dark Catalyst (719).&lt;br /&gt;
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===[[Rotting chimera]]===&lt;br /&gt;
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There are two different types of chimera, ones with scorpion back-sides that can poison and those with arachnid back-sides that can web (both are maneuvers rather then spells), the difference can be seen by LOOKing at them. Besides the danger of being webbed, chimera&#039;s have a fairly fast attack cycle, though if you can stun them quickly you can usually take your time finishing them off. Lastly, chimeras can also poison if you prick yourself while skinning them, training in skinning skills can help prevent this.&lt;br /&gt;
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===[[Necrotic snake]]===&lt;br /&gt;
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Necrotic snakes are similar to tree vipers with their tendency to rapidly change rooms and get in the way. Unlike tree vipers, they have no trees to use to stay out the reach of melee weapons and they&#039;re the highest level critter on the outside of the Keep (second highest inside the Keep unless you go down into the dungeon). They have the same spit maneuver&#039;s you&#039;re used to seeing from tree vipers and can also poison you when you skin them. In short, if you disliked tree vipers you&#039;re REALLY going to hate necrotic snakes.&lt;br /&gt;
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===[[Flesh golem]]===&lt;br /&gt;
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Flesh golems are located inside the Keep, both on the main floors and down in the dungeon. Being golems, they are immune from any type of damage from puncture crits (which makes them an impossible target for archers) and while they will take crit damage from other forms of attack, they will not die as a result of any form of crit. The first two maneuvers they can perform are [[Twin Hammerfists]] and a foot stomp that acts almost identically to Twin Hammerfists. &lt;br /&gt;
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The third maneuver flesh golems have is that they can form a noxious cloud which will result in one of several types of special diseases specific to flesh golems. Depending on the type of disease you&#039;re inflicted with and the success of the maneuver, each cycle of the disease will result in roundtime, HP lose, minor wounds, and/or a stun after a short build-up time. Unlike a normal disease, attempting to remove this disease with [[Undisease (113)]] requires a hidden warding check to be passed by the caster and each successful cast will only remove a single cycle. Due to the fact that this disease is capable of inflicting a large number of cycles, it is usually better to find a safe area to wait out the disease. It is possible to dodge the gas or deflect it with a shield and while the spell [[Purify Air (207)]] will not prevent the disease, it will help reduce the effects.&lt;br /&gt;
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One last note of interest to wizards is that flesh golems are reportedly the easiest critters in the Keep to use [[Mana Leech (516)]] on, allowing them to keep a good supply of mana for killing the other critters there.&lt;br /&gt;
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===[[Tomb troll]]===&lt;br /&gt;
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Tomb trolls are a bigger, badder version of other trolls commonly seen around the Rest with a few key differences. While tomb trolls regenerate health and wounds similar to other trolls, they do so at a faster rate them other trolls and stunning a tomb troll does not prevent it from regenerating. Only fire, either as a result of magic or a flaring weapons, will prevent them from regenerating. If you intend to hunt in the dungeon where tomb trolls (and tomb troll necromancers) lurk, it is highly advised that you bring a fire flaring weapon or runestaff with you.&lt;br /&gt;
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Tomb trolls also have the [[Shield Bash]] maneuver, while this is fairly easy for squares to avoid, pures and others poorly trained to avoid maneuvers should exercise caution around a tomb troll that has not been disabled. Not only can the shield bash result in a quick death, but the shields they use are spiked which adds another element of danger to the maneuver.&lt;br /&gt;
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===[[Tomb troll necromancer]]===&lt;br /&gt;
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Necromancers are the highest level and most dangerous critters in the Keep, they possess identical regenerative capabilities to tomb trolls and have the same weakness to fire. Rather then having any maneuvers, they have many of the same spells available to sorcerers. They seem to prefer casting [[Blood Burst (701)]] and [[Limb Disruption (708)]], though they also have access to [[Pain (711)]] and [[Curse (715)]]. &lt;br /&gt;
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In addition to the other spells, they can also cast [[Animate Dead (730)]] on other critters that have been killed. This may be seen as beneficial for some with culling tasks as you get credit for killing the creature the first time as well as for killing it once it&#039;s been animated. For everyone else, this ability makes necromancers a prime target in the dungeon, wishing to kill the necromancer first so it doesn&#039;t have a chance to bring it&#039;s dead allies back into the fray.&lt;br /&gt;
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==[[Citadel]]==&lt;br /&gt;
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The Citadel is the highest level hunting available in the Rest, once you can no longer learn here it&#039;s off to another town unless you can find another way to earn EXP. &lt;br /&gt;
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Getting into the Citadel is possible without magical means either by using the puzzle bridge that spans the ravine or by climbing down into the ravine and searching out the handholds to climb back up the other side. Gold rings may be set on the ledge you climb onto before going through the door into the Citadel or Symbol of Seeking will take you to the war room inside the building (which is also a safe resting spot). It is important to note that other then society abilities, the only teleportation possible into or out of the Citadel is from that ledge, though The Citadel is close to town and there are several doors that can be used as exits to bypass the ravine (though these doors cannot be used to gain entry).&lt;br /&gt;
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When moving around in the Citadel, it&#039;s advised that you use PEER and to see which foes you&#039;ll encounter and be prepared to deal with them as effectively as possible.&lt;br /&gt;
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===[[Ethereal mage apprentice]]===&lt;br /&gt;
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While it would be a mistake to call any of the undead in the Citadel easy, apprentices are the least threatening (and lowest level) of the five types of undead. Found on the main and second floors of the Citadel, most of their attacks are bolt spells which are fairly easy to avoid and will mostly be an annoyance if you&#039;re already going after the other critters that call the Citadel home. &lt;br /&gt;
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As easy at it may be to avoid their attacks, they are noncorporeal which will make them time consuming to kill with most non-magical attacks and makes them immune to stuns. &lt;br /&gt;
&lt;br /&gt;
Members of Voln may wish to use [[Kai&#039;s Smite]] to kill them more quickly. Being highly magical creatures, they are also very susceptible to spells such as Dark Catalyst (719). If your goal is merely to keep them occupied while you deal with more menacing foes, spells or maneuvers which inflict RT are the most reliable method.&lt;br /&gt;
&lt;br /&gt;
===[[Decaying Citadel guardsman]]===&lt;br /&gt;
&lt;br /&gt;
The tendency of guardsmen to use either the trip or charge maneuvers makes them worth watching out for, especially in swarms when such a maneuver can turn the tide of a battle that is going in your favor. Found on all floors of the Citadel, they are fairly easy to crit or stun, meaning just about any spell or maneuver you prefer to use will keep them occupied while you either kill them of focus on something else.&lt;br /&gt;
&lt;br /&gt;
===[[Rotting Citadel arbalester]]===&lt;br /&gt;
&lt;br /&gt;
Arbalesters can be found on the second floor and the battlements of the Citadel. They wield heavy crossbows and are able to fire then with surprising speed, usually only requiring approximately 3 seconds between shots. In addition to their speed, their sweep maneuver makes them a foe to be dealt with immediately.&lt;br /&gt;
&lt;br /&gt;
Arbalesters are easy to stun or crit and it is highly advised that you do so as soon as spotting one. Removing an arm will neutralize their crossbow while removing their leg or otherwise making them prone will prevent them from sweeping. While their TD is slightly high for their level, it is not as obscenely high as the more magical denizens of the Citadel.&lt;br /&gt;
&lt;br /&gt;
===[[Putrefied Citadel herald]]===&lt;br /&gt;
&lt;br /&gt;
Heralds are magical undead that can be found on every floor of the Citadel, though they&#039;ll only appear occasionally on the main floor if someone is already hunting on one of the other floors. While they posses most spells from the both the Major and Minor Spiritual Circles as well as at least one spell from the Empath Circle ([[Wither (1115)]]), the one that will give you the most trouble is their [[Web (118)]]. Able to cast all three versions of this spell (area, bolt, and CS), they tend to favor the area and bolt versions, so be cautious if attempting to leave the room in the middle of a fight with one. Besides Web, they also tend to favor [[Fire Spirit (111)]], [[Interference (212)]], and [[Spirit Strike (117)]] and have also been known to cast [[Silence (210)]] and [[Unbalance (110)]] with some regularity.&lt;br /&gt;
&lt;br /&gt;
Being magical undead, they have a high TD, so most that rely on CS spells to hunt will want to make use of spells or abilities that either boost their own CS ([[Heavy quartz orb]], [[Symbol of Supremacy]], etc) or reduces the herald&#039;s TD ([[Curse (715)]]) even at like level. The bonus to their magical status is that spells such as Dark Catalyst (719) and most maneuvers will work quite well against them.&lt;br /&gt;
&lt;br /&gt;
===[[Phantasmal bestial swordsman]]===&lt;br /&gt;
&lt;br /&gt;
Swordsmen are not only the highest level critters in the Rest, they are also, the most dangerous and hardest to kill. They are noncorporeal, have a very strong defenses, high HP, swing two-handed weapons, and can tackle. Without spells there will be no killing them quickly, though a good fire flaring weapon will help you kill them more quickly then otherwise. CS spells that do large amounts of HP damage such as [[Pain (711)]] or Wither (1115) are the most effective at killing swordsmen quickly if you can reliably ward them, though maneuver based spells such as focused [[Implosion (720)]] can be used as a fallback if one is proving difficult. Due to their insubstantial nature, most maneuvers or disabling spells will be ineffective against them unless they inflict roundtime.&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
*[[River&#039;s Rest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:River&#039;s Rest]]&lt;br /&gt;
[[Category:River&#039;s Rest Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_sorcerer&amp;diff=65701</id>
		<title>Beginner&#039;s guide to playing a sorcerer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_sorcerer&amp;diff=65701"/>
		<updated>2015-07-03T23:42:12Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: /* Attack Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Work-in-progress}}&lt;br /&gt;
[[Sorcerer]]s are devastating killers, summoners of demons, animators of the dead, and otherwise generally fun people!  If this sort of life sounds appealing, you&#039;ve come to the right place!  If you want to become skilled in these arts, it is not just like flipping open a book and slamming it over the head of your foe.  Rather, you can study our arcane arts, study them again, and with enough practice, all these powers can also be yours.&lt;br /&gt;
&lt;br /&gt;
=Overview of Sorcery=&lt;br /&gt;
It must be confessed that [[sorcerer]]s are grouped as one of the four [[pure]] spell-casting classes in [[Elanthia]], although we do not consider these other classes equal to us nor our peers.  In strict and boring terms, the class might be described as a unique hybrid of [[spiritual]] and [[elemental]] magic; but most importantly we are the only ones with knowledge of many arcane secrets and [[Sorcerer Base|sorcery]].  While we sorcerers have an array of utility spells and skills we might bother to bless the world with (in cases of utter boredom), we need only lift a finger to slay our enemies in combat, perhaps by slow dismemberment or an instantaneous implosion.  In awe of this power, we are outcast as mere [[Sorcerous Lore, Necromancy|necromancers]] and [[Sorcerous Lore, Demonology|demon summoners]]; these accusations are not precisely wrong, although such parlor tricks are more for our entertainment than anything else.  So long as being accused of criminality for such sleights of hand does not bother you, read on friend&amp;amp;hellip;&lt;br /&gt;
&lt;br /&gt;
==What it means to be a sorcerer==&lt;br /&gt;
Although it isn&#039;t too difficult to encapsulate sorcery with some general terminology, these words are lost on those who do not understand their meaning.  It should come as no surprise that many of the extant [[:Category:Essays|essays]] in these archives focus specifically on our subtle art.  These range from the essays of [[Lord High Priest Bleeds]] (his work on [[True_Evil_(essay)|True Evil]] is a modern classic) to the more recent insights of [[Silvean Rashere]].  Yet, offering a synopsis of our class to a heathen is not overly complex.&lt;br /&gt;
&lt;br /&gt;
Sorcery is the study of the true essence of the world: its manifestation; its power; its forms.  We do not shy in fear from [[undead]] beings nor those entities from other [[Extraplanar|planes]]; we summon them or destroy them at will.  Indeed, it would be foolish&amp;amp;mdash;if not paramount to utter stupidity&amp;amp;mdash;to claim any knowledge of the world without studying such things.  In our endeavors, we can find slaves and friend alike (both of which will surely assist us).  In consequence of such discoveries, we can thoroughly comprehend nature and employ our knowledge methodically, exploiting its nuances to our own advantage.&lt;br /&gt;
&lt;br /&gt;
While we are pleased with your interest to join our prestigious ranks, we request that you take a little of your precious time to review our simplistic and modest advice concerning our profession.&lt;br /&gt;
&lt;br /&gt;
=Character creation and skills=&lt;br /&gt;
To become a powerful sorcerer, first you need to use your imagination.  How do you envision yourself as a sorcerer?  In what specific ways are you powerful?  Although you are unlikely to admit it in-game, your sorcerer will have weaknesses, too; which ones can you accept or play off best?  Below is a guide to this process, with a slight over-emphasis on mechanics while always striving to offer each player their fair range of options.&lt;br /&gt;
&lt;br /&gt;
==[[Race|Racial]] Selection==&lt;br /&gt;
[[File:AuraBonus_v_SpiritRegen.png|300px|thumb|right|Anti-correlation of Spirit Regeneration and Aura Bonus]]&lt;br /&gt;
[[File:700sCS_v_SpiritRegen.png|300px|thumb|right|Spirit Regeneration against combined Aura and Wisdom Bonus]]&lt;br /&gt;
Historically in [[Elanthia]], sorcery was largely discovered and developed by the [[dark elf|dark elves]]&amp;amp;mdash;specifically the [[Faendryl]]&amp;amp;mdash;which came to prominence particularly during the [[Undead War]].  Mechanically, dark elves have an advantage, as the [[Casting strength|CS]] for sorcerous warding spells are influenced by both [[Aura]] and [[Wisdom]] statistical [[New_Players%27_Guide#Stat_Bonuses|bonuses]], which are the highest for this race.  Thus, from both a roleplaying and mechanical perspective, it is not overly surprising that a plurality, if not a majority, of sorcerers are indeed dark elves.&lt;br /&gt;
&lt;br /&gt;
However, there are many other facets to the decision, and it must be stressed that any race can make a good sorcerer.  The advantage in CS is an important factor, but certainly not the only one.  For example, unlike many forms of attack, CS and maneuver spell power are &#039;&#039;not&#039;&#039; [[Spirit#Low_Spirit_Penalties|penalized for low spirit]] (although other unrelated penalties still apply); as there are methods to trade [[spirit]] for [[mana]], such as the class-specific [[sacrifice]] as well as the [[Sign of Wracking]] from the [[Council of Light]], races with high [[Spirit#Spirit_Regen|spirit regeneration]] have a different advantage.  An important point to note here is that aura bonus and spirit regeneration are anti-correlated racial properties; that is, typically the higher a race&#039;s aura bonus, the lower their spirit regeneration (see the image to the right).  All other things being equal, it is not possible to have a high bonus to CS and a good spirit regeneration; the exception is [[forest gnome]]s, partly from their wisdom bonus (which has no correlation with spirit regeneration).&lt;br /&gt;
&lt;br /&gt;
If a player is more mechanically inclined, the racial selection can be influenced by their respective bonuses, and certainly the statistics should be selected in accordance with the racial selection regardless.  It should also be pointed out that races vary in many ways, such as their innate resistance to [[disease]]s and [[poison]]s, their natural [[encumbrance]], maximum [[Hitpoint]]s, different innate bonuses to [[Target defense|TD]], and so on; although these factors are certainly not irrelevant to sorcerers, they should not play a decisive role in character creation. &lt;br /&gt;
&lt;br /&gt;
Below is a table of selected differences resulting from racial selection and possible offsets available to sorcerers.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Racial bonus&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Offset available from sorcery&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Decay Timer&lt;br /&gt;
| None.&lt;br /&gt;
|-&lt;br /&gt;
|Max Health&lt;br /&gt;
| Desire not to be hit; high DS from [[buff spells]]; typically in stance guarded.  [[Blood Burst (701)]] and [[Ensorcell (735)]].&lt;br /&gt;
|-&lt;br /&gt;
|Encumbrance Factor&lt;br /&gt;
| Knowledge of [[Phase (704)]] and possibility to train further in Demonology.&lt;br /&gt;
|-&lt;br /&gt;
|Maneuver Bonus&lt;br /&gt;
| [[Scroll Infusion (714)]] to extend the life of [[Prayer (313)]] and [[Mobility (618)]] scrolls.&lt;br /&gt;
|-&lt;br /&gt;
|Target defense&lt;br /&gt;
| Access to spiritual, elemental, and sorcerer TD buff spells.  Knowledge of [[Corrupt Essence (703)]] and [[Limb Disruption (708)]].&lt;br /&gt;
|-&lt;br /&gt;
|Poison and Disease&lt;br /&gt;
| Access to [[Disease Resistance (104)]], [[Poison Resistance (105)]], [[Undisease (113)]], and [[Unpoison (114)]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is probably most pertinent to select the character&#039;s race based more on how the character will be roleplayed than the mechanics.&#039;&#039;&#039;  Although above it was emphasized the racial relationship among aura and spirit regeneration, there are [[enhancive item]]s (in particular [[Adventurer&#039;s Guild Badge]]s), and a dedicated sorcerer can surely find ways to offset any of their weaknesses.&lt;br /&gt;
&lt;br /&gt;
To fully explore all the racial options in a meaningful way would be an exhaustive exercise. Instead, a few superficial examples are offered.  Choosing a dark elf will seem most natural and offer you many peers; however, dark elves as a whole are more commonly looked down upon by the broader society (whether for fear, distrust, or historical racism).  Supposing one chose an [[elf]] instead, it should be pondered why an elf from another clan went about learning or acquiring an interest in the dark arts.  [[Paradis]] halflings diverged from the other [[halfling]] clans specifically from their alliance with the Faendryl in the Undead War and the use of demons; although [[Icemule Trace]], the town they founded, no longer outlaws demons, a compelling backstory may be elusive for such a case.  Perhaps an [[Aelotoi]]an sorcerer has tunnel vision for vindictive revenge on the [[kiramon]] and merely requires a destructive toolbox.  &lt;br /&gt;
&lt;br /&gt;
A player may find some insight into choosing a suitable sorcerous persona of a given race by investigating the different [[culture]]s of races that interest him/her; however, since cultural selection has very few mechanical influences and is difficult to undo, actual setting of the culture is best left to a later date.&lt;br /&gt;
&lt;br /&gt;
In summary, players should feel unrestricted in the racial selection of their sorcerer.  Starting to build a general picture of your character in your mind will surely assist in some of the required decision-making processes at the beginning.  Still, it is important to keep an open mind so that you can learn more about your character as you explore and interact with the world, because some of the most rewarding experiences are the ones which were not foreseen at the outset.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
There is a general guide on [[New_Players%27_Guide#Stats|statistics for new players]] which is worth reading for its general points.  Here the focus will naturally be the points of particular interest to sorcery.&lt;br /&gt;
&lt;br /&gt;
===Basic overview of statistics for sorcerers===&lt;br /&gt;
&lt;br /&gt;
[[Aura]] and [[Wisdom]] are the prime stats for sorcerers; although for some classes the prime stats are not always of the utmost important, these two statistics are extremely important for any sorcerer.  One facet of their property as prime stats is that they are automatically added +10 each during stat assignment.  They will also determine the base value for your starting [[mana]], which is required to cast any spells&amp;amp;mdash;most of what a sorcerer can do!  [[Aura]] is the stat important for elemental spheres of magic, and [[Wisdom]] the one for spiritual spheres of magic.  Thus, the sorcerer&#039;s [[Casting strength]] for the sorcerer base circle takes the averaged bonus from these two stats.  Their CS for spiritual spells is only determined by Wisdom bonus, where as the CS for elemental spells is only determined by Aura bonus; however, sorcerers do not learn many of these spells, and most of them are not nearly as powerful as what&#039;s available in the sorcerer base circle.  A character&#039;s aura stat also determines how many [[spirit]] points they will have, which can be important depending on the society which is chosen (see below).  Finally, these prime statistics are doubled in the calculation of [[Training points]].  Of course, because these are prime stats, it also means they have a high growth rate, thus it is possible to initially place these stats to lower values as they will increase rather quickly over time.  However, setting these stats to lower values will also inhibit the character earlier in their career in terms of their training points and also CS; for a new player, it is probably a good idea to set these near their maximum of 100 (a setting of 90 before the +10).&lt;br /&gt;
&lt;br /&gt;
[[Logic]] and [[Discipline]] are both important for their contribution to training points and how the affect a character&#039;s [[experience]] pool size and absorption rate.  &lt;br /&gt;
&lt;br /&gt;
Although [[Influence]] and [[Intuition]] are both mental stats, and thus contribute to a sorcerer&#039;s mental training points, they are otherwise not very important.  Mid-range numbers can be comfortably set here, with favor to Intuition due to its boons for [[Magic Item Use]], [[Arcane Symbols]], [[Ensorcell (735)]] and [[Illusions]].&lt;br /&gt;
&lt;br /&gt;
The physical statistics, [[Constitution]], [[Agility]], [[Strength]], and [[Dexterity]] generally play a lesser role for sorcerers.  Their influence to training points is mostly irrelevant, because as discussed below in the Skills section, sorcerers will be converting most of their physical training points to mental training points.  [[Agility]] contributes its bonus to the character&#039;s physical [[Defensive strength|DS]]; even though sorcerers won&#039;t be planning to make many melee attacks, they can still expect to be attacked quite often, and sorcerers tend to survive by &#039;&#039;&#039;not&#039;&#039;&#039; being hit.  [[Dexterity]] also contributes its bonus to a character&#039;s [[Bolt spell|bolt]] [[Attack strength|AS]], which while not the primary mode of attack for sorcery is a good supplemental offensive method; thus Dexterity should not usually be set too low.  Strength and Constitution mainly affect a sorcerer&#039;s encumbrance, which while not critical is still useful; smaller races like halflings and gnomes are usually advised to set a high Strength stat because the growth rate is so poor they will almost never increase over time.  Constitution also affects a character&#039;s starting and maximum [[Hitpoint]]s, but sorcerers mostly survive by not being hit.  Most of the physical stats can be set at low to mid-range values as long as the sorcerer is not optimizing for growth.&lt;br /&gt;
&lt;br /&gt;
===Setting the statistics===&lt;br /&gt;
&lt;br /&gt;
Obviously, a character cannot have perfect stats in everything at the outset.  The racial selection has almost as much importance as the class selection of sorcerer for how to precisely set the stats.  In particular, only race influences the statistical bonuses.  All other things being equal, when a race&#039;s bonus is lower, it is more important to place a higher statistical value, and vice versa.  Of course, if one selected a dark elf to maximize CS, perhaps the character should also have high Wisdom and Aura stats to not immediately negate this advantage.&lt;br /&gt;
&lt;br /&gt;
===Growth===&lt;br /&gt;
Your stats increase as you gain levels.  The rate depends on your race and profession.  Sorcerers grow stats like [[Wisdom]] and [[Aura]] quickly, and [[Strength]] and [[Constitution]] slowly.  Because of this growth, it is usually a good idea not to set any one stat to or very close to 100 when starting out, because it spends a lot of stat points that you could have gotten &amp;quot;for free&amp;quot; over time.  Of course, you can change your stats several times in your character&#039;s first 30 days, so this advice only applies as your are nearing the end of that introductory period.  It is possible to change your stats later on, but at great expense - see [[Fixstats]].&lt;br /&gt;
&lt;br /&gt;
==Skill Selection==&lt;br /&gt;
The selection of skills will vary somewhat by the type of path preferred by the player.  Although it is possible to create a sorcerer that does not primarily rely on magic for their offensive capabilities, this is certainly not a typical approach to the profession, and its discussion will be left for [[Goat&#039;s Mutant Sorcerer Guide | more specific guides on mutant builds]].  As such, it is generally assumed that the sorcerer will use a [[runestaff]] along with spells for their defenses, and various spells for their offensive capabilities.  For proficient runestaff use, a character should have a training including at least 8 Magical Skills per level.  It is also typical that a sorcerer will quickly begin converting physical to mental [[Training points]], so do not worry about this inevitability.  When discussing the &#039;&#039;&#039;cost&#039;&#039;&#039; of skills (both in this article and in general), the values are quoted as the Physical/Mental training points required at each level this skill is trained&amp;amp;mdash;a reflection of the in-game and web-browser training systems.&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
Below are the core skills for any standard sorcerer (trained on a per-level basis):&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|8/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|Necessary to firstly attain full [[Hitpoint]]s and then as one of the few defenses available to sorcerers against [[Creature maneuver|maneuver]] attacks.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/24&lt;br /&gt;
|[[Spell Research]]&lt;br /&gt;
|Learning new spells, increasing CS, and various increases to spells, such as AS, DS, TD, and general power.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|Required to gain mana.  This should normally be at exactly the character&#039;s level, then giving 3 mana per rank.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Arcane Symbols]]&lt;br /&gt;
|A cheap magical skill, particularly useful with [[Scroll Infusion (714)]] to charge up unlocked scrolls.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|A cheap magical skill, useful for using wands at low level among other applications, and useful with [[Scroll Infusion (714)]] to unlock unused scrolls for charging.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Elemental Mana Control]]&lt;br /&gt;
|A cheap magical skill, giving benefits to a number of sorcerer spells, sharing mana, and access to [[MANA (verb)|mana spellup]] and mana pulse.  It impacts the amount of mana needed to infuse scrolls and, at higher levels, the ease of animating the dead.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spiritual Mana Control]]&lt;br /&gt;
|A cheap magical skill, giving benefits to a number of sorcerer spells, sharing mana, and access to [[MANA (verb)|mana spellup]] and mana pulse.  It impacts the amount of mana needed to infuse scrolls and, at higher levels, the ease of animating the dead.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|8/38&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that only 7 magical skills per level are included here, but that the total number of training points allocated is not exhaustive.&lt;br /&gt;
&lt;br /&gt;
===Threshold Skills===&lt;br /&gt;
Some skills only need to be trained to achieve a certain threshold.  Although in certain cases the thresholds may slowly increase with time, these are anyway basic skill levels that should be attained by every sorcerer.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|0, 4 or 8&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]]&lt;br /&gt;
|No training to wear robes, 4 ranks for full leathers, or 8 ranks for double leathers (2% [[spell hindrance]]) .&lt;br /&gt;
|-&lt;br /&gt;
|0-3&lt;br /&gt;
|15/10&lt;br /&gt;
|[[Multi-Opponent Combat]]&lt;br /&gt;
|Several ranks goes a long way for some crowd control spells.  Also an ideal use for [[Adventurers Guild]] badges.&lt;br /&gt;
|-&lt;br /&gt;
|10+&lt;br /&gt;
|4/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
|To get around the environs up to level 20-30.  May depend on region.&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
|To get around the environs up to level 20-30.  May depend on region.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|To get around the environs up to level 20-30.  May depend on region.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Additional training===&lt;br /&gt;
The way to use the rest of the points will depend on the player.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2.5-3x&lt;br /&gt;
|0/32&lt;br /&gt;
|Spell Research&lt;br /&gt;
|To increase Sorcerer Base CS, or learn more [[Minor Spiritual]] and/or [[Minor Elemental]] spells.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|9/3&lt;br /&gt;
|[[Spell Aiming]]&lt;br /&gt;
|An &amp;quot;all or nothing&amp;quot; skill.  Bolting ([[Fire Spirit (111)]], [[Web (118)]], [[Balefire (713)]]), picking a specific limb with [[Limb Disruption (708)]], focusing [[Energy Maelstrom (710)]] and [[Implosion (720)]] on a single target.  Cheap magical skill.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|Perception&lt;br /&gt;
|Creature maneuver defense, [[Illusions]], [[Foraging]], [[Popping boxes]].&lt;br /&gt;
|-&lt;br /&gt;
|1-2x&lt;br /&gt;
|0/6+&lt;br /&gt;
|[[Sorcerous Lore]]&lt;br /&gt;
|1 rank of [[Sorcerous Lore, Necromancy]] to unlock Blood Burst.  More ranks improve the damage and round time of [[Pain (711)]].  Used Later in a sorcerer&#039;s career for [[Animate Dead (730)]] and to speed gathering energy for permanent [[Ensorcell]]ing.&lt;br /&gt;
[[Sorcerous Lore, Demonology]] helps [[phase]] treasure boxes to reduce encumbrance.  Improves the damage of [[Balefire]].  Increases the retribution chance of [[Cloak of Shadows]]. Later on, helps with [[Minor Summoning (725)]] and [[Planar Shift (740)]].&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/4&lt;br /&gt;
|Arcane Symbols&lt;br /&gt;
