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	<id>https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LAGEIROS</id>
	<title>GemStone IV Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LAGEIROS"/>
	<link rel="alternate" type="text/html" href="https://gswiki.play.net/Special:Contributions/LAGEIROS"/>
	<updated>2026-04-03T19:11:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Orase&amp;diff=211094</id>
		<title>Orase</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Orase&amp;diff=211094"/>
		<updated>2023-12-06T18:29:54Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{material&lt;br /&gt;
 | bonus = +20&lt;br /&gt;
 | str = 10&lt;br /&gt;
 | dur = 20&lt;br /&gt;
 | weight = Unknown&lt;br /&gt;
 | use = Shields, Staves&lt;br /&gt;
 | rarity = Uncommon&lt;br /&gt;
 | special = N/A&lt;br /&gt;
 | color = Unknown&lt;br /&gt;
 | dye = N/A&lt;br /&gt;
}}&lt;br /&gt;
Harvested from its native forests in the [[Pinefar]] forests, &#039;&#039;&#039;orase&#039;&#039;&#039; wood has long been a favorite material for magical articles by the halflings who settled those mountains. Hardy in the most rugged climates, the orase is a medium-sized tree that coexists well with the conifers of that region. Its bark is rough, and its branches are usually forked and irregular, making it a good material for staves and shields, but unsuitable for use by archers. It has a highly defined grain that makes the shields produced from it highly prized. It is, additionally, exceedingly hard and dense and carries a substantial magical talent.&lt;br /&gt;
&lt;br /&gt;
[[Category:Trees]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Woods]]&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Orase&amp;diff=211093</id>
		<title>Orase</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Orase&amp;diff=211093"/>
		<updated>2023-12-06T18:26:13Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{material&lt;br /&gt;
 | bonus = +20&lt;br /&gt;
 | str = 10&lt;br /&gt;
 | dur = 20&lt;br /&gt;
 | weight = Unknown&lt;br /&gt;
 | use = Shields, Staves&lt;br /&gt;
 | rarity = Uncommon&lt;br /&gt;
 | special = N/A&lt;br /&gt;
 | color = Unknown&lt;br /&gt;
 | dye = N/A&lt;br /&gt;
}}&lt;br /&gt;
Harvested from its native forests in the [[Pinefar]] forests, &#039;&#039;&#039;orase&#039;&#039;&#039; wood has long been a favorite material for magical articles by the halflings who settled those mountains. Hardy in the most rugged climates, the orase is a medium-sized tree that coexists well with the conifers of that region. Its bark is rough, and its branches are usually forked and irregular, making it a good material for staves and shields, but unsuitable for use by archers. It has a highly defined grain that makes the shields produced from it highly prized. It is, additionally, exceeding hard and dense and carries a substantial magical talent.&lt;br /&gt;
&lt;br /&gt;
[[Category:Trees]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Woods]]&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Illoke_mystic&amp;diff=201029</id>
		<title>Illoke mystic</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Illoke_mystic&amp;diff=201029"/>
		<updated>2023-06-27T14:47:43Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: /* Other information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 62&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Giant &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Thanatoph&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 600&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = -&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = -&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = -&lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 16N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 229 - 234&lt;br /&gt;
| CleTD = 244&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 241&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Defense I (401)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II (406)&lt;br /&gt;
| DSP3 = Elemental Defense III (414)&lt;br /&gt;
| DSP4 = Elemental Targeting (425)&lt;br /&gt;
| DSP5 = Natural Colors (601)&lt;br /&gt;
| DSP6 = Resist Elements (602)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = yes&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = yes&lt;br /&gt;
 | other = [[Glowing violet essence dust]]&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Massive and imposing, the Illoke mystic towers over adventurers.  It is more than three times the size of the largest giantman, with smooth grey skin and deep black eyes that glare out from under a heavy brow.  The eyes regard potential victims with disdain, as if they were nothing more than an offering to be sacrificed.  Chiseled deep into the forehead of the shaman, the symbol of Illoke glows red with power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Illoke Mystics will use Elemental Dispel from time to time.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [[Illoke]]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 60&lt;br /&gt;
|levelm1 = 61&lt;br /&gt;
|level = 62&lt;br /&gt;
|levelp1 = 63&lt;br /&gt;
|levelp2 = 64&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lesser_ice_giant&amp;diff=192896</id>
		<title>Lesser ice giant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lesser_ice_giant&amp;diff=192896"/>
		<updated>2023-03-29T11:51:43Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Lesser_ice_giant.jpg&lt;br /&gt;
| level = 41&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Giant&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Element-based&lt;br /&gt;
| area = Olbin Pass&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Massive Icicle&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 302 - 309&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = AS Booster&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = 75&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 204 - 236&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 218&lt;br /&gt;
| UDF = 239&lt;br /&gt;
| BarTD = 133 - 136&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 160&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 162 - 165&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a giant scalp&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Standing twice as tall as the tallest giantman, the ice giant trails frost and snow in her wake.  Seemingly carved from living ice and snow, icy blue eyes set beneath a heavily furrowed brow and a tangled mop of icy blue hair provide a splash of color against the ice giant&#039;s dull white frost-covered skin.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
The lesser ice giant has a curious ability to raise its AS (indicated by blue glowing eyes in the swing) by about 75 AS points similar to a troll king frothing or shan warrior yipping. However, although this attack raises their AS 75 over their usual stance offensive swing, they stay in defensive stance after using the glowing eye ability. If you are stance dancing them be careful not to get caught out by this. Lesser ice giants shake stuns. &lt;br /&gt;
==Other information==&lt;br /&gt;
The [[lesser ice giant]] has approximately 400 hit points.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 39&lt;br /&gt;
|levelm1 = 40&lt;br /&gt;
|level = 41&lt;br /&gt;
|levelp1 = 42&lt;br /&gt;
|levelp2 = 43&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Krolvin_slaver&amp;diff=190648</id>
		<title>Krolvin slaver</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Krolvin_slaver&amp;diff=190648"/>
		<updated>2023-03-02T15:07:24Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 36&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Krolvin&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Krolvin Carrack&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 240&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Scimitar&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 230&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Bind (214)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = ?&lt;br /&gt;
| WD2 = Silence (210)&lt;br /&gt;
| WDB = ?&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Major Elemental Wave (435)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Tremors (909)&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 185 - 225&lt;br /&gt;
| BarTD = 99 - 117&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 99 - 117&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 104 - 122&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 99 - 117&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Although taller than the average krolvin, the slaver retains the characteristic long-fingered hands.  His sturdy musculature is apparent beneath the grey-blue skin.  Thick, coarse, white hair covers his head and spreads across his shoulders and down his back.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
The main threat posed by a [[krolvin slaver]] is its spells [[Tremors (909)]] and especially [[Major Elemental Wave (435)]].  Given these spells, and that [[krolvin corsair|krolvin corsairs]] can also [[tackle]], as well as large [[encumbrance]] aboard the [[Krolvin Carrack]] may cause one to fall over, finding oneself [[prone]] and in [[roundtime]] is not uncommon.  Under such conditions, Major Elemental Wave is particularly devastating, typically leading to stun or [[critical]] death.&lt;br /&gt;
&lt;br /&gt;
The slavers typically wear rather heavy armor, often hindering their own spells, which can offer de facto assistance.  However, the best hunting strategy in general involves simply not dying.  If one can further impede or prevent slavers from successfully casting spells, one should not encounter any other difficulties.  &lt;br /&gt;
&lt;br /&gt;
The successful hunter will act quickly after a slaver prepares a spell to avoid a possible Major Elemental Wave, considering any of these options:&lt;br /&gt;
* Right limb removal, for example by:&lt;br /&gt;
** [[ambush|ambushing]]&lt;br /&gt;
** [[Limb Disruption (708)]] (found in [[Pale thanot wand|pale thanot wands]])&lt;br /&gt;
* [[Mystic Impedance (1708)]] (found in [[smooth amber wand|smooth amber wands]])&lt;br /&gt;
* [[Spirit Dispel (119)]] &lt;br /&gt;
* [[Silence (210)]]&lt;br /&gt;
* [[Elemental Dispel (417)]]&lt;br /&gt;
* [[Sounds (607)]]&lt;br /&gt;
* [[Corrupt Essence (703)]]&lt;br /&gt;
* Heavily stun them or induce roundtime&lt;br /&gt;
* Run away!&lt;br /&gt;
Of course, some of the above options, depending on the case, can be done in advance to the slaver preparing a spell, and are strongly advised.&lt;br /&gt;
&lt;br /&gt;
==Spell Preparation Messaging==&lt;br /&gt;
&amp;lt;div {{log|margin-right=350px}}&amp;gt;A krolvin slaver snarls as he chants a few words of magic.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
* At least aboard the [[Krolvin Carrack]], keeping true to its name, a [[krolvin slaver]] can enslave you:&lt;br /&gt;
&amp;lt;div {{log|margin-right=350px}}&amp;gt;A krolvin slaver reaches outward, his arm encircling your neck.  Knocking your hands away, he bludgeons the side of your head until your eyes glaze over.  Once subdued, the slaver drags you off into the dank hold.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This does not do any physical damage, but it transports you to one of the many Slave Pens on the Carrack off of the Slave Deck.  The effect stuns you for a few rounds, and it sometimes also puts you in a sitting position (may have a success or level-based dependency).  The [[krolvin slaver]] will of course accompany you, and it will continue to attack you in this condition.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 34&lt;br /&gt;
|levelm1 = 35&lt;br /&gt;
|level = 36&lt;br /&gt;
|levelp1 = 37&lt;br /&gt;
|levelp2 = 38&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Krolvin_corsair&amp;diff=190549</id>
		<title>Krolvin corsair</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Krolvin_corsair&amp;diff=190549"/>
		<updated>2023-03-01T17:41:33Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 38&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Krolvin&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Krolvin Carrack&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Tackle&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 199&lt;br /&gt;
| BarTD = 108 - 114&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 105 - 123&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 112 - 130&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 105 - 123&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
More muscular and agile than the average krolvin, the corsair&#039;s distinctive rolling gait is evidence of a life spent seafaring.  His sturdy musculature is apparent beneath the grey-blue skin.  Thick, coarse, white hair covers his head and spreads across his shoulders and down his back.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
* A [[krolvin corsair]] can loot your corpse of coins, 1000 silvers at a time:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A krolvin corsair rifles through your gear!  Somebody call a constable!&lt;br /&gt;
&lt;br /&gt;
A krolvin corsair rifles through your pockets, scooping up some coins!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this is not satisfactory, some make-shift dentistry may also occur:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A krolvin corsair, disgusted at the lack of booty available on your corpse, leans over and begins prying the teeth out of your mouth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
And about 15 seconds later:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;The krolvin corsair looks at the incisor tooth he has extracted and tosses it aside as worthless.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The tooth becomes an item in the room inventory, and in principle, the tooth can be collected.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 36&lt;br /&gt;
|levelm1 = 37&lt;br /&gt;
|level = 38&lt;br /&gt;
|levelp1 = 39&lt;br /&gt;
|levelp2 = 40&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Skeletal_soldier&amp;diff=190105</id>
		<title>Skeletal soldier</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Skeletal_soldier&amp;diff=190105"/>
		<updated>2023-02-24T12:22:06Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 34&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Miasmal Forest&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Disarm Weapon&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 221&lt;br /&gt;
| BarTD = 102 - 111&lt;br /&gt;
| CleTD = 108&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 115&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 121&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 109&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;Clad in broken chain armor, the soldier&#039;s pale white bones are exposed in certain points in which the armor has completely rusted away.  Dark leather gloves cover its bony hands.  A very small glimmer of life can be seen in the depths of the soldier&#039;s eye sockets.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Skeletal soldiers have the combat maneuver [[Disarm Weapon]], which can cause up to 20 seconds of [[RT]]. A disarmed weapon can be especially risky in the [[Miasmal Forest]] where shenanigans include [[lesser moor wight]]s that can drag prone characters from room to room, [[lesser fetid corpse]]s that add RT upon arrival, and maze-like regions.&lt;br /&gt;
&lt;br /&gt;
Skeletal soldiers enjoy mutilating corpses:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;The soldier abruptly raises its iron morning star and in a swift stroke, brings the star crashing down onto your chest!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 32&lt;br /&gt;
|levelm1 = 33&lt;br /&gt;
|level = 34&lt;br /&gt;
|levelp1 = 35&lt;br /&gt;
|levelp2 = 36&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bog_troll&amp;diff=190104</id>
		<title>Bog troll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bog_troll&amp;diff=190104"/>
		<updated>2023-02-24T12:20:18Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 35&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Troll&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Miasmal Forest&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Thick Wooden Knurl&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 314&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = -&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = -&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = -&lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = 147&lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 214&lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = 120&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 130&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes &lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = troll ear&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Hunched over and bow-legged, the bog troll bears many resemblances to the frogs that inhabit the bogs along with it.  Its skin is a dark yellow mottled with patches of brownish green.  Its mouth, wide and thick-lipped, displays rows of misaligned, jagged teeth, and the troll keeps a constant grin, as if its teeth are too large for it to completely close its mouth.  Bulbous green eyes sit nearly atop its flat cranium, and sharp claws extend from its oversized, webbed hands and feet.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
You will greatly regret dying near a [[bog troll]] in particular areas of the [[Miasmal Forest]], as they will hide your corpse:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A bog troll pushes your corpse deep into the muck and mire until it covers you completely.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
which it should go without saying, makes it impossible to be [[Locate Person (116)|located]].&lt;br /&gt;
&lt;br /&gt;
[[Bog family creatures]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1541 Bog troll on Play.net bestiary]&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 33&lt;br /&gt;
|levelm1 = 34&lt;br /&gt;
|level = 35&lt;br /&gt;
|levelp1 = 36&lt;br /&gt;
|levelp2 = 37&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spectral_warrior&amp;diff=189483</id>
		<title>Spectral warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spectral_warrior&amp;diff=189483"/>
		<updated>2023-02-15T17:12:00Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Spectral_warrior.jpg&lt;br /&gt;
| level = 34 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Ghost &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Non-corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = The Citadel &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = &amp;lt;Not Known&amp;gt; &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| roundtime = ?&amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claw&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 230&lt;br /&gt;
| PA2 = Flail&lt;br /&gt;
| PAB = 250&lt;br /&gt;
| PA3 = Broadsword&lt;br /&gt;
| PAC = 250&lt;br /&gt;
| PA4 = Halberd&lt;br /&gt;
| PAD = 250&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Disarm&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = [[Attack strength]] boost&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = 2x level&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = various&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 161 &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = 169&lt;br /&gt;
| UDF = 191&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 102&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = 94 - 109&lt;br /&gt;
| MnETD = 94 - 109&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 102&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 = Immune to [[Unbalance]]&amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The spectral warrior shimmers for an instant, seemingly half real and half phantom, his semi-ethereal armor faintly gleaming as it moves.  A gaunt face stares out from beneath the ghostly helm, his eyes swirling pits of blackness that seek out living foes, hatefully wishing to resign others to his own horrible fate.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
Spectral Warriors can be insanely easy or an extreme pain in the rear, due to their ability to [[Disarm Weapon|disarm]], their tendency to &amp;quot;phase out&amp;quot; when attacked, and the heavy armor they wear (brig, chain, or plate).&lt;br /&gt;
&lt;br /&gt;
If you can hunt without a weapon or runestaff in your hand, it is advisable that you do so to avoid their disarming and the twenty second [[roundtime]] that comes with it. If that is not possible, use a cheap weapon with [[Elemental Blade (411)]] cast on it or some other weapon you will not miss if lost. Many an adventurer has lost a prized weapon to this beast.&lt;br /&gt;
&lt;br /&gt;
The spectral warrior&#039;s ability to &amp;quot;phase out&amp;quot; is always triggered by either a spell or physical attack that is targeted at them, wasting your [[mana]] and/or sticking you in roundtime while they avoid your attack and remain unattackable until they phase back in. This ability can be nullified by casting [[Phase (704)]] at them, which will keep them rooted in the physical realm, saving you from wasting mana or swings when they suddenly disappear on you.&lt;br /&gt;
&lt;br /&gt;
Heavy weapons and warding spells work well against spectral warriors while light weapons, ranged weapons, and most bolt spells are not recommended due to their heavy armor.&lt;br /&gt;
&lt;br /&gt;
Occasionally, spectral warriors will swing significantly harder than normal for one swing. This attack is immediately preceded by the messaging: &amp;lt;pre{{log2|margin-right=350px}}}&amp;gt;A spectral warrior&#039;s eyes pulse, becoming black, swirling voids!&amp;lt;/pre&amp;gt;&lt;br /&gt;
The AS increase is equal to 2x the spectral warrior&#039;s level. The base AS increase is +68.&lt;br /&gt;
&lt;br /&gt;
*Base AS (+250)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A spectral warrior swings a rusted broadsword at you!&lt;br /&gt;
  AS: +250 vs DS: +348 with AvD: +35 + d100 roll: +28 = -35&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Boosted AS (+318)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A spectral warrior&#039;s eyes pulse, becoming black, swirling voids!&lt;br /&gt;
&lt;br /&gt;
A spectral warrior swings a rusted broadsword at you!&lt;br /&gt;
  AS: +318 vs DS: +348 with AvD: +35 + d100 roll: +57 = +62&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
&lt;br /&gt;
The [[Citadel Garrison]], where spectral warriors are now found, was once where [[greater orc]]s and [[large ogre]]s roamed.  When the warriors moved in, they forced out the previous inhabitants of the Garrison who relocated to the [[Citadel Armory]].  The sudden change to their hunting grounds caused a shock to many novice adventurers who thought they would be facing relatively easy foes only to be cut down by these ethereal beings that seemingly appeared out of nowhere.&lt;br /&gt;
&lt;br /&gt;
Example of a spectral warriors phasing ability:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Just as you move to attack, the spectral warrior vanishes into nothingness with a hollow laugh!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This actually makes them disappear entirely, until they re-appear:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Ethereal wisps coalesce into a spectral warrior!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spectral warriors spawn in a few different equipment configurations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;She had a rusted broadsword, some rotting brigandine armor, a battered steel shield.&lt;br /&gt;
She has some rusted steel half plate (worn) and a tarnished flail.&lt;br /&gt;
He has an old pitted halberd and some dented augmented chain (worn).&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 32&lt;br /&gt;
|levelm1 = 33&lt;br /&gt;
|level = 34&lt;br /&gt;
|levelp1 = 35&lt;br /&gt;
|levelp2 = 36&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hisskra_shaman&amp;diff=189242</id>
		<title>Hisskra shaman</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hisskra_shaman&amp;diff=189242"/>
		<updated>2023-02-12T20:41:21Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 33&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Hisskra&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = The Ruined Tower&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes&amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 240&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Trident&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 222&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Blood Burst (701)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 165&lt;br /&gt;
| WD2 = Mana Disruption (702)&lt;br /&gt;
| WDB = 165&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Sounds (607)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Tangle Weed (610)&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 238 - 259&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 225&lt;br /&gt;
| BarTD = 112&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 128&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 135&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Natural Colors&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Resist Elements&lt;br /&gt;
| DSP3 = Spirit Defense&lt;br /&gt;
| DSP4 = Spirit Warding I&lt;br /&gt;
| DSP5 = Spirit Warding II&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = hisskra tooth&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Nearly as tall as a typical human, the humanoid reptilian hisskra shares many characteristics with mankind.  A long snout filled with an array of sharp teeth dominates the hisskra&#039;s facial features, giving him the appearance of a bipedal iguana.  Well-defined pectorals and a muscular torso are nearly man-like, but for the dull, dark green scales that fade to a paler shade at the throat, and the ridge of mottled, boney spines that runs from between the hisskra shaman&#039;s shoulder blades to the tip of his four-foot tail.  The hisskra&#039;s muscular limbs end in thick-fingered, partially-webbed hands and feet tipped with blackened claws, which are formidable weapons should the creature lose his more civilized martial implements.  A primitive necklace formed of the bones of various sea creatures hangs around the shaman&#039;s neck, signifying his rank.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
Like the other [[Hisskra]] the shaman are protected by thick, scaly, plates.  A physical swing can be negated by this armor or can even jar a weapon loose.  This can be a devastating problem if there are other hisskra present.  It is often advised to use throw away weapons and have them [[Elemental Blade (411)|e-bladed]]. Hisskra, and the shaman are no exception, actually will work together and drag off stunned or prone allies to safety.  The shaman have a habit of casting [[Minor Sanctuary (213)|Minor Sanctuary]] if any of their allies in the room are deceased and subsequently raising them.&lt;br /&gt;
&lt;br /&gt;
Their thick scaly hide, however, makes small weapons and arrows a difficult prospect (even for like-level ambushers).  Spell-casters must be wary of the hisskra tail-sweep maneuver, which can put you on the ground.  By themselves, the shaman don&#039;t put up much of a challenge, but combined with their brethren they can leave you dead with your weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1667 Hisskra shaman on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 31&lt;br /&gt;