|Longer duration for buff spells from scroll invokes.  Greater ease in charging up unlocking scrolls with [[Scroll Infusion (714)]].  Cheap magical skill.&lt;br /&gt;
|-&lt;br /&gt;
|10-40&lt;br /&gt;
|0/7&lt;br /&gt;
|[[Elemental Lore]]&lt;br /&gt;
|Up to 10 ranks of each lore for [[Dark Catalyst (719)]]&lt;br /&gt;
|-&lt;br /&gt;
|20+&lt;br /&gt;
|0/7&lt;br /&gt;
|[[Spiritual Lore, Summoning|Summoning]]&lt;br /&gt;
|Minor benefits early on to [[Curse (715)]].  Unlock the bolt for Web.  Increase targets and DF for Fire Spirit.  [[Locate Person (116)]] benefits.&lt;br /&gt;
|-&lt;br /&gt;
|4+&lt;br /&gt;
|12/8&lt;br /&gt;
|Combat Maneuvers&lt;br /&gt;
|Creature maneuver defense, and defense against combat maneuvers like [[Disarm Weapon]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=[[Society]] selection=&lt;br /&gt;
&lt;br /&gt;
There are three mutually-exclusive societies which a character can join.  Once a character has resigned from a given society, s/he cannot rejoin the same one without resetting their society; characters are automatically granted one such reset, but attaining further resets is non-trivial.  The major disadvantage in resigning from a society is all the relevant skills (and thus any work done to achieve them) are lost.  However, a player can certainly feel free to explore the options.  Roleplaying and play-style should, as usual, have a predominate role in the selection.&lt;br /&gt;
&lt;br /&gt;
*The [[Order of Voln]]: Focused on slaying the [[Undead|minions of Luukos]], some of the main highlights for sorcerers are the [[Symbol of Supremacy]] (which increases CS against the undead), and many utilities to cope with an untimely death, such as [[Symbol of Preservation]] and [[Symbol of Need]] while dead, [[Symbol of Recall]] to get back [[buff spells]] after death, [[Symbol of Dreams]] to more quickly recover from [[Death&#039;s Sting]], as well as [[Symbol of Mana]] and [[Symbol of Renewal]] to get back spirit and mana a little more quickly.&lt;br /&gt;
&lt;br /&gt;
*The [[Council of Light]]: A society shrouded in mystery, the highlight of swapping some spirit for mana via [[Sign of Wracking]] is extremely handy and powerful for sorcerers.  Mastering this society is quick and easy, but gathering a few skins and heavy backpacks may not be the only cost&amp;amp;hellip;&lt;br /&gt;
&lt;br /&gt;
*The [[Guardians of Sunfist]]: Dedicated to eradicating the [[Grimswarm]], mechanically this society offers the least advantages to sorcerers.  However, the ability to open a warcamp and find literally hundreds of creatures to slay anywhere in the world is definite perk, in particular for gaining necromantic power for Ensorcell.&lt;br /&gt;
&lt;br /&gt;
=Playing a sorcerer=&lt;br /&gt;
Sorcery is unusual compared to other branches of magic in that it is laden with historical significance. There are &amp;quot;forbidden&amp;quot; magics in the various cultures of Elanthia, with much of sorcery regarded as &amp;quot;the dark arts.&amp;quot; [[House Faendryl]] was exiled from the [[Elven Empire]] for summoning demons and imploding the fortress of [[Despana]]. [[Halflings]] learned magic from an [[Illistim]] elf who was exiled for dark magic, and not long after lost all of their ponies to the [[Ardenai]] sorcerers. The [[Human]] [[Turamzzyrian Empire]] banned magic of &amp;quot;sorcerous&amp;quot; nature, and built the [[Demonwall]] to keep out &amp;quot;black elven wizardry.&amp;quot; Necromancers often invoke the wrath of religious authorities. These things are largely the province of disdained races, or restricted within certain contexts such as the military.&lt;br /&gt;
&lt;br /&gt;
In other words, much of sorcery has a tenuous relationship with civilization, with some aspects more tolerated than others. Most towns will treat a demon in their jurisdiction, from casting [[Minor Summoning (725)]], as a crime which will get you arrested. Sorcerer Guild buildings are often located outside of towns for good reason. Nevertheless, it is up to you to abide by the laws of the lands, and show that their prejudices are hollow superstitions. Most sorcerers do not regard themselves as &amp;quot;evil&amp;quot;, instead thinking of others as weak minded.&lt;br /&gt;
&lt;br /&gt;
Many sorcerers have &amp;quot;dark&amp;quot; personalities, which is not surprising, given the cruelty of our spells. Others might have dubious sanity. However, this is not a license for wanton violence, which will quickly backfire on you. Sorcerers are often arrogant or intolerant, and will not look kindly on having their art abused. This is especially true given the history of power downtweaks of our spells due to abusers that are vividly remembered by older players. It is important to know how to properly use your magic, especially [[area of effect]] spells that can unintentionally kill other [[Player character|adventurers]]. These include the spells [[Energy Maelstrom (710)]], [[Implosion (720)]], and [[Evil Eye (717)]] when used with [[Eye Spy (707)]]. You should avoid using the area wide versions of these spells in hunting grounds where other people are present, and not at all if you do not know how to end them early.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
Casting spells is an integral part of any pure profession, and sorcerers not the least.  This section outlines how to use spells, as well as highlighting important spells that are available to sorcerers.&lt;br /&gt;
&lt;br /&gt;
===How to cast spells===&lt;br /&gt;
&lt;br /&gt;
Casting a spell costs [[mana]].  The general rule-of-thumb is that the mana cost of a spell is equal to the last two digits of the spell&#039;s number; that is, [[Mana Disruption (702)]] costs 2 mana, and [[Energy Maelstrom (710)]] costs 10 mana.  (The numbers before the ones and tens place indicates the spell&#039;s circle; the 700 circle is the Sorcerer Base.)  A character can also never cast a spell when the last two digits exceed the character&#039;s level; that is, a level 1 character could &#039;&#039;learn&#039;&#039; Mana Disruption, but not &#039;&#039;cast&#039;&#039; it until level 2.  Some spells have exceptions which do not follow this rule for the mana cost; the most common exceptions are either targeted versions of Area Effect spells will cost less, and buff spells with increasing benefits may also exhibit increasing mana costs.  While these exceptions are also important to learn, for the general introduction to casting spells outlined here, we assume this rule applies (and will only use examples appropriate to this assumption).&lt;br /&gt;
&lt;br /&gt;
In order to attempt to cast a spell, a character must have &#039;&#039;at least&#039;&#039; one mana point, but preferably the character has mana points greater than or equal to the spell&#039;s cost.  A character casting a spell without sufficient mana will incur [[Wound#Nervous_System_Wounds|nerve damage]] (or possibly death, although this is rare), the severity of the injury depending on the mana deficit and existing wounds.  The character&#039;s mana pool will also go into negative numbers, reflecting the mana deficit.  For instance, having a pre-existing level 1 nervous system injury (not a scar) and going below 0 mana will lead to a minimum of a level 2 nervous system injury.  Level 1 nervous system wounds or scars do not impair the character&#039;s ability to cast further spells, provided they again have a positive mana pool.  Level 2 nervous system wounds &#039;&#039;or scars&#039;&#039; will not only prevent the casting of any spells, but other actions as well (such as looting creatures).  A sorcerer should always carry the necessary [[herbs|herbal remedies]] for &#039;&#039;all nervous system wounds and scars&#039;&#039; since accidents can happen and the penalties are severe; although it depends on the town, the common versions of these are: [[wolifrew lichen]], [[torban leaf]], [[bolmara potion]], and [[woth flower]].  Major injury to the head, eyes, and arms can also prevent casting, so it is usually a good idea to carry these herbal remedies as well (but these will usually be externally, and not self-inflicted, injuries).&lt;br /&gt;
&lt;br /&gt;
A character&#039;s existing mana is displayed graphically in most Front Ends.  It can also be seen under the [[EXPERIENCE (verb)]], as well as the [[MANA (verb)]]; the MANA verb will further indicate how much mana is gained on- and off-node.  A character&#039;s maximum mana is basically determined by their starting statistics, summed with the contribution from their Harness Power training.  Every two minutes, or each &amp;quot;pulse&amp;quot;, a character will regain some amount of lost mana, mainly depending on several factors: 1) Whether the character is at a node; 2) The character&#039;s maximum mana; 3) The character&#039;s mana control training (more mana control means more mana per pulse).  (There are some other mechanisms which may temporarily increase this value, such as [[Manna (203)]], [[Heroism (215)]], and so on, but none of these spells are natively known to sorcerers.)  As mentioned above, there are also other ways to gain back expended mana, such as [[sacrifice]] as well as society skills.  Lastly, characters can [[SEND (verb)]] mana to each other.  (Grr, do we really want to get into other exceptions like Mana Focus and Dark Catalyst here?)&lt;br /&gt;
&lt;br /&gt;
So, your character has sufficient mana and would like to cast a spell.  There are two complementary (and generally interchangeable systems) for doing so: the [[CAST (verb)]] and the [[INCANT (verb)]].  CASTing a spell requires that it is first [[PREPARE (verb)|prepared]], and also generally requires that a target is specified, unless it is an area effect spell (which is essentially cast at the room) or a buff spell to be cast at the character him/herself.  INCANTing a spell can generally be done without specifying a target (and without preparing the spell); if it is a buff spell, it will target the caster; if it is a hostile spell, it will target a creature in the same room as the caster.  The target will ordinarily be chosen at random, unless the caster first uses the [[TARGET (verb)]]; subsequent incants will target the same creature, until the creature dies or fails to be in the same room as the caster (i.e. the caster or creature has moved).  CASTing a hostile spell always requires the target to be specified along with the command, even for subsequent casts at the same target.  There are several further nuances and related verbs, but before giving further details, some examples are useful.&lt;br /&gt;
&lt;br /&gt;
Suppose the character is out hunting, and encounters a [[giant rat]].  A level 1 sorcerer should know [[Blood Burst (701)]] and can cast it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
[Abandoned Sewer]&amp;lt;br&amp;gt;&lt;br /&gt;
A faint light trickles in through the cracks in the ceiling, as the tunnel continues to drop.  In the distance, you can hear the faint scratching sounds of vermin being about their business.  You also see a giant rat.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: northeast, southwest&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;mana&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Maximum Mana Points: 24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Remaining Mana Points: 24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Mana gained off node: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Mana gained on node: 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Mana Control abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MANA PULSE   - Manually invoke a mana pulse to gain mana as if you were off a node.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MANA SPELLUP - Instantly cast all of your defensive spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;prep 702&amp;lt;br&amp;gt;&lt;br /&gt;
You are not experienced enough to harness such power!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A giant rat tries to bite you! &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +34 vs DS: +72 with AvD: +35 + d100 roll: +31 = +28&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;A clean miss.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;prep 701&amp;lt;br&amp;gt;&lt;br /&gt;
You trace an intricate sign that contorts in the air while forcefully invoking Blood Burst...&amp;lt;br&amp;gt;&lt;br /&gt;
Your spell is ready.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;cast rat&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture at a giant rat. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;CS: +42 - TD: +3 + CvA: +25 + d100: +7 == &#039;&#039;&#039;+71&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Warded off! &amp;lt;br&amp;gt;&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;prep 701&amp;lt;br&amp;gt;&lt;br /&gt;
You trace an intricate sign that contorts in the air while forcefully invoking Blood Burst...&amp;lt;br&amp;gt;&lt;br /&gt;
Your spell is ready.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;cast rat&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture at a giant rat. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;CS: +42 - TD: +3 + CvA: +25 + d100: +62 == &#039;&#039;&#039;+126&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Warding failed!&amp;lt;br&amp;gt;&lt;br /&gt;
A ragged wound rips open a giant rat&#039;s jugular, which begins spurting blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;mana&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Maximum Mana Points: 24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Remaining Mana Points: 22&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Mana gained off node: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Mana gained on node: 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Mana Control abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MANA PULSE   - Manually invoke a mana pulse to gain mana as if you were off a node.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MANA SPELLUP - Instantly cast all of your defensive spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example will be fully explained soon!  PS: Spirit death sux :/&lt;br /&gt;
&lt;br /&gt;
How about an example of CASTing Mana Disrupt at a [[sea nymph]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Log file to go here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of CHANNELing Mana Disrupt at a kobold.&lt;br /&gt;
&lt;br /&gt;
An example of INCANT, perhaps with two (different noun) targets in the room.&lt;br /&gt;
&lt;br /&gt;
An example of casting Elemental Defense I at the sorcerer.  Example of casting a buff spell at a friend.&lt;br /&gt;
&lt;br /&gt;
Further expansion: Casting Roundtime, hard RT for channeling, the flag for channel/incant, how to RELEASE a spell (and mana cost), information about the mana lost for preparing but not casting a spell after 30 seconds&lt;br /&gt;
&lt;br /&gt;
===Attack Spells===&lt;br /&gt;
Sorcerers have a very wide variety of gruesome and effective ways to defeat an opponent.  Here are some highlights.&lt;br /&gt;
*[[Blood Burst (701)]]: First sorcerer spell you learn, and cheap to cast, but low damage.&lt;br /&gt;
*[[Mana Disruption (702)]]: This is a sorcerer&#039;s primary attack spell for many many levels.  Decent damage for very modest cost.&lt;br /&gt;
*[[Corrupt Essence (703)]]: Keeps things from casting spells at you.&lt;br /&gt;
*[[Disintegrate (705)]]: An attack spell that does more damage than [[Mana Disruption]] at high endrolls, at the cost of more mana&lt;br /&gt;
*[[Mind Jolt (706)]]: Stuns anything that is not immune to stuns, preventing it from attacking or casting.&lt;br /&gt;
*[[Limb Disruption (708)]]: break a limb or blow it up.  With sufficient [[Spell Aiming]], you can target the right arm so your foe cannot attack or cast spells.&lt;br /&gt;
*[[Quake (709)]] (and [[Elemental Wave (410)]]) Chance to knock down every foe in the room and keep them down for a few seconds.  Quake can also knock down foes in adjacent rooms.&lt;br /&gt;
*[[Energy Maelstrom (710)]]: Do recurring damage to everything in the room, or with sufficient [[Spell Aiming]], focus that energy on a single target.&lt;br /&gt;
*[[Pain (711)]]: Damage a foe and put it in round time, that is, prevent it from taking any action for several seconds.  Very useful against creatures immune to stun.&lt;br /&gt;
*[[Balefire (713)]] (and [[Fire Spirit (111)]]): ball spells, which target one foe but can hit everything in the room.  Mana-intense.&lt;br /&gt;
*[[Evil Eye (717)]] scare a foe into running away, perhaps for good.  Extreme success frightens the target to sudden death.&lt;br /&gt;
*[[Dark Catalyst (719)]] converts a foe&#039;s own mana to damaging elemental energy, consuming whatever mana is left to restore your own reserves.  High damage, high likelihood of a kill shot, and high cost.&lt;br /&gt;
*[[Implosion (720)]] open a void in the area or, with [[Spell Aiming]], next to a single target.  Targeted version has a high chance of immediate death, but all the treasure is often destroyed as well.&lt;br /&gt;
Of these, [[Mana Disruption]], [[Disintegrate]], and [[Dark Catalyst]] are perhaps the most-commonly used amongst most sorcerers.&lt;br /&gt;
&lt;br /&gt;
Sorcerers have access to a number of other offensive spells (or spells with an offensive component), which tend to be used somewhat less than those listed above: [[Phase (704)]], [[Curse (715)]], [[Disease (716)]], [[Torment (718)]], [[Unbalance (110)]], [[Web (118)]], [[Spirit Dispel (119)]], [[Elemental Blast (409)]], [[Elemental Saturation (413)]], [[Elemental Strike (415)]], and [[Elemental Dispel (417)]].  Some of these are very useful in specific situations or with specific play styles; others are rarely used at all.&lt;br /&gt;
&lt;br /&gt;
===Defensive Spells===&lt;br /&gt;
Sorcerers have native access to buff spells from both the elemental and spiritual spheres.  Furthermore, these can be supplemented with a vast number of additional spells from scrolls, as outlined in [[Spell_Collection_Guide_(scroll_infusion)|Evarin&#039;s guide]].&lt;br /&gt;
&lt;br /&gt;
Many of these spells provide increased benefit as you learn more spells in the same circle.  These effects have been omitted from the beginner&#039;s guide for simplicity.  For specifics, see the individual spell pages.&lt;br /&gt;
&lt;br /&gt;
====[[Minor Spiritual]]====&lt;br /&gt;
:&amp;lt;small&amp;gt;&#039;&#039;(Note: To edit the contents of this section, see [[Template:Minor Spiritual buff spells]].)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Minor Spiritual buff spells}}&lt;br /&gt;
&lt;br /&gt;
====[[Minor Elemental]]====&lt;br /&gt;
:&amp;lt;small&amp;gt;&#039;&#039;(Note: To edit the contents of this section, see [[Template:Minor Elemental buff spells]].)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Minor Elemental buff spells}}&lt;br /&gt;
&lt;br /&gt;
====[[Sorcerer Base]]====&lt;br /&gt;
:&amp;lt;small&amp;gt;&#039;&#039;(Note: To edit the contents of this section, see [[Template:Sorcerer Base buff spells]].)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Sorcerer Base buff spells}}&lt;br /&gt;
&lt;br /&gt;
===Featured spells===&lt;br /&gt;
Experienced sorcerers have access to a variety of very powerful and complex high-level spells, which many consider profession-defining and/or character-defining.  As a beginner, it will be a while before you have access to them, but they&#039;re linked here so you what to look forward to.&lt;br /&gt;
*[[Minor Summoning (725)]]: Summon a minor demon from another plane of existence to do your bidding.&lt;br /&gt;
*[[Animate Dead (730)]]: Raise a fallen foe as your puppet, or walk a dead friend back to town.&lt;br /&gt;
*[[Ensorcell (735)]]: Add permanent bonuses to weapons, runestaves, shields, and armor.&lt;br /&gt;
*[[Planar Shift (740)]]: Best teleportation spell out there - the only one that can take you to any town from any other town.&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
While there are many hunting styles depending on your preference and what you&#039;re hunting, a few guidelines apply broadly:&lt;br /&gt;
*During your character&#039;s first 30 days, you have the option of switching skills at will, and stats several times.  Many beginning sorcerers choose to train in weapon skills during this time in order to make it easier to hunt with their limited mana pool.  They then switch away from weapon skills before before their 30 days are up.  [[Two-Handed Weapons]] are a popular choice for this strategy, especially [[claidhmore]]s.  If you go the route of using a big two-handed weapon, you will want to also temporary set your [[Dexterity]] and [[Agility]] high enough to swing your weapon quickly (with a 5 second round time).  See [[AGIDEX]] for details.&lt;br /&gt;
*Sorcerers tend to rely on warding spells, which work fairly well (or even exactly the same) no matter what your stance.  You generally have the option to spend most of your time in guarded stance, which reduces the risk of injury from normal (AS-based) physical attacks.&lt;br /&gt;
*The combination of guarded stance and a using a runestaff means bolt spells are usually not a major concern.&lt;br /&gt;
*Sorcerers have defensive spells to aid with both elemental and spiritual TD, and that &amp;quot;spills over&amp;quot; into mental TD as well, so warding spells are rarely a concern.&lt;br /&gt;
*Creature maneuvers (most attacks without a visible roll) and combat maneuvers (like [[Disarm Weapon]]) will usually be your biggest vulnerability.  The best defense is to avoid swarms and to preemptively disable foes who can perform those attacks, like with [[Mind Jolt]] or [[Limb Disruption]], before they can attack you.  These attacks are fairly rare at the lowest levels and become more frequent and dangerous as you progress to more advanced hunting grounds.&lt;br /&gt;
*You can improve the damage of [[Mana Disruption]] and [[Disintegrate]] by CHANNELing them with a more aggressive stance; see the spell pages for details.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Sorcerer]] (main article)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Sorcerer Guild]]&lt;br /&gt;
*[[Guides by Whirlin: So you want to be a pure? Whirlin&#039;s Guide to Sorcerers |Whirlin&#039;s Sorcerer Guide]]&lt;br /&gt;
*[[Goat&#039;s Mutant Sorcerer Guide]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/sorcerers.asp Sorcerer profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Sorcerer]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_sorcerer&amp;diff=65700</id>
		<title>Beginner&#039;s guide to playing a sorcerer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_sorcerer&amp;diff=65700"/>
		<updated>2015-07-03T23:39:59Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: /* Additional training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Work-in-progress}}&lt;br /&gt;
[[Sorcerer]]s are devastating killers, summoners of demons, animators of the dead, and otherwise generally fun people!  If this sort of life sounds appealing, you&#039;ve come to the right place!  If you want to become skilled in these arts, it is not just like flipping open a book and slamming it over the head of your foe.  Rather, you can study our arcane arts, study them again, and with enough practice, all these powers can also be yours.&lt;br /&gt;
&lt;br /&gt;
=Overview of Sorcery=&lt;br /&gt;
It must be confessed that [[sorcerer]]s are grouped as one of the four [[pure]] spell-casting classes in [[Elanthia]], although we do not consider these other classes equal to us nor our peers.  In strict and boring terms, the class might be described as a unique hybrid of [[spiritual]] and [[elemental]] magic; but most importantly we are the only ones with knowledge of many arcane secrets and [[Sorcerer Base|sorcery]].  While we sorcerers have an array of utility spells and skills we might bother to bless the world with (in cases of utter boredom), we need only lift a finger to slay our enemies in combat, perhaps by slow dismemberment or an instantaneous implosion.  In awe of this power, we are outcast as mere [[Sorcerous Lore, Necromancy|necromancers]] and [[Sorcerous Lore, Demonology|demon summoners]]; these accusations are not precisely wrong, although such parlor tricks are more for our entertainment than anything else.  So long as being accused of criminality for such sleights of hand does not bother you, read on friend&amp;amp;hellip;&lt;br /&gt;
&lt;br /&gt;
==What it means to be a sorcerer==&lt;br /&gt;
Although it isn&#039;t too difficult to encapsulate sorcery with some general terminology, these words are lost on those who do not understand their meaning.  It should come as no surprise that many of the extant [[:Category:Essays|essays]] in these archives focus specifically on our subtle art.  These range from the essays of [[Lord High Priest Bleeds]] (his work on [[True_Evil_(essay)|True Evil]] is a modern classic) to the more recent insights of [[Silvean Rashere]].  Yet, offering a synopsis of our class to a heathen is not overly complex.&lt;br /&gt;
&lt;br /&gt;
Sorcery is the study of the true essence of the world: its manifestation; its power; its forms.  We do not shy in fear from [[undead]] beings nor those entities from other [[Extraplanar|planes]]; we summon them or destroy them at will.  Indeed, it would be foolish&amp;amp;mdash;if not paramount to utter stupidity&amp;amp;mdash;to claim any knowledge of the world without studying such things.  In our endeavors, we can find slaves and friend alike (both of which will surely assist us).  In consequence of such discoveries, we can thoroughly comprehend nature and employ our knowledge methodically, exploiting its nuances to our own advantage.&lt;br /&gt;
&lt;br /&gt;
While we are pleased with your interest to join our prestigious ranks, we request that you take a little of your precious time to review our simplistic and modest advice concerning our profession.&lt;br /&gt;
&lt;br /&gt;
=Character creation and skills=&lt;br /&gt;
To become a powerful sorcerer, first you need to use your imagination.  How do you envision yourself as a sorcerer?  In what specific ways are you powerful?  Although you are unlikely to admit it in-game, your sorcerer will have weaknesses, too; which ones can you accept or play off best?  Below is a guide to this process, with a slight over-emphasis on mechanics while always striving to offer each player their fair range of options.&lt;br /&gt;
&lt;br /&gt;
==[[Race|Racial]] Selection==&lt;br /&gt;
[[File:AuraBonus_v_SpiritRegen.png|300px|thumb|right|Anti-correlation of Spirit Regeneration and Aura Bonus]]&lt;br /&gt;
[[File:700sCS_v_SpiritRegen.png|300px|thumb|right|Spirit Regeneration against combined Aura and Wisdom Bonus]]&lt;br /&gt;
Historically in [[Elanthia]], sorcery was largely discovered and developed by the [[dark elf|dark elves]]&amp;amp;mdash;specifically the [[Faendryl]]&amp;amp;mdash;which came to prominence particularly during the [[Undead War]].  Mechanically, dark elves have an advantage, as the [[Casting strength|CS]] for sorcerous warding spells are influenced by both [[Aura]] and [[Wisdom]] statistical [[New_Players%27_Guide#Stat_Bonuses|bonuses]], which are the highest for this race.  Thus, from both a roleplaying and mechanical perspective, it is not overly surprising that a plurality, if not a majority, of sorcerers are indeed dark elves.&lt;br /&gt;
&lt;br /&gt;
However, there are many other facets to the decision, and it must be stressed that any race can make a good sorcerer.  The advantage in CS is an important factor, but certainly not the only one.  For example, unlike many forms of attack, CS and maneuver spell power are &#039;&#039;not&#039;&#039; [[Spirit#Low_Spirit_Penalties|penalized for low spirit]] (although other unrelated penalties still apply); as there are methods to trade [[spirit]] for [[mana]], such as the class-specific [[sacrifice]] as well as the [[Sign of Wracking]] from the [[Council of Light]], races with high [[Spirit#Spirit_Regen|spirit regeneration]] have a different advantage.  An important point to note here is that aura bonus and spirit regeneration are anti-correlated racial properties; that is, typically the higher a race&#039;s aura bonus, the lower their spirit regeneration (see the image to the right).  All other things being equal, it is not possible to have a high bonus to CS and a good spirit regeneration; the exception is [[forest gnome]]s, partly from their wisdom bonus (which has no correlation with spirit regeneration).&lt;br /&gt;
&lt;br /&gt;
If a player is more mechanically inclined, the racial selection can be influenced by their respective bonuses, and certainly the statistics should be selected in accordance with the racial selection regardless.  It should also be pointed out that races vary in many ways, such as their innate resistance to [[disease]]s and [[poison]]s, their natural [[encumbrance]], maximum [[Hitpoint]]s, different innate bonuses to [[Target defense|TD]], and so on; although these factors are certainly not irrelevant to sorcerers, they should not play a decisive role in character creation. &lt;br /&gt;
&lt;br /&gt;
Below is a table of selected differences resulting from racial selection and possible offsets available to sorcerers.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Racial bonus&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Offset available from sorcery&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Decay Timer&lt;br /&gt;
| None.&lt;br /&gt;
|-&lt;br /&gt;
|Max Health&lt;br /&gt;
| Desire not to be hit; high DS from [[buff spells]]; typically in stance guarded.  [[Blood Burst (701)]] and [[Ensorcell (735)]].&lt;br /&gt;
|-&lt;br /&gt;
|Encumbrance Factor&lt;br /&gt;
| Knowledge of [[Phase (704)]] and possibility to train further in Demonology.&lt;br /&gt;
|-&lt;br /&gt;
|Maneuver Bonus&lt;br /&gt;
| [[Scroll Infusion (714)]] to extend the life of [[Prayer (313)]] and [[Mobility (618)]] scrolls.&lt;br /&gt;
|-&lt;br /&gt;
|Target defense&lt;br /&gt;
| Access to spiritual, elemental, and sorcerer TD buff spells.  Knowledge of [[Corrupt Essence (703)]] and [[Limb Disruption (708)]].&lt;br /&gt;
|-&lt;br /&gt;
|Poison and Disease&lt;br /&gt;
| Access to [[Disease Resistance (104)]], [[Poison Resistance (105)]], [[Undisease (113)]], and [[Unpoison (114)]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is probably most pertinent to select the character&#039;s race based more on how the character will be roleplayed than the mechanics.&#039;&#039;&#039;  Although above it was emphasized the racial relationship among aura and spirit regeneration, there are [[enhancive item]]s (in particular [[Adventurer&#039;s Guild Badge]]s), and a dedicated sorcerer can surely find ways to offset any of their weaknesses.&lt;br /&gt;
&lt;br /&gt;
To fully explore all the racial options in a meaningful way would be an exhaustive exercise. Instead, a few superficial examples are offered.  Choosing a dark elf will seem most natural and offer you many peers; however, dark elves as a whole are more commonly looked down upon by the broader society (whether for fear, distrust, or historical racism).  Supposing one chose an [[elf]] instead, it should be pondered why an elf from another clan went about learning or acquiring an interest in the dark arts.  [[Paradis]] halflings diverged from the other [[halfling]] clans specifically from their alliance with the Faendryl in the Undead War and the use of demons; although [[Icemule Trace]], the town they founded, no longer outlaws demons, a compelling backstory may be elusive for such a case.  Perhaps an [[Aelotoi]]an sorcerer has tunnel vision for vindictive revenge on the [[kiramon]] and merely requires a destructive toolbox.  &lt;br /&gt;
&lt;br /&gt;
A player may find some insight into choosing a suitable sorcerous persona of a given race by investigating the different [[culture]]s of races that interest him/her; however, since cultural selection has very few mechanical influences and is difficult to undo, actual setting of the culture is best left to a later date.&lt;br /&gt;
&lt;br /&gt;
In summary, players should feel unrestricted in the racial selection of their sorcerer.  Starting to build a general picture of your character in your mind will surely assist in some of the required decision-making processes at the beginning.  Still, it is important to keep an open mind so that you can learn more about your character as you explore and interact with the world, because some of the most rewarding experiences are the ones which were not foreseen at the outset.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
There is a general guide on [[New_Players%27_Guide#Stats|statistics for new players]] which is worth reading for its general points.  Here the focus will naturally be the points of particular interest to sorcery.&lt;br /&gt;
&lt;br /&gt;
===Basic overview of statistics for sorcerers===&lt;br /&gt;
&lt;br /&gt;