|levelm1 = 32&lt;br /&gt;
|level = 33&lt;br /&gt;
|levelp1 = 34&lt;br /&gt;
|levelp2 = 35&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hisskra_chieftain&amp;diff=189224</id>
		<title>Hisskra chieftain</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hisskra_chieftain&amp;diff=189224"/>
		<updated>2023-02-12T14:44:49Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 34&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Hisskra&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = The Ruined Tower&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes&amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Dart&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 260&lt;br /&gt;
| PA2 = Trident&lt;br /&gt;
| PAB = 235&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 162&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 196&lt;br /&gt;
| BarTD = 105&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = 120&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 123&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 129&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = hisskra crest&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
As tall as a typical human, the humanoid reptilian hisskra shares many characteristics with mankind.  A long snout filled with an array of sharp teeth dominates the hisskra&#039;s facial features, giving him the appearance of a bipedal, ruby-crested iguana.  Well-defined pectorals and a muscular torso are nearly man-like, but for the dull, dark green scales that fade to a paler shade at the throat, and the ridge of boney, red-tinged spines that runs from between the hisskra chieftain&#039;s shoulder blades to the tip of his five-foot tail.  The hisskra&#039;s muscular limbs end in thick-fingered, partially-webbed hands and feet tipped with blackened claws, which are formidable weapons should the creature lose his more civilized martial implements.  A glint of cunning is revealed in the depths of the hisskra chieftain&#039;s eyes as he peers about, his tongue flicking over his scaly lips.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
Like the other [[Hisskra]], the chieftains are protected by thick, scaly, plates. A physical swing can be negated by this armor or can even jar a weapon loose. This can be a devastating problem if there are other hisskra present. It is often advised to use throw away weapons and have them [[Elemental Blade (411)|e-bladed]]. Hisskra, and the chieftains are no exception, actually will work together and drag off stunned or prone allies to safety.  The chieftans are tougher versions of the [[hisskra warrior|warriors]] and carry similar armaments including the ubiquitous slime-covered [[trident]].  In addition to their physical prowess, the chieftains can draw out a blow-gun and hit their opponents with a small poison-tipped dart.  The poison can cause dizziness ([[RT]]), lethargy ([[slow]]), and even put the opponent into a prone stance.&lt;br /&gt;
&lt;br /&gt;
Their thick scaly hide, however, makes small weapons and arrows a difficult prospect (even for like-level ambushers). Spell-casters must be wary of the hisskra tail-sweep maneuver, which can put you on the ground. By themselves, the chieftains don&#039;t put up much of a challenge, but combined with their brethren they can leave you dead with a weapon/runestaff on the ground.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 32&lt;br /&gt;
|levelm1 = 33&lt;br /&gt;
|level = 34&lt;br /&gt;
|levelp1 = 35&lt;br /&gt;
|levelp2 = 36&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hisskra_warrior&amp;diff=189223</id>
		<title>Hisskra warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hisskra_warrior&amp;diff=189223"/>
		<updated>2023-02-12T14:41:36Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 30&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Hisskra&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = The Ruined Tower&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes&amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Dart&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 247&lt;br /&gt;
| PA2 = Trident&lt;br /&gt;
| PAB = 222&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 172&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 202&lt;br /&gt;
| BarTD = 87 - 90&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = 100&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 105&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 110&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = hisskra skin&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Nearly as tall as a typical human, the humanoid reptilian hisskra shares many characteristics with mankind.  A long snout filled with an array of sharp teeth dominates the hisskra&#039;s facial features, giving him the appearance of a bipedal iguana.  Well-defined pectorals and a muscular torso are nearly man-like, but for the dull, dark green scales that fade to a paler shade at the throat, and the ridge of mottled, boney spines that runs from between the hisskra warrior&#039;s shoulder blades to the tip of his four-foot tail.  The hisskra&#039;s muscular limbs end in thick-fingered, partially-webbed hands and feet tipped with blackened claws, which are formidable weapons should the creature lose his more civilized martial implements.  The hisskra warrior peers about with milky white eyes, his tongue flicking over his scaly lips.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
Like the other [[Hisskra]], the warriors are protected by thick, scaly, plates. A physical swing can be negated by this armor or even jar a weapon loose. This can be a devastating problem if there are other hisskra present. It is often advised to use throw away weapons and have them [[Elemental Blade (411)|e-bladed]]. Hisskra, and the warriors are no exception, actually will work together and drag off stunned or prone allies to safety.  Warriors are squares at heart and come at you relentless swinging their weapons, which are usually a slime-covered [[trident]].  In addition to their physical prowess, the warriors can draw out a blow-gun and hit their opponents with a small poison-tipped dart.  The poison can cause dizziness ([[RT]]), lethargy ([[slow]]), and even put the opponent into a [[prone]] stance.&lt;br /&gt;
&lt;br /&gt;
Their thick scaly hide, however, makes small weapons and arrows a difficult prospect (even for like-level ambushers). Spell-casters must be wary of the hisskra tail-sweep maneuver, which can put you on the ground. By themselves, the warriors don&#039;t put up much of a challenge, but combined with their brethren they can leave you dead with a weapon/runestaff on the ground.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
&lt;br /&gt;
Hisskra will steal from dead bodies.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1665 Hisskra warrior on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 28&lt;br /&gt;
|levelm1 = 29&lt;br /&gt;
|level = 30&lt;br /&gt;
|levelp1 = 31&lt;br /&gt;
|levelp2 = 32&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Glimmering_blue_essence_shard&amp;diff=187744</id>
		<title>Glimmering blue essence shard</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Glimmering_blue_essence_shard&amp;diff=187744"/>
		<updated>2023-01-24T19:51:28Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;glimmering blue essence shard&#039;&#039;&#039; is a rare alchemy drop used in a variety of &amp;quot;lesser&amp;quot; recipes.&lt;br /&gt;
&lt;br /&gt;
==Recipes requiring glimmering blue essence shard==&lt;br /&gt;
*[[Lesser lichbane talisman]]&lt;br /&gt;
*[[Lesser mana potion]]&lt;br /&gt;
*[[Lesser spiritual focus crystal]]&lt;br /&gt;
*[[Lesser stamina potion]]&lt;br /&gt;
&lt;br /&gt;
==Creatures (not all inclusive)==&lt;br /&gt;
*[[Arch wight]]&lt;br /&gt;
*[[Arachne priest]]&lt;br /&gt;
*[[Arachne servant]]&lt;br /&gt;
*[[Centaur]]&lt;br /&gt;
*[[Sacristan spirit]]&lt;br /&gt;
*[[Crazed zombie]]&lt;br /&gt;
*[[Ice Troll]]&lt;br /&gt;
*[[Niirsha]]&lt;br /&gt;
*[[Frenzied monk]]&lt;br /&gt;
*[[Tree spirit]]&lt;br /&gt;
*[[Krolvin warfarer]]&lt;br /&gt;
*[[Plains orc chieftain]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Glimmering blue essence dust]]&lt;br /&gt;
*[[Glimmering blue mote of essence]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Reagents]]&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cold_guardian&amp;diff=187610</id>
		<title>Cold guardian</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cold_guardian&amp;diff=187610"/>
		<updated>2023-01-22T00:39:29Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Cold_Guardian_Colored.jpg&lt;br /&gt;
| level = 34&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Elemental &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Elemental&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Frozen Battlefield&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Glatoph&lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 240&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Closed fist&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 240&lt;br /&gt;
| PA2 = Charge&lt;br /&gt;
| PAB = 220&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Major Cold (907)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 193&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = -&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = -&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = -&lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 7N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 170&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 163&lt;br /&gt;
| UDF = 205&lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 123&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 129&lt;br /&gt;
| MnETD = 129&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 117 &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = Alchemy components, Lockpicks&lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A swirling column of ice that is somehow animate faces you.  A biting cold mist flows around it to chill you and to sink a numbing dampness deep into your bones.  Moisture condenses from the very air onto the guardian and pale frost collects on its surface only to grow heavy and break free with a cold, brittle sound that echoes like faint mocking laughter.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
*Cold guardians can sniff out [[character]]s from hiding very easily.&lt;br /&gt;
&lt;br /&gt;
*Cold guardians do not have any aimable &amp;quot;body parts&amp;quot; (e.g. legs, head), but are often knocked down by normal attacks, making them easy opponents once they are stunned.&lt;br /&gt;
&lt;br /&gt;
*Cold guardians can only take [[hitpoint]] damage; they cannot be killed by a critical prematurely.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 32&lt;br /&gt;
|levelm1 = 33&lt;br /&gt;
|level = 34&lt;br /&gt;
|levelp1 = 35&lt;br /&gt;
|levelp2 = 36&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Seeker&amp;diff=187021</id>
		<title>Seeker</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Seeker&amp;diff=187021"/>
		<updated>2023-01-15T01:18:13Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = seeker.jpg&lt;br /&gt;
| level = 52&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Mount Aenatumgana&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 240&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Earthen Fury (917)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Gas cloud&lt;br /&gt;
| OS3 = Strength (509)&lt;br /&gt;
| OS4 = Elemental Dispel&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 273 - 337&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = 216&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 246&lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = 201&lt;br /&gt;
| MnSTD = 201&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Defense I (401)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II (406)&lt;br /&gt;
| DSP3 = Elemental Defense III (414)&lt;br /&gt;
| DSP4 = Mass Blur (911)&lt;br /&gt;
| DSP5 = Prismatic Guard (905)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = [[Glowing violet mote of essence]]&lt;br /&gt;
 | skin = a seeker eye&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Approaching from afar, the seeker looks for all the world like a hunched over traveller, barely getting by with the aid of her walking stick, shuffling along and muttering to herself.  Upon close examination, though, the seeker projects a grisly visage of skeletal madness.  Some strange magic has caused her eyelids to grow completely over her eyes, rendering her blind, yet the rest of her face is totally fleshless.  Grinning fiendishly, the seeker unerringly pursues her goal - the [[Eye of the Drake]] and the path through to the [[The Rift|Rift]].&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Seekers have unique death messaging:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The seeker screams, &amp;quot;Nooooo!&amp;quot; as she clatters to the ground into a lump of ancient bones and rotting robes.&lt;br /&gt;
&lt;br /&gt;
The seeker mutters, &amp;quot;...the Eye, the Eye...&amp;quot; and lies still.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Behind the scenes==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Seeker Seeker on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 50&lt;br /&gt;
|levelm1 = 51&lt;br /&gt;
|level = 52&lt;br /&gt;
|levelp1 = 53&lt;br /&gt;
|levelp2 = 54&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lesser_ice_elemental&amp;diff=186993</id>
		<title>Lesser ice elemental</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lesser_ice_elemental&amp;diff=186993"/>
		<updated>2023-01-14T16:33:27Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 53&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Elemental&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Elemental&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Extraplanar &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Magical&lt;br /&gt;
| area = Mount Aenatumgana&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Ensnare&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 301 - 335 &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Minor Cold (1709)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 251&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Elemental Dispel (417)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Elemental Wave (410)&lt;br /&gt;
| OS3 = Major Elemental Wave (435)&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 330&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 256 - 302&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 216 - 240&lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Defense I (401)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II (406)&lt;br /&gt;
| DSP3 = Elemental Defense III (414)&lt;br /&gt;
| DSP4 = Prismatic Guard (905)&lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The ice elemental is an amorphous conglomeration of ice and snow that writhes and moves about with a mind of its own.  The intense cold generated by the ice elemental is nearly unbearable.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Immune to cold damage.  Also immune to vacuum flares.&lt;br /&gt;
&lt;br /&gt;
The DS/TD of the Elementals will vary due to the defensive spells they possess.  They can also dispel.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
When attacking a Lesser Ice Elemental, you must use a fire flaring weapon.&lt;br /&gt;
&lt;br /&gt;
Looting a Lesser Ice Elemental will result in a wound to the hand and a chance for a gem worth ~500-700 silvers&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Elemental_(disambiguation) Elemental on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 51&lt;br /&gt;
|levelm1 = 52&lt;br /&gt;
|level = 53&lt;br /&gt;
|levelp1 = 54&lt;br /&gt;
|levelp2 = 55&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Quivering_sanguine_ooze&amp;diff=186992</id>
		<title>Quivering sanguine ooze</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Quivering_sanguine_ooze&amp;diff=186992"/>
		<updated>2023-01-14T16:12:19Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  107&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Ooze &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Globoid &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A quivering sanguine ooze is a vast blob of partially coagulated goop that wobbles and squelches its way across the ground, leaving behind a sticky crimson trail.  Suspended within is a constellation of detritus and bones, some still with flesh attached.  Dripping pseudopods test the air, suggesting that the ooze bears at least rudimentary intelligence, though hopefully not enough to consider its abominable state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* Oozes are essentially noncorporeal, uncrittable, unstunnable damage sponges that often divide themselves into oozelings upon getting hit, where each oozeling has a fraction of the original ooze&#039;s health but otherwise has similar combat abilities and stats on all fronts. If left unchecked long enough, the oozelings&#039; health will grow. Since oozes reduce their own health by splitting and since they split when they&#039;re attacked, using even weak AoE attacks can clear rooms more quickly than using powerful single-target attacks. [[Clash]], [[Cyclone]], [[Divine Incarnation (1650)]] Onslaught, [[Divine Wrath (335)]], [[Judgment (1630)]], [[Nature&#039;s Fury (635)]], [[Pulverize]], [[Song of Sonic Disruption (1030)]], [[Volley]] (with a [[short bow]] or [[hand crossbow]] only to keep [[roundtime|RT]] manageable), [[Whirling Blade]], and [[Whirlwind]] are all good. In particular, Divine Wrath, Song of Sonic Disruption, and Volley stand out due to respectively multiple rounds of damage, low [[mana]] cost (upon renewal), and low [[stamina]] cost mixed with multiple rounds of damage. All three of those options can lead to rooms going from one ooze to ten in no time, then down to zero also in no time, as oozes divide constantly.&lt;br /&gt;
* If absorbed by an ooze, an adventurer can attack its organ until it spits them out.&lt;br /&gt;
* Culling bounties for oozes go quickly since oozelings count.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 105&lt;br /&gt;
|levelm1 = 106&lt;br /&gt;
|level = 107&lt;br /&gt;
|levelp1 = 108&lt;br /&gt;
|levelp2 = 109&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Jungle_troll&amp;diff=186904</id>
		<title>Jungle troll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Jungle_troll&amp;diff=186904"/>
		<updated>2023-01-13T15:52:28Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 26&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Troll&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Greymist Wood&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Karazja Jungle&lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 310&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Falchion&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 209&lt;br /&gt;
| PA2 = Claw (attack)&lt;br /&gt;
| PAB = 199&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = 91&lt;br /&gt;
| Bolt = 91&lt;br /&gt;
| UDF = 157&lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = 93&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 99&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 98&lt;br /&gt;
| MnETD = 98&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 99&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Spirit Warding II (107)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = a troll knuckle&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A thin, tall creature, the jungle troll scampers over the terrain in quick bursts, its long legs and arms seemingly moving in different directions as it shifts course.  The jungle troll&#039;s dark green, mottled skin displays an oily sheen, and hair is nowhere to be found on its body.  The jungle troll&#039;s most striking feature, though, is its elongated face.  An exaggerated chin extends a foot or more below a thin-lipped mouth, and tall, pointed ears stand up straight atop its head.  Its eyes appear stretched, and the silver, slitted pupils could almost be called cat-like if they didn&#039;t run horizontally instead of vertically.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Jungle trolls cause further damage after killing their opponent by removing their head:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A jungle troll places a foot on your shoulder. With that leverage, it reaches down and grabs ahold of your head. Taking a breath and then with a hoarse grunt, the troll back muscles arch as it rips your head off.&lt;br /&gt;
&lt;br /&gt;
The jungle troll lifts your severed head up high and flings it groundward where it smashes into a misshapen mess with a sickening **THUD**!&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A sylvankind skull rolls along the ground in a wobbling course before finally coming to rest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It will also give &amp;quot;head&amp;quot; instead of &amp;quot;skull&amp;quot; messaging:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The last scraggly bits of hair fall off of a dark elf head.&lt;br /&gt;
DEAD&amp;gt;look head&lt;br /&gt;
You see a dark elf head, similar to what yours might look like if it was ripped off and stomped on by a large angry beast.&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A dark elf head collapses into pieces of bones and dried flesh.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1543 Jungle troll on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 24&lt;br /&gt;
|levelm1 = 25&lt;br /&gt;
|level = 26&lt;br /&gt;
|levelp1 = 27&lt;br /&gt;
|levelp2 = 28&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dobrem&amp;diff=186863</id>
		<title>Dobrem</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dobrem&amp;diff=186863"/>
		<updated>2023-01-13T01:22:59Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| level = 28 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Canine &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Outlands &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 250&lt;br /&gt;
| roundtime =  &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = +220 to +250&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  Canine lunge &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = +140 to +160 DS&lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = +154 DS&lt;br /&gt;
| UDF = +172&lt;br /&gt;
| BarTD = +84 TD&lt;br /&gt;
| CleTD = +84 TD&lt;br /&gt;
| EmpTD = +84 TD&lt;br /&gt;
| PalTD = +84 TD&lt;br /&gt;
| RanTD = +84 TD&lt;br /&gt;
| SorTD = +84 TD&lt;br /&gt;
| WizTD = +84 TD&lt;br /&gt;
| MjETD = +84 TD&lt;br /&gt;
| MnETD = +84 TD&lt;br /&gt;
| MjSTD = +84 TD&lt;br /&gt;
| MnSTD = +84 TD&lt;br /&gt;
| MnMTD = +84 TD&lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = no&lt;br /&gt;
 | magic items = no&lt;br /&gt;
 | gems = no&lt;br /&gt;
 | boxes = no&lt;br /&gt;
 | other = no&lt;br /&gt;
 | skin = a dobrem snout&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;dobrem&#039;&#039;&#039; is a dog of medium size, with a body that is square, compactly built, muscular and powerful.  The fierce animal is elegant in appearance, of proud carriage, reflecting great nobility.  Almost three feet tall at the shoulders, the dobrem is covered by short black fur with sharply defined rust coloured markings appearing about each eye and on muzzle, throat and forechest, on all legs and feet and below the tail.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
Dobrems have average speed, able to attack every 6 seconds, and can be stance-danced if encountered alone.&lt;br /&gt;
&lt;br /&gt;
Dobrems have the canine lunge [[Creature maneuver|creature maneuver]] which can result in [[roundtime]], being [[stunned]], and losing one&#039;s hand and thus being disarmed. Also there is a chance being [[diseased]] (10 - 2/round) when hit.  &lt;br /&gt;
&lt;br /&gt;
Example of a dobrem&#039;s lunge maneuver:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A dobrem lunges at you!&lt;br /&gt;
A dobrem grabs your hand in his mouth and shakes his head back and forth viciously!&lt;br /&gt;
... 20 points of damage!&lt;br /&gt;
Shot pierces a wrist!&lt;br /&gt;
You are stunned for 1 round!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 26&lt;br /&gt;
|levelm1 = 27&lt;br /&gt;
|level = 28&lt;br /&gt;
|levelp1 = 29&lt;br /&gt;
|levelp2 = 30&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Crested_basilisk&amp;diff=186862</id>
		<title>Crested basilisk</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Crested_basilisk&amp;diff=186862"/>
		<updated>2023-01-13T01:20:16Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Crested_Basilisk_Colored.jpg&lt;br /&gt;
| level = 22&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Basilisk&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Hybrid&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Outlands&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Rambling Meadows&lt;br /&gt;
| area3 = Yegharren Plains&lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 200&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 220&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAB = 208 - 216&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = -&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = -&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = -&lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = Paralyzing Gaze&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 127&lt;br /&gt;
| Ranged = 129&lt;br /&gt;
| Bolt = 129&lt;br /&gt;
| UDF = 149&lt;br /&gt;
| BarTD = 66 - 72&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = 68&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 70&lt;br /&gt;
| WizTD = 72&lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 72 - 78&lt;br /&gt;
| MjSTD = 68&lt;br /&gt;
| MnSTD = 68&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a basilisk crest&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The crested basilisk is the size of a large dog, but its vicious-looking talons and sharp, hooked beak are fearsome weapons indeed.  Looking like a cross between a huge fighting rooster and a serpentine lizard, the crested basilisk gazes around with its hypnotic, paralyzing eyes as its scaled reptilian tail whips back and forth.  A bright red crest, more reminiscent of a lizard than of a chicken, adorns its feathered head and neck.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Basilisks have a [[creature maneuver|SMR]] attack that can put you in longer RT from a single failure than most any other creature in the game. The maneuver can also force you into more offensive stances.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=273m}}&amp;gt;&lt;br /&gt;
Your surroundings start to blur before you as you lock gazes with the basilisk.  Reeling from its gaze, you fight back and your surroundings slowly come back into focus.&lt;br /&gt;
Roundtime: 60 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Basilisk Basilisk on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 20&lt;br /&gt;
|levelm1 = 21&lt;br /&gt;
|level = 22&lt;br /&gt;
|levelp1 = 23&lt;br /&gt;
|levelp2 = 24&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dobrem&amp;diff=186861</id>
		<title>Dobrem</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dobrem&amp;diff=186861"/>