[[Aura]] and [[Wisdom]] are the prime stats for sorcerers; although for some classes the prime stats are not always of the utmost important, these two statistics are extremely important for any sorcerer.  One facet of their property as prime stats is that they are automatically added +10 each during stat assignment.  They will also determine the base value for your starting [[mana]], which is required to cast any spells&amp;amp;mdash;most of what a sorcerer can do!  [[Aura]] is the stat important for elemental spheres of magic, and [[Wisdom]] the one for spiritual spheres of magic.  Thus, the sorcerer&#039;s [[Casting strength]] for the sorcerer base circle takes the averaged bonus from these two stats.  Their CS for spiritual spells is only determined by Wisdom bonus, where as the CS for elemental spells is only determined by Aura bonus; however, sorcerers do not learn many of these spells, and most of them are not nearly as powerful as what&#039;s available in the sorcerer base circle.  A character&#039;s aura stat also determines how many [[spirit]] points they will have, which can be important depending on the society which is chosen (see below).  Finally, these prime statistics are doubled in the calculation of [[Training points]].  Of course, because these are prime stats, it also means they have a high growth rate, thus it is possible to initially place these stats to lower values as they will increase rather quickly over time.  However, setting these stats to lower values will also inhibit the character earlier in their career in terms of their training points and also CS; for a new player, it is probably a good idea to set these near their maximum of 100 (a setting of 90 before the +10).&lt;br /&gt;
&lt;br /&gt;
[[Logic]] and [[Discipline]] are both important for their contribution to training points and how the affect a character&#039;s [[experience]] pool size and absorption rate.  &lt;br /&gt;
&lt;br /&gt;
Although [[Influence]] and [[Intuition]] are both mental stats, and thus contribute to a sorcerer&#039;s mental training points, they are otherwise not very important.  Mid-range numbers can be comfortably set here, with favor to Intuition due to its boons for [[Magic Item Use]], [[Arcane Symbols]], [[Ensorcell (735)]] and [[Illusions]].&lt;br /&gt;
&lt;br /&gt;
The physical statistics, [[Constitution]], [[Agility]], [[Strength]], and [[Dexterity]] generally play a lesser role for sorcerers.  Their influence to training points is mostly irrelevant, because as discussed below in the Skills section, sorcerers will be converting most of their physical training points to mental training points.  [[Agility]] contributes its bonus to the character&#039;s physical [[Defensive strength|DS]]; even though sorcerers won&#039;t be planning to make many melee attacks, they can still expect to be attacked quite often, and sorcerers tend to survive by &#039;&#039;&#039;not&#039;&#039;&#039; being hit.  [[Dexterity]] also contributes its bonus to a character&#039;s [[Bolt spell|bolt]] [[Attack strength|AS]], which while not the primary mode of attack for sorcery is a good supplemental offensive method; thus Dexterity should not usually be set too low.  Strength and Constitution mainly affect a sorcerer&#039;s encumbrance, which while not critical is still useful; smaller races like halflings and gnomes are usually advised to set a high Strength stat because the growth rate is so poor they will almost never increase over time.  Constitution also affects a character&#039;s starting and maximum [[Hitpoint]]s, but sorcerers mostly survive by not being hit.  Most of the physical stats can be set at low to mid-range values as long as the sorcerer is not optimizing for growth.&lt;br /&gt;
&lt;br /&gt;
===Setting the statistics===&lt;br /&gt;
&lt;br /&gt;
Obviously, a character cannot have perfect stats in everything at the outset.  The racial selection has almost as much importance as the class selection of sorcerer for how to precisely set the stats.  In particular, only race influences the statistical bonuses.  All other things being equal, when a race&#039;s bonus is lower, it is more important to place a higher statistical value, and vice versa.  Of course, if one selected a dark elf to maximize CS, perhaps the character should also have high Wisdom and Aura stats to not immediately negate this advantage.&lt;br /&gt;
&lt;br /&gt;
===Growth===&lt;br /&gt;
Your stats increase as you gain levels.  The rate depends on your race and profession.  Sorcerers grow stats like [[Wisdom]] and [[Aura]] quickly, and [[Strength]] and [[Constitution]] slowly.  Because of this growth, it is usually a good idea not to set any one stat to or very close to 100 when starting out, because it spends a lot of stat points that you could have gotten &amp;quot;for free&amp;quot; over time.  Of course, you can change your stats several times in your character&#039;s first 30 days, so this advice only applies as your are nearing the end of that introductory period.  It is possible to change your stats later on, but at great expense - see [[Fixstats]].&lt;br /&gt;
&lt;br /&gt;
==Skill Selection==&lt;br /&gt;
The selection of skills will vary somewhat by the type of path preferred by the player.  Although it is possible to create a sorcerer that does not primarily rely on magic for their offensive capabilities, this is certainly not a typical approach to the profession, and its discussion will be left for [[Goat&#039;s Mutant Sorcerer Guide | more specific guides on mutant builds]].  As such, it is generally assumed that the sorcerer will use a [[runestaff]] along with spells for their defenses, and various spells for their offensive capabilities.  For proficient runestaff use, a character should have a training including at least 8 Magical Skills per level.  It is also typical that a sorcerer will quickly begin converting physical to mental [[Training points]], so do not worry about this inevitability.  When discussing the &#039;&#039;&#039;cost&#039;&#039;&#039; of skills (both in this article and in general), the values are quoted as the Physical/Mental training points required at each level this skill is trained&amp;amp;mdash;a reflection of the in-game and web-browser training systems.&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
Below are the core skills for any standard sorcerer (trained on a per-level basis):&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|8/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|Necessary to firstly attain full [[Hitpoint]]s and then as one of the few defenses available to sorcerers against [[Creature maneuver|maneuver]] attacks.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/24&lt;br /&gt;
|[[Spell Research]]&lt;br /&gt;
|Learning new spells, increasing CS, and various increases to spells, such as AS, DS, TD, and general power.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|Required to gain mana.  This should normally be at exactly the character&#039;s level, then giving 3 mana per rank.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Arcane Symbols]]&lt;br /&gt;
|A cheap magical skill, particularly useful with [[Scroll Infusion (714)]] to charge up unlocked scrolls.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|A cheap magical skill, useful for using wands at low level among other applications, and useful with [[Scroll Infusion (714)]] to unlock unused scrolls for charging.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Elemental Mana Control]]&lt;br /&gt;
|A cheap magical skill, giving benefits to a number of sorcerer spells, sharing mana, and access to [[MANA (verb)|mana spellup]] and mana pulse.  It impacts the amount of mana needed to infuse scrolls and, at higher levels, the ease of animating the dead.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spiritual Mana Control]]&lt;br /&gt;
|A cheap magical skill, giving benefits to a number of sorcerer spells, sharing mana, and access to [[MANA (verb)|mana spellup]] and mana pulse.  It impacts the amount of mana needed to infuse scrolls and, at higher levels, the ease of animating the dead.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|8/38&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that only 7 magical skills per level are included here, but that the total number of training points allocated is not exhaustive.&lt;br /&gt;
&lt;br /&gt;
===Threshold Skills===&lt;br /&gt;
Some skills only need to be trained to achieve a certain threshold.  Although in certain cases the thresholds may slowly increase with time, these are anyway basic skill levels that should be attained by every sorcerer.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|0, 4 or 8&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]]&lt;br /&gt;
|No training to wear robes, 4 ranks for full leathers, or 8 ranks for double leathers (2% [[spell hindrance]]) .&lt;br /&gt;
|-&lt;br /&gt;
|0-3&lt;br /&gt;
|15/10&lt;br /&gt;
|[[Multi-Opponent Combat]]&lt;br /&gt;
|Several ranks goes a long way for some crowd control spells.  Also an ideal use for [[Adventurers Guild]] badges.&lt;br /&gt;
|-&lt;br /&gt;
|10+&lt;br /&gt;
|4/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
|To get around the environs up to level 20-30.  May depend on region.&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
|To get around the environs up to level 20-30.  May depend on region.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|To get around the environs up to level 20-30.  May depend on region.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Additional training===&lt;br /&gt;
The way to use the rest of the points will depend on the player.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2.5-3x&lt;br /&gt;
|0/32&lt;br /&gt;
|Spell Research&lt;br /&gt;
|To increase Sorcerer Base CS, or learn more [[Minor Spiritual]] and/or [[Minor Elemental]] spells.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|9/3&lt;br /&gt;
|[[Spell Aiming]]&lt;br /&gt;
|An &amp;quot;all or nothing&amp;quot; skill.  Bolting ([[Fire Spirit (111)]], [[Web (118)]], [[Balefire (713)]]), picking a specific limb with [[Limb Disruption (708)]], focusing [[Energy Maelstrom (710)]] and [[Implosion (720)]] on a single target.  Cheap magical skill.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|Perception&lt;br /&gt;
|Creature maneuver defense, [[Illusions]], [[Foraging]], [[Popping boxes]].&lt;br /&gt;
|-&lt;br /&gt;
|1-2x&lt;br /&gt;
|0/6+&lt;br /&gt;
|[[Sorcerous Lore]]&lt;br /&gt;
|1 rank of [[Sorcerous Lore, Necromancy]] to unlock Blood Burst.  More ranks improve the damage and round time of [[Pain (711)]].  Used Later in a sorcerer&#039;s career for [[Animate Dead (730)]] and to speed gathering energy for permanent [[Ensorcell]]ing.&lt;br /&gt;
[[Sorcerous Lore, Demonology]] helps [[phase]] treasure boxes to reduce encumbrance.  Improves the damage of [[Balefire]].  Increases the retribution chance of [[Cloak of Shadows]]. Later on, helps with [[Minor Summoning (725)]] and [[Planar Shift (740)]].&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/4&lt;br /&gt;
|Arcane Symbols&lt;br /&gt;
|Longer duration for buff spells from scroll invokes.  Greater ease in charging up unlocking scrolls with [[Scroll Infusion (714)]].  Cheap magical skill.&lt;br /&gt;
|-&lt;br /&gt;
|10-40&lt;br /&gt;
|0/7&lt;br /&gt;
|[[Elemental Lore]]&lt;br /&gt;
|Up to 10 ranks of each lore for [[Dark Catalyst (719)]]&lt;br /&gt;
|-&lt;br /&gt;
|20+&lt;br /&gt;
|0/7&lt;br /&gt;
|[[Spiritual Lore, Summoning|Summoning]]&lt;br /&gt;
|Minor benefits early on to [[Curse (715)]].  Unlock the bolt for Web.  Increase targets and DF for Fire Spirit.  [[Locate Person (116)]] benefits.&lt;br /&gt;
|-&lt;br /&gt;
|4+&lt;br /&gt;
|12/8&lt;br /&gt;
|Combat Maneuvers&lt;br /&gt;
|Creature maneuver defense, and defense against combat maneuvers like [[Disarm Weapon]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=[[Society]] selection=&lt;br /&gt;
&lt;br /&gt;
There are three mutually-exclusive societies which a character can join.  Once a character has resigned from a given society, s/he cannot rejoin the same one without resetting their society; characters are automatically granted one such reset, but attaining further resets is non-trivial.  The major disadvantage in resigning from a society is all the relevant skills (and thus any work done to achieve them) are lost.  However, a player can certainly feel free to explore the options.  Roleplaying and play-style should, as usual, have a predominate role in the selection.&lt;br /&gt;
&lt;br /&gt;
*The [[Order of Voln]]: Focused on slaying the [[Undead|minions of Luukos]], some of the main highlights for sorcerers are the [[Symbol of Supremacy]] (which increases CS against the undead), and many utilities to cope with an untimely death, such as [[Symbol of Preservation]] and [[Symbol of Need]] while dead, [[Symbol of Recall]] to get back [[buff spells]] after death, [[Symbol of Dreams]] to more quickly recover from [[Death&#039;s Sting]], as well as [[Symbol of Mana]] and [[Symbol of Renewal]] to get back spirit and mana a little more quickly.&lt;br /&gt;
&lt;br /&gt;
*The [[Council of Light]]: A society shrouded in mystery, the highlight of swapping some spirit for mana via [[Sign of Wracking]] is extremely handy and powerful for sorcerers.  Mastering this society is quick and easy, but gathering a few skins and heavy backpacks may not be the only cost&amp;amp;hellip;&lt;br /&gt;
&lt;br /&gt;
*The [[Guardians of Sunfist]]: Dedicated to eradicating the [[Grimswarm]], mechanically this society offers the least advantages to sorcerers.  However, the ability to open a warcamp and find literally hundreds of creatures to slay anywhere in the world is definite perk, in particular for gaining necromantic power for Ensorcell.&lt;br /&gt;
&lt;br /&gt;
=Playing a sorcerer=&lt;br /&gt;
Sorcery is unusual compared to other branches of magic in that it is laden with historical significance. There are &amp;quot;forbidden&amp;quot; magics in the various cultures of Elanthia, with much of sorcery regarded as &amp;quot;the dark arts.&amp;quot; [[House Faendryl]] was exiled from the [[Elven Empire]] for summoning demons and imploding the fortress of [[Despana]]. [[Halflings]] learned magic from an [[Illistim]] elf who was exiled for dark magic, and not long after lost all of their ponies to the [[Ardenai]] sorcerers. The [[Human]] [[Turamzzyrian Empire]] banned magic of &amp;quot;sorcerous&amp;quot; nature, and built the [[Demonwall]] to keep out &amp;quot;black elven wizardry.&amp;quot; Necromancers often invoke the wrath of religious authorities. These things are largely the province of disdained races, or restricted within certain contexts such as the military.&lt;br /&gt;
&lt;br /&gt;
In other words, much of sorcery has a tenuous relationship with civilization, with some aspects more tolerated than others. Most towns will treat a demon in their jurisdiction, from casting [[Minor Summoning (725)]], as a crime which will get you arrested. Sorcerer Guild buildings are often located outside of towns for good reason. Nevertheless, it is up to you to abide by the laws of the lands, and show that their prejudices are hollow superstitions. Most sorcerers do not regard themselves as &amp;quot;evil&amp;quot;, instead thinking of others as weak minded.&lt;br /&gt;
&lt;br /&gt;
Many sorcerers have &amp;quot;dark&amp;quot; personalities, which is not surprising, given the cruelty of our spells. Others might have dubious sanity. However, this is not a license for wanton violence, which will quickly backfire on you. Sorcerers are often arrogant or intolerant, and will not look kindly on having their art abused. This is especially true given the history of power downtweaks of our spells due to abusers that are vividly remembered by older players. It is important to know how to properly use your magic, especially [[area of effect]] spells that can unintentionally kill other [[Player character|adventurers]]. These include the spells [[Energy Maelstrom (710)]], [[Implosion (720)]], and [[Evil Eye (717)]] when used with [[Eye Spy (707)]]. You should avoid using the area wide versions of these spells in hunting grounds where other people are present, and not at all if you do not know how to end them early.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
Casting spells is an integral part of any pure profession, and sorcerers not the least.  This section outlines how to use spells, as well as highlighting important spells that are available to sorcerers.&lt;br /&gt;
&lt;br /&gt;
===How to cast spells===&lt;br /&gt;
&lt;br /&gt;
Casting a spell costs [[mana]].  The general rule-of-thumb is that the mana cost of a spell is equal to the last two digits of the spell&#039;s number; that is, [[Mana Disruption (702)]] costs 2 mana, and [[Energy Maelstrom (710)]] costs 10 mana.  (The numbers before the ones and tens place indicates the spell&#039;s circle; the 700 circle is the Sorcerer Base.)  A character can also never cast a spell when the last two digits exceed the character&#039;s level; that is, a level 1 character could &#039;&#039;learn&#039;&#039; Mana Disruption, but not &#039;&#039;cast&#039;&#039; it until level 2.  Some spells have exceptions which do not follow this rule for the mana cost; the most common exceptions are either targeted versions of Area Effect spells will cost less, and buff spells with increasing benefits may also exhibit increasing mana costs.  While these exceptions are also important to learn, for the general introduction to casting spells outlined here, we assume this rule applies (and will only use examples appropriate to this assumption).&lt;br /&gt;
&lt;br /&gt;
In order to attempt to cast a spell, a character must have &#039;&#039;at least&#039;&#039; one mana point, but preferably the character has mana points greater than or equal to the spell&#039;s cost.  A character casting a spell without sufficient mana will incur [[Wound#Nervous_System_Wounds|nerve damage]] (or possibly death, although this is rare), the severity of the injury depending on the mana deficit and existing wounds.  The character&#039;s mana pool will also go into negative numbers, reflecting the mana deficit.  For instance, having a pre-existing level 1 nervous system injury (not a scar) and going below 0 mana will lead to a minimum of a level 2 nervous system injury.  Level 1 nervous system wounds or scars do not impair the character&#039;s ability to cast further spells, provided they again have a positive mana pool.  Level 2 nervous system wounds &#039;&#039;or scars&#039;&#039; will not only prevent the casting of any spells, but other actions as well (such as looting creatures).  A sorcerer should always carry the necessary [[herbs|herbal remedies]] for &#039;&#039;all nervous system wounds and scars&#039;&#039; since accidents can happen and the penalties are severe; although it depends on the town, the common versions of these are: [[wolifrew lichen]], [[torban leaf]], [[bolmara potion]], and [[woth flower]].  Major injury to the head, eyes, and arms can also prevent casting, so it is usually a good idea to carry these herbal remedies as well (but these will usually be externally, and not self-inflicted, injuries).&lt;br /&gt;
&lt;br /&gt;
A character&#039;s existing mana is displayed graphically in most Front Ends.  It can also be seen under the [[EXPERIENCE (verb)]], as well as the [[MANA (verb)]]; the MANA verb will further indicate how much mana is gained on- and off-node.  A character&#039;s maximum mana is basically determined by their starting statistics, summed with the contribution from their Harness Power training.  Every two minutes, or each &amp;quot;pulse&amp;quot;, a character will regain some amount of lost mana, mainly depending on several factors: 1) Whether the character is at a node; 2) The character&#039;s maximum mana; 3) The character&#039;s mana control training (more mana control means more mana per pulse).  (There are some other mechanisms which may temporarily increase this value, such as [[Manna (203)]], [[Heroism (215)]], and so on, but none of these spells are natively known to sorcerers.)  As mentioned above, there are also other ways to gain back expended mana, such as [[sacrifice]] as well as society skills.  Lastly, characters can [[SEND (verb)]] mana to each other.  (Grr, do we really want to get into other exceptions like Mana Focus and Dark Catalyst here?)&lt;br /&gt;
&lt;br /&gt;
So, your character has sufficient mana and would like to cast a spell.  There are two complementary (and generally interchangeable systems) for doing so: the [[CAST (verb)]] and the [[INCANT (verb)]].  CASTing a spell requires that it is first [[PREPARE (verb)|prepared]], and also generally requires that a target is specified, unless it is an area effect spell (which is essentially cast at the room) or a buff spell to be cast at the character him/herself.  INCANTing a spell can generally be done without specifying a target (and without preparing the spell); if it is a buff spell, it will target the caster; if it is a hostile spell, it will target a creature in the same room as the caster.  The target will ordinarily be chosen at random, unless the caster first uses the [[TARGET (verb)]]; subsequent incants will target the same creature, until the creature dies or fails to be in the same room as the caster (i.e. the caster or creature has moved).  CASTing a hostile spell always requires the target to be specified along with the command, even for subsequent casts at the same target.  There are several further nuances and related verbs, but before giving further details, some examples are useful.&lt;br /&gt;
&lt;br /&gt;
Suppose the character is out hunting, and encounters a [[giant rat]].  A level 1 sorcerer should know [[Blood Burst (701)]] and can cast it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
[Abandoned Sewer]&amp;lt;br&amp;gt;&lt;br /&gt;
A faint light trickles in through the cracks in the ceiling, as the tunnel continues to drop.  In the distance, you can hear the faint scratching sounds of vermin being about their business.  You also see a giant rat.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: northeast, southwest&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;mana&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Maximum Mana Points: 24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Remaining Mana Points: 24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Mana gained off node: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Mana gained on node: 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Mana Control abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MANA PULSE   - Manually invoke a mana pulse to gain mana as if you were off a node.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MANA SPELLUP - Instantly cast all of your defensive spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;prep 702&amp;lt;br&amp;gt;&lt;br /&gt;
You are not experienced enough to harness such power!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A giant rat tries to bite you! &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +34 vs DS: +72 with AvD: +35 + d100 roll: +31 = +28&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;A clean miss.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;prep 701&amp;lt;br&amp;gt;&lt;br /&gt;
You trace an intricate sign that contorts in the air while forcefully invoking Blood Burst...&amp;lt;br&amp;gt;&lt;br /&gt;
Your spell is ready.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;cast rat&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture at a giant rat. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;CS: +42 - TD: +3 + CvA: +25 + d100: +7 == &#039;&#039;&#039;+71&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Warded off! &amp;lt;br&amp;gt;&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;prep 701&amp;lt;br&amp;gt;&lt;br /&gt;
You trace an intricate sign that contorts in the air while forcefully invoking Blood Burst...&amp;lt;br&amp;gt;&lt;br /&gt;
Your spell is ready.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;cast rat&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture at a giant rat. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;CS: +42 - TD: +3 + CvA: +25 + d100: +62 == &#039;&#039;&#039;+126&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Warding failed!&amp;lt;br&amp;gt;&lt;br /&gt;
A ragged wound rips open a giant rat&#039;s jugular, which begins spurting blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;mana&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Maximum Mana Points: 24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Remaining Mana Points: 22&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Mana gained off node: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Mana gained on node: 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Mana Control abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MANA PULSE   - Manually invoke a mana pulse to gain mana as if you were off a node.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MANA SPELLUP - Instantly cast all of your defensive spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example will be fully explained soon!  PS: Spirit death sux :/&lt;br /&gt;
&lt;br /&gt;
How about an example of CASTing Mana Disrupt at a [[sea nymph]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Log file to go here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of CHANNELing Mana Disrupt at a kobold.&lt;br /&gt;
&lt;br /&gt;
An example of INCANT, perhaps with two (different noun) targets in the room.&lt;br /&gt;
&lt;br /&gt;
An example of casting Elemental Defense I at the sorcerer.  Example of casting a buff spell at a friend.&lt;br /&gt;
&lt;br /&gt;
Further expansion: Casting Roundtime, hard RT for channeling, the flag for channel/incant, how to RELEASE a spell (and mana cost), information about the mana lost for preparing but not casting a spell after 30 seconds&lt;br /&gt;
&lt;br /&gt;
===Attack Spells===&lt;br /&gt;
Sorcerers have a very wide variety of gruesome and effective ways to defeat an opponent.  Here are some highlights.&lt;br /&gt;
*[[Blood Burst (701)]]: First sorcerer spell you learn, and cheap to cast, but low damage.&lt;br /&gt;
*[[Mana Disruption (702)]]: This is a sorcerer&#039;s primary attack spell for many many levels.  Decent damage for very modest cost.&lt;br /&gt;
*[[Corrupt Essence (703)]]: Keeps things from casting spells at you.&lt;br /&gt;
*[[Disintegrate (705)]]: An attack spell that does more damage than [[Mana Disruption]] at high endrolls, at the cost of more mana&lt;br /&gt;
*[[Mind Jolt (706)]]: Stuns anything that is not immune to stuns, preventing it from attacking or casting.&lt;br /&gt;
*[[Limb Disruption (708)]]: break a limb or blow it up.  With sufficient [[Spell Aiming]], you can target the right arm so your foe cannot attack or cast spells.&lt;br /&gt;
*[[Quake (709)]] (and [[Elemental Wave (410)]]) Chance to knock down every foe in the room and keep them down for a few seconds.  Quake can also knock down foes in adjacent rooms.&lt;br /&gt;
*[[Energy Maelstrom (710)]]: Do recurring damage to everything in the room, or with sufficient [[Spell Aiming]], focus that energy on a single target.&lt;br /&gt;
*[[Pain (711)]]: Damage a foe and put it in round time, that is, prevent it from taking any action for several seconds.  Very useful against creatures immune to stun.&lt;br /&gt;
*[[Balefire (713)]] (and [[Fire Spirit (111)]]): ball spells, which target one foe but can hit everything in the room.  Mana-intense.&lt;br /&gt;
*[[Evil Eye (717)]] scare a foe into running away, perhaps for good.  Extreme success frightens the target to sudden death.&lt;br /&gt;
*[[Dark Catalyst (719)]] convert a foe&#039;s own mana to damaging elemental energy, consuming whatever mana is left to restore your own reserves.  High damage, high likelihood of a kill shot, and high cost.&lt;br /&gt;
*[[Implosion (720)]] open a void in the area or, with [[Spell Aiming]], next to a single target.  Targeted version has a high chance of immediate death, but all the treasure is often destroyed as well.&lt;br /&gt;
Of these, [[Mana Disruption]], [[Disintegrate]], and [[Dark Catalyst]] are perhaps the most-commonly used amongst most sorcerers.&lt;br /&gt;
&lt;br /&gt;
Sorcerers have access to a number of other offensive spells (or spells with an offensive component), which tend to be used somewhat less than those listed above: [[Phase (704)]], [[Curse (715)]], [[Disease (716)]], [[Torment (718)]], [[Unbalance (110)]], [[Web (118)]], [[Spirit Dispel (119)]], [[Elemental Blast (409)]], [[Elemental Saturation (413)]], [[Elemental Strike (415)]], and [[Elemental Dispel (417)]].  Some of these are very useful in specific situations or with specific play styles; others are rarely used at all.&lt;br /&gt;
&lt;br /&gt;
===Defensive Spells===&lt;br /&gt;
Sorcerers have native access to buff spells from both the elemental and spiritual spheres.  Furthermore, these can be supplemented with a vast number of additional spells from scrolls, as outlined in [[Spell_Collection_Guide_(scroll_infusion)|Evarin&#039;s guide]].&lt;br /&gt;
&lt;br /&gt;
Many of these spells provide increased benefit as you learn more spells in the same circle.  These effects have been omitted from the beginner&#039;s guide for simplicity.  For specifics, see the individual spell pages.&lt;br /&gt;
&lt;br /&gt;
====[[Minor Spiritual]]====&lt;br /&gt;
:&amp;lt;small&amp;gt;&#039;&#039;(Note: To edit the contents of this section, see [[Template:Minor Spiritual buff spells]].)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Minor Spiritual buff spells}}&lt;br /&gt;
&lt;br /&gt;
====[[Minor Elemental]]====&lt;br /&gt;
:&amp;lt;small&amp;gt;&#039;&#039;(Note: To edit the contents of this section, see [[Template:Minor Elemental buff spells]].)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Minor Elemental buff spells}}&lt;br /&gt;
&lt;br /&gt;
====[[Sorcerer Base]]====&lt;br /&gt;
:&amp;lt;small&amp;gt;&#039;&#039;(Note: To edit the contents of this section, see [[Template:Sorcerer Base buff spells]].)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Sorcerer Base buff spells}}&lt;br /&gt;
&lt;br /&gt;
===Featured spells===&lt;br /&gt;
Experienced sorcerers have access to a variety of very powerful and complex high-level spells, which many consider profession-defining and/or character-defining.  As a beginner, it will be a while before you have access to them, but they&#039;re linked here so you what to look forward to.&lt;br /&gt;
*[[Minor Summoning (725)]]: Summon a minor demon from another plane of existence to do your bidding.&lt;br /&gt;
*[[Animate Dead (730)]]: Raise a fallen foe as your puppet, or walk a dead friend back to town.&lt;br /&gt;
*[[Ensorcell (735)]]: Add permanent bonuses to weapons, runestaves, shields, and armor.&lt;br /&gt;
*[[Planar Shift (740)]]: Best teleportation spell out there - the only one that can take you to any town from any other town.&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
While there are many hunting styles depending on your preference and what you&#039;re hunting, a few guidelines apply broadly:&lt;br /&gt;
*During your character&#039;s first 30 days, you have the option of switching skills at will, and stats several times.  Many beginning sorcerers choose to train in weapon skills during this time in order to make it easier to hunt with their limited mana pool.  They then switch away from weapon skills before before their 30 days are up.  [[Two-Handed Weapons]] are a popular choice for this strategy, especially [[claidhmore]]s.  If you go the route of using a big two-handed weapon, you will want to also temporary set your [[Dexterity]] and [[Agility]] high enough to swing your weapon quickly (with a 5 second round time).  See [[AGIDEX]] for details.&lt;br /&gt;
*Sorcerers tend to rely on warding spells, which work fairly well (or even exactly the same) no matter what your stance.  You generally have the option to spend most of your time in guarded stance, which reduces the risk of injury from normal (AS-based) physical attacks.&lt;br /&gt;
*The combination of guarded stance and a using a runestaff means bolt spells are usually not a major concern.&lt;br /&gt;
*Sorcerers have defensive spells to aid with both elemental and spiritual TD, and that &amp;quot;spills over&amp;quot; into mental TD as well, so warding spells are rarely a concern.&lt;br /&gt;
*Creature maneuvers (most attacks without a visible roll) and combat maneuvers (like [[Disarm Weapon]]) will usually be your biggest vulnerability.  The best defense is to avoid swarms and to preemptively disable foes who can perform those attacks, like with [[Mind Jolt]] or [[Limb Disruption]], before they can attack you.  These attacks are fairly rare at the lowest levels and become more frequent and dangerous as you progress to more advanced hunting grounds.&lt;br /&gt;
*You can improve the damage of [[Mana Disruption]] and [[Disintegrate]] by CHANNELing them with a more aggressive stance; see the spell pages for details.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Sorcerer]] (main article)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Sorcerer Guild]]&lt;br /&gt;
*[[Guides by Whirlin: So you want to be a pure? Whirlin&#039;s Guide to Sorcerers |Whirlin&#039;s Sorcerer Guide]]&lt;br /&gt;
*[[Goat&#039;s Mutant Sorcerer Guide]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/sorcerers.asp Sorcerer profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Sorcerer]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Experience&amp;diff=65502</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Experience&amp;diff=65502"/>