		<updated>2023-01-13T01:19:49Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| level = 28 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Canine &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Outlands &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 250&lt;br /&gt;
| roundtime =  &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = +220 to +250&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  Canine lunge &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = +140 to +160 DS&lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = +154 DS&lt;br /&gt;
| UDF = +152&lt;br /&gt;
| BarTD = +84 TD&lt;br /&gt;
| CleTD = +84 TD&lt;br /&gt;
| EmpTD = +84 TD&lt;br /&gt;
| PalTD = +84 TD&lt;br /&gt;
| RanTD = +84 TD&lt;br /&gt;
| SorTD = +84 TD&lt;br /&gt;
| WizTD = +84 TD&lt;br /&gt;
| MjETD = +84 TD&lt;br /&gt;
| MnETD = +84 TD&lt;br /&gt;
| MjSTD = +84 TD&lt;br /&gt;
| MnSTD = +84 TD&lt;br /&gt;
| MnMTD = +84 TD&lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = no&lt;br /&gt;
 | magic items = no&lt;br /&gt;
 | gems = no&lt;br /&gt;
 | boxes = no&lt;br /&gt;
 | other = no&lt;br /&gt;
 | skin = a dobrem snout&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;dobrem&#039;&#039;&#039; is a dog of medium size, with a body that is square, compactly built, muscular and powerful.  The fierce animal is elegant in appearance, of proud carriage, reflecting great nobility.  Almost three feet tall at the shoulders, the dobrem is covered by short black fur with sharply defined rust coloured markings appearing about each eye and on muzzle, throat and forechest, on all legs and feet and below the tail.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
Dobrems have average speed, able to attack every 6 seconds, and can be stance-danced if encountered alone.&lt;br /&gt;
&lt;br /&gt;
Dobrems have the canine lunge [[Creature maneuver|creature maneuver]] which can result in [[roundtime]], being [[stunned]], and losing one&#039;s hand and thus being disarmed. Also there is a chance being [[diseased]] (10 - 2/round) when hit.  &lt;br /&gt;
&lt;br /&gt;
Example of a dobrem&#039;s lunge maneuver:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A dobrem lunges at you!&lt;br /&gt;
A dobrem grabs your hand in his mouth and shakes his head back and forth viciously!&lt;br /&gt;
... 20 points of damage!&lt;br /&gt;
Shot pierces a wrist!&lt;br /&gt;
You are stunned for 1 round!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 26&lt;br /&gt;
|levelm1 = 27&lt;br /&gt;
|level = 28&lt;br /&gt;
|levelp1 = 29&lt;br /&gt;
|levelp2 = 30&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nonomino&amp;diff=186860</id>
		<title>Nonomino</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nonomino&amp;diff=186860"/>
		<updated>2023-01-13T01:10:34Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Nonomino.jpg&lt;br /&gt;
| level = 23&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Castle Anwyn&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 190&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Ball and chain&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 160&lt;br /&gt;
| PA2 = Dagger&lt;br /&gt;
| PAB = 160&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Blind (311)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 139&lt;br /&gt;
| WD2 = ?&lt;br /&gt;
| WDB = 133&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 243&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 223&lt;br /&gt;
| UDF = 244&lt;br /&gt;
| BarTD = 74 &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 85 - 98&lt;br /&gt;
| MnETD = 85 - 98&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Spirit Warding I (101)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Spirit Warding II (107)&lt;br /&gt;
| DSP3 = Prayer of Protection (303)&lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A creature of sublime beauty, the nonomino floats just above the ground in a pulsing sphere of unearthly light.  As you watch, he abruptly turns his head to stare, as cracks distend across his visage and the glorious mantle peels away to reveal disease and decay.  The incarnation constantly molts his epidermis, regenerating it moments later in a hideous parody of the struggle between life and death.  Frozen by the hypnotic horror of his appearance, you almost fail to notice the nonomino&#039;s fluid movement, and the adept dance of his hands as he summons his theurgical arsenal.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Nonominos are a class of [https://en.wikipedia.org/wiki/Nonomino mathematical objects] with &amp;quot;nine cells&amp;quot;, often serpentine in shape, used in puzzles reminiscent of Sudoku or Tetris. This strange name for a creature might be an [[Carceris#Behind the Scenes|oblique allusion]] to medieval Welsh folklore where [https://en.wikipedia.org/wiki/Br%C3%A2n_the_Blessed Bran the Blessed] wages war with the Irish King Math, involving a [https://en.wikipedia.org/wiki/Pair_Dadeni magical cauldron] that brings the dead to life, which is kept bubbling with the breath of nine pythonesses. The [[Wall of Darkness#Behind the Scenes|mortally wounded Bran]] tells the survivors to sever his head, which continues to speak in [https://en.wikipedia.org/wiki/Annwn Annwn], the [https://en.wikipedia.org/wiki/Celtic_Otherworld Celtic Otherworld] where time does not pass and food and drink are plenty. [[Castle Anwyn]] has a throne room of bones with a head on a pike and possesses magical foods which heal and [[Nettle berry|unpoison]] player characters. The same magic cauldron appears in another Welsh poem where [[Terate|King Arthur]] goes to Annwn, which is considered an early basis for the Holy Grail.&lt;br /&gt;
&lt;br /&gt;
Another more esoteric motivation for including a reference to higher mathematics is the possibility of influence by H.P. Lovecraft&#039;s [http://www.hplovecraft.com/writings/texts/fiction/dwh.aspx &amp;quot;The Dreams in the Witch House&amp;quot;], which involves these same premises as [http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] and [http://www.hplovecraft.com/writings/texts/fiction/dq.aspx &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;] which are important for [[The Broken Lands]]. In this story there is a student of advanced mathematics and physics who discovers that the subjects are intimately related to folklore and forbidden knowledge, where the intuitive understanding and perception of it allows the ability to project oneself into higher realities. This is influenced in the Lovecraft circle by the pseudo-historical work of Margaret Murray, where faeries are a surviving [[fenghai#Behind the Scenes|primitive race]] underground. Murray had become fixated on faerie lore and its relation to Arthurian legend while convalescing in [[Castle Anwyn#Behind the Scenes|Glastonbury]] which is often identified with Annwn. This is related to the [[Dybbuk#Behind the Scenes|mezuzah]] in the castle barracks, which is arguably also a reference to another pseudo-historical movement, British Israelism which asserts Hebrews and Phoenicians colonized Ireland as the medieval monks had used the [[Castle Anwyn#Behind the Scenes|same words]] to identify the Celtic gods.&lt;br /&gt;
&lt;br /&gt;
==Historical Information==&lt;br /&gt;
Previous creature description.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A creature of sublime beauty, the nonomino floats just above the ground in a pulsing sphere of unearthly light.  Careful scrutiny of the creature will show cracks distending across his visage and mantle peeling away to reveal disease and decay.  The incarnation constantly molts his epidermis, regenerating it moments later in a hideous parody of the struggle between life and death.  Surprisingly, this horror&#039;s movements are very fluid and the adept dance of his hands as he summons his theurgical arsenal is hypnotic.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 21&lt;br /&gt;
|levelm1 = 22&lt;br /&gt;
|level = 23&lt;br /&gt;
|levelp1 = 24&lt;br /&gt;
|levelp2 = 25&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Skayl&amp;diff=186553</id>
		<title>Skayl</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Skayl&amp;diff=186553"/>
		<updated>2023-01-08T17:56:09Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 54&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Elemental &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Globoid&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Element-based &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Magical&lt;br /&gt;
| otherclass3 = Boss&lt;br /&gt;
| area = Lava Flows&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Closed fist&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 328&lt;br /&gt;
| PA2 = Ensnare (attack)&lt;br /&gt;
| PAB = 328&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Earthen Fury (917)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 16N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 167&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 197&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 216&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 235&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 202&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Bias (508)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Strength (509)&lt;br /&gt;
| DSP3 = Mass Blur (911)&lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = a heart of smooth black glaes (cursed)&lt;br /&gt;
essence of fire&lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;Flame suddenly hisses and spits from thin air, which shimmers in the resulting smoke like reflective crystal.  Then abruptly, the air roils and begins to take on form.  In mere heartbeats, it becomes obvious that the transparent bubble of conflagration is a sentient being.  The skayl opens its gaping maw of fire and bellows a malign growl that is more felt than heard.  In the next instant, the skayl melts down then reforms a short distance away, leaving a drift of smoke in its wake like a fraying shadow.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Do not cast [[Implosion (720)]] around them. They will explode immediately with a major elemental wave.&lt;br /&gt;
==Other information==&lt;br /&gt;
Skayls cannot be skinned but will yield a gem when searched.  However, searching a skayl will result in a minor hand wound that will not give experience if transferred by an empath (the wound will count as self-inflicted).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;You break through the husk of the skayl and withdraw a heart of fine smooth glaes!&lt;br /&gt;
Suddenly, you realize that the smooth black glaes is steaming hot!&lt;br /&gt;
Bright orange lava oozes out of the skayl before it crumbles into a lifeless pile of glaes.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Earthen Fury===&lt;br /&gt;
[[Earthen Fury (917)|Earthen Fury]] is one of the skayl&#039;s main attacks and it is cast frequently. Both [[Fire critical table|fire]] and [[Impact critical table|impact]] criticals are associated with their version.&lt;br /&gt;
&lt;br /&gt;
Initial cast:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;gt;A skayl releases a wave of fiery red energy at you!&lt;br /&gt;
The ground beneath your feet begins to boil violently!&lt;br /&gt;
&#039;&#039;&#039;Fiery&#039;&#039;&#039; debris explodes from the ground beneath you!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;gt;A skayl releases a wave of fiery red energy at you!&lt;br /&gt;
The ground beneath your feet boils with renewed vigor!&lt;br /&gt;
&#039;&#039;&#039;Craggy&#039;&#039;&#039; debris explodes from the ground beneath you!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ending:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The ground beneath you suddenly calms.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 52&lt;br /&gt;
|levelm1 = 53&lt;br /&gt;
|level = 54&lt;br /&gt;
|levelp1 = 55&lt;br /&gt;
|levelp2 = 56&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gaunt_feral_selkie&amp;diff=186488</id>
		<title>Gaunt feral selkie</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gaunt_feral_selkie&amp;diff=186488"/>
		<updated>2023-01-08T00:20:21Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  54 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  Earthen Fury &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The selkie&#039;s large, dark eyes hold more than a glimmer of unnatural intellect.  His fur is soft and sleek over an agile musculature more suited to the water than dry land.  The selkie&#039;s sharp teeth are yellowed and an overwhelming odor of fish guts rises from his mouth in a noxious cloud.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The feral selkie is medium in size, about six feet high in his current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
&lt;br /&gt;
Selkies are aggressive melee attackers with multiple SMR attacks, including [[Headbutt]] and [[Bull Rush]].&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
Bony protrusions will cause weapon droppage much like the [[monk]] spell, [[Brace (1214)|Brace]].&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bony_Tenthsworn_occultist&amp;diff=186474</id>
		<title>Bony Tenthsworn occultist</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bony_Tenthsworn_occultist&amp;diff=186474"/>
		<updated>2023-01-07T19:42:14Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  54 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Robed and hooded, the Tenthsworn occultist has fervent eyes the color of dried blood and the sort of pallor earned from days spent out of the sun.  His dark robes are stitched with serpentine patterns in crimson, a theme repeated in the symbol at his throat, which takes the form of a pair of intertwined asps.  The occultist&#039;s face is hollow and he looks as if he has not eaten in some time, though perhaps the zeal within him has burned all spare flesh away.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The Tenthsworn occultist is small in size, about four feet high in his current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