		<updated>2015-06-29T01:07:55Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: /* Profession-Specific Methods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Experience&#039;&#039; is the way that progress toward advancement in [[level]]s is measured.  One gains experience, or &amp;quot;learns&amp;quot;, in a variety of ways and based on a number of factors.&lt;br /&gt;
&lt;br /&gt;
==Unabsorbed vs absorbed experience==&lt;br /&gt;
When one does something that awards experience, an amount of experience is placed into a character&#039;s pool of unprocessed experience.  This pool has a finite size, and the amount of experience that goes into this pool is dependent not only on the task that one has just completed, but also the degree to which that pool is filled.  &lt;br /&gt;
&lt;br /&gt;
The absorption of this pool of experience is what counts toward gaining levels, and absorbed experience is for all intents and purposes permanent, while any unabsorbed experience is lost during the process of [[death]] and [[Raise Dead (318)|resurrection]], unless a [[Holy Receptacle (325)|chrism]] is used.&lt;br /&gt;
&lt;br /&gt;
The metaphor of short term vs. long term memory is fairly apt in describing the difference between the two types of experience (unabsorbed vs. absorbed).&lt;br /&gt;
&lt;br /&gt;
===Size of pool===&lt;br /&gt;
The size of one&#039;s pool for unprocessed experience is determined by one&#039;s [[DIS]] and [[LOG]] stats.  The formula is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=79%}}&amp;gt;&#039;&#039;&#039;800 + LOG + DIS = Pool&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So a character with a LOG and DIS stats of 100 would be able to hold 1000 (800 + 100 + 100) experience in their pool while one with LOG and DIS stats of 75 each would be able to hold 950 (800 + 75 + 75).&lt;br /&gt;
&lt;br /&gt;
==Gaining experience==&lt;br /&gt;
There are a variety of ways to gain experience, only a few of which will be mentioned here.&lt;br /&gt;
&lt;br /&gt;
====Hunting====&lt;br /&gt;
The most common way of gaining experience is hunting.  When hunting, experience is gained when a creature one has significantly participated in killing is [[LOOT (verb)|looted]], SEARCHed, or decays on its own.  &lt;br /&gt;
&lt;br /&gt;
The amount of experience gained by a character is based on the differential between their own level and the level of the creature killed, as shown here:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|Creature Level&lt;br /&gt;
|Experience Gain&lt;br /&gt;
|-&lt;br /&gt;
|10 or more below character&lt;br /&gt;
|no experience&lt;br /&gt;
|-&lt;br /&gt;
|1-9 below character&lt;br /&gt;
|100 - 10x level difference&lt;br /&gt;
|-&lt;br /&gt;
|same as character&lt;br /&gt;
|100 experience&lt;br /&gt;
|-&lt;br /&gt;
|1-4 above character&lt;br /&gt;
|100 + 10x level difference&lt;br /&gt;
|-&lt;br /&gt;
|5 or more above character&lt;br /&gt;
|150 experience&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One continues to gain experience in this way until one fills the pool to its limit, which is determined as described above (800-1000).  Continued experience-gaining activities will not add to this pool, though as experience is absorbed,  it can obviously be replenished.&lt;br /&gt;
&lt;br /&gt;
Multiple characters can gain experience from killing the same creature, and you need not be present when the creature actually dies (though you must still be in-game).&lt;br /&gt;
&lt;br /&gt;
====Guilds====&lt;br /&gt;
When one is learning an Artisan&#039;s Guild skill, such as [[fletching]], [[forging]], or [[cobbling]], one earns experience each time they earn a rank in that skill.  This rate is based on the number of ranks of the skill the character already has, as well as other skills known.  More detailed information will be available on the [[Artisan Guild]] page.&lt;br /&gt;
&lt;br /&gt;
The same is true for the profession guilds.&lt;br /&gt;
&lt;br /&gt;
Experience can also be awarded as part of a reward by the [[Adventurer&#039;s Guild]].&lt;br /&gt;
&lt;br /&gt;
====Profession-Specific Methods====&lt;br /&gt;
&lt;br /&gt;
[[Empath]]s can gain experience during the process of transferring wounds from others to themselves. There is no experience granted for transferring blood while the patient is still bleeding, transferring from another empath, or if the wounds are self-inflicted.&lt;br /&gt;
&lt;br /&gt;
[[Cleric]]s and [[Paladin]]s can gain experience from raising others from the dead.&lt;br /&gt;
&lt;br /&gt;
[[Wizard]]s can gain experience when casting [[Enchant Item (925)]] successfully, with the amount being variable based on the item&#039;s status within the enchanting process, and the level of enchantment.&lt;br /&gt;
&lt;br /&gt;
[[Rogue]]s (and others) can gain experience when successfully disarming and unlocking treasure boxes.&lt;br /&gt;
&lt;br /&gt;
[[Bard]]s can gain experience when [[loresinging]], under certain circumstances.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerer]]s can gain experience when casting [[Ensorcell (735)]] successfully.&lt;br /&gt;
&lt;br /&gt;
====Exceptions====&lt;br /&gt;
These rates that are described in the above sections are all ideal rates, and based on the character gaining the experience with a fairly empty unabsorbed pool.  As the amount of experience in the unabsorbed pool increases, the efficiency of adding to it decreases.  For example, if one were to kill 2 rats at level 1, one would expect to (and would gain) 200 experience.  However, if one kills 8 rats, one would add less than 800 experience to the pool.  The precise rate of accrual decline is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=40%}}&amp;gt;&amp;lt;b&amp;gt;ACCRUED = N &amp;amp;times; (1 - .05 &amp;amp;times; [[trunc]](InBucket &amp;amp;divide; 100))&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Where N = nominal amount, InBucket = amount in bucket, and the final number is truncated.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[AdG|bounty system]] is another exception in that one is able to greatly exceed one&#039;s unabsorbed pool capacity.  Also, the awards of experience from the bounty system are not subject to the diminishing returns effect described above.  However, once the pool is filled, any excess amount added by [[AdG|bounty system]] reward is divided into two halves. Half is absorbed immediately (and is not subject to any multipliers) and the other half is added to the pool, even though this will be above the normal capacity.&lt;br /&gt;
&lt;br /&gt;
==Absorbing experience==&lt;br /&gt;
Experience absorption is affected by a number of factors, including one&#039;s physical location in the game, one&#039;s status with regard to a group, and even health.&lt;br /&gt;
&lt;br /&gt;
====On-node====&lt;br /&gt;
* Base rate - When on a node or in town, you will absorb an extra (Logic Bonus/5) experience every pulse.&lt;br /&gt;
* Pool size - for every 200 unabsorbed exp in one&#039;s pool, one absorbs an extra experience point per pulse&lt;br /&gt;
* Group - if you are a member of a group, you get one extra experience point per pulse&lt;br /&gt;
&lt;br /&gt;
====In town off-node====&lt;br /&gt;
* Base rate - a number dictated by one&#039;s LOG stat, usually a few lower than the on-node base rate&lt;br /&gt;
* Pool size - for every 200 unabsorbed exp in one&#039;s pool, one absorbs an extra experience point per pulse&lt;br /&gt;
* Group - if you are a member of a group, you get one extra experience point per pulse&lt;br /&gt;
* Weapons - carrying a weapon or shield in one&#039;s hands decreases the rate of experience absorption&lt;br /&gt;
&lt;br /&gt;
====Other areas====&lt;br /&gt;
* Base rate - you will absorb an extra (Logic Bonus/7) per pulse&lt;br /&gt;
* Pool size - for every 200 unabsorbed exp in one&#039;s (pool - 200), one absorbs an extra experience point per pulse&lt;br /&gt;
* Group - if you are a member of a group, you get one extra experience point per pulse&lt;br /&gt;
* Weapons - carrying a weapon or shield in one&#039;s hands decreases the rate of experience absorption&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;other&amp;quot; rooms are normally out of town, though strangely, some rooms (such as the courtyard of the [[Warrior Guild|Warrior&#039;s Guild]] in [[Wehnimer&#039;s Landing]]) that are in towns count as if they were out of town.&lt;br /&gt;
&lt;br /&gt;
====Other factors====&lt;br /&gt;
* Injuries - for major head injuries or nerve damage, the rate of experience absorption is severely diminished&lt;br /&gt;
* Death&#039;s sting - if one has [[decay]]ed or suffered a [[spirit death]] recently, then only a fraction of the experience is absorbed from your pool&lt;br /&gt;
* There is no 40 experience per pulse hard cap (which was previously stated here).  It is possible to gain 42 experience (or perhaps more) per pulse while saturated (before [[Gift of Lumnis]] or [[RPA|other experience multipliers]] are taken into consideration).&lt;br /&gt;
&lt;br /&gt;
==Mind states==&lt;br /&gt;
Thresholds for mind-status changes are here as a proportion of (experience in your pool)/(pool capacity).&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|Phrase&lt;br /&gt;
|Threshold&lt;br /&gt;
|-&lt;br /&gt;
|Completely saturated&lt;br /&gt;
|&amp;gt; 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Must rest&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
|Numbed&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|Becoming numbed&lt;br /&gt;
|0.62&lt;br /&gt;
|-&lt;br /&gt;
|Muddled&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|Clear&lt;br /&gt;
|0.25&lt;br /&gt;
|-&lt;br /&gt;
|Fresh and clear&lt;br /&gt;
|&amp;gt; 0.0&lt;br /&gt;
|-&lt;br /&gt;
|Clear as a bell&lt;br /&gt;
|0.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Therefore, a character with a capacity of 1000 will hit &amp;quot;must rest&amp;quot; above 900 unabsorbed experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Per Level==&lt;br /&gt;
The following information was originally designed and given by Nilandria, but her site has since gone away and been copied below for everyone&#039;s use&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| &lt;br /&gt;
| align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot; | GemStone III&lt;br /&gt;
| align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot; | GS4&lt;br /&gt;
|-&lt;br /&gt;
| Experience||Level||Exp Required||Avg. Hours||Level||Exp Required||Avg. Hours&lt;br /&gt;
|-&lt;br /&gt;
| 2500||||||||1||2500||2.5&lt;br /&gt;
|-&lt;br /&gt;
| 5000||||||||2||2500||2.5&lt;br /&gt;
|-&lt;br /&gt;
| 10000||1||10000||10||3||5000||5&lt;br /&gt;
|-&lt;br /&gt;
| 17500||||||||4||7500||7.5&lt;br /&gt;
|-&lt;br /&gt;
| 20000||2||10000||10||||||&lt;br /&gt;
|-&lt;br /&gt;
| 27500||||||||5||10000||10&lt;br /&gt;
|-&lt;br /&gt;
| 30000||3||10000||10||||||&lt;br /&gt;
|-&lt;br /&gt;
| 40000||4||10000||10||6||12500||12.5&lt;br /&gt;
|-&lt;br /&gt;
| 50000||5||10000||10||||||&lt;br /&gt;
|-&lt;br /&gt;
| 55000||||||||7||15000||15&lt;br /&gt;
|-&lt;br /&gt;
| 70000||6||20000||20||||||&lt;br /&gt;
|-&lt;br /&gt;
| 72500||||||||8||17500||17.5&lt;br /&gt;
|-&lt;br /&gt;
| 90000||7||20000||20||||||&lt;br /&gt;
|-&lt;br /&gt;
| 92500||||||||9||20000||20&lt;br /&gt;
|-&lt;br /&gt;
| 110000||8||20000||20||||||&lt;br /&gt;
|-&lt;br /&gt;
| 115000||||||||10||22500||22.5&lt;br /&gt;
|-&lt;br /&gt;
| 130000||9||20000||20||||||&lt;br /&gt;
|-&lt;br /&gt;
| 140000||||||||11||25000||25&lt;br /&gt;
|-&lt;br /&gt;
| 150000||10||20000||20||||||&lt;br /&gt;
|-&lt;br /&gt;
| 167000||||||||12||27500||27.5&lt;br /&gt;
|-&lt;br /&gt;
| 180000||11||30000||30||||||&lt;br /&gt;
|-&lt;br /&gt;
| 197500||||||||13||30000||30&lt;br /&gt;
|-&lt;br /&gt;
| 210000||12||30000||30||||||&lt;br /&gt;
|-&lt;br /&gt;
| 230000||||||||14||32500||32.5&lt;br /&gt;
|-&lt;br /&gt;
| 240000||13||30000||30||||||&lt;br /&gt;
|-&lt;br /&gt;
| 265000||||||||15||35000||35&lt;br /&gt;
|-&lt;br /&gt;
| 270000||14||30000||30||||||&lt;br /&gt;
|-&lt;br /&gt;
| 300000||15||30000||30||||||&lt;br /&gt;
|-&lt;br /&gt;
| 302000||||||||16||37000||37&lt;br /&gt;
|-&lt;br /&gt;
| 340000||16||40000||40||||||&lt;br /&gt;
|-&lt;br /&gt;
| 341000||||||||17||39000||39&lt;br /&gt;
|-&lt;br /&gt;
| 380000||17||40000||40||||||&lt;br /&gt;
|-&lt;br /&gt;
| 382000||||||||18||41000||41&lt;br /&gt;
|-&lt;br /&gt;
| 420000||18||40000||40||||||&lt;br /&gt;
|-&lt;br /&gt;
| 425000||||||||19||43000||43&lt;br /&gt;
|-&lt;br /&gt;
| 460000||19||40000||40||||||&lt;br /&gt;
|-&lt;br /&gt;
| 470000||||||||20||45000||45&lt;br /&gt;
|-&lt;br /&gt;
| 500000||20||40000||40||||||&lt;br /&gt;
|-&lt;br /&gt;
| 517000||||||||21||47000||47&lt;br /&gt;
|-&lt;br /&gt;
| 550000||21||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 566000||||||||22||49000||49&lt;br /&gt;
|-&lt;br /&gt;
| 600000||22||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 617000||||||||23||51000||51&lt;br /&gt;
|-&lt;br /&gt;
| 650000||23||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 670000||||||||24||53000||53&lt;br /&gt;
|-&lt;br /&gt;
| 700000||24||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 725000||||||||25||55000||55&lt;br /&gt;
|-&lt;br /&gt;
| 750000||25||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 781500||||||||26||56500||56.5&lt;br /&gt;
|-&lt;br /&gt;
| 800000||26||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 839500||||||||27||58000||58&lt;br /&gt;
|-&lt;br /&gt;
| 850000||27||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 899000||||||||28||59500||59.5&lt;br /&gt;
|-&lt;br /&gt;
| 900000||28||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 950000||29||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 960000||||||||29||61000||61&lt;br /&gt;
|-&lt;br /&gt;
| 1000000||30||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1022500||||||||30||62500||62.5&lt;br /&gt;
|-&lt;br /&gt;
| 1050000||31||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1086500||||||||31||64000||64&lt;br /&gt;
|-&lt;br /&gt;
| 1100000||32||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1150000||33||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1152000||||||||32||65500||65.5&lt;br /&gt;
|-&lt;br /&gt;
| 1200000||34||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1219000||||||||33||67000||67&lt;br /&gt;
|-&lt;br /&gt;
| 1250000||35||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1287500||||||||34||68500||68.5&lt;br /&gt;
|-&lt;br /&gt;
| 1300000||36||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1350000||37||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1357500||||||||35||70000||70&lt;br /&gt;
|-&lt;br /&gt;
| 1400000||38||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1429000||||||||36||71500||71.5&lt;br /&gt;
|-&lt;br /&gt;
| 1450000||39||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1500000||40||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1502000||||||||37||73000||73&lt;br /&gt;
|-&lt;br /&gt;
| 1550000||41||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1576500||||||||38||74500||74.5&lt;br /&gt;
|-&lt;br /&gt;
| 1600000||42||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1650000||43||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1652500||||||||39||76000||76&lt;br /&gt;
|-&lt;br /&gt;
| 1700000||44||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1730000||||||||40||77500||77.5&lt;br /&gt;
|-&lt;br /&gt;
| 1750000||45||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1800000||46||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1808500||||||||41||78500||78.5&lt;br /&gt;
|-&lt;br /&gt;
| 1850000||47||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1888000||||||||42||79500||79.5&lt;br /&gt;
|-&lt;br /&gt;
| 1900000||48||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1950000||49||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1968500||||||||43||80500||80.5&lt;br /&gt;
|-&lt;br /&gt;
| 2000000||50||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2050000||51||50000||50||44||81500||81.5&lt;br /&gt;
|-&lt;br /&gt;
| 2100000||52||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2132500||||||||45||82500||82.5&lt;br /&gt;
|-&lt;br /&gt;
| 2150000||53||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2200000||54||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2216000||||||||46||83500||83.5&lt;br /&gt;
|-&lt;br /&gt;
| 2250000||55||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2300000||56||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2300500||||||||47||84500||84.5&lt;br /&gt;
|-&lt;br /&gt;
| 2350000||57||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2386000||||||||48||85500||85.5&lt;br /&gt;
|-&lt;br /&gt;
| 2400000||58||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2450000||59||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2472500||||||||49||86500||86.5&lt;br /&gt;
|-&lt;br /&gt;
| 2500000||60||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2550000||61||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2560000||||||||50||87500||87.5&lt;br /&gt;
|-&lt;br /&gt;
| 2600000||62||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2648000||||||||51||88000||88&lt;br /&gt;
|-&lt;br /&gt;
| 2650000||63||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2700000||64||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2736500||||||||52||88500||88.5&lt;br /&gt;
|-&lt;br /&gt;
| 2750000||65||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2800000||66||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2825500||||||||53||89000||89&lt;br /&gt;
|-&lt;br /&gt;
| 2850000||67||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2900000||68||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2915000||||||||54||89500||89.5&lt;br /&gt;
|-&lt;br /&gt;
| 2950000||69||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3000000||70||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3005000||||||||55||90000||90&lt;br /&gt;
|-&lt;br /&gt;
| 3050000||71||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3095500||||||||56||90500||90.5&lt;br /&gt;
|-&lt;br /&gt;
| 3100000||72||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3150000||73||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3186500||||||||57||91000||91&lt;br /&gt;
|-&lt;br /&gt;
| 3200000||74||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3250000||75||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3278000||||||||58||91500||91.5&lt;br /&gt;
|-&lt;br /&gt;
| 3300000||76||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3350000||77||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3370000||||||||59||92000||92&lt;br /&gt;
|-&lt;br /&gt;
| 3400000||78||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3450000||79||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3462500||||||||60||92500||92.5&lt;br /&gt;
|-&lt;br /&gt;
| 3500000||80||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3550000||81||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3555500||||||||61||93000||93&lt;br /&gt;
|-&lt;br /&gt;
| 3600000||82||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3649000||||||||62||93500||93.5&lt;br /&gt;
|-&lt;br /&gt;
| 3650000||83||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3700000||84||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3743000||||||||63||94000||94&lt;br /&gt;
|-&lt;br /&gt;
| 3750000||85||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3800000||86||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3837500||||||||64||94500||94.5&lt;br /&gt;
|-&lt;br /&gt;
| 3850000||87||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3900000||88||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3932500||||||||65||95000||95&lt;br /&gt;
|-&lt;br /&gt;
| 3950000||89||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4000000||90||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4028000||||||||66||95500||95.5&lt;br /&gt;
|-&lt;br /&gt;
| 4050000||91||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4100000||92||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4124000||||||||67||96000||96&lt;br /&gt;
|-&lt;br /&gt;
| 4150000||93||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4200000||94||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4220500||||||||68||96500||96.5&lt;br /&gt;
|-&lt;br /&gt;
| 4250000||95||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4300000||96||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4317500||||||||69||97000||97&lt;br /&gt;
|-&lt;br /&gt;
| 4350000||97||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4400000||98||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4415000||||||||70||97500||97.5&lt;br /&gt;
|-&lt;br /&gt;
| 4450000||99||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4500000||100||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4513000||||||||71||98000||98&lt;br /&gt;
|-&lt;br /&gt;
| 4550000||101||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4600000||102||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4611500||||||||72||98500||98.5&lt;br /&gt;
|-&lt;br /&gt;
| 4650000||103||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4700000||104||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4710500||||||||73||99000||99&lt;br /&gt;
|-&lt;br /&gt;
| 4750000||105||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4800000||106||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4810000||||||||74||99500||99.5&lt;br /&gt;
|-&lt;br /&gt;
| 4850000||107||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4900000||108||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4910000||||||||75||100000||100&lt;br /&gt;
|-&lt;br /&gt;
| 4950000||109||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5000000||110||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5010500||||||||76||100500||100.5&lt;br /&gt;
|-&lt;br /&gt;
| 5050000||111||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5100000||112||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5111500||||||||77||101000||101&lt;br /&gt;
|-&lt;br /&gt;
| 5150000||113||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5200000||114||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5213000||||||||78||101500||101.5&lt;br /&gt;
|-&lt;br /&gt;
| 5250000||115||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5300000||116||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5315000||||||||79||102000||102&lt;br /&gt;
|-&lt;br /&gt;
| 5350000||117||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5400000||118||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5417500||||||||80||102500||102.5&lt;br /&gt;
|-&lt;br /&gt;
| 5450000||119||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5500000||120||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5520500||||||||81||103000||103&lt;br /&gt;
|-&lt;br /&gt;
| 5550000||121||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5600000||122||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5624000||||||||82||103500||103.5&lt;br /&gt;
|-&lt;br /&gt;
| 5650000||123||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5700000||124||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5728000||||||||83||104000||104&lt;br /&gt;
|-&lt;br /&gt;
| 5750000||125||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5800000||126||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5832500||||||||84||104500||104.5&lt;br /&gt;
|-&lt;br /&gt;
| 5850000||127||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5900000||128||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5937500||||||||85||105000||105&lt;br /&gt;
|-&lt;br /&gt;
| 5950000||129||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6000000||130||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6043000||||||||86||105500||105.5&lt;br /&gt;
|-&lt;br /&gt;
| 6050000||131||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6100000||132||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6149000||||||||87||106000||106&lt;br /&gt;
|-&lt;br /&gt;
| 6150000||133||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6200000||134||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6250000||135||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6255500||||||||88||106500||106.5&lt;br /&gt;
|-&lt;br /&gt;
| 6300000||136||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6350000||137||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6362500||||||||89||107000||107&lt;br /&gt;
|-&lt;br /&gt;
| 6400000||138||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6450000||139||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6470000||||||||90||107500||107.5&lt;br /&gt;
|-&lt;br /&gt;
| 6500000||140||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6550000||141||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6578000||||||||91||108000||108&lt;br /&gt;
|-&lt;br /&gt;
| 6600000||142||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6650000||143||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6686500||||||||92||108500||108.5&lt;br /&gt;
|-&lt;br /&gt;
| 6700000||144||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6750000||145||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6795500||||||||93||109000||109&lt;br /&gt;
|-&lt;br /&gt;
| 6800000||146||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6850000||147||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6900000||148||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6905000||||||||94||109500||109.5&lt;br /&gt;
|-&lt;br /&gt;
| 6950000||149||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7000000||150||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7015000||||||||95||110000||110&lt;br /&gt;
|-&lt;br /&gt;
| 7050000||151||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7100000||152||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7125500||||||||96||110500||110.5&lt;br /&gt;
|-&lt;br /&gt;
| 7150000||153||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7200000||154||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7236500||||||||97||111000||111&lt;br /&gt;
|-&lt;br /&gt;
| 7250000||155||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7300000||156||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7348000||||||||98||111500||111.5&lt;br /&gt;
|-&lt;br /&gt;
| 7350000||157||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7400000||158||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7450000||159||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7460000||||||||99||112000||112&lt;br /&gt;
|-&lt;br /&gt;
| 7500000||160||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7572500||||||||100||112500||112.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Enhanced nodes and experience absorption changes 1 (saved post)|Enhanced Nodes and Experience Absorption Changes]]&lt;br /&gt;
* [https://web.archive.org/web/20130127081421/http://www.nilandia.com/training/experience.htm Nilandia&#039;s site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Mechanics]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Experience&amp;diff=65501</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Experience&amp;diff=65501"/>
		<updated>2015-06-29T01:07:16Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: /* Profession-Specific Methods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Experience&#039;&#039; is the way that progress toward advancement in [[level]]s is measured.  One gains experience, or &amp;quot;learns&amp;quot;, in a variety of ways and based on a number of factors.&lt;br /&gt;
&lt;br /&gt;
==Unabsorbed vs absorbed experience==&lt;br /&gt;
When one does something that awards experience, an amount of experience is placed into a character&#039;s pool of unprocessed experience.  This pool has a finite size, and the amount of experience that goes into this pool is dependent not only on the task that one has just completed, but also the degree to which that pool is filled.  &lt;br /&gt;
&lt;br /&gt;
The absorption of this pool of experience is what counts toward gaining levels, and absorbed experience is for all intents and purposes permanent, while any unabsorbed experience is lost during the process of [[death]] and [[Raise Dead (318)|resurrection]], unless a [[Holy Receptacle (325)|chrism]] is used.&lt;br /&gt;
&lt;br /&gt;
The metaphor of short term vs. long term memory is fairly apt in describing the difference between the two types of experience (unabsorbed vs. absorbed).&lt;br /&gt;
&lt;br /&gt;
===Size of pool===&lt;br /&gt;
The size of one&#039;s pool for unprocessed experience is determined by one&#039;s [[DIS]] and [[LOG]] stats.  The formula is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=79%}}&amp;gt;&#039;&#039;&#039;800 + LOG + DIS = Pool&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So a character with a LOG and DIS stats of 100 would be able to hold 1000 (800 + 100 + 100) experience in their pool while one with LOG and DIS stats of 75 each would be able to hold 950 (800 + 75 + 75).&lt;br /&gt;
&lt;br /&gt;
==Gaining experience==&lt;br /&gt;
There are a variety of ways to gain experience, only a few of which will be mentioned here.&lt;br /&gt;
&lt;br /&gt;
====Hunting====&lt;br /&gt;
The most common way of gaining experience is hunting.  When hunting, experience is gained when a creature one has significantly participated in killing is [[LOOT (verb)|looted]], SEARCHed, or decays on its own.  &lt;br /&gt;
&lt;br /&gt;
The amount of experience gained by a character is based on the differential between their own level and the level of the creature killed, as shown here:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|Creature Level&lt;br /&gt;
|Experience Gain&lt;br /&gt;
|-&lt;br /&gt;
|10 or more below character&lt;br /&gt;
|no experience&lt;br /&gt;
|-&lt;br /&gt;
|1-9 below character&lt;br /&gt;
|100 - 10x level difference&lt;br /&gt;
|-&lt;br /&gt;
|same as character&lt;br /&gt;
|100 experience&lt;br /&gt;
|-&lt;br /&gt;
|1-4 above character&lt;br /&gt;
|100 + 10x level difference&lt;br /&gt;
|-&lt;br /&gt;
|5 or more above character&lt;br /&gt;
|150 experience&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One continues to gain experience in this way until one fills the pool to its limit, which is determined as described above (800-1000).  Continued experience-gaining activities will not add to this pool, though as experience is absorbed,  it can obviously be replenished.&lt;br /&gt;
&lt;br /&gt;
Multiple characters can gain experience from killing the same creature, and you need not be present when the creature actually dies (though you must still be in-game).&lt;br /&gt;
&lt;br /&gt;
====Guilds====&lt;br /&gt;
When one is learning an Artisan&#039;s Guild skill, such as [[fletching]], [[forging]], or [[cobbling]], one earns experience each time they earn a rank in that skill.  This rate is based on the number of ranks of the skill the character already has, as well as other skills known.  More detailed information will be available on the [[Artisan Guild]] page.&lt;br /&gt;
&lt;br /&gt;
The same is true for the profession guilds.&lt;br /&gt;
&lt;br /&gt;
Experience can also be awarded as part of a reward by the [[Adventurer&#039;s Guild]].&lt;br /&gt;
&lt;br /&gt;
====Profession-Specific Methods====&lt;br /&gt;
&lt;br /&gt;
[[Empath]]s can gain experience during the process of transferring wounds from others to themselves. There is no experience granted for transferring blood while the patient is still bleeding, transferring from another empath, or if the wounds are self-inflicted.&lt;br /&gt;
&lt;br /&gt;
[[Cleric]]s and [[Paladin]]s can gain experience from raising others from the dead.&lt;br /&gt;
&lt;br /&gt;
[[Wizard]]s can gain experience when casting [[Enchant Item (925)]] successfully, with the amount being variable based on the item&#039;s status within the enchanting process, and the level of enchantment.&lt;br /&gt;
&lt;br /&gt;
[[Rogue]]s (and others) can gain experience when successfully disarming and unlocking treasure boxes.&lt;br /&gt;
&lt;br /&gt;
[[Bard]]s can gain experience when [[loresinging]], under certain circumstances.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerer]]s can cain experience when casting [[Ensorcell (735)]] successfully.&lt;br /&gt;
&lt;br /&gt;
====Exceptions====&lt;br /&gt;
These rates that are described in the above sections are all ideal rates, and based on the character gaining the experience with a fairly empty unabsorbed pool.  As the amount of experience in the unabsorbed pool increases, the efficiency of adding to it decreases.  For example, if one were to kill 2 rats at level 1, one would expect to (and would gain) 200 experience.  However, if one kills 8 rats, one would add less than 800 experience to the pool.  The precise rate of accrual decline is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=40%}}&amp;gt;&amp;lt;b&amp;gt;ACCRUED = N &amp;amp;times; (1 - .05 &amp;amp;times; [[trunc]](InBucket &amp;amp;divide; 100))&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Where N = nominal amount, InBucket = amount in bucket, and the final number is truncated.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[AdG|bounty system]] is another exception in that one is able to greatly exceed one&#039;s unabsorbed pool capacity.  Also, the awards of experience from the bounty system are not subject to the diminishing returns effect described above.  However, once the pool is filled, any excess amount added by [[AdG|bounty system]] reward is divided into two halves. Half is absorbed immediately (and is not subject to any multipliers) and the other half is added to the pool, even though this will be above the normal capacity.&lt;br /&gt;