&lt;br /&gt;
Occultists are pure-type enemies with many offensive and defensive spells but poor SMR defense. They can cast [[Condemn]], which is a magical SMR attack with five waves that can be debilitating to players.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
Bony Tenthsworn occultists generate carrying a &#039;&#039;&#039;swirling sanguine orb&#039;&#039;&#039; that is deposited in the room with them.&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The orb hovers in the air, dripping blood onto the ground beneath it.  Unseen magic holds it aloft and maintains the sphere&#039;s integrity.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Healing the occultist:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Eldritch radiance from a swirling sanguine orb bathes a bony Tenthsworn occultist, causing his wounds to sluggishly tug themselves closed in the sanguine light.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon death of occultist:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A swirling sanguine orb collapses to the ground, splattering congealing blood everywhere.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Grisly_corpse_hulk&amp;diff=186470</id>
		<title>Grisly corpse hulk</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Grisly_corpse_hulk&amp;diff=186470"/>
		<updated>2023-01-07T19:10:56Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  52 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A grisly corpse hulk is a collection of corpse parts roughly arranged into a humanoid form within a handspan of a giant&#039;s height.  Milky pinkish fluid drips from the uneven stitches that hold its body together.  Its eyes are tiny and appear piggish in such an oversized head.  They hold only a rudimentary spark of intellect.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The corpse hulk is large in size, about eight feet high in its current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
&lt;br /&gt;
Corpse hulks have an acid blood reactive SMR attack which can activate when they receive injuries. Attacks that only do concussion damage will not trigger the reactive attack.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gaunt_feral_selkie&amp;diff=186469</id>
		<title>Gaunt feral selkie</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gaunt_feral_selkie&amp;diff=186469"/>
		<updated>2023-01-07T19:09:22Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  54 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The selkie&#039;s large, dark eyes hold more than a glimmer of unnatural intellect.  His fur is soft and sleek over an agile musculature more suited to the water than dry land.  The selkie&#039;s sharp teeth are yellowed and an overwhelming odor of fish guts rises from his mouth in a noxious cloud.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The feral selkie is medium in size, about six feet high in his current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
&lt;br /&gt;
Selkies are aggressive melee attackers with multiple SMR attacks, including [[Headbutt]] and [[Bull Rush]].&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
Bony protrusions will cause weapon droppage much like the [[monk]] spell, [[Brace (1214)|Brace]].&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bony_Tenthsworn_occultist&amp;diff=186443</id>
		<title>Bony Tenthsworn occultist</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bony_Tenthsworn_occultist&amp;diff=186443"/>
		<updated>2023-01-07T16:00:49Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Robed and hooded, the Tenthsworn occultist has fervent eyes the color of dried blood and the sort of pallor earned from days spent out of the sun.  His dark robes are stitched with serpentine patterns in crimson, a theme repeated in the symbol at his throat, which takes the form of a pair of intertwined asps.  The occultist&#039;s face is hollow and he looks as if he has not eaten in some time, though perhaps the zeal within him has burned all spare flesh away.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The Tenthsworn occultist is small in size, about four feet high in his current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
&lt;br /&gt;
Occultists are pure-type enemies with many offensive and defensive spells but poor SMR defense. They can cast [[Condemn]], which is a magical SMR attack with five waves that can be debilitating to players.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
Bony Tenthsworn occultists generate carrying a &#039;&#039;&#039;swirling sanguine orb&#039;&#039;&#039; that is deposited in the room with them.&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The orb hovers in the air, dripping blood onto the ground beneath it.  Unseen magic holds it aloft and maintains the sphere&#039;s integrity.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Healing the occultist:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Eldritch radiance from a swirling sanguine orb bathes a bony Tenthsworn occultist, causing his wounds to sluggishly tug themselves closed in the sanguine light.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon death of occultist:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A swirling sanguine orb collapses to the ground, splattering congealing blood everywhere.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wood_wight&amp;diff=186277</id>
		<title>Wood wight</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wood_wight&amp;diff=186277"/>
		<updated>2023-01-05T18:37:22Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 20&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Wight&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Marshtown&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 170&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claw&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 156&lt;br /&gt;
| PA2 = Closed fist&lt;br /&gt;
| PAB = 166&lt;br /&gt;
| PA3 = Pound&lt;br /&gt;
| PAC = 146&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Mind Jolt (706)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 123&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Earthen Fury (917)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = [[Gas cloud]]&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 73&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 72&lt;br /&gt;
| UDF = 139&lt;br /&gt;
| BarTD = 66&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 61&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 62&lt;br /&gt;
| MnETD = 63&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 60&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a wight scalp&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The wood wight stalks the forest, searching for  decaying and not-so-decaying flesh.  Perhaps once a powerful  human ranger, the wood wight is still powerful, but its tattered clothing is covered with mold, fungus and moss.  The wood wight shambles about, mercilessly attacking anything living.  Its cold, grey eyes and clammy fingers  wield magic and weaponry with equal skill.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
A wood wight&#039;s initial casts of [[Earthen Fury (917)]] and [[Gas cloud]].&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A wood wight chants an evil incantation.&lt;br /&gt;
A wood wight gestures at you!&lt;br /&gt;
The ground beneath your feet suddenly frosts and rumbles violently!&lt;br /&gt;
The earth cracks beneath you, releasing a column of frigid air!&lt;br /&gt;
[SMR result: -70 (Open d100: 13)]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A wood wight chants an evil incantation.&lt;br /&gt;
A wood wight gestures at you!&lt;br /&gt;
You notice a gas cloud begin to form above you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Wight Wight on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 18&lt;br /&gt;
|levelm1 = 19&lt;br /&gt;
|level = 20&lt;br /&gt;
|levelp1 = 21&lt;br /&gt;
|levelp2 = 22&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rotting_woodsman&amp;diff=186244</id>
		<title>Rotting woodsman</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rotting_woodsman&amp;diff=186244"/>
		<updated>2023-01-05T00:02:28Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 23&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Marshtown &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 260&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Battle axe&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 202&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 154&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 158&lt;br /&gt;
| UDF = 169&lt;br /&gt;
| BarTD = 69&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 74&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 76&lt;br /&gt;
| MnETD = 77&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 72&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The rotting woodsman staggers about through the forests she once knew in life, now unable to obtain rest.  Putrid flesh drips from her exposed bones, and only ragged patches of hair remain on her thick skull.  Despite the lack of solid muscle, the rotting woodsman swings her axe with enormous power, felling the living as she once felled the immense trees of the forest.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
Rotting woodsmen are immune to [[stun]]s. They have a chance to inflict [[diseased|disease]] on a successful hit (8 hp/round, dissipates 8/round) without a [[CS]]/[[TD]] roll.&lt;br /&gt;
&lt;br /&gt;
==Other information== &lt;br /&gt;
&lt;br /&gt;
Room messaging:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A rotting woodsman tries to push a drooping eye back into its rotting socket.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 21&lt;br /&gt;
|levelm1 = 22&lt;br /&gt;
|level = 23&lt;br /&gt;
|levelp1 = 24&lt;br /&gt;
|levelp2 = 25&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Desiccated_half-krolvin_strigoi&amp;diff=185746</id>
		<title>Desiccated half-krolvin strigoi</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Desiccated_half-krolvin_strigoi&amp;diff=185746"/>
		<updated>2022-12-22T20:33:56Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 61 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The corpse-like face of the half-krolvin strigoi bears little resemblance to a living half-krolvin save in its heavy brow and dense brows.  Eyes like pits of shadow stare out from the sunken hollows of the strigoi&#039;s altered visage, hungry and hateful.  The strigoi has yellowed fangs that distend her lips in an ugly fashion.  Her motions are distinctly unnatural, fluid in a way that a living being&#039;s are not.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The half-krolvin strigoi is medium in size, about six feet high in her current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Desiccated_half-krolvin_strigoi&amp;diff=185745</id>
		<title>Desiccated half-krolvin strigoi</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Desiccated_half-krolvin_strigoi&amp;diff=185745"/>
		<updated>2022-12-22T20:33:29Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 61 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The corpse-like face of the half-krolvin strigoi bears little resemblance to a living half-krolvin save in its heavy brow and dense brows.  Eyes like pits of shadow stare out from the sunken hollows of the strigoi&#039;s altered visage, hungry and hateful.  The strigoi has yellowed fangs that distend her lips in an ugly fashion.  Her motions are distinctly unnatural, fluid in a way that a living being&#039;s are not.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The half-krolvin strigoi is medium in size, about six feet high in her current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ghostly_warrior&amp;diff=184557</id>
		<title>Ghostly warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ghostly_warrior&amp;diff=184557"/>
		<updated>2022-12-09T13:16:02Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 18 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Ghost &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Non-corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Old Mine Road &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = &amp;lt;Not Known&amp;gt; &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 210&lt;br /&gt;
| roundtime = ?&amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Broadsword&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 162 - 191&lt;br /&gt;
| PA2 = Morning star&lt;br /&gt;
| PAB = 162 - 191&lt;br /&gt;
| PA3 = Flail&lt;br /&gt;
| PAC = 162 - 191&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = various&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 132 &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = 48 - 60&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = 48 - 60&lt;br /&gt;
| MnETD = 48 - 60&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Dispel [[Minor Sanctuary (213)|sanctuaries]]}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = Alchemy (common)&lt;br /&gt;
 | skin = None&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You are not quite sure what to make of the ghostly warrior, as you have never seen anything that looks quite like it.  Stopping a moment, you try to commit this creature to memory so that you can tell tales of it to your fellow adventurers back in the safety of the local tavern.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Adventurers hunting in the Wolves&#039; Den should remain alert. The [[spectre]]s which also roam the area will frequently cast potentially deadly [[gas cloud]]s.&lt;br /&gt;