&lt;br /&gt;
==Absorbing experience==&lt;br /&gt;
Experience absorption is affected by a number of factors, including one&#039;s physical location in the game, one&#039;s status with regard to a group, and even health.&lt;br /&gt;
&lt;br /&gt;
====On-node====&lt;br /&gt;
* Base rate - When on a node or in town, you will absorb an extra (Logic Bonus/5) experience every pulse.&lt;br /&gt;
* Pool size - for every 200 unabsorbed exp in one&#039;s pool, one absorbs an extra experience point per pulse&lt;br /&gt;
* Group - if you are a member of a group, you get one extra experience point per pulse&lt;br /&gt;
&lt;br /&gt;
====In town off-node====&lt;br /&gt;
* Base rate - a number dictated by one&#039;s LOG stat, usually a few lower than the on-node base rate&lt;br /&gt;
* Pool size - for every 200 unabsorbed exp in one&#039;s pool, one absorbs an extra experience point per pulse&lt;br /&gt;
* Group - if you are a member of a group, you get one extra experience point per pulse&lt;br /&gt;
* Weapons - carrying a weapon or shield in one&#039;s hands decreases the rate of experience absorption&lt;br /&gt;
&lt;br /&gt;
====Other areas====&lt;br /&gt;
* Base rate - you will absorb an extra (Logic Bonus/7) per pulse&lt;br /&gt;
* Pool size - for every 200 unabsorbed exp in one&#039;s (pool - 200), one absorbs an extra experience point per pulse&lt;br /&gt;
* Group - if you are a member of a group, you get one extra experience point per pulse&lt;br /&gt;
* Weapons - carrying a weapon or shield in one&#039;s hands decreases the rate of experience absorption&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;other&amp;quot; rooms are normally out of town, though strangely, some rooms (such as the courtyard of the [[Warrior Guild|Warrior&#039;s Guild]] in [[Wehnimer&#039;s Landing]]) that are in towns count as if they were out of town.&lt;br /&gt;
&lt;br /&gt;
====Other factors====&lt;br /&gt;
* Injuries - for major head injuries or nerve damage, the rate of experience absorption is severely diminished&lt;br /&gt;
* Death&#039;s sting - if one has [[decay]]ed or suffered a [[spirit death]] recently, then only a fraction of the experience is absorbed from your pool&lt;br /&gt;
* There is no 40 experience per pulse hard cap (which was previously stated here).  It is possible to gain 42 experience (or perhaps more) per pulse while saturated (before [[Gift of Lumnis]] or [[RPA|other experience multipliers]] are taken into consideration).&lt;br /&gt;
&lt;br /&gt;
==Mind states==&lt;br /&gt;
Thresholds for mind-status changes are here as a proportion of (experience in your pool)/(pool capacity).&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|Phrase&lt;br /&gt;
|Threshold&lt;br /&gt;
|-&lt;br /&gt;
|Completely saturated&lt;br /&gt;
|&amp;gt; 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Must rest&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
|Numbed&lt;br /&gt;
|0.75&lt;br /&gt;
|-&lt;br /&gt;
|Becoming numbed&lt;br /&gt;
|0.62&lt;br /&gt;
|-&lt;br /&gt;
|Muddled&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|Clear&lt;br /&gt;
|0.25&lt;br /&gt;
|-&lt;br /&gt;
|Fresh and clear&lt;br /&gt;
|&amp;gt; 0.0&lt;br /&gt;
|-&lt;br /&gt;
|Clear as a bell&lt;br /&gt;
|0.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Therefore, a character with a capacity of 1000 will hit &amp;quot;must rest&amp;quot; above 900 unabsorbed experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Per Level==&lt;br /&gt;
The following information was originally designed and given by Nilandria, but her site has since gone away and been copied below for everyone&#039;s use&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| &lt;br /&gt;
| align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot; | GemStone III&lt;br /&gt;
| align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot; | GS4&lt;br /&gt;
|-&lt;br /&gt;
| Experience||Level||Exp Required||Avg. Hours||Level||Exp Required||Avg. Hours&lt;br /&gt;
|-&lt;br /&gt;
| 2500||||||||1||2500||2.5&lt;br /&gt;
|-&lt;br /&gt;
| 5000||||||||2||2500||2.5&lt;br /&gt;
|-&lt;br /&gt;
| 10000||1||10000||10||3||5000||5&lt;br /&gt;
|-&lt;br /&gt;
| 17500||||||||4||7500||7.5&lt;br /&gt;
|-&lt;br /&gt;
| 20000||2||10000||10||||||&lt;br /&gt;
|-&lt;br /&gt;
| 27500||||||||5||10000||10&lt;br /&gt;
|-&lt;br /&gt;
| 30000||3||10000||10||||||&lt;br /&gt;
|-&lt;br /&gt;
| 40000||4||10000||10||6||12500||12.5&lt;br /&gt;
|-&lt;br /&gt;
| 50000||5||10000||10||||||&lt;br /&gt;
|-&lt;br /&gt;
| 55000||||||||7||15000||15&lt;br /&gt;
|-&lt;br /&gt;
| 70000||6||20000||20||||||&lt;br /&gt;
|-&lt;br /&gt;
| 72500||||||||8||17500||17.5&lt;br /&gt;
|-&lt;br /&gt;
| 90000||7||20000||20||||||&lt;br /&gt;
|-&lt;br /&gt;
| 92500||||||||9||20000||20&lt;br /&gt;
|-&lt;br /&gt;
| 110000||8||20000||20||||||&lt;br /&gt;
|-&lt;br /&gt;
| 115000||||||||10||22500||22.5&lt;br /&gt;
|-&lt;br /&gt;
| 130000||9||20000||20||||||&lt;br /&gt;
|-&lt;br /&gt;
| 140000||||||||11||25000||25&lt;br /&gt;
|-&lt;br /&gt;
| 150000||10||20000||20||||||&lt;br /&gt;
|-&lt;br /&gt;
| 167000||||||||12||27500||27.5&lt;br /&gt;
|-&lt;br /&gt;
| 180000||11||30000||30||||||&lt;br /&gt;
|-&lt;br /&gt;
| 197500||||||||13||30000||30&lt;br /&gt;
|-&lt;br /&gt;
| 210000||12||30000||30||||||&lt;br /&gt;
|-&lt;br /&gt;
| 230000||||||||14||32500||32.5&lt;br /&gt;
|-&lt;br /&gt;
| 240000||13||30000||30||||||&lt;br /&gt;
|-&lt;br /&gt;
| 265000||||||||15||35000||35&lt;br /&gt;
|-&lt;br /&gt;
| 270000||14||30000||30||||||&lt;br /&gt;
|-&lt;br /&gt;
| 300000||15||30000||30||||||&lt;br /&gt;
|-&lt;br /&gt;
| 302000||||||||16||37000||37&lt;br /&gt;
|-&lt;br /&gt;
| 340000||16||40000||40||||||&lt;br /&gt;
|-&lt;br /&gt;
| 341000||||||||17||39000||39&lt;br /&gt;
|-&lt;br /&gt;
| 380000||17||40000||40||||||&lt;br /&gt;
|-&lt;br /&gt;
| 382000||||||||18||41000||41&lt;br /&gt;
|-&lt;br /&gt;
| 420000||18||40000||40||||||&lt;br /&gt;
|-&lt;br /&gt;
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&lt;br /&gt;
==References==&lt;br /&gt;
* [[Enhanced nodes and experience absorption changes 1 (saved post)|Enhanced Nodes and Experience Absorption Changes]]&lt;br /&gt;
* [https://web.archive.org/web/20130127081421/http://www.nilandia.com/training/experience.htm Nilandia&#039;s site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Mechanics]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_sorcerer&amp;diff=63078</id>
		<title>Beginner&#039;s guide to playing a sorcerer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_sorcerer&amp;diff=63078"/>
		<updated>2015-05-09T21:27:18Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Work-in-progress}}&lt;br /&gt;
[[Sorcerer]]s are devastating killers, summoners of demons, animators of the dead, and otherwise generally fun people!  If this sort of life sounds appealing, you&#039;ve come to the right place!  If you want to become skilled in these arts, it is not just like flipping open a book and slamming it over the head of your foe.  Rather, you can study our arcane arts, study them again, and with enough practice, all these powers can also be yours.&lt;br /&gt;
&lt;br /&gt;
=Overview of Sorcery=&lt;br /&gt;
It must be confessed that [[sorcerer]]s are grouped as one of the four [[pure]] spell-casting classes in [[Elanthia]], although we do not consider these other classes equal to us nor our peers.  In strict and boring terms, the class might be described as a unique hybrid of [[spiritual]] and [[elemental]] magic; but most importantly we are the only ones with knowledge of many arcane secrets and [[Sorcerer Base|sorcery]].  While we sorcerers have an array of utility spells and skills we might bother to bless the world with (in cases of utter boredom), we need only lift a finger to slay our enemies in combat, perhaps by slow dismemberment or an instantaneous implosion.  In awe of this power, we are outcast as mere [[Sorcerous Lore, Necromancy|necromancers]] and [[Sorcerous Lore, Demonology|demon summoners]]; these accusations are not precisely wrong, although such parlor tricks are more for our entertainment than anything else.  So long as being accused of criminality for such sleights of hand does not bother you, read on friend&amp;amp;hellip;&lt;br /&gt;
&lt;br /&gt;
==What it means to be a sorcerer==&lt;br /&gt;
Although it isn&#039;t too difficult to encapsulate sorcery with some general terminology, these words are lost on those who do not understand their meaning.  It should come as no surprise that many of the extant [[:Category:Essays|essays]] in these archives focus specifically on our subtle art.  These range from the essays of [[Lord High Priest Bleeds]] (his work on [[True_Evil_(essay)|True Evil]] is a modern classic) to the more recent insights of [[Silvean Rashere]].  Yet, offering a synopsis of our class to a heathen is not overly complex.&lt;br /&gt;
&lt;br /&gt;
Sorcery is the study of the true essence of the world: its manifestation; its power; its forms.  We do not shy in fear from [[undead]] beings nor those entities from other [[Extraplanar|planes]]; we summon them or destroy them at will.  Indeed, it would be foolish&amp;amp;mdash;if not paramount to utter stupidity&amp;amp;mdash;to claim any knowledge of the world without studying such things.  In our endeavors, we can find slaves and friend alike (both of which will surely assist us).  In consequence of such discoveries, we can thoroughly comprehend nature and employ our knowledge methodically, exploiting its nuances to our own advantage.&lt;br /&gt;
&lt;br /&gt;
While we are pleased with your interest to join our prestigious ranks, we request that you take a little of your precious time to review our simplistic and modest advice concerning our profession.&lt;br /&gt;
&lt;br /&gt;
=Character creation and skills=&lt;br /&gt;
To become a powerful sorcerer, first you need to use your imagination.  How do you envision yourself as a sorcerer?  In what specific ways are you powerful?  Although you are unlikely to admit it in-game, your sorcerer will have weaknesses, too; which ones can you accept or play off best?  Below is a guide to this process, with a slight over-emphasis on mechanics while always striving to offer each player their fair range of options.&lt;br /&gt;
&lt;br /&gt;
==[[Race|Racial]] Selection==&lt;br /&gt;
[[File:AuraBonus_v_SpiritRegen.png|300px|thumb|right|Anti-correlation of Spirit Regeneration and Aura Bonus]]&lt;br /&gt;
[[File:700sCS_v_SpiritRegen.png|300px|thumb|right|Spirit Regeneration against combined Aura and Wisdom Bonus]]&lt;br /&gt;
Historically in [[Elanthia]], sorcery was largely discovered and developed by the [[dark elf|dark elves]]&amp;amp;mdash;specifically the [[Faendryl]]&amp;amp;mdash;which came to prominence particularly during the [[Undead War]].  Mechanically, dark elves have an advantage, as the [[Casting strength|CS]] for sorcerous warding spells are influenced by both [[Aura]] and [[Wisdom]] statistical [[New_Players%27_Guide#Stat_Bonuses|bonuses]], which are the highest for this race.  Thus, from both a roleplaying and mechanical perspective, it is not overly surprising that a plurality, if not a majority, of sorcerers are indeed dark elves.&lt;br /&gt;
&lt;br /&gt;
However, there are many other facets to the decision, and it must be stressed that any race can make a good sorcerer.  The advantage in CS is an important factor, but certainly not the only one.  For example, unlike many forms of attack, CS and maneuver spell power are &#039;&#039;not&#039;&#039; [[Spirit#Low_Spirit_Penalties|penalized for low spirit]] (although other unrelated penalties still apply); as there are methods to trade [[spirit]] for [[mana]], such as the class-specific [[sacrifice]] as well as the [[Sign of Wracking]] from the [[Council of Light]], races with high [[Spirit#Spirit_Regen|spirit regeneration]] have a different advantage.  An important point to note here is that aura bonus and spirit regeneration are anti-correlated racial properties; that is, typically the higher a race&#039;s aura bonus, the lower their spirit regeneration (see the image to the right).  All other things being equal, it is not possible to have a high bonus to CS and a good spirit regeneration; the exception is [[forest gnome]]s, partly from their wisdom bonus (which has no correlation with spirit regeneration).&lt;br /&gt;
&lt;br /&gt;
If a player is more mechanically inclined, the racial selection can be influenced by their respective bonuses, and certainly the statistics should be selected in accordance with the racial selection regardless.  It should also be pointed out that races vary in many ways, such as their innate resistance to [[disease]]s and [[poison]]s, their natural [[encumbrance]], maximum [[Hitpoint]]s, different innate bonuses to [[Target defense|TD]], and so on; although these factors are certainly not irrelevant to sorcerers, they should not play a decisive role in character creation. &lt;br /&gt;
&lt;br /&gt;
Below is a table of selected differences resulting from racial selection and possible offsets available to sorcerers.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Racial bonus&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Offset available from sorcery&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Decay Timer&lt;br /&gt;
| None.&lt;br /&gt;
|-&lt;br /&gt;
|Max Health&lt;br /&gt;
| Desire not to be hit; high DS from [[buff spells]]; typically in stance guarded.  [[Blood Burst (701)]] and [[Ensorcell (735)]].&lt;br /&gt;
|-&lt;br /&gt;
|Encumbrance Factor&lt;br /&gt;
| Knowledge of [[Phase (704)]] and possibility to train further in Demonology.&lt;br /&gt;
|-&lt;br /&gt;
|Maneuver Bonus&lt;br /&gt;
| [[Scroll Infusion (714)]] to extend the life of [[Prayer (313)]] and [[Mobility (618)]] scrolls.&lt;br /&gt;
|-&lt;br /&gt;
|Target defense&lt;br /&gt;
| Access to spiritual, elemental, and sorcerer TD buff spells.  Knowledge of [[Corrupt Essence (703)]] and [[Limb Disruption (708)]].&lt;br /&gt;
|-&lt;br /&gt;
|Poison and Disease&lt;br /&gt;
| Access to [[Disease Resistance (104)]], [[Poison Resistance (105)]], [[Undisease (113)]], and [[Unpoison (114)]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is probably most pertinent to select the character&#039;s race based more on how the character will be roleplayed than the mechanics.&#039;&#039;&#039;  Although above it was emphasized the racial relationship among aura and spirit regeneration, there are [[enhancive item]]s (in particular [[Adventurer&#039;s Guild Badge]]s), and a dedicated sorcerer can surely find ways to offset any of their weaknesses.&lt;br /&gt;
&lt;br /&gt;
To fully explore all the racial options in a meaningful way would be an exhaustive exercise. Instead, a few superficial examples are offered.  Choosing a dark elf will seem most natural and offer you many peers; however, dark elves as a whole are more commonly looked down upon by the broader society (whether for fear, distrust, or historical racism).  Supposing one chose an [[elf]] instead, it should be pondered why an elf from another clan went about learning or acquiring an interest in the dark arts.  [[Paradis]] halflings diverged from the other [[halfling]] clans specifically from their alliance with the Faendryl in the Undead War and the use of demons; although [[Icemule Trace]], the town they founded, no longer outlaws demons, a compelling backstory may be elusive for such a case.  Perhaps an [[Aelotoi]]an sorcerer has tunnel vision for vindictive revenge on the [[kiramon]] and merely requires a destructive toolbox.  &lt;br /&gt;
&lt;br /&gt;
A player may find some insight into choosing a suitable sorcerous persona of a given race by investigating the different [[culture]]s of races that interest him/her; however, since cultural selection has very few mechanical influences and is difficult to undo, actual setting of the culture is best left to a later date.&lt;br /&gt;
&lt;br /&gt;
In summary, players should feel unrestricted in the racial selection of their sorcerer.  Starting to build a general picture of your character in your mind will surely assist in some of the required decision-making processes at the beginning.  Still, it is important to keep an open mind so that you can learn more about your character as you explore and interact with the world, because some of the most rewarding experiences are the ones which were not foreseen at the outset.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
There is a general guide on [[New_Players%27_Guide#Stats|statistics for new players]] which is worth reading for its general points.  Here the focus will naturally be the points of particular interest to sorcery.&lt;br /&gt;
&lt;br /&gt;
===Basic overview of statistics for sorcerers===&lt;br /&gt;
&lt;br /&gt;
[[Aura]] and [[Wisdom]] are the prime stats for sorcerers; although for some classes the prime stats are not always of the utmost important, these two statistics are extremely important for any sorcerer.  One facet of their property as prime stats is that they are automatically added +10 each during stat assignment.  They will also determine the base value for your starting [[mana]], which is required to cast any spells&amp;amp;mdash;most of what a sorcerer can do!  [[Aura]] is the stat important for elemental spheres of magic, and [[Wisdom]] the one for spiritual spheres of magic.  Thus, the sorcerer&#039;s [[Casting strength]] for the sorcerer base circle takes the averaged bonus from these two stats.  Their CS for spiritual spells is only determined by Wisdom bonus, where as the CS for elemental spells is only determined by Aura bonus; however, sorcerers do not learn many of these spells, and most of them are not nearly as powerful as what&#039;s available in the sorcerer base circle.  A character&#039;s aura stat also determines how many [[spirit]] points they will have, which can be important depending on the society which is chosen (see below).  Finally, these prime statistics are doubled in the calculation of [[Training points]].  Of course, because these are prime stats, it also means they have a high growth rate, thus it is possible to initially place these stats to lower values as they will increase rather quickly over time.  However, setting these stats to lower values will also inhibit the character earlier in their career in terms of their training points and also CS; for a new player, it is probably a good idea to set these near their maximum of 100 (a setting of 90 before the +10).&lt;br /&gt;
&lt;br /&gt;
[[Logic]] and [[Discipline]] are both important for their contribution to training points and how the affect a character&#039;s [[experience]] pool size and absorption rate.  &lt;br /&gt;
&lt;br /&gt;
Although [[Influence]] and [[Intuition]] are both mental stats, and thus contribute to a sorcerer&#039;s mental training points, they are otherwise not very important.  Mid-range numbers can be comfortably set here, with favor to Intuition due to its boons for [[Magic Item Use]], [[Arcane Symbols]], [[Ensorcell (735)]] and [[Illusions]].&lt;br /&gt;
&lt;br /&gt;
The physical statistics, [[Constitution]], [[Agility]], [[Strength]], and [[Dexterity]] generally play a lesser role for sorcerers.  Their influence to training points is mostly irrelevant, because as discussed below in the Skills section, sorcerers will be converting most of their physical training points to mental training points.  [[Agility]] contributes its bonus to the character&#039;s physical [[Defensive strength|DS]]; even though sorcerers won&#039;t be planning to make many melee attacks, they can still expect to be attacked quite often, and sorcerers tend to survive by &#039;&#039;&#039;not&#039;&#039;&#039; being hit.  [[Dexterity]] also contributes its bonus to a character&#039;s [[Bolt spell|bolt]] [[Attack strength|AS]], which while not the primary mode of attack for sorcery is a good supplemental offensive method; thus Dexterity should not usually be set too low.  Strength and Constitution mainly affect a sorcerer&#039;s encumbrance, which while not critical is still useful; smaller races like halflings and gnomes are usually advised to set a high Strength stat because the growth rate is so poor they will almost never increase over time.  Constitution also affects a character&#039;s starting and maximum [[Hitpoint]]s, but sorcerers mostly survive by not being hit.  Most of the physical stats can be set at low to mid-range values as long as the sorcerer is not optimizing for growth.&lt;br /&gt;
&lt;br /&gt;
===Setting the statistics===&lt;br /&gt;
&lt;br /&gt;
Obviously, a character cannot have perfect stats in everything at the outset.  The racial selection has almost as much importance as the class selection of sorcerer for how to precisely set the stats.  In particular, only race influences the statistical bonuses.  All other things being equal, when a race&#039;s bonus is lower, it is more important to place a higher statistical value, and vice versa.  Of course, if one selected a dark elf to maximize CS, perhaps the character should also have high Wisdom and Aura stats to not immediately negate this advantage.&lt;br /&gt;
&lt;br /&gt;
===Growth===&lt;br /&gt;
Your stats increase as you gain levels.  The rate depends on your race and profession.  Sorcerers grow stats like [[Wisdom]] and [[Aura]] quickly, and [[Strength]] and [[Constitution]] slowly.  Because of this growth, it is usually a good idea not to set any one stat to or very close to 100 when starting out, because it spends a lot of stat points that you could have gotten &amp;quot;for free&amp;quot; over time.  Of course, you can change your stats several times in your character&#039;s first 30 days, so this advice only applies as your are nearing the end of that introductory period.  It is possible to change your stats later on, but at great expense - see [[Fixstats]].&lt;br /&gt;
&lt;br /&gt;
==Skill Selection==&lt;br /&gt;
The selection of skills will vary somewhat by the type of path preferred by the player.  Although it is possible to create a sorcerer that does not primarily rely on magic for their offensive capabilities, this is certainly not a typical approach to the profession, and its discussion will be left for [[Goat&#039;s Mutant Sorcerer Guide | more specific guides on mutant builds]].  As such, it is generally assumed that the sorcerer will use a [[runestaff]] along with spells for their defenses, and various spells for their offensive capabilities.  For proficient runestaff use, a character should have a training including at least 8 Magical Skills per level.  It is also typical that a sorcerer will quickly begin converting physical to mental [[Training points]], so do not worry about this inevitability.  When discussing the &#039;&#039;&#039;cost&#039;&#039;&#039; of skills (both in this article and in general), the values are quoted as the Physical/Mental training points required at each level this skill is trained&amp;amp;mdash;a reflection of the in-game and web-browser training systems.&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
Below are the core skills for any standard sorcerer (trained on a per-level basis):&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|8/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|Necessary to firstly attain full [[Hitpoint]]s and then as one of the few defenses available to sorcerers against [[Creature maneuver|maneuver]] attacks.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/24&lt;br /&gt;
|[[Spell Research]]&lt;br /&gt;
|Learning new spells, increasing CS, and various increases to spells, such as AS, DS, TD, and general power.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|Required to gain mana.  This should normally be at exactly the character&#039;s level, then giving 3 mana per rank.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Arcane Symbols]]&lt;br /&gt;
|A cheap magical skill, particularly useful with [[Scroll Infusion (714)]] to charge up unlocked scrolls.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|A cheap magical skill, useful for using wands at low level among other applications, and useful with [[Scroll Infusion (714)]] to unlock unused scrolls for charging.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Elemental Mana Control]]&lt;br /&gt;
|A cheap magical skill, giving benefits to a number of sorcerer spells, sharing mana, and access to [[MANA (verb)|mana spellup]] and mana pulse.  It impacts the amount of mana needed to infuse scrolls and, at higher levels, the ease of animating the dead.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spiritual Mana Control]]&lt;br /&gt;
|A cheap magical skill, giving benefits to a number of sorcerer spells, sharing mana, and access to [[MANA (verb)|mana spellup]] and mana pulse.  It impacts the amount of mana needed to infuse scrolls and, at higher levels, the ease of animating the dead.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|8/38&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that only 7 magical skills per level are included here, but that the total number of training points allocated is not exhaustive.&lt;br /&gt;
&lt;br /&gt;
===Threshold Skills===&lt;br /&gt;
Some skills only need to be trained to achieve a certain threshold.  Although in certain cases the thresholds may slowly increase with time, these are anyway basic skill levels that should be attained by every sorcerer.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|0, 4 or 8&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]]&lt;br /&gt;
|No training to wear robes, 4 ranks for full leathers, or 8 ranks for double leathers (2% [[spell hindrance]]) .&lt;br /&gt;
|-&lt;br /&gt;
|0-3&lt;br /&gt;
|15/10&lt;br /&gt;
|[[Multi-Opponent Combat]]&lt;br /&gt;
|Several ranks goes a long way for some crowd control spells.  Also an ideal use for [[Adventurers Guild]] badges.&lt;br /&gt;
|-&lt;br /&gt;
|10+&lt;br /&gt;
|4/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
|To get around the environs up to level 20-30.  May depend on region.&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
|To get around the environs up to level 20-30.  May depend on region.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|To get around the environs up to level 20-30.  May depend on region.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Additional training===&lt;br /&gt;
The way to use the rest of the points will depend on the player.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2.5-3x&lt;br /&gt;
|0/32&lt;br /&gt;
|Spell Research&lt;br /&gt;
|To increase Sorcerer Base CS, or learn more [[Minor Spiritual]] and/or [[Minor Elemental]] spells.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|9/3&lt;br /&gt;
|[[Spell Aiming]]&lt;br /&gt;
|An &amp;quot;all or nothing&amp;quot; skill.  Bolting ([[Fire Spirit (111)]], [[Web (118)]], [[Balefire (713)]]), picking a specific limb with [[Limb Disruption (708)]], focusing [[Energy Maelstrom (710)]] and [[Implosion (720)]] on a single target.  Cheap magical skill.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|Perception&lt;br /&gt;
|Creature maneuver defense, [[Illusions]], [[Foraging]], [[Popping boxes]].&lt;br /&gt;
|-&lt;br /&gt;
|1-2x&lt;br /&gt;
|0/6+&lt;br /&gt;
|[[Sorcerous Lore]]&lt;br /&gt;
|1 rank of [[Sorcerous Lore, Necromancy]] to unlock Blood Burst.  More ranks improve the damage and round time of [[Pain (711)]].  Used Later in a sorcerer&#039;s career for [[Animate Dead (730)]] and to speed gathering energy for permanent [[Ensorcell]]ing.&lt;br /&gt;
[[Sorcerous Lore, Demonology]] helps [[phase]] treasure boxes to reduce encumbrance.  Improves the damage of [[Balefire]].  Later on, helps with [[Minor Summoning (725)]] and [[Planar Shift (740)]].&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/4&lt;br /&gt;
|Arcane Symbols&lt;br /&gt;
|Longer duration for buff spells from scroll invokes.  Greater ease in unlocking scrolls with Infusion.  Cheap magical skill.&lt;br /&gt;
|-&lt;br /&gt;
|10-40&lt;br /&gt;
|0/7&lt;br /&gt;
|[[Elemental Lore]]&lt;br /&gt;
|Up to 10 ranks of each lore for [[Dark Catalyst (719)]]&lt;br /&gt;
|-&lt;br /&gt;
|20+&lt;br /&gt;
|0/7&lt;br /&gt;
|[[Spiritual Lore, Summoning|Summoning]]&lt;br /&gt;
|Minor benefits early on to [[Curse (715)]].  Unlock the bolt for Web.  Increase targets and DF for Fire Spirit.  [[Locate Person (116)]] benefits.&lt;br /&gt;
|-&lt;br /&gt;
|4+&lt;br /&gt;
|12/8&lt;br /&gt;
|Combat Maneuvers&lt;br /&gt;
|Creature maneuver defense, and defense against combat maneuvers like [[Disarm Weapon]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=[[Society]] selection=&lt;br /&gt;
&lt;br /&gt;
There are three mutually-exclusive societies which a character can join.  Once a character has resigned from a given society, s/he cannot rejoin the same one without resetting their society; characters are automatically granted one such reset, but attaining further resets is non-trivial.  The major disadvantage in resigning from a society is all the relevant skills (and thus any work done to achieve them) are lost.  However, a player can certainly feel free to explore the options.  Roleplaying and play-style should, as usual, have a predominate role in the selection.&lt;br /&gt;
&lt;br /&gt;
*The [[Order of Voln]]: Focused on slaying the [[Undead|minions of Luukos]], some of the main highlights for sorcerers are the [[Symbol of Supremacy]] (which increases CS against the undead), and many utilities to cope with an untimely death, such as [[Symbol of Preservation]] and [[Symbol of Need]] while dead, [[Symbol of Recall]] to get back [[buff spells]] after death, [[Symbol of Dreams]] to more quickly recover from [[Death&#039;s Sting]], as well as [[Symbol of Mana]] and [[Symbol of Renewal]] to get back spirit and mana a little more quickly.&lt;br /&gt;
&lt;br /&gt;
*The [[Council of Light]]: A society shrouded in mystery, the highlight of swapping some spirit for mana via [[Sign of Wracking]] is extremely handy and powerful for sorcerers.  Mastering this society is quick and easy, but gathering a few skins and heavy backpacks may not be the only cost&amp;amp;hellip;&lt;br /&gt;
&lt;br /&gt;
*The [[Guardians of Sunfist]]: Dedicated to eradicating the [[Grimswarm]], mechanically this society offers the least advantages to sorcerers.  However, the ability to open a warcamp and find literally hundreds of creatures to slay anywhere in the world is definite perk, in particular for gaining necromantic power for Ensorcell.&lt;br /&gt;
&lt;br /&gt;
=Playing a sorcerer=&lt;br /&gt;
Sorcery is unusual compared to other branches of magic in that it is laden with historical significance. There are &amp;quot;forbidden&amp;quot; magics in the various cultures of Elanthia, with much of sorcery regarded as &amp;quot;the dark arts.&amp;quot; [[House Faendryl]] was exiled from the [[Elven Empire]] for summoning demons and imploding the fortress of [[Despana]]. [[Halflings]] learned magic from an [[Illistim]] elf who was exiled for dark magic, and not long after lost all of their ponies to the [[Ardenai]] sorcerers. The [[Human]] [[Turamzzyrian Empire]] banned magic of &amp;quot;sorcerous&amp;quot; nature, and built the [[Demonwall]] to keep out &amp;quot;black elven wizardry.&amp;quot; Necromancers often invoke the wrath of religious authorities. These things are largely the province of disdained races, or restricted within certain contexts such as the military.&lt;br /&gt;
&lt;br /&gt;
In other words, much of sorcery has a tenuous relationship with civilization, with some aspects more tolerated than others. Most towns will treat a demon in their jurisdiction, from casting [[Minor Summoning (725)]], as a crime which will get you arrested. Sorcerer Guild buildings are often located outside of towns for good reason. Nevertheless, it is up to you to abide by the laws of the lands, and show that their prejudices are hollow superstitions. Most sorcerers do not regard themselves as &amp;quot;evil&amp;quot;, instead thinking of others as weak minded.&lt;br /&gt;
&lt;br /&gt;
Many sorcerers have &amp;quot;dark&amp;quot; personalities, which is not surprising, given the cruelty of our spells. Others might have dubious sanity. However, this is not a license for wanton violence, which will quickly backfire on you. Sorcerers are often arrogant or intolerant, and will not look kindly on having their art abused. This is especially true given the history of power downtweaks of our spells due to abusers that are vividly remembered by older players. It is important to know how to properly use your magic, especially [[area of effect]] spells that can unintentionally kill other [[Player character|adventurers]]. These include the spells [[Energy Maelstrom (710)]], [[Implosion (720)]], and [[Evil Eye (717)]] when used with [[Eye Spy (707)]]. You should avoid using the area wide versions of these spells in hunting grounds where other people are present, and not at all if you do not know how to end them early.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
Casting spells is an integral part of any pure profession, and sorcerers not the least.  This section outlines how to use spells, as well as highlighting important spells that are available to sorcerers.&lt;br /&gt;