==Other information==&lt;br /&gt;
*Spawn messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A vortex of ethereal mist spins into the area, coalescing quickly into a ghostly warrior right before your eyes!&amp;lt;/pre&amp;gt;&lt;br /&gt;
*They spawn with three different equipment configurations. Note that their natural skin provides ASG 13 chain mail equivalent protection.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;She has a morning star.&lt;br /&gt;
She has some cuirbouilli leather (worn), a broadsword and a reinforced shield.&lt;br /&gt;
She has a flail and some chain mail (worn).&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Shaking off stuns&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A ghostly warrior looses a keening howl, shaking off the stun!&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Dispelling sanctuaries&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A ghostly warrior emits a low, unearthly moan!&lt;br /&gt;
An unearthly moaning echoes around you, dispelling any sense of peace and security from the area.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Historical Information==&lt;br /&gt;
Old creature description&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The wraith of a warrior is tall and gaunt, its body nothing more than patches of dried skin stretched across animated, discolored bones.  Here and there, beneath the tattered rags of clothing, one can glimpse withered muscle hanging onto the frame by sinews that resemble frayed leather thongs.  Despite its emaciation, the ghostly warrior moves in rapid, fluid motions, its head casting from side to side with dangerous intent.  Within the eye sockets of the skull, twin ruby flames flicker and pulse with each movement the menacing creature makes.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 16&lt;br /&gt;
|levelm1 = 17&lt;br /&gt;
|level = 18&lt;br /&gt;
|levelp1 = 19&lt;br /&gt;
|levelp2 = 20&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cave_gnome&amp;diff=182634</id>
		<title>Cave gnome</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cave_gnome&amp;diff=182634"/>
		<updated>2022-11-15T21:16:17Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Cave_Gnome_Colored.jpg&lt;br /&gt;
| level = 2&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Wehnimer&#039;s Landing&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Icemule Environs&lt;br /&gt;
| area3 = Old Mine Road&lt;br /&gt;
| area4 = Wehnimer&#039;s Environs&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 51&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Cudgel&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 52&lt;br /&gt;
| PA2 = Handaxe&lt;br /&gt;
| PAB = 52&lt;br /&gt;
| PA3 = Short sword&lt;br /&gt;
| PAC = 52&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = -&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = -&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = -&lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 2 - 25&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 39 - 57&lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = 6&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = 6&lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 6&lt;br /&gt;
| MnETD = 6&lt;br /&gt;
| MjSTD = 6&lt;br /&gt;
| MnSTD = 6&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes &lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = Alchemy (common)&lt;br /&gt;
 | skin = a gnome scalp&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;This very short creature resembles, if anything, a misshapen dwarf.  Whereas dwarves carry themselves upright, the cave gnome scampers about in a hunched over fashion, peering malignantly up at intruders through bulging purple eyes set on a head seemingly a few sizes too big for the associated body.  Do not mistake their size as a limitation, though.  The cave gnome regularly bounces high enough in combat to strike giantmen square in the head.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Cave gnomes under Icemule carry only a [[cudgel]] with no shield or armor.&lt;br /&gt;
&lt;br /&gt;
Cave gnomes under Wehnimer&#039;s Landing carry [[handaxe]]s, a wooden shield and no armor.&lt;br /&gt;
&lt;br /&gt;
Cave gnomes in the gnoll/gnome mines, through the Upper Dragonclaw Forest, carry [[short sword]]s, wooden shields, and leather breastplates.  They are harder to kill than their kin due to their scale armor.  The creatures in the gnoll/gnome mines can spawn at a fast rate with only 2 or 3 adventurers in the area.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Cave gnomes often carry gems and boxes, giving young and older adventurers alike an easy target for cash hunting.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Gnome Gnome on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 1&lt;br /&gt;
|levelm1 = 2&lt;br /&gt;
|  level = 3&lt;br /&gt;
|levelp1 = 4&lt;br /&gt;
|levelp2 = 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cave_gnome&amp;diff=182633</id>
		<title>Cave gnome</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cave_gnome&amp;diff=182633"/>
		<updated>2022-11-15T21:16:02Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Cave_Gnome_Colored.jpg&lt;br /&gt;
| level = 2&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Wehnimer&#039;s Landing&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Icemule Environs&lt;br /&gt;
| area3 = Old Mine Road&lt;br /&gt;
| area4 = Wehnimer&#039;s Environs&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 51&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Cudgel&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 52&lt;br /&gt;
| PA2 = Handaxe&lt;br /&gt;
| PAB = 52&lt;br /&gt;
| PA3 = Short sword&lt;br /&gt;
| PAC = 52&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = -&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = -&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = -&lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 2 - 25&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 39-57&lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = 6&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = 6&lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 6&lt;br /&gt;
| MnETD = 6&lt;br /&gt;
| MjSTD = 6&lt;br /&gt;
| MnSTD = 6&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes &lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = Alchemy (common)&lt;br /&gt;
 | skin = a gnome scalp&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;This very short creature resembles, if anything, a misshapen dwarf.  Whereas dwarves carry themselves upright, the cave gnome scampers about in a hunched over fashion, peering malignantly up at intruders through bulging purple eyes set on a head seemingly a few sizes too big for the associated body.  Do not mistake their size as a limitation, though.  The cave gnome regularly bounces high enough in combat to strike giantmen square in the head.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Cave gnomes under Icemule carry only a [[cudgel]] with no shield or armor.&lt;br /&gt;
&lt;br /&gt;
Cave gnomes under Wehnimer&#039;s Landing carry [[handaxe]]s, a wooden shield and no armor.&lt;br /&gt;
&lt;br /&gt;
Cave gnomes in the gnoll/gnome mines, through the Upper Dragonclaw Forest, carry [[short sword]]s, wooden shields, and leather breastplates.  They are harder to kill than their kin due to their scale armor.  The creatures in the gnoll/gnome mines can spawn at a fast rate with only 2 or 3 adventurers in the area.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Cave gnomes often carry gems and boxes, giving young and older adventurers alike an easy target for cash hunting.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Gnome Gnome on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 1&lt;br /&gt;
|levelm1 = 2&lt;br /&gt;
|  level = 3&lt;br /&gt;
|levelp1 = 4&lt;br /&gt;
|levelp2 = 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Half-elven_invoker&amp;diff=182195</id>
		<title>Half-elven invoker</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Half-elven_invoker&amp;diff=182195"/>
		<updated>2022-11-08T21:16:21Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: /* Schedule */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}} The &#039;&#039;&#039;half-elven invoker&#039;&#039;&#039; can sometimes be found in the Small Park of [[Wehnimer&#039;s Landing]] (Lich #288) offering spells to those in need. The invoker appeared on February 23, 2021.  Currently, the invoker is thought to be a temporary feature, but no plans have been shared regarding her future. Everything here, including her continuing schedule, spells, or existence, may change without notice. &lt;br /&gt;
&lt;br /&gt;
===Schedule===&lt;br /&gt;
The exact schedule of the invoker has varied since her introduction, usually every four hours but other times as often as hourly. She provides two message on Realm [[ESP]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;[Realm] The invoker thinks, &amp;quot;Residents of Wehnimer&#039;s Landing, I will be arriving to Town Square, Small Park in approximately 15 minutes to offer spells to those in need.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;[Realm] The invoker thinks, &amp;quot;Residents of Wehnimer&#039;s Landing, I am currently at Town Square, Small Park and offering spells to those in need.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She usually departs 15 minutes after her arrival but sometimes stays continuously.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As of 2022-11-07, the Invoker&#039;s schedule, in game time (Eastern Time Zone), was: 12am, 2am, 4am, 8am, 12pm, 4pm, 6pm, 8pm, 10pm. It changed slightly after Daylight Saving Time ended in November.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;a half-elven invoker garbed in colorful layered robes&lt;br /&gt;
Somewhat taller than average, the invoker is clad in layered robes of jewel-toned fabric.  Several dark, beaded locks spill from her wide hood.  The composition of her features gives evidence of mixed elven and human heritage, and her age is indeterminate.  Stark against her olive complexion, a dotted black spiral is inked upon her chin, and sinuous lines above each brow converge upon a stylized eye tattooed vertically at the center of her forehead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
;Arrival&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Swirling vapors boil up from the ground and coalesce into a kaleidoscopic portal.  A half-elven invoker garbed in colorful layered robes emerges from the portal and surveys the area with cool assessment.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Departure&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;With broad gestures, a half-elven invoker garbed in colorful layered robes traces a series of arcs through the air, and a kaleidoscopic portal of swirling vapors manifests before her.  She steps into the portal without a backward glance, and it collapses closed behind her with an audible hiss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Ambient&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A grubby urchin sidles up to the half-elven invoker and slips her a folded note.  She glances at it briefly before passing the child a few coins.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Muttering with distraction, the half-elven invoker shuffles several curious trinkets and carefully rolled scrolls from the inner pockets of one jewel-toned layer to another.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Sliding a thin sheaf of parchment from one of her many pockets, the half-elven invoker surreptitiously skims its contents.  She appears to be waiting for something.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The half-elven invoker flips through several pages of gold-inked paper before carefully tucking them away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The half-elven invoker observes the ebb and flow of passersby, her expression inscrutable.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;With the air of a habitual gesture, the half-elven invoker touches several pockets in succession, as though reassuring herself that their contents are still in place.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
To receive spells, simply {{boldmono|[[ASK]] INVOKER ABOUT SPELLS}}.&lt;br /&gt;
;First person:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Shaking back the layered sleeves of her multicolored robes, the invoker releases upon you a flurry of abjurations...&lt;br /&gt;
&lt;br /&gt;
A light blue glow surrounds you.&lt;br /&gt;
There is a dim flash around you.&lt;br /&gt;
You feel a strengthening of your internal fortitude.&lt;br /&gt;
There is a dim flash around you.&lt;br /&gt;
You feel a strengthening of your blood flow.&lt;br /&gt;
A deep blue glow surrounds you.&lt;br /&gt;
A misty halo surrounds you.&lt;br /&gt;
A silvery luminescence surrounds you.&lt;br /&gt;
A bright luminescence surrounds you.&lt;br /&gt;
A brilliant luminescence surrounds you.&lt;br /&gt;
Glowing specks of dark brown energy begin to spin around you.&lt;br /&gt;
You feel much stronger.&lt;br /&gt;
A small circular container suddenly appears and floats rather serenely over to you.&lt;br /&gt;
You seem to blend into the surroundings better.&lt;br /&gt;
The air about you shimmers slightly.&lt;br /&gt;
You suddenly feel much more dextrous.&lt;br /&gt;
Your form blurs.&lt;br /&gt;
A crop-tailed swamp muskrat blurs before your eyes.&lt;br /&gt;
Opening your mind&#039;s eye to the progression of time, a myriad of possible future events fills your consciousness.&lt;br /&gt;
You feel your forehead pulse as your mind hardens to deter invading thoughts.&lt;br /&gt;