&lt;br /&gt;
===How to cast spells===&lt;br /&gt;
&lt;br /&gt;
Casting a spell costs [[mana]].  The general rule-of-thumb is that the mana cost of a spell is equal to the last two digits of the spell&#039;s number; that is, [[Mana Disruption (702)]] costs 2 mana, and [[Energy Maelstrom (710)]] costs 10 mana.  (The numbers before the ones and tens place indicates the spell&#039;s circle; the 700 circle is the Sorcerer Base.)  A character can also never cast a spell when the last two digits exceed the character&#039;s level; that is, a level 1 character could &#039;&#039;learn&#039;&#039; Mana Disruption, but not &#039;&#039;cast&#039;&#039; it until level 2.  Some spells have exceptions which do not follow this rule for the mana cost; the most common exceptions are either targeted versions of Area Effect spells will cost less, and buff spells with increasing benefits may also exhibit increasing mana costs.  While these exceptions are also important to learn, for the general introduction to casting spells outlined here, we assume this rule applies (and will only use examples appropriate to this assumption).&lt;br /&gt;
&lt;br /&gt;
In order to attempt to cast a spell, a character must have &#039;&#039;at least&#039;&#039; one mana point, but preferably the character has mana points greater than or equal to the spell&#039;s cost.  A character casting a spell without sufficient mana will incur [[Wound#Nervous_System_Wounds|nerve damage]] (or possibly death, although this is rare), the severity of the injury depending on the mana deficit and existing wounds.  The character&#039;s mana pool will also go into negative numbers, reflecting the mana deficit.  For instance, having a pre-existing level 1 nervous system injury (not a scar) and going below 0 mana will lead to a minimum of a level 2 nervous system injury.  Level 1 nervous system wounds or scars do not impair the character&#039;s ability to cast further spells, provided they again have a positive mana pool.  Level 2 nervous system wounds &#039;&#039;or scars&#039;&#039; will not only prevent the casting of any spells, but other actions as well (such as looting creatures).  A sorcerer should always carry the necessary [[herbs|herbal remedies]] for &#039;&#039;all nervous system wounds and scars&#039;&#039; since accidents can happen and the penalties are severe; although it depends on the town, the common versions of these are: [[wolifrew lichen]], [[torban leaf]], [[bolmara potion]], and [[woth flower]].  Major injury to the head, eyes, and arms can also prevent casting, so it is usually a good idea to carry these herbal remedies as well (but these will usually be externally, and not self-inflicted, injuries).&lt;br /&gt;
&lt;br /&gt;
A character&#039;s existing mana is displayed graphically in most Front Ends.  It can also be seen under the [[EXPERIENCE (verb)]], as well as the [[MANA (verb)]]; the MANA verb will further indicate how much mana is gained on- and off-node.  A character&#039;s maximum mana is basically determined by their starting statistics, summed with the contribution from their Harness Power training.  Every two minutes, or each &amp;quot;pulse&amp;quot;, a character will regain some amount of lost mana, mainly depending on several factors: 1) Whether the character is at a node; 2) The character&#039;s maximum mana; 3) The character&#039;s mana control training (more mana control means more mana per pulse).  (There are some other mechanisms which may temporarily increase this value, such as [[Manna (203)]], [[Heroism (215)]], and so on, but none of these spells are natively known to sorcerers.)  As mentioned above, there are also other ways to gain back expended mana, such as [[sacrifice]] as well as society skills.  Lastly, characters can [[SEND (verb)]] mana to each other.  (Grr, do we really want to get into other exceptions like Mana Focus and Dark Catalyst here?)&lt;br /&gt;
&lt;br /&gt;
So, your character has sufficient mana and would like to cast a spell.  There are two complementary (and generally interchangeable systems) for doing so: the [[CAST (verb)]] and the [[INCANT (verb)]].  CASTing a spell requires that it is first [[PREPARE (verb)|prepared]], and also generally requires that a target is specified, unless it is an area effect spell (which is essentially cast at the room) or a buff spell to be cast at the character him/herself.  INCANTing a spell can generally be done without specifying a target (and without preparing the spell); if it is a buff spell, it will target the caster; if it is a hostile spell, it will target a creature in the same room as the caster.  The target will ordinarily be chosen at random, unless the caster first uses the [[TARGET (verb)]]; subsequent incants will target the same creature, until the creature dies or fails to be in the same room as the caster (i.e. the caster or creature has moved).  CASTing a hostile spell always requires the target to be specified along with the command, even for subsequent casts at the same target.  There are several further nuances and related verbs, but before giving further details, some examples are useful.&lt;br /&gt;
&lt;br /&gt;
Suppose the character is out hunting, and encounters a [[giant rat]].  A level 1 sorcerer should know [[Blood Burst (701)]] and can cast it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
[Abandoned Sewer]&amp;lt;br&amp;gt;&lt;br /&gt;
A faint light trickles in through the cracks in the ceiling, as the tunnel continues to drop.  In the distance, you can hear the faint scratching sounds of vermin being about their business.  You also see a giant rat.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: northeast, southwest&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;mana&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Maximum Mana Points: 24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Remaining Mana Points: 24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Mana gained off node: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Mana gained on node: 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Mana Control abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MANA PULSE   - Manually invoke a mana pulse to gain mana as if you were off a node.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MANA SPELLUP - Instantly cast all of your defensive spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;prep 702&amp;lt;br&amp;gt;&lt;br /&gt;
You are not experienced enough to harness such power!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A giant rat tries to bite you! &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +34 vs DS: +72 with AvD: +35 + d100 roll: +31 = +28&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;A clean miss.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;prep 701&amp;lt;br&amp;gt;&lt;br /&gt;
You trace an intricate sign that contorts in the air while forcefully invoking Blood Burst...&amp;lt;br&amp;gt;&lt;br /&gt;
Your spell is ready.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;cast rat&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture at a giant rat. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;CS: +42 - TD: +3 + CvA: +25 + d100: +7 == &#039;&#039;&#039;+71&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Warded off! &amp;lt;br&amp;gt;&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;prep 701&amp;lt;br&amp;gt;&lt;br /&gt;
You trace an intricate sign that contorts in the air while forcefully invoking Blood Burst...&amp;lt;br&amp;gt;&lt;br /&gt;
Your spell is ready.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;cast rat&amp;lt;br&amp;gt;&lt;br /&gt;
You gesture at a giant rat. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;CS: +42 - TD: +3 + CvA: +25 + d100: +62 == &#039;&#039;&#039;+126&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Warding failed!&amp;lt;br&amp;gt;&lt;br /&gt;
A ragged wound rips open a giant rat&#039;s jugular, which begins spurting blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;mana&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Maximum Mana Points: 24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Remaining Mana Points: 22&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Mana gained off node: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Mana gained on node: 6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Mana Control abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MANA PULSE   - Manually invoke a mana pulse to gain mana as if you were off a node.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;MANA SPELLUP - Instantly cast all of your defensive spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example will be fully explained soon!  PS: Spirit death sux :/&lt;br /&gt;
&lt;br /&gt;
How about an example of CASTing Mana Disrupt at a [[sea nymph]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Log file to go here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of CHANNELing Mana Disrupt at a kobold.&lt;br /&gt;
&lt;br /&gt;
An example of INCANT, perhaps with two (different noun) targets in the room.&lt;br /&gt;
&lt;br /&gt;
An example of casting Elemental Defense I at the sorcerer.  Example of casting a buff spell at a friend.&lt;br /&gt;
&lt;br /&gt;
Further expansion: Casting Roundtime, hard RT for channeling, the flag for channel/incant, how to RELEASE a spell (and mana cost), information about the mana lost for preparing but not casting a spell after 30 seconds&lt;br /&gt;
&lt;br /&gt;
===Attack Spells===&lt;br /&gt;
Sorcerers have a very wide variety of gruesome and effective ways to defeat an opponent.  Here are some highlights.&lt;br /&gt;
*[[Blood Burst (701)]]: First sorcerer spell you learn, and cheap to cast, but low damage.&lt;br /&gt;
*[[Mana Disruption (702)]]: This is a sorcerer&#039;s primary attack spell for many many levels.  Decent damage for very modest cost.&lt;br /&gt;
*[[Corrupt Essence (703)]]: Keeps things from casting spells at you.&lt;br /&gt;
*[[Disintegrate (705)]]: An attack spell that does more damage than [[Mana Disruption]] at high endrolls, at the cost of more mana&lt;br /&gt;
*[[Mind Jolt (706)]]: Stuns anything that is not immune to stuns, preventing it from attacking or casting.&lt;br /&gt;
*[[Limb Disruption (708)]]: break a limb or blow it up.  With sufficient [[Spell Aiming]], you can target the right arm so your foe cannot attack or cast spells.&lt;br /&gt;
*[[Quake (709)]] (and [[Elemental Wave (410)]]) Chance to knock down every foe in the room and keep them down for a few seconds.  Quake can also knock down foes in adjacent rooms.&lt;br /&gt;
*[[Energy Maelstrom (710)]]: Do recurring damage to everything in the room, or with sufficient [[Spell Aiming]], focus that energy on a single target.&lt;br /&gt;
*[[Pain (711)]]: Damage a foe and put it in round time, that is, prevent it from taking any action for several seconds.  Very useful against creatures immune to stun.&lt;br /&gt;
*[[Balefire (713)]] (and [[Fire Spirit (111)]]): ball spells, which target one foe but can hit everything in the room.  Mana-intense.&lt;br /&gt;
*[[Evil Eye (717)]] scare a foe into running away, perhaps for good.  Extreme success frightens the target to sudden death.&lt;br /&gt;
*[[Dark Catalyst (719)]] convert a foe&#039;s own mana to damaging elemental energy, consuming whatever mana is left to restore your own reserves.  High damage, high likelihood of a kill shot, and high cost.&lt;br /&gt;
*[[Implosion (720)]] open a void in the area or, with [[Spell Aiming]], next to a single target.  Targeted version has a high chance of immediate death, but all the treasure is often destroyed as well.&lt;br /&gt;
Of these, [[Mana Disruption]], [[Disintegrate]], and [[Dark Catalyst]] are perhaps the most-commonly used amongst most sorcerers.&lt;br /&gt;
&lt;br /&gt;
Sorcerers have access to a number of other offensive spells (or spells with an offensive component), which tend to be used somewhat less than those listed above: [[Phase (704)]], [[Curse (715)]], [[Disease (716)]], [[Torment (718)]], [[Unbalance (110)]], [[Web (118)]], [[Spirit Dispel (119)]], [[Elemental Blast (409)]], [[Elemental Saturation (413)]], [[Elemental Strike (415)]], and [[Elemental Dispel (417)]].  Some of these are very useful in specific situations or with specific play styles; others are rarely used at all.&lt;br /&gt;
&lt;br /&gt;
===Defensive Spells===&lt;br /&gt;
Sorcerers have native access to buff spells from both the elemental and spiritual spheres.  Furthermore, these can be supplemented with a vast number of additional spells from scrolls, as outlined in [[Spell_Collection_Guide_(scroll_infusion)|Evarin&#039;s guide]].&lt;br /&gt;
&lt;br /&gt;
Many of these spells provide increased benefit as you learn more spells in the same circle.  These effects have been omitted from the beginner&#039;s guide for simplicity.  For specifics, see the individual spell pages.&lt;br /&gt;
&lt;br /&gt;
====[[Minor Spiritual]]====&lt;br /&gt;
:&amp;lt;small&amp;gt;&#039;&#039;(Note: To edit the contents of this section, see [[Template:Minor Spiritual buff spells]].)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Minor Spiritual buff spells}}&lt;br /&gt;
&lt;br /&gt;
====[[Minor Elemental]]====&lt;br /&gt;
:&amp;lt;small&amp;gt;&#039;&#039;(Note: To edit the contents of this section, see [[Template:Minor Elemental buff spells]].)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Minor Elemental buff spells}}&lt;br /&gt;
&lt;br /&gt;
====[[Sorcerer Base]]====&lt;br /&gt;
:&amp;lt;small&amp;gt;&#039;&#039;(Note: To edit the contents of this section, see [[Template:Sorcerer Base buff spells]].)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Sorcerer Base buff spells}}&lt;br /&gt;
&lt;br /&gt;
===Featured spells===&lt;br /&gt;
Experienced sorcerers have access to a variety of very powerful and complex high-level spells, which many consider profession-defining and/or character-defining.  As a beginner, it will be a while before you have access to them, but they&#039;re linked here so you what to look forward to.&lt;br /&gt;
*[[Minor Summoning (725)]]: Summon a minor demon from another plane of existence to do you bidding.&lt;br /&gt;
*[[Animate Dead (730)]]: Raise a fallen foe as your puppet, or walk a dead friend back to town.&lt;br /&gt;
*[[Ensorcell (735)]]: Add permanent bonuses to weapons, runestaves, shields, and armor.&lt;br /&gt;
*[[Planar Shift (740)]]: Best teleportation spell out there - the only one that can take you to any town from any other town.&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
While there are many hunting styles depending on your preference and what you&#039;re hunting, a few guidelines apply broadly:&lt;br /&gt;
*During your character&#039;s first 30 days, you have the option of switching skills at will, and stats several times.  Many beginning sorcerers choose to train in weapon skills during this time in order to make it easier to hunt with their limited mana pool.  They then switch away from weapon skills before before their 30 days are up.  [[Two-Handed Weapons]] are a popular choice for this strategy, especially [[claidhmore]]s.  If you go the route of using a big two-handed weapon, you will want to also temporary set your [[Dexterity]] and [[Agility]] high enough to swing your weapon quickly (with a 5 second round time).  See [[AGIDEX]] for details.&lt;br /&gt;
*Sorcerers tend to rely on warding spells, which work fairly well (or even exactly the same) no matter what your stance.  You generally have the option to spend most of your time in guarded stance, which reduces the risk of injury from normal (AS-based) physical attacks.&lt;br /&gt;
*The combination of guarded stance and a using a runestaff means bolt spells are usually not a major concern.&lt;br /&gt;
*Sorcerers have defensive spells to aid with both elemental and spiritual TD, and that &amp;quot;spills over&amp;quot; into mental TD as well, so warding spells are rarely a concern.&lt;br /&gt;
*Creature maneuvers (most attacks without a visible roll) and combat maneuvers (like [[Disarm Weapon]]) will usually be your biggest vulnerability.  The best defense is to avoid swarms and to preemptively disable foes who can perform those attacks, like with [[Mind Jolt]] or [[Limb Disruption]], before they can attack you.  These attacks are fairly rare at the lowest levels and become more frequent and dangerous as you progress to more advanced hunting grounds.&lt;br /&gt;
*You can improve the damage of [[Mana Disruption]] and [[Disintegrate]] by CHANNELing them with a more aggressive stance; see the spell pages for details.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Sorcerer]] (main article)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Sorcerer Guild]]&lt;br /&gt;
*[[Guides by Whirlin: So you want to be a pure? Whirlin&#039;s Guide to Sorcerers |Whirlin&#039;s Sorcerer Guide]]&lt;br /&gt;
*[[Goat&#039;s Mutant Sorcerer Guide]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/sorcerers.asp Sorcerer profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Sorcerer]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Duskruin_Arena&amp;diff=59791</id>
		<title>Duskruin Arena</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Duskruin_Arena&amp;diff=59791"/>
		<updated>2015-03-21T22:00:51Z</updated>

		<summary type="html">&lt;p&gt;KOOLED: /* A Flash of Strength */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Duskruin Arena&#039;&#039;&#039; premiered in 2015 as the first &amp;quot;unattended&amp;quot; pay quest, meaning no GM intervention was required to start the quest.  Players purchased entry from the [[SimuCoin]] Store for 100 SimuCoins (as little as $0.74 cents).  The event was free to watch.&lt;br /&gt;
&lt;br /&gt;
During the quest players accumulate &amp;quot;[[Bloodscrip]]&amp;quot; (similar to [[Blackscrip]]) to redeem from a list of prizes.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Release Announcement==&lt;br /&gt;
&lt;br /&gt;
Tucked away in seclusion near the [[Locksmehr River]] is place known as Bloodriven Village.  Notorious to bandits, outlaws, and ruffians to congregate and do business.  Located underground from the village, the infamous Duskruin Arena is a place of blood sports among the brave.  Earn special scrip to buy a wealth of prizes.  Many new items will be debuted at Bloodriven Village, such as scarring razors, pet rats, whisper cloaks, garrote knives, nerve staves, and much more!  Be sure to stop out and view the interesting locales and people of Bloodriven Village!&lt;br /&gt;
&lt;br /&gt;
Rumor has it, some couriers who smuggled goods and combatants into the village were ransacked.  They were carrying coin pouches with bloodscrip and dueling slips, as well as simple handbills, to deliver to known fences around Elanthia.  Be on the look out to find them in treasure chests while you hunt!&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Town&lt;br /&gt;
!Transport Departs From&lt;br /&gt;
!Lich Go2 #&lt;br /&gt;
|-&lt;br /&gt;
| Wehnimer&#039;s Landing||Town Square, Southeast||282&lt;br /&gt;
|-&lt;br /&gt;
| Icemule Trace||South Barbican, Gate||2486&lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Illistim||Ta&#039;Illistim, City Gate||37&lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Vaalor||Entrance to Ravelin|| 10681&lt;br /&gt;
|-&lt;br /&gt;
| Teras Isle||Copper Avenue, West Docks||1870&lt;br /&gt;
|-&lt;br /&gt;
| River&#039;s Rest||River&#039;s Rest, Underbridge||10838&lt;br /&gt;
|}&lt;br /&gt;
==Announcement==&lt;br /&gt;
by APM Wyrom&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&lt;br /&gt;
Duskruin has piqued a lot of questions since it was first mentioned at [[SimuCon]] 2014. It was originally slated for the spring time last year, but we decided to change up the venue on the event and try something new. So let me explain what this event is.&lt;br /&gt;
&lt;br /&gt;
The event is free to be a spectator. You can come and go as much as you please. There are some sights and places to rest should you just like a place to roleplay. About 99.9% of all things for sale are priced with bloodscrip. To earn bloodscrip you can compete in the arena or search for loot in the sewers. To enter either of these, you will need a dueling slip or gold rat token. Both of these items will be in the SimuCoin store for 100 SimuCoins.&lt;br /&gt;
&lt;br /&gt;
You can go as much as you&#039;d like, but will need a new dueling slip or gold rat token for each trip in. We have a large number of newly created items for sale. Brand new scripts and some really interesting things. Currently, we don&#039;t have any ways to upgrade gear or unlock anything, but it will likely be something down the road that we do. So you can either spend your bloodscrip or save it for a later use.&lt;br /&gt;
&lt;br /&gt;
The arena is a PvE combat sequence with 5 levels of combat. You start off fighting beasts until you make it to the last round where you fight a champion. You have 5 minutes per round to defeat each level. As the timer ticks away, you will run into more environmental hazards in the arena, such as being slammed into a spiked wall or having arrows shot at you. Defeating the beast in a timely fashion will earn you bonus bloodscrip to your prize cache. Should you defeat the champion, you&#039;ll also earn a temporary title of Champion until you log out. If you&#039;re defeated, you&#039;ll lose half the bloodscrip you earned. If you merely run out of time, you&#039;ll just earn the bloodscrip that you were credited for until then. You can WATCH combatants as a spectator much like you could at [[Droughtman&#039;s Challenge|Droughtman&#039;s Maze Challenge]]. You can WATCH LIST to see a list of people in the arena at any time, and even CHEER them on. You can also YELL to those fighting!&lt;br /&gt;
&lt;br /&gt;
The sewers are like a large-scaled Deserted Cottage from [[Ebon Gate]]. You go inside and just have to search around. You get 10 to 12 searches before you&#039;ll be washed out. You have a time limit of one hour to do this. You mostly find bloodscrip, but can find random loot, or if you&#039;re lucky enough, a rat. You can only catch one rat per time Duskruin Arena is around, which currently is a weekend at a time. The rats are amazing little pets created by GM Keios. The catch is, the rat is in a random location inside the sewers, and there are about 100 rooms. To add to the hunt, the sewers are constantly shifting, so it will be difficult to find it running around aimlessly. There are clues to know which way to go or if you&#039;re in the correct spot. That&#039;s up to you to figure out.&lt;br /&gt;
&lt;br /&gt;
Bloodscrip will be a physical item you can REDEEM. But if you are defeated in the arena, the bloodscrip are added to your total, much like Troubled Waters. You can trade the physical bloodscrip you find, but you cannot trade after they are redeemed or applied to you. You will need to REDEEM them to be able to make purchased at the shops, they do not work like a promissory note.&lt;br /&gt;
&lt;br /&gt;
The original design concept was created by GM Scrimge and arena/sewer mechanics were by GM Wyrom. GMs Haliste, Keios, Liia, Luneth, Scrimge, Reidyn, Valyrka, and Wyrom all created shops. GMs Haliste, Liia, Mazreth, Scrimge, and Wyrom all had a hand in painting the area. GMs Aulis, Haliste, Kaikala, Krellis, Sherlise, Spalt, and Vanah were huge helps with [[QC]] and testing, as well as various last minute needs to help get this out.&lt;br /&gt;
&lt;br /&gt;
We will likely be beta testing this event in Platinum, with free dueling slips and gold rat tokens, next week. More details will be posted in Platinum in the coming days. Feel free to post your questions, concerns, or excitement in this topic.&lt;br /&gt;
&lt;br /&gt;
~Wyrom, APM&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Mar and Scar===&lt;br /&gt;
&lt;br /&gt;
Room 13: a stucco-faced dark stone building&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Threshold]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the red marple counter:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
| a thin silver needle&lt;br /&gt;
| 50&lt;br /&gt;
|Piercing Needle&lt;br /&gt;
|-&lt;br /&gt;
| an opaque glass of aged whiskey&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Inked]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read sign&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
Stock tattoos: 25,000 silvers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Pierced]&#039;&#039;&#039;	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read sign&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
The trinkets in the treasure chests are jewelry made for piercing. What you will receive is random. The shoddy jewelry is lower quality, while the ornate finery is much higher quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the treasure chest:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	a pile of ornate finery	&lt;br /&gt;
|	10	&lt;br /&gt;
|	Random &amp;quot;nice&amp;quot; piercing jewelry&lt;br /&gt;
|-	&lt;br /&gt;
|	a heap of shoddy jewelry	&lt;br /&gt;
|	10	&lt;br /&gt;
|	Random &amp;quot;junk&amp;quot; piercing jewelry&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Incised]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read sign&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
The razors will permanently scar you. They all will break after a certain number of uses. The iron are made the poorest and won&#039;t last long. The invar are crafted much better than the others and will last longer. The rolaren are pristine and will last forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINK: [[Scarring razor]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the glass display case:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	a primitive iron razor	&lt;br /&gt;
|	25	&lt;br /&gt;
|	Poor quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a pitted iron razor	&lt;br /&gt;
|	25	&lt;br /&gt;
|	Poor quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a crude iron razor	&lt;br /&gt;
|	25	&lt;br /&gt;
|	Poor quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a blackened steel razor	&lt;br /&gt;
|	50	&lt;br /&gt;
|	Average quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a brushed steel razor	&lt;br /&gt;
|	50	&lt;br /&gt;
|	Average quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a blued steel razor	&lt;br /&gt;
|	50	&lt;br /&gt;
|	Average quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	an alum-swept invar razor	&lt;br /&gt;
|	125	&lt;br /&gt;
|	Good quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a curved invar razor	&lt;br /&gt;
|	125	&lt;br /&gt;
|	Good quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a reinforced invar razor	&lt;br /&gt;
|	125	&lt;br /&gt;
|	Good quality scarring razor&lt;br /&gt;
|-	&lt;br /&gt;
|	a pristine rolaren razor	&lt;br /&gt;
|	5000	&lt;br /&gt;
|	Permanent scarring razor&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Mar and Scar, Concealed]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the glass mannequin:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	a deep-blue spidersilk cloak	&lt;br /&gt;
|	17500	&lt;br /&gt;
|	140 lbs, fully unlocked feature concealing climate wear&lt;br /&gt;
|-	&lt;br /&gt;
|	 a hip-length fringed doeskin vest	&lt;br /&gt;
|	12500	&lt;br /&gt;
|	50 lbs, fully unlocked pirate harness&lt;br /&gt;
|-	&lt;br /&gt;
|	a wickedly curved faenor waraxe	&lt;br /&gt;
|	25000	&lt;br /&gt;
|	+8 VHCW, fully unlocked gory&lt;br /&gt;
|-	&lt;br /&gt;
|	some forest green brigandine	&lt;br /&gt;
|	30000	&lt;br /&gt;
|	+17, HCP, 3 slot fusion, fluff scripts&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===A Mist Opportunity===&lt;br /&gt;
Room 16: a dark shop&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Mist Opportunity]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read placard on case&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
Two of my special weapons...&lt;br /&gt;
&lt;br /&gt;
*-* Fana, Owner *-*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the weapon rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	a deep-hued faenor manople	&lt;br /&gt;
|	50	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a mithglin katar with serpentine etchings along the blades	&lt;br /&gt;
|	190	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a pitted imflass dagger with a rippled leather grip	&lt;br /&gt;
|	50	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a dark-bladed mithril handaxe	&lt;br /&gt;
|	150	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a silver vultite hook-knife with an onyx knuckle-guard	&lt;br /&gt;
|	60	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a black mithril falchion with a crescent moon pommel	&lt;br /&gt;
|	50	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a jagged ora short sword with a black pearl-inset pommel	&lt;br /&gt;
|	120	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the mithril hooks:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|	a smoke grey mithril kaskara with an embossed leather grip	&lt;br /&gt;
|	150	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a warped vultite estoc with a twisted silver branch guard	&lt;br /&gt;
|	90	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a blackened mithglin backsword with a snakeskin-wrapped hilt	&lt;br /&gt;
|	80	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a vultite longsword with a smoky glimaerstone-set pommel	&lt;br /&gt;
|	100	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a polished faenor espadon with dual emerald-inset quillons	&lt;br /&gt;
|	60&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	an ancient rune-etched ora scimitar	&lt;br /&gt;
|	60	&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the glass case:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	a serpentine-hilted dark rolaren falx	&lt;br /&gt;
|	1000	&lt;br /&gt;
|	Fana&#039;s &amp;quot;special&amp;quot; weapons&lt;br /&gt;
|-	&lt;br /&gt;
|	a golvern basilard with an obsidian-inlaid hilt	&lt;br /&gt;
|	1000	&lt;br /&gt;
|	Fana&#039;s &amp;quot;special&amp;quot; weapons&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Under the Counter===&lt;br /&gt;
&lt;br /&gt;
Room 17: a tidy establishment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Under the Counter]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read plac&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
The potables contain the following magic to aid you in your roguish endeavors:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stout ~ Spirit Fog&lt;br /&gt;
&lt;br /&gt;
Gin ~ Light&lt;br /&gt;
&lt;br /&gt;
Bourbon ~ Darkness&lt;br /&gt;
&lt;br /&gt;
Whiskey ~ Lock Lore&lt;br /&gt;
&lt;br /&gt;
Cider ~ Trap Lore&lt;br /&gt;
&lt;br /&gt;
Scotch ~ Haste&lt;br /&gt;
&lt;br /&gt;
Liquor ~ Colors&lt;br /&gt;
&lt;br /&gt;
Vodka ~ Camouflage&lt;br /&gt;
&lt;br /&gt;
Porter ~ Sneaking&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Under the counter:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	a tiny glass of bright green liquor	&lt;br /&gt;
|	6	&lt;br /&gt;
|	Colors (601)&lt;br /&gt;
|-	&lt;br /&gt;
|	a glass of rich porter	&lt;br /&gt;
|	20	&lt;br /&gt;
|	Sneaking (617)&lt;br /&gt;
|-	&lt;br /&gt;
|	a glass of hard cider	&lt;br /&gt;
|	14	&lt;br /&gt;
|	Trap Lore (404)&lt;br /&gt;
|-	&lt;br /&gt;
|	a glass of peppered vodka	&lt;br /&gt;
|	12	&lt;br /&gt;
|	Camouflage (608)&lt;br /&gt;
|-	&lt;br /&gt;
|	a glass of peat scotch	&lt;br /&gt;
|	17	&lt;br /&gt;
|	Haste (506)&lt;br /&gt;
|-	&lt;br /&gt;
|	a skinny glass of gin	&lt;br /&gt;
|	15	&lt;br /&gt;
|	Light (205)&lt;br /&gt;
|-	&lt;br /&gt;
|	a tumbler of golden whiskey	&lt;br /&gt;
|	12	&lt;br /&gt;
|	 Lock Lore (403)&lt;br /&gt;
|-	&lt;br /&gt;
|	a glass of dark stout	&lt;br /&gt;
|	13	&lt;br /&gt;
|	Spirit Fog (106)&lt;br /&gt;
|-	&lt;br /&gt;
|	a tumbler of dark amber bourbon	&lt;br /&gt;
|	15	&lt;br /&gt;
|	Darkness (206)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Under the Counter]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read plaque&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
Wear one of these items around your neck and allow its shadows to make you invisible a time or three. The shadows will remain even after the magic has been depleted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the oak cabinet:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	a solid bronze medallion on a black cord	&lt;br /&gt;
|	25	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a silver herringbone chain with a moonstone cameo	&lt;br /&gt;
|	25	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a simple gold emblem on a serpentine chain	&lt;br /&gt;
|	25	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a double-strung black pearl chaplet	&lt;br /&gt;
|	25	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a pale grey alum token hung from a short cord	&lt;br /&gt;
|	25	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a small smooth bone orb hung on an ora chain	&lt;br /&gt;
|	25	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a misshapen onyx talisman on a black silk cord	&lt;br /&gt;
|	25	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a twisted copper amulet set with a small plack pearl	&lt;br /&gt;
|	25	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a fragile silver necklace dangling a smoky topaz teardrop	&lt;br /&gt;
|	25	&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the male mannequin:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	a thick black leather belt	&lt;br /&gt;
|	10	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	some black kidskin knee-high boots with black rolaren buckles	&lt;br /&gt;
|	18	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a pair of dark leather pants with black steel hip buckles	&lt;br /&gt;
|	20	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	some sable fingerless gloves of supple calfskin	&lt;br /&gt;
|	10	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a loose stone grey linen shirt laced with black leather cord	&lt;br /&gt;
|	20	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a slashed black leather cloak with tapered haon toggles	&lt;br /&gt;
|	45		&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the female mannequin:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-	&lt;br /&gt;
|	a slender black leather belt	&lt;br /&gt;
|	10	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a pair of soft dark leather pants laced with plaited cord	&lt;br /&gt;
|	20	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	some knee-high kidskin boots back-laced through rolaren eyelets	&lt;br /&gt;
|	18	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	some sable calfskin gloves lined with grey fox fur	&lt;br /&gt;
|	10	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a silk-lined long leather cloak in variegated shades of grey	&lt;br /&gt;
|	45	&lt;br /&gt;
|	&lt;br /&gt;
|-	&lt;br /&gt;
|	a bell-sleeved pearl grey silk blouse with a keyhole neckline	&lt;br /&gt;
|	20	&lt;br /&gt;
|	&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Khloake and Dagger===&lt;br /&gt;
&lt;br /&gt;
Room 17: a dingy wooden shop&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Khloake and Dagger, Sheaths]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read sign&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
The sheaths in this room will hold small weapons and can be hidden when worn with appropriate garments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the row of hooks:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a rigid dark leather sheath with scored steel buckles&lt;br /&gt;
|20&lt;br /&gt;
|hold small weapons and can be hidden when worn with appropriate garments&lt;br /&gt;
|-&lt;br /&gt;
|a narrow black sheath buckled with polished imflass&lt;br /&gt;
|20&lt;br /&gt;
|hold small weapons and can be hidden when worn with appropriate garments&lt;br /&gt;
|-&lt;br /&gt;
|a mottled leather sheath with urglaes-tipped laces&lt;br /&gt;
|20&lt;br /&gt;
|hold small weapons and can be hidden when worn with appropriate garments&lt;br /&gt;
|-&lt;br /&gt;
|a tapered leather sheath closed by interlocking steel rings&lt;br /&gt;
|20&lt;br /&gt;
|hold small weapons and can be hidden when worn with appropriate garments&lt;br /&gt;
|-&lt;br /&gt;
|a krodera-hued leather sheath with asymmetrical straps&lt;br /&gt;
|20&lt;br /&gt;
|hold small weapons and can be hidden when worn with appropriate garments&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the wooden box:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a jet black ankle sheath with a single kelyn buckle&lt;br /&gt;
|20&lt;br /&gt;
|hold small weapons and can be hidden when worn with appropriate garments&lt;br /&gt;
|-&lt;br /&gt;
|a double-strapped ankle sheath with gold vaalorn buckles&lt;br /&gt;
|20&lt;br /&gt;
|hold small weapons and can be hidden when worn with appropriate garments&lt;br /&gt;
|-&lt;br /&gt;
|a narrow grey ankle sheath burned with a wolf&#039;s head&lt;br /&gt;
|20&lt;br /&gt;
|hold small weapons and can be hidden when worn with appropriate garments&lt;br /&gt;
|-&lt;br /&gt;
|a small black ankle sheath buckled with hematite&lt;br /&gt;
|20&lt;br /&gt;
|hold small weapons and can be hidden when worn with appropriate garments&lt;br /&gt;
|-&lt;br /&gt;
|an oyster grey ankle sheath with nacre insets&lt;br /&gt;
|20&lt;br /&gt;
|hold small weapons and can be hidden when worn with appropriate garments&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the display stand:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a whiskey-hued wrist sheath with tiny gold buckles&lt;br /&gt;
|20&lt;br /&gt;
|hold small weapons and can be hidden when worn with appropriate garments&lt;br /&gt;
|-&lt;br /&gt;
|a grey leather wrist sheath secured with small black daggers&lt;br /&gt;
|20&lt;br /&gt;
|hold small weapons and can be hidden when worn with appropriate garments&lt;br /&gt;
|-&lt;br /&gt;
|a pale leather wrist sheath hooked with ivory crescent moons&lt;br /&gt;
|20&lt;br /&gt;
|hold small weapons and can be hidden when worn with appropriate garments&lt;br /&gt;
|-&lt;br /&gt;
|a deep indigo wrist sheath burned with a silhouetted pegasus&lt;br /&gt;
|20&lt;br /&gt;
|hold small weapons and can be hidden when worn with appropriate garments&lt;br /&gt;
|-&lt;br /&gt;
|a deep crimson wrist sheath fastened with invar spiders&lt;br /&gt;
|20&lt;br /&gt;
|hold small weapons and can be hidden when worn with appropriate garments&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Khloake and Dagger, Daggers]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read card&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
The items in the drawers can be used in combat as well as manipulated as you stand around just looking good.&lt;br /&gt;
&lt;br /&gt;
The items in the case can be used in combat, also, but their other behaviors are a bit more sneaky.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the dark ironwood drawers:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a short vultite dirk with a carved rowan hilt&lt;br /&gt;
|45&lt;br /&gt;
|can be used in combat as well as manipulated as you stand around just looking good.&lt;br /&gt;
|-&lt;br /&gt;
|a vultite crescent dagger with a moonstone-set pommel&lt;br /&gt;
|45&lt;br /&gt;
|can be used in combat as well as manipulated as you stand around just looking good.&lt;br /&gt;
|-&lt;br /&gt;
|a bone-pommeled tanto engraved with a sharp claw&lt;br /&gt;
|45&lt;br /&gt;
|can be used in combat as well as manipulated as you stand around just looking good.&lt;br /&gt;
|-&lt;br /&gt;
|a barely arced misericord etched with a dagger-pierced heart&lt;br /&gt;
|45&lt;br /&gt;
|can be used in combat as well as manipulated as you stand around just looking good.&lt;br /&gt;
|-&lt;br /&gt;
|a well-honed scramasax with a carmiln hilt&lt;br /&gt;
|45&lt;br /&gt;
|can be used in combat as well as manipulated as you stand around just looking good.&lt;br /&gt;
|-&lt;br /&gt;
|a polished forked dagger with a hollow silver hilt&lt;br /&gt;
|45&lt;br /&gt;
|can be used in combat as well as manipulated as you stand around just looking good.&lt;br /&gt;
|-&lt;br /&gt;
|a long sharp knife with a bloodstained hilt&lt;br /&gt;
|45&lt;br /&gt;
|can be used in combat as well as manipulated as you stand around just looking good.&lt;br /&gt;
|-&lt;br /&gt;
|a tapered kidney dagger with a sapphire-set ivory hilt&lt;br /&gt;
|45&lt;br /&gt;
|can be used in combat as well as manipulated as you stand around just looking good.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the display case:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a spiral-etched dirk protruding from a sanguine-hued villswood hilt&lt;br /&gt;
|50&lt;br /&gt;
|can be used in combat also but their other behaviors are a bit more sneaky.&lt;br /&gt;
|-&lt;br /&gt;
|a blue-grey stiletto protruding from a black witchwood hilt&lt;br /&gt;
|50&lt;br /&gt;
|can be used in combat also but their other behaviors are a bit more sneaky.&lt;br /&gt;
|-&lt;br /&gt;
|a slim basilard protruding from a vine-etched kakore hilt&lt;br /&gt;
|50&lt;br /&gt;
|can be used in combat also but their other behaviors are a bit more sneaky.&lt;br /&gt;
|-&lt;br /&gt;
|a wickedly sharp knife protruding from a polished hazelwood hilt&lt;br /&gt;
|50&lt;br /&gt;
|can be used in combat also but their other behaviors are a bit more sneaky.&lt;br /&gt;
|-&lt;br /&gt;
|a wide-bladed dagger protruding from a smooth faewood hilt&lt;br /&gt;
|50&lt;br /&gt;
|can be used in combat also but their other behaviors are a bit more sneaky.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skyfire===&lt;br /&gt;
&lt;br /&gt;
Room 18: a small white-washed building&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Skyfire, Showroom]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the wooden counter:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a folded ebon silk vatanura knotted at the hip&lt;br /&gt;
|100&lt;br /&gt;
|Greame sheath&lt;br /&gt;
|-&lt;br /&gt;
|a folded grey linen vatanura embroidered with ivory swirls&lt;br /&gt;
|100&lt;br /&gt;
|Greame sheath&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the owl-etched mannequin:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a curved vultite naginata twined with strips of zorchar&lt;br /&gt;
|500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a slender silver-chained elothrai dangling a nalatha agate&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some loose-cut leather nanjir embroidered with grey arabesques&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a narrow-cuffed ivory linen isiqiri with nalatha agate buttons&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a split-tailed grey linen ataniki opening at the left&lt;br /&gt;
|100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pair of ivory leather yatane beaded with zorchar nodules&lt;br /&gt;
|150&lt;br /&gt;
|UAC Boots&lt;br /&gt;
|-&lt;br /&gt;
|some ivory linen handwraps embroidered with zorchar threading&lt;br /&gt;
|60&lt;br /&gt;
|UAC Gloves&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the shell-etched mannequin:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a slender mithril tanto edged with drakar&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pair of pale linen kanjir buttoned with a nalatha agate&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a thigh-cinched ebon suede kanjiqi with a small golden clasp&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a low-collared dark linen isiqiri with folded cuffs&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a gold linen atika styled with a trio of stiff layers&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|an embroidered golden silk atanika layered with ebon linen&lt;br /&gt;
|100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some golden silk handwraps embroidered with drakar threading&lt;br /&gt;
|40&lt;br /&gt;
|UAC Gloves&lt;br /&gt;
|-&lt;br /&gt;
|a pair of golden silk yatane embroidered with drakar threading&lt;br /&gt;
|120&lt;br /&gt;
|UAC Boots&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the ram-etched mannequin:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a narrow platinum elothrai set with a drought agate&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a wide-cuffed ebon silk isiqiri buttoned with drought agates&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pair of alabaster linen yatane edged with gornar beading&lt;br /&gt;
|120&lt;br /&gt;
|UAC Boots&lt;br /&gt;
|-&lt;br /&gt;
|some ebon linen handwraps edged with gornar foil&lt;br /&gt;
|50&lt;br /&gt;
|UAC Gloves&lt;br /&gt;
|-&lt;br /&gt;
|a slender folded steel no-dachi etched with a ram&lt;br /&gt;
|160&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a side-wrapped alabaster ataniki embroidered with silver rams&lt;br /&gt;
|100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some loose ebon linen nanjir embroidered with alabaster thread&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Skyfire, Showroom]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the butterfly-painted mannequin:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a narrow rhimar wakizashi etched with a series of butterflies&lt;br /&gt;
|60&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pair of slender crimson satin kanjir sewn with summer agates&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a narrow leather kanjiqi with faenor buckles&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pair of colorful satin handwraps embroidered with butterfiles&lt;br /&gt;
|40&lt;br /&gt;
|UAC Gloves&lt;br /&gt;
|-&lt;br /&gt;
|a high-collared golden satin isiqiri with summer agate buttons&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a colorful satin atika with muiti-hued folds&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a thick satin atanika crafted of colorful striped material&lt;br /&gt;
|100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pair of colorful satin yatane with plated rhimar toes&lt;br /&gt;
|120&lt;br /&gt;
|UAC Boots&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the falcon-etched mannequin:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a smooth mossbark yumi inlaid with faenor&lt;br /&gt;
|60&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a chained faenor elothrai dangling a tiny beetle agate&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|an ebon silk isiqiri with small fitted cuffs&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some wide ebon leather nanjir with alabaster embroidery&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pair of ebon leather yatane with small faenor heels&lt;br /&gt;
|150&lt;br /&gt;
|UAC Boots&lt;br /&gt;
|-&lt;br /&gt;
|a pair of ebon leather handwraps with faenor studs&lt;br /&gt;
|50&lt;br /&gt;
|UAC Gloves&lt;br /&gt;
|-&lt;br /&gt;
|an alabaster raw silk ataniki lined with pale wool&lt;br /&gt;
|100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the fish-etched mannequin:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a vaalin-chained elothrai dangling a fish-carved storm agate&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a large mithglin tetsubo etched with a small salmon.&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pale grey raw silk isiqiri secured with a single storm agate&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pair of grey suede handwraps with silver embroidery&lt;br /&gt;
|50&lt;br /&gt;
|UAC Gloves&lt;br /&gt;
|-&lt;br /&gt;
|a pair of grey suede yatane embroidered with silvery fish&lt;br /&gt;
|140&lt;br /&gt;
|UAC Boots&lt;br /&gt;
|-&lt;br /&gt;
|some billowing grey suede nanjir stitched with swirling patterns&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a long grey velvet ataniki with small belled sleeves&lt;br /&gt;
|100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ode to Resistance===&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read plaque&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
Material - Resistance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Steel - Crush&lt;br /&gt;
&lt;br /&gt;
Bronze - Slash&lt;br /&gt;
&lt;br /&gt;
Copper - Puncture&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Black - Vacuum&lt;br /&gt;
&lt;br /&gt;
Electrum - Electric&lt;br /&gt;
&lt;br /&gt;
Cobalt - Cold&lt;br /&gt;
&lt;br /&gt;
Scorched - Heat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Ode To Resistance]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the scorched pine chest:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a set of scorched double leather&lt;br /&gt;
|225&lt;br /&gt;
|Heat Resistance&lt;br /&gt;
|-&lt;br /&gt;
|some scorched brigandine&lt;br /&gt;
|250&lt;br /&gt;
|Heat Resistance&lt;br /&gt;
|-&lt;br /&gt;
|some scorched black hauberk&lt;br /&gt;
|275&lt;br /&gt;
|Heat Resistance&lt;br /&gt;
|-&lt;br /&gt;
|some scorched black full plate&lt;br /&gt;
|375&lt;br /&gt;
|Heat Resistance&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the cobalt blue steel chest:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a set of cobalt blue leather armor&lt;br /&gt;
|225&lt;br /&gt;
|Cold Resistance&lt;br /&gt;
|-&lt;br /&gt;
|a set of cobalt blue brigandine&lt;br /&gt;
|250&lt;br /&gt;
|Cold Resistance&lt;br /&gt;
|-&lt;br /&gt;
|some cobalt blue chain hauberk&lt;br /&gt;
|275&lt;br /&gt;
|Cold Resistance&lt;br /&gt;
|-&lt;br /&gt;
|some cobalt blue full plate&lt;br /&gt;
|275&lt;br /&gt;
|Cold Resistance&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the large black chest:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a set of pitch black leathers&lt;br /&gt;
|225&lt;br /&gt;
|Vacuum Resistance&lt;br /&gt;
|-&lt;br /&gt;
|a set of midnight black brigandine&lt;br /&gt;
|250&lt;br /&gt;
|Vacuum Resistance&lt;br /&gt;
|-&lt;br /&gt;
|a set of matte black hauberk&lt;br /&gt;
|225&lt;br /&gt;
|Vacuum Resistance&lt;br /&gt;
|-&lt;br /&gt;
|some dark stained full plate&lt;br /&gt;
|325&lt;br /&gt;
|Vacuum Resistance&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the shiny electrum chest:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a set of electrum-banded leathers&lt;br /&gt;
|225&lt;br /&gt;
|Lightning Resistance&lt;br /&gt;
|-&lt;br /&gt;
|a set of electrum-edged brigandine&lt;br /&gt;
|250&lt;br /&gt;
|Lightning Resistance&lt;br /&gt;
|-&lt;br /&gt;
|a set of electrum-gilded hauberk&lt;br /&gt;
|275&lt;br /&gt;
|Lightning Resistance&lt;br /&gt;
|-&lt;br /&gt;
|some electrum-edged plate&lt;br /&gt;
|375&lt;br /&gt;
|Lightning Resistance&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the steel-studded crate:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a set of steel-studded leathers&lt;br /&gt;
|225&lt;br /&gt;
|Crush Resistance&lt;br /&gt;
|-&lt;br /&gt;
|some steel-studded brigandine&lt;br /&gt;
|250&lt;br /&gt;
|Crush Resistance&lt;br /&gt;
|-&lt;br /&gt;
|a set of steel-link hauberk&lt;br /&gt;
|275&lt;br /&gt;
|Crush Resistance&lt;br /&gt;
|-&lt;br /&gt;
|some steel full plate&lt;br /&gt;
|325&lt;br /&gt;
|Crush Resistance&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the bronze-banded crate:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a set of bronze-banded leathers&lt;br /&gt;
|225&lt;br /&gt;
|Slash Resistance&lt;br /&gt;
|-&lt;br /&gt;
|a set of bronze-banded brigandine&lt;br /&gt;
|250&lt;br /&gt;
|Slash Resistance&lt;br /&gt;
|-&lt;br /&gt;
|a set of bronze-banded hauberk&lt;br /&gt;
|275&lt;br /&gt;
|Slash Resistance&lt;br /&gt;
|-&lt;br /&gt;
|some bronze full plate&lt;br /&gt;
|325&lt;br /&gt;
|Slash Resistance&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the polished copper crate:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a set of copper-studded leathers&lt;br /&gt;
|225&lt;br /&gt;
|Pierce Resistance&lt;br /&gt;
|-&lt;br /&gt;
|a set of copper-studded brigandine&lt;br /&gt;
|250&lt;br /&gt;
|Pierce Resistance&lt;br /&gt;
|-&lt;br /&gt;
|some copper-banded hauberk&lt;br /&gt;
|275&lt;br /&gt;
|Pierce Resistance&lt;br /&gt;
|-&lt;br /&gt;
|some copper-banded plate&lt;br /&gt;
|375&lt;br /&gt;
|Pierce Resistance&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Crosswinds and Crosshairs===&lt;br /&gt;
&lt;br /&gt;
Room 20: a weathered wood-planked wagon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Crosswinds and Crosshairs]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the brass hooks:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a gear-covered ruic heavy crossbow&lt;br /&gt;
|100&lt;br /&gt;
|Mechanical scripted crossbow&lt;br /&gt;
|-&lt;br /&gt;
|a gear-covered ruic light crossbow&lt;br /&gt;
|100&lt;br /&gt;
|Mechanical scripted crossbow&lt;br /&gt;
|-&lt;br /&gt;
|a glaes-plated heavy siege crossbow&lt;br /&gt;
|100&lt;br /&gt;
|Mechanical scripted crossbow&lt;br /&gt;
|-&lt;br /&gt;
|a faenor-inlaid ruic light crossbow.&lt;br /&gt;
|100&lt;br /&gt;
|Mechanical scripted crossbow&lt;br /&gt;
|-&lt;br /&gt;
|a gear-covered heavy arbalest&lt;br /&gt;
|100&lt;br /&gt;
|Mechanical scripted crossbow&lt;br /&gt;
|-&lt;br /&gt;
|a mechanical heavy arbalest&lt;br /&gt;
|100&lt;br /&gt;
|Mechanical scripted crossbow&lt;br /&gt;
|-&lt;br /&gt;
|a mechanical light arbalest.&lt;br /&gt;
|100&lt;br /&gt;
|Mechanical scripted crossbow&lt;br /&gt;
|-&lt;br /&gt;
|a light crystal-sighted crossbow&lt;br /&gt;
|100&lt;br /&gt;
|Mechanical scripted crossbow&lt;br /&gt;
|-&lt;br /&gt;
|a metallic light crossbow&lt;br /&gt;
|100&lt;br /&gt;
|Mechanical scripted crossbow&lt;br /&gt;
|-&lt;br /&gt;
|a heavy crystal-sighted crossbow&lt;br /&gt;
|100&lt;br /&gt;
|Mechanical scripted crossbow&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gamac&#039;s Goods===&lt;br /&gt;
&lt;br /&gt;
Room 21: a leaning stone shop with a blackened metal roof&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Gamac&#039;s Goods, Front Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the overturned crates:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a dark mahogany kit with diamond-patterned pressed metal filigree&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a smooth ironwood case branded with luck runes&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|an ebon-stained ash case&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a cylindrical jet and pearl cloisonne case&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a rectangular rose gold case with rigid leather-capped corners&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the makeshift table:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a deck of grimy bloodstained cards&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a deck of kraken-stamped cards&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a deck of skull-embossed cards&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a deck of gilt-edged jet cards&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a deck of scarab-engraved cards&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the cracked display:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|some thin black alum darts&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some pale bone darts&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pair of rounded smoky glaes dice&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pair of jet-inset ivory dice&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pair of clear bubbled crystal dice&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Gamac&#039;s Goods, Back Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the opened crate:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a blackened silver scorpion earcuff&lt;br /&gt;
|50&lt;br /&gt;
|Crystal Holding Jewelry&lt;br /&gt;
|-&lt;br /&gt;
|an enameled serpent head pendant&lt;br /&gt;
|50&lt;br /&gt;
|Crystal Holding Jewelry&lt;br /&gt;
|-&lt;br /&gt;
|a snakeskin and leather cuff.&lt;br /&gt;
|50&lt;br /&gt;
|Crystal Holding Jewelry&lt;br /&gt;
|-&lt;br /&gt;
|a gaudy bronze skull cameo ring&lt;br /&gt;
|50&lt;br /&gt;
|Crystal Holding Jewelry&lt;br /&gt;
|-&lt;br /&gt;
|a flat pure white crystal&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a gold-flecked cinnabar crystal&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a hollow smoky grey crystal&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a fractured milky amber crystal&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a reflective ultramarine crystal.&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the male mannequin:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a pair of tri-tone knee-high suede boots&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|an oiled canvas longcoat with scaled leather cuffs&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a suede-paneled snakeskin harness&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some ebon leather gloves backed with steel plates&lt;br /&gt;
|14&lt;br /&gt;
|UAC Gloves&lt;br /&gt;
|-&lt;br /&gt;
|a loose dark linen tunic with cord-laced sleeves&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pair of dark leather trousers&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the female mannequin:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a pair of ruched leather over-the-knee boots&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pair of dark plum kidskin gloves&lt;br /&gt;
|14&lt;br /&gt;
|UAC Gloves&lt;br /&gt;
|-&lt;br /&gt;
|a hooded jacket cut from griseous perforated leather&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pair of flared wine-toned twill pants&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a scaled leather harness with narrow alum-buckled straps&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a sleeveless smoke-hued linen tunic&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drawing the Line===&lt;br /&gt;
&lt;br /&gt;
Room 22: a narrow brick store&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Drawing The Line]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read sign&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
~~Welcome to Drawing the Line~~&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All the weapons for sale along the wall are more than what they seem. Shop accordingly.&lt;br /&gt;
Yes, they are four times enchanted. Stop asking me that.&lt;br /&gt;
Don&#039;t knock down any of the stuff on the beams. You break it, you buy it.&lt;br /&gt;
The stuff on the walls play nicely with the stuff on the beams. &lt;br /&gt;
Failure to read this sign voids all licenses and permits for future whining.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AND NO SNOOPING!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
~K&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the thick beams:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|an oak-handled sturdy invar tool&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pearl-handled slender mithril tool&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a slim polished silver tool&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a compact blackened steel tool&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a simple pincer-shaped tool&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of glass-studded wire&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a spool of razor-sharp wire&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a spindle of steel wire&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a spool of blackened wire&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a coil of lightly oiled wire&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the wooden shelf:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a rhimar-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, cold flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a diamond-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a gornar-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, vibe flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a zorchar-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, lightning flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a drakar-edged mithglin hook-knife&lt;br /&gt;
|50&lt;br /&gt;
|4x, fire flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a short mithglin hook-knife&lt;br /&gt;
|30&lt;br /&gt;
|4x, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the series of pegs:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a cross-hilted mithglin dagger&lt;br /&gt;
|30&lt;br /&gt;
|4x, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a zorchar-edged mithglin bodkin&lt;br /&gt;
|50&lt;br /&gt;
|4x, lightning flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a drakar-tipped mithglin dirk&lt;br /&gt;
|50&lt;br /&gt;
|4x, fire flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a gornar-tipped mithglin misericord&lt;br /&gt;
|50&lt;br /&gt;
|4x, vibe flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a rhimar-tipped mithglin poignard&lt;br /&gt;
|50&lt;br /&gt;
|4x, ice flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|a slender diamond-tipped stiletto&lt;br /&gt;
|50&lt;br /&gt;
|4x, flares, garrote-hilt&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Smoke Screen===&lt;br /&gt;
&lt;br /&gt;
Room 23: a grey brick building&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Smoke Screen]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the circular table:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a tall brass flagon with a hinged lid&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a round mithril flask encased in a brushed leather wrap&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a stone jug with a leather-strung cap&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a silver-trimmed black leather flask&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|an etched silver flask with a carved onyx mouthpiece&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the glass bowl:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|an oblong silver brooch inset with deep-hued amethysts&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a veniom-framed dark jade brooch&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a ruby-inlaid scarab-shaped brooch&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a gold filigree brooch&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the dusty trunk:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a black pearl brooch bordered with white diamonds&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a dark villswood pipe with an etched silver mouthpiece&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|an onyx-inlaid carved ivory pipe&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a polished mahogany pipe&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a two-toned stained oak pipe&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a small black matchbook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some amber bourbon pipe tobacco&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some cream vanilla pipe tobacco&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some dark hazelnut pipe tobacco&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some tan honey pipe tobacco&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some dark brown coffee pipe tobacco&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Smoke Screen, Back Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read plac&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
The cigar tubes inside this case are rather unique. I am unable to reveal more.&lt;br /&gt;
&lt;br /&gt;
Management&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the stone hearth:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a thick dark brown cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a tapered forest green cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a thin light taupe cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a slender deep crimson cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a narrow almond-hued cigar&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the display case:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a dark blue vultite cigar tube&lt;br /&gt;
|300&lt;br /&gt;
|Lockpick holding cigar tube&lt;br /&gt;
|-&lt;br /&gt;
|a textured silver cigar tube&lt;br /&gt;
|50&lt;br /&gt;
|Lockpick holding cigar tube&lt;br /&gt;
|-&lt;br /&gt;
|a slim white cigar tube&lt;br /&gt;
|50&lt;br /&gt;
|Lockpick holding cigar tube&lt;br /&gt;
|-&lt;br /&gt;
|a slender brass cigar tube&lt;br /&gt;
|50&lt;br /&gt;
|Lockpick holding cigar tube&lt;br /&gt;
|-&lt;br /&gt;
|a dark brown leather cigar tube&lt;br /&gt;
|50&lt;br /&gt;
|Lockpick holding cigar tube&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Covert Courier===&lt;br /&gt;
&lt;br /&gt;
Room 1: a boarded-up decrepit warehouse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Covert Couriers]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read note&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The stuffs on the worktable are not fer eatin&#039; or drinkin&#039;.&lt;br /&gt;
It&#039;s for putting in the food and drink of folks y&#039;don&#039;t like.&lt;br /&gt;
Thur&#039;s two diff&#039;rent kinds of poisons. You figger &#039;em out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If someone uses this stuff on you, take a quick swig from either of the phials.&lt;br /&gt;
Hopefully ya picked the right one t&#039;swig &#039;cause they onlies cure one kind each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bags&#039;n&#039;such in th&#039;cask are fer yer smugglin&#039; goods.&lt;br /&gt;
Be sure t&#039;analyze &#039;em &#039;fore ya use &#039;em.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-K-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the cloth-draped worktable:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a muslin bag of pale yellow granules&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a glazed clay bottle&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a twisted silver bottle.&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a silken bag of powdery grey dust&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a skull-stamped silver flask&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a squat ceramic flask&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a small tin of powdered purple leaves&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a dark pouch of pale green powder&lt;br /&gt;
|25&lt;br /&gt;
|Poison to put into food or drink&lt;br /&gt;
|-&lt;br /&gt;
|a slim silvered phial&lt;br /&gt;
|25&lt;br /&gt;
|Antidote&lt;br /&gt;
|-&lt;br /&gt;
|a hammered copper phial&lt;br /&gt;
|25&lt;br /&gt;
|Antidote&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the open ale cask:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a splintered oak box&lt;br /&gt;
|100&lt;br /&gt;
|Smuggling Sacks&lt;br /&gt;
|-&lt;br /&gt;
|a small leather-bound box&lt;br /&gt;
|100&lt;br /&gt;
|Smuggling Sacks&lt;br /&gt;
|-&lt;br /&gt;
|a rough burlap sack&lt;br /&gt;
|100&lt;br /&gt;
|Smuggling Sacks&lt;br /&gt;
|-&lt;br /&gt;
|a weathered leather sack&lt;br /&gt;
|100&lt;br /&gt;
|Smuggling Sacks&lt;br /&gt;
|-&lt;br /&gt;
|a patched threadbare sack&lt;br /&gt;
|100&lt;br /&gt;
|Smuggling Sacks&lt;br /&gt;
|-&lt;br /&gt;
|a small oilskin loot sack&lt;br /&gt;
|100&lt;br /&gt;
|Smuggling Sacks&lt;br /&gt;
|-&lt;br /&gt;
|a dappled grey loot sack&lt;br /&gt;
|100&lt;br /&gt;
|Smuggling Sacks&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered velvet-lined case&lt;br /&gt;
|100&lt;br /&gt;
|Smuggling Sacks&lt;br /&gt;
|-&lt;br /&gt;
|a darkened leather case&lt;br /&gt;
|100&lt;br /&gt;
|Smuggling Sacks&lt;br /&gt;
|-&lt;br /&gt;
|a polished copper reliquary&lt;br /&gt;
|100&lt;br /&gt;
|Smuggling Sacks&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINK: [[Smuggling sack]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Old Farmhouse===&lt;br /&gt;
&lt;br /&gt;
a narrow winding path (from wagons, go up, go path)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Old Farmhouse, Side Yard]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the wooden rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered helical illthorn runestaff&lt;br /&gt;
|50000&lt;br /&gt;
| 5x, 4x acuity, T4 Nerve Staff, Rot flares&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered spiralled faewood runestaff&lt;br /&gt;
|3000&lt;br /&gt;
| 5x, T2 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered braided rowan runestaff&lt;br /&gt;
|1000&lt;br /&gt;
| 5x, T1 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered spiralled fireleaf runestaff&lt;br /&gt;
|8000&lt;br /&gt;
| +22, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered twisted glowbark runestaff&lt;br /&gt;
|10000&lt;br /&gt;
| +22, +2 Mana Flares, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered braided ironwood runestaff&lt;br /&gt;
|500&lt;br /&gt;
| 4x, T1 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered spiralled witchwood runestaff&lt;br /&gt;
|4000&lt;br /&gt;
| +22, T3 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|a lacquered twisted lor runestaff&lt;br /&gt;
|10000&lt;br /&gt;
| 5x, 4x Acuity, T4 Nerve Staff&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINK: [[Nerve Staves]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINK: [[Rotflares]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Old Farmhouse, Parlor]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the swinging tray:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|an incarnadine watered silk satchel&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged honey brown draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged pale honey draught with a simple wax stopper&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged pale amber elixir with a simple wax stopper&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged dark ochre draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged dark amber elixir with a simple wax stopper&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged golden brown draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged dark brown tonic with a simple wax stopper&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a copper-caged milky white draught with a simple wax stopper&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Cover Up===&lt;br /&gt;
&lt;br /&gt;
Room 3: a narrow building&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Cover Up, Men&#039;s Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the short male mannequin:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|some flowing grey and silver marbrinus robes&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a high-collared black wool cape&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a double-breasted dark leather longcoat&lt;br /&gt;
|750&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a hooded ebon-hued velvet robe&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a tailored longcoat lined with dark silk&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a dual-toned grey bourde cassock edged with silver piping&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a split-tailed obsidian longcoat&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the tall male mannequin:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a sigil-covered crimson silk cape&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a fur-lined dark chestnut cloak&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a long midnight blue greatcloak&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a charcoal-hued overcoat adorned with silver-threaded knotwork&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a tenebrous black cloak lined with smooth satin&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a black linen overcoat with wide-cuffed sleeves&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[The Cover Up, Women&#039;s Room]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the petite female mannequin:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a billowing sanguine cape adorned with fiery jacinth beading&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a flowing black silk cloak dappled with red dreamstones&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a rich burgundy chainsil cloak laced with dark velvet ribbon&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a black velvet cape lined with rich burgundy silk&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a sable lambswool cloak trimmed with ebon-tipped fox tails&lt;br /&gt;
|750&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|an ankle-length deep russet coat with a fitted waist.&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a shadowy obsidian silk cloak trimmed with cormorant feathers&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the tall female mannequin:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|some elegant grey-on-black chainsil robes&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a high-collared dark crimson brocade cape&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a dark silk mantle with a wool capelet&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a velvet-lined deep emerald silk cloak&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a dark-toned sapphire flyrsilk cloak&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a cowled midnight-hued cloak with a subtle blued sheen&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a coal black velvet pelisse&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bloodriven Bowery===&lt;br /&gt;
&lt;br /&gt;
Room 8: a dark stone building&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Bloodriven Bowery, Front]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the splintered crate:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a vial of pearlescent paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of smoky mocha paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of metallic grey paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of mint-swirled paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of stark white paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of nacreous black paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of plum and copper paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of vivid emerald paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of ivory and jet paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a vial of gilded indigo paint&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the waterlogged barrel:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of copper-on-teal fletchings&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of iridescent jade fletchings&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of pewter-on-pearl fletchings&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of silver-washed fletchings&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of hazy black swan fletchings&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of gilt-sheened fletchings&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of garnet and jet fletchings&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of albino peacock fletchings&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of snowy white owl fletchings&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of ash penguin fletchings&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the canvas mannequin:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a pair of taupe suede boots plated in metal&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a gilt and ivory leather-woven quiver&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some quilted slate wool leggings with thin silk stripes&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|an asymmetric smoky indigo chainsil tunic&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a deeply hooded ecru suede jerkin split at the waist&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the pine mannequin:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|an ebon-striped plum velvet jacket slit down the back&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a stiff thigh quiver of metallic lace feathers&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pair of ankle-buckled onyx leather boots with nacre heels&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some aubergine suede pants set with panels of dark lace&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a layered pearlescent crinkled chiffon tunic&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Bloodriven Bowery, Back]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read sign&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
The trinkets on this shelf will aid you in combat in the following ways:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Earcuff - Ranged Weapons&lt;br /&gt;
&lt;br /&gt;
Glaes Wristcuff - Perception&lt;br /&gt;
&lt;br /&gt;
Lacewood Pendant - Dodging&lt;br /&gt;
&lt;br /&gt;
Veniom Band - Agility&lt;br /&gt;
&lt;br /&gt;
Hazel Leaf Pendant - Ranged Weapons&lt;br /&gt;
&lt;br /&gt;
Monir Band - Perception&lt;br /&gt;
&lt;br /&gt;
Anklet - Agility&lt;br /&gt;
&lt;br /&gt;
Checkered Cuff - Dodging&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the oak shelf:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a twine-strung dark horn anklet&lt;br /&gt;
|40&lt;br /&gt;
|Agility enhancive&lt;br /&gt;
|-&lt;br /&gt;
|a segmented venion-edged band&lt;br /&gt;
|40&lt;br /&gt;
|Agility enhancive&lt;br /&gt;
|-&lt;br /&gt;
|a triskele-branded white monir band&lt;br /&gt;
|75&lt;br /&gt;
|Perception enhancive&lt;br /&gt;
|-&lt;br /&gt;
|a curved earcuff of tiny crystalline droplets&lt;br /&gt;
|100&lt;br /&gt;
|Ranged weapon enhancive&lt;br /&gt;
|-&lt;br /&gt;
|a glass-pressed hazel leaf pendant&lt;br /&gt;
|100&lt;br /&gt;
|Ranged weapon enhancive&lt;br /&gt;
|-&lt;br /&gt;
|a smooth lacewood disc pendant&lt;br /&gt;
|100&lt;br /&gt;
|Dodge enhancive&lt;br /&gt;
|-&lt;br /&gt;
|a checkered jet and nacre cuff&lt;br /&gt;
|100&lt;br /&gt;
|Dodge enhancive&lt;br /&gt;
|-&lt;br /&gt;
|a wristcuff of black glaes scales&lt;br /&gt;
|75&lt;br /&gt;
|Perception enhancive&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the pine shelf:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of gornar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of drakar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of rhimar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bundle of zorchar arrowheads&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the pine rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|an ivory ruic longbow inlaid with nacreous jet branches&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a lapis-tinted ruic bow traced in filigree along the limbs&lt;br /&gt;
|84&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a leather-strapped dark ruic bow with a faint oily sheen&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bare Aggression===&lt;br /&gt;
&lt;br /&gt;
Room 9: a roguh-hewn knotty pine hall&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Bare Aggression]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the equipment rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather steel-toed boots&lt;br /&gt;
|76&lt;br /&gt;
|4x, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather steel-buckled gloves&lt;br /&gt;
|25&lt;br /&gt;
|4x, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather gornar-toed boots&lt;br /&gt;
|125&lt;br /&gt;
|4x, vibe flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather gornar-buckled gloves&lt;br /&gt;
|50&lt;br /&gt;
|4x, vibe flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather rhimar-toed boots&lt;br /&gt;
|125&lt;br /&gt;
|4x, ice flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather rhimar-buckled gloves&lt;br /&gt;
|50&lt;br /&gt;
|4x, ice flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather drakar-toed boots&lt;br /&gt;
|125&lt;br /&gt;
|4x, fire flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather drakar-buckled gloves&lt;br /&gt;
|50&lt;br /&gt;
|4x, fire flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather zorchar-toed boots&lt;br /&gt;
|125&lt;br /&gt;
|4x, lightning flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather zorchar-buckled gloves&lt;br /&gt;
|50&lt;br /&gt;
|4x, lightning flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather golvern-toed boots&lt;br /&gt;
|500&lt;br /&gt;
|5x, grapple flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather golvern-buckled gloves&lt;br /&gt;
|500&lt;br /&gt;
|5x, grapple flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather kelyn-toed boots&lt;br /&gt;
|500&lt;br /&gt;
|5x, unbalance flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather kelyn-buckled gloves&lt;br /&gt;
|500&lt;br /&gt;
|5x, unbalance flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather copper-toed boots&lt;br /&gt;
|500&lt;br /&gt;
|5x, acid flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather copper-buckled gloves&lt;br /&gt;
|500&lt;br /&gt;
|5x, acid flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather rolaren-toed boots&lt;br /&gt;
|500&lt;br /&gt;
|5x, disintegration flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather rolaren-buckled gloves&lt;br /&gt;
|500&lt;br /&gt;
|5x, disintegration flares, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of glossy black leather razern-buckled boots&lt;br /&gt;
|500&lt;br /&gt;
|5x, swcw, scripted&lt;br /&gt;
|-&lt;br /&gt;
|a pair of supple black leather razern-buckled gloves&lt;br /&gt;
|500&lt;br /&gt;
|5x, swcw, scripted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the low table:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a glass of smooth amber bourbon&lt;br /&gt;
|15&lt;br /&gt;
|5 sips of 211&lt;br /&gt;
|-&lt;br /&gt;
|a glass of single malt scotch&lt;br /&gt;
|7500 silver&lt;br /&gt;
|5 sips of 509&lt;br /&gt;
|-&lt;br /&gt;
|a glass of dark blended whiskey&lt;br /&gt;
|5&lt;br /&gt;
|5 sips of 1209&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===A Two-Story House===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Two-Story House, Entryway]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
metal door = out&lt;br /&gt;
&lt;br /&gt;
crystal door = Cut and Dried&lt;br /&gt;
&lt;br /&gt;
hallway = kitchen&lt;br /&gt;
&lt;br /&gt;
stairway = Accessories of Crime&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Two-Story House, Kitchen]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the kitchen island:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
|-&lt;br /&gt;
|a plate of gingerbread cookies&lt;br /&gt;
|-&lt;br /&gt;
|a covered basket of croissants&lt;br /&gt;
|-&lt;br /&gt;
|a tray of freshly baked cinnamon rolls glazed with honey&lt;br /&gt;
|-&lt;br /&gt;
|a chilled pitcher of milk&lt;br /&gt;
|-&lt;br /&gt;
|a delicate porcelain teapot set on an iron trivet&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Cut And Dried]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the apothecary rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a rounded bronze tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a round brown tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a slim copper tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pristine white tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a petite red tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a textured green tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a bezel-cut silver tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a pebbled black tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a glossy black tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a squared-off metal tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|an oval brass tobacco tin&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a small packet of cigar leaf wrappers&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the glass-topped case:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a smooth vaalorn cigar cutter&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a smooth mithglin cigar cutter&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a smooth mithril cigar cutter&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a smooth faenor cigar cutter&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a smooth steel cigar cutter&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Accessories Of Crime]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the ebonwood case:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a rounded gold poison necklace&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a smooth silver poison necklace&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a sleek ebony poison necklace&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a filigreed silver poison ring&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a heavy gold poison ring.&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a slim ora poison necklace&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a black-worked mithril poison necklace&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a silvered faenor poison ring&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a wrought bronze poison ring&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a delicate mithril poison ring&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the velvet-lined basket:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a polished glaes corkscrew&lt;br /&gt;
|105&lt;br /&gt;
|lockpick&lt;br /&gt;
|-&lt;br /&gt;
|a kelyn-bound hairpin&lt;br /&gt;
|130&lt;br /&gt;
|lockpick&lt;br /&gt;
|-&lt;br /&gt;
|a golvern-tipped hairpin&lt;br /&gt;
|150&lt;br /&gt;
|lockpick&lt;br /&gt;
|-&lt;br /&gt;
|a veniom-traced hairstick&lt;br /&gt;
|106&lt;br /&gt;
|lockpick&lt;br /&gt;
|-&lt;br /&gt;
|a vaalin-wrapped hairstick&lt;br /&gt;
|150&lt;br /&gt;
|lockpick&lt;br /&gt;
|-&lt;br /&gt;
|an alum-edged myklian scale shard&lt;br /&gt;
|112&lt;br /&gt;
|lockpick&lt;br /&gt;
|-&lt;br /&gt;
|a twined mithril wire&lt;br /&gt;
|102&lt;br /&gt;
|lockpick&lt;br /&gt;
|-&lt;br /&gt;
|a pointed steel corkscrew&lt;br /&gt;
|100&lt;br /&gt;
|lockpick&lt;br /&gt;
|-&lt;br /&gt;
|a delicate ivory tine&lt;br /&gt;
|101&lt;br /&gt;
|lockpick&lt;br /&gt;
|-&lt;br /&gt;
|a braided gold wire&lt;br /&gt;
|100&lt;br /&gt;
|lockpick&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===A Flash of Strength===&lt;br /&gt;
&lt;br /&gt;
Room 3: a large wooden structure&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Reception]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;get pot&lt;br /&gt;
&lt;br /&gt;
You pour yourself a bowl of spicy lamb stew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the oak table:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
|-&lt;br /&gt;
|a pint of sack mead&lt;br /&gt;
|-&lt;br /&gt;
|a stein of cream stout&lt;br /&gt;
|-&lt;br /&gt;
|a shot of well-aged whiskey&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Defense]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read parch on rack&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
All items have a bit of flare.&lt;br /&gt;
&lt;br /&gt;
The accent metal will identify which one with the exception of the following:&lt;br /&gt;
&lt;br /&gt;
Hauberk ~ vacuum&lt;br /&gt;
&lt;br /&gt;
Corselet ~ vacuum&lt;br /&gt;
&lt;br /&gt;
Plate ~ vacuum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the iron rack:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|some hammered mithglin half-plate trimmed with strips of gornar&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a suit of etched mithril field plate with faenor inlay&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a layered mithril jazerant with rhimar-plated links&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a polished vultite chain corselet with jet-tipped tassets&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some ivory leather brigandine studded with zorchar nodules&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some ebon leather brigandine plated with drakar scales&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some polished vultite chain hauberk inset with slivers of onyx&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a fitted imflass breastplate inlaid with zorchar panels&lt;br /&gt;
|225&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read parch on stand&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
All items have a bit of flare.&lt;br /&gt;
&lt;br /&gt;
The accent metal will identify which one with the exception of the following:&lt;br /&gt;
&lt;br /&gt;
Breastplate ~ vacuum&lt;br /&gt;
&lt;br /&gt;
Robes ~ vacuum&lt;br /&gt;
&lt;br /&gt;
Buffcoat ~ cold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the iron stand:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|some aged quilted leather laced with zorchar-tipped cording&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a hardened leather breastplate edged with mithril&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some thick indigo velvet robes stitched with silver arabesques&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a slashed leather jerkin buttoned with onyx-set drakar buttons&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a buffed leather aketon secured with gornar fastenings&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|an oiled leather buffcoat lined with icy blue linen&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a layered leather cuirass edged with drakar scales&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read parch on shelv&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
All items have a bit of flare.&lt;br /&gt;
&lt;br /&gt;
The accent metal will identify which one with the exception of the following:&lt;br /&gt;
&lt;br /&gt;
Buckler ~ vacuum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the wooden shelving:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a thick oval steel mantlet inlaid with strips of gornar&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a varnished faewood heater banded with rhimar&lt;br /&gt;
|100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a round vultite shield set with a zorchar boss&lt;br /&gt;
|120&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a polished mithril aegis edged with drakar braiding&lt;br /&gt;
|100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a convex domed orase buckler studded with polished vultite&lt;br /&gt;
|100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Arms]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read parch in barr&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
All items have a bit of flare.&lt;br /&gt;
&lt;br /&gt;
Orase ~ mana&lt;br /&gt;
&lt;br /&gt;
Faewood ~ acuity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the iron-bound barrel:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a spiraled orase runestaff inlaid with flecks of mithglin&lt;br /&gt;
|250&lt;br /&gt;
|Mana flares&lt;br /&gt;
|-&lt;br /&gt;
|a polished faewood runestaff capped with a faenor sphere&lt;br /&gt;
|250&lt;br /&gt;
|Acuity flares&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the wooden cask:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a curved vultite guisarme with a spiraled orase shaft&lt;br /&gt;
|200&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a serrated drakar pike with a polished ironwood shaft&lt;br /&gt;
|100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read parch on stand&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
All items have a bit of flare.&lt;br /&gt;
&lt;br /&gt;
The accent metal will identify which one with the exception of the following:&lt;br /&gt;
&lt;br /&gt;
Flamberge ~ vacuum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the modwir stand:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a jet-hilted vultite flamberge with a rippled blade&lt;br /&gt;
|150&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a polished mithglin handaxe edged with hammered gornar&lt;br /&gt;
|150&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a narrow zorchar estoc with a diamond-set hilt&lt;br /&gt;
|100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a wide imflass broadsword edged in rhimar&lt;br /&gt;
|150&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a narrow mithril short sword inlaid with swirls of zorchar&lt;br /&gt;
|120&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read parch in crate&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
All items have a bit of flare.&lt;br /&gt;
&lt;br /&gt;
The metal will identify which one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the long crate:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a polished vultite katar with zorchar crosspieces&lt;br /&gt;
|160&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a sharpened mithglin troll-claw with drakar-studded leather&lt;br /&gt;
|100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a smooth iron blackjack banded with rhimar&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a gornar-inlaid invar jackblade with a thick leather strap&lt;br /&gt;
|70&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[A Flash Of Strength, Additions]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read parch on top shelf&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
All items have a bit of flare.&lt;br /&gt;
&lt;br /&gt;
The metal will identify which one with the exception of the following:&lt;br /&gt;
&lt;br /&gt;
Coif ~ vacuum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the top shelf:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a mesh imflass coif of narrow woven links&lt;br /&gt;
|150&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a polished steel great bascinet with a gornar-inlaid skull&lt;br /&gt;
|170&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read parch on bottom shelf&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
All items have a bit of flare.&lt;br /&gt;
&lt;br /&gt;
The metal will identify which one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the bottoms shelf:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a leather arming cap studded with rhimar&lt;br /&gt;
|150&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|a polished vultite burgonet fixed with a narrow zorchar fin&lt;br /&gt;
|150&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|an etched mithril kettle hat with a wide drakar-edged brim&lt;br /&gt;
|130&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read parch in trunk&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&lt;br /&gt;
All items have a bit of flare.&lt;br /&gt;
&lt;br /&gt;
The metal will identify which one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the iron-bound trunk:&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|some polished vultite brassard inlaid with drakar arabesques&lt;br /&gt;
|150&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some flexible mithglin chausses of woven gornar-plated links&lt;br /&gt;
|150&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some layered vultite cuisses hinged with rhimar studs&lt;br /&gt;
|150&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|some polished mithglin vambraces edged with zorchar&lt;br /&gt;
|150&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spellbound===&lt;br /&gt;
&lt;br /&gt;
Room 16: a narrow space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Spellbound]&#039;&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item&lt;br /&gt;
!bgcolor=#DDDDDD|Bloodscrip&lt;br /&gt;
!bgcolor=#DDDDDD|Info&lt;br /&gt;
|-&lt;br /&gt;
|a silver-inked vellum parchment&lt;br /&gt;
|750&lt;br /&gt;
|Invoking this vellum parchment will grant you permanent access to a special method of preparing your spells.&lt;br /&gt;
&lt;br /&gt;
It will provide the following phrase:&lt;br /&gt;
&lt;br /&gt;
First Person: You command the elements, a silver-hued fist appearing in the air above your hand...&lt;br /&gt;
&lt;br /&gt;
Third Person: Tei commands the elements, a silver-hued fist appearing in the air above her hand...&lt;br /&gt;
&lt;br /&gt;
Hidden or Invisible: &lt;br /&gt;
&lt;br /&gt;
Specific Spell Restriction: 407&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|a verdant green-inked parchment&lt;br /&gt;
|750&lt;br /&gt;
|Invoking this green-inked parchment will grant you permanent access to a special method of preparing your spells.&lt;br /&gt;
&lt;br /&gt;
It will provide the following phrase:&lt;br /&gt;
&lt;br /&gt;
First Person: In hushed tones, you quell and quiet the local spirits to mask your passage...&lt;br /&gt;
&lt;br /&gt;
Third Person: In hushed tones, Tei quells and quiets the local spirits...&lt;br /&gt;
&lt;br /&gt;
Hidden or Invisible: &lt;br /&gt;
&lt;br /&gt;
Specific Spell Restriction: 617&lt;br /&gt;
|-&lt;br /&gt;
|a thin leather-bound tome&lt;br /&gt;
|750&lt;br /&gt;
|Invoking this leather-bound tome will grant you permanent access to a special method of preparing your spells.&lt;br /&gt;
&lt;br /&gt;
It will provide the following phrase:&lt;br /&gt;
&lt;br /&gt;
First Person: Your field of vision begins to rapidly vibrate, then shrinks as you prepare the Eye Spy spell...&lt;br /&gt;
&lt;br /&gt;
Third Person: Tei&#039;s eyes begin to vibrate and her pupils shrink to black slivers as she prepares a spell...&lt;br /&gt;
&lt;br /&gt;
Hidden or Invisible: &lt;br /&gt;
&lt;br /&gt;
Specific Spell Restriction: 707&lt;br /&gt;
|-&lt;br /&gt;
|an ebon-inked vellum tome&lt;br /&gt;
|750&lt;br /&gt;
|Invoking this vellum tome will grant you permanent access to a special method of preparing your spells.&lt;br /&gt;
&lt;br /&gt;
It will provide the following phrase:&lt;br /&gt;
&lt;br /&gt;
First Person: The shadows darken and engulf you, flowing around your shoulders as you prepare the Cloak of Shadows invocation...&lt;br /&gt;
&lt;br /&gt;
Third Person: The shadows darken and engulf Tei, flowing around her shoulders as she prepares an invocation...&lt;br /&gt;
&lt;br /&gt;
Hidden or Invisible: &lt;br /&gt;
&lt;br /&gt;
Specific Spell Restriction: 712&lt;br /&gt;
|-&lt;br /&gt;
|a thin dog-eared papyrus&lt;br /&gt;
|750&lt;br /&gt;
|Invoking this dog-eared papyrus will grant you permanent access to a special method of preparing your spells.&lt;br /&gt;
&lt;br /&gt;
It will provide the following phrase:&lt;br /&gt;
&lt;br /&gt;
First Person: You quietly utter an incantation as you prepare the [Spell Name] spell...&lt;br /&gt;
&lt;br /&gt;
Third Person: Tei quietly utters an incantation as she prepares a spell...&lt;br /&gt;
&lt;br /&gt;
Hidden or Invisible: You hear a quietly uttered incantation.&lt;br /&gt;
|-&lt;br /&gt;
|a crumpled coffee-stained papyrus&lt;br /&gt;
|750&lt;br /&gt;
|Invoking this coffee-stained papyrus will grant you permanent access to a special method of preparing your spells.&lt;br /&gt;
&lt;br /&gt;
It will provide the following phrase:&lt;br /&gt;
&lt;br /&gt;
First Person: You murmur softly under your breath, preparing the [Spell Name] spell...&lt;br /&gt;
&lt;br /&gt;
Third Person: Tei murmurs softly under her breath, preparing a spell...&lt;br /&gt;
&lt;br /&gt;
Hidden or Invisible: You hear a soft murmuring.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pay Events]]&lt;/div&gt;</summary>
		<author><name>KOOLED</name></author>
	</entry>
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