A whirl of spiritual energy streaks down from above, creating a dully illuminated mantle around your form.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Third person:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The invoker releases upon Person a flurry of abjurations.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spell durations&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightgrey&lt;br /&gt;
 !Spell&lt;br /&gt;
 !Duration&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Defense]] || 2:00&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Shield]] || 2:00&lt;br /&gt;
|-&lt;br /&gt;
| [[Purify Air]] || 2:00&lt;br /&gt;
|-&lt;br /&gt;
| [[Mantle of Faith]] || 2:00&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Warding I]] || 4:10&lt;br /&gt;
|-&lt;br /&gt;
| [[Disease Resistance]] || 4:10&lt;br /&gt;
|-&lt;br /&gt;
| [[Poison Resistance]] || 4:10&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Warding II]] || 4:10&lt;br /&gt;
|-&lt;br /&gt;
| [[Water Walking]] || 4:10&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Defense I]] || 4:10&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Defense II]] || 4:10&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Defense III]] || 4:10&lt;br /&gt;
|-&lt;br /&gt;
| [[Thurfel&#039;s Ward]] || 4:10&lt;br /&gt;
|-&lt;br /&gt;
| [[Strength]] || 4:10&lt;br /&gt;
|-&lt;br /&gt;
| [[Natural Colors]] || 4:10&lt;br /&gt;
|-&lt;br /&gt;
| [[Resist Elements]] || 4:10&lt;br /&gt;
|-&lt;br /&gt;
| [[Mobility]] || 4:10&lt;br /&gt;
|-&lt;br /&gt;
| [[Mass Blur]] || 4:10&lt;br /&gt;
|-&lt;br /&gt;
| [[Foresight]] || 4:10&lt;br /&gt;
|-&lt;br /&gt;
| [[Mindward]] || 4:10&lt;br /&gt;
|-&lt;br /&gt;
| [[Floating Disk]] || n/a&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Animal companion]]s will share only the [[Mass Blur]] effect.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wehnimer&#039;s Landing]]&lt;br /&gt;
[[category:Town NPCs]]&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Triton_combatant&amp;diff=181972</id>
		<title>Triton combatant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Triton_combatant&amp;diff=181972"/>
		<updated>2022-11-04T17:53:54Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 98&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Triton&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Ruined Temple&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claw&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 414&lt;br /&gt;
| PA2 = Trident&lt;br /&gt;
| PAB = 424&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Charge&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Disarm Weapon&lt;br /&gt;
| MN3 = Feint&lt;br /&gt;
| MN4 = Tackle&lt;br /&gt;
| MN5 = Triton&#039;s Horn&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 20&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 324&lt;br /&gt;
| CleTD = 363&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 283 - 295&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 369&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 375 - 390&lt;br /&gt;
| MnETD = 386&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The triton combatant stands hunched, her head thrust forward, and neck enveloped by heavy, muscled shoulders.  Tiny alien eyes stare from a prominently bony brow, regarding the world with stubborn truculence.  A mottled brown ridge rises from the amphibian&#039;s forehead and sweeps up and back, hugging her skull.  This heavy protuberance, covered with damp, leathery skin, provides her with formidable head and neck protection.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Triton combatants carry a version of Triton’s Horn.  When blown, they can cause either a fear effect that can cause adventurers to flee the immediate area, reduce stance, or even become immobilized, a Song of Depression effect which slows adventures, or a unique warding spell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton combatant draws forth a silver-spined dextral conch shell and brings it to her bulbous lips.  A terrible, blaring force rumbles forth from the shell, rattling your frame to its very core!&amp;lt;br&amp;gt;&lt;br /&gt;
Your heart leaps for an instant, but you control the urge to run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A triton combatant draws forth a silver-spined dextral conch shell and brings it to her bulbous lips.  A terrible, blaring force rumbles forth from the shell, rattling your frame to its very core!&lt;br /&gt;
Your heart leaps into your throat in reaction to the tremendous sound!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of a successful triton combatant&#039;s charge:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton combatant rushes forward at you with her silvery blue trident and attempts a charge!&lt;br /&gt;
[Roll result: 166 (open d100: 91)]&lt;br /&gt;
A triton combatant lunges at you with an expert charge and you flip through the air, landing on your head with a crash!&lt;br /&gt;
 ... 20 points of damage!&lt;br /&gt;
 Strike to temple! Saved by a thick skull!&lt;br /&gt;
Roundtime: 21 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;north&lt;br /&gt;
You are still stunned.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Spawn, death, and decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton combatant charges briskly into the area!&lt;br /&gt;
&lt;br /&gt;
The triton combatant gurgles once and goes still, a wrathful look on her face.&lt;br /&gt;
&lt;br /&gt;
A triton combatant sweeps his silvery blue trident out in an arc behind him, his eyes darting around as if seeking out his next opponent. &#039;&#039;&#039;(upon killing an adventurer)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movement&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A triton combatant briefly combs the shadows. &#039;&#039;&#039;(searching for hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A triton combatant lets out a truncated gurgle as he glances about with eyes narrowed, anger clear in the sound&#039;s undertones. &#039;&#039;&#039;(failing to find a hidden adventurer)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Idle&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Irritated, a triton combatant weaves her head from side to side, hissing softly between her teeth.&lt;br /&gt;
&lt;br /&gt;
The triton combatant stretches, rolling his powerful shoulders backwards.&lt;br /&gt;
&lt;br /&gt;
A triton combatant brings his brine-stained parma up before him, holding his silvery blue trident out and away at an angle behind him. &lt;br /&gt;
&lt;br /&gt;
Plucking a stone from the ground, a triton combatant skips it across the surface of the water, then pauses, staring at the place where it finally sinks. &#039;&#039;&#039;(on 2nd floor only)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Triton Triton on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 96&lt;br /&gt;
|levelm1 = 97&lt;br /&gt;
|level = 98&lt;br /&gt;
|levelp1 = 99&lt;br /&gt;
|levelp2 = 100&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lock_Mastery&amp;diff=181971</id>
		<title>Lock Mastery</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lock_Mastery&amp;diff=181971"/>
		<updated>2022-11-04T16:18:13Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lockmastery&#039;&#039;&#039; is one of six [[Rogue Guild]] [[guild skill]]s that allows a [[rogue]] to [[Picking Locks|pick]] [[Box (treasure)|box]]es faster, add locks and [[Lockmastery#Clasping containers|clasps]] to certain items, measure a lock size, and a number of other things.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Skills==&lt;br /&gt;
Lockmastery skills are generally skills that relate to traps, locks, and things one can do with traps and locks.  Locksmiths use calipers to narrow down the best pick to use while picking boxes.  Sorcerers need locked containers to use one aspect of their [[Phase (704)]] spell, and commission rogues to add locks to certain items.  Some skills, like the {{boldmono|PTRICK}}s, are useful only for show.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
{{boldmono|LMASTER FOCUS}} activates a short duration bonus to picking locks and disarming traps and is granted at rank 1.  This bonus is mutually exclusive with the bonuses imparted by [[Lock Pick Enhancement (403)]] and [[Disarm Enhancement (404)]], only the higher of the bonuses between these and Focus will be used.  This buff can be stopped manually before its natural end via {{boldmono|STOP LMASTER FOCUS}}. &lt;br /&gt;
&lt;br /&gt;
The Focus formula is as follows: &lt;br /&gt;
*For {{boldmono|PICKLOCK}} or {{boldmono|DISARM}}: {{mono|(2 * LM rank + ([[Dexterity]] bonus / 2))}}&lt;br /&gt;
*For {{boldmono|DETECT}}: {{mono|(2 * LM rank + ([[Intuition]] bonus / 2))}}&lt;br /&gt;
&lt;br /&gt;
===Picking Tricks===&lt;br /&gt;
:There are seven different styles that a lockmastery-skilled rogue can use to add style to his picking attempts.&lt;br /&gt;
&lt;br /&gt;
:To use, the syntax is {{boldmono|LM PTRICK &amp;lt;SKILL&amp;gt; &amp;lt;CONTAINER&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
:;SPIN (Ranks 1 to 9)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;With a quick flick of the wrist, you spin your copper tatting spindle around in your palm, stopping it as the tip enters a sturdy iron trunk...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TWIST (Ranks 10 to 19)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;You give your vaalin lockpick a sharp twist, attempting to straighten it slightly, before settling into the difficult task of picking the lock on a rotting monir strongbox...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TURN (Ranks 20 to 29)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;Taking a gentle turn, you choke up on your golvern nail file for a better grip, then devote all your attention to the lock on a badly damaged maoral chest...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TWIRL (Ranks 30 to 39)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;With a casual motion, you twirl your invar lockpick around your index finger, catching it between thumb and forefinger before applying it to the lock of a rotting monir trunk...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TOSS (Ranks 40 to 49)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;With a quick toss, you send your invar lockpick popping into the air, whirling like a top!  As it comes down, you easily snatch it from the air and begin to pick the lock on a sturdy tanik coffer...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;BEND (Ranks 50 to 59)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;You carefully bend the tip of your copper lockpick slightly, adjusting it for a better angle, before attempting to pick the lock on a plain modwir trunk...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;FLIP (Ranks 60 to 62)&lt;br /&gt;
:{{boldmono|PTRICK FLIP}} is a little different in that it is not followed by the standard box picking messaging. The size of the lock is not displayed.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm ptrick flip my chest&lt;br /&gt;
Pretending to only examine the lock of a rotting haon chest, you instead attempt to quietly turn the tumblers to within a hair&#039;s breadth of clicking...&lt;br /&gt;
You make a passable attempt (d100=44).&lt;br /&gt;
&lt;br /&gt;
Then with an easy motion, you flip your lockpick into the air and give the chest a solid smack!&lt;br /&gt;
&lt;br /&gt;
The chest gives off an audible *click* as the tumblers snap open.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Sensing Room Conditions===&lt;br /&gt;
:This skill is practiced from rank 1 to 5.&lt;br /&gt;
&lt;br /&gt;
:Room conditions can influence the ability of a rogue to pick a lock. A brighter room is better for lockpicking than a darker room. Fog hinders lockpicking as well.&lt;br /&gt;
&lt;br /&gt;
:There are approximately eight seconds between entering the {{boldmono|LM SENSE}} command and having the room conditions reported back.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm sense&lt;br /&gt;
With a seasoned eye, you begin to examine both yourself and the area in an attempt to ascertain the current conditions for lockpicking...&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&lt;br /&gt;
After a thorough examination, you determine that you are in excellent shape, physically.  As far as you can tell, the area around you has pretty average lighting.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the voices in your head will hinder any attempts at serious locksmithing.&lt;br /&gt;
&lt;br /&gt;
Under the current conditions, you think you could probably handle an intricate trap and a fairly easy lock with any old lockpick.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LM Sense is the first Lock Mastery skill learned in the guild, it is obtained at rank 1.&lt;br /&gt;
&lt;br /&gt;
:Troubleshooting: If seeing the message &amp;lt;i&amp;gt;&amp;quot;You discover that you&#039;re not really skilled enough at this to be able to tell much.&amp;quot;&amp;lt;/i&amp;gt; or a message about pickpocketing, it is possible that you are only using the {{boldmono|[[SENSE (verb)|SENSE]]}} verb.  Please try again using {{boldmono|LM SENSE}}. You will also see this message if you have 0 ranks in lockpicking skill.&lt;br /&gt;
&lt;br /&gt;
==== LM SENSE Conditions Maps ====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[[Media:WL-LM_SENSE.png]] - Wehnimer&#039;s Landing&lt;br /&gt;
[[Media:VO-LM_SENSE.png]] - Solhaven&lt;br /&gt;
[[Media:IMT-LM_SENSE.png]] - Icemule Trace&lt;br /&gt;
[[Media:IFW-LM_SENSE.png]] - Island of Four Winds&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Measuring the Size of a Lock with Calipers===&lt;br /&gt;
:This skill is practiced from rank 6 to 9.&lt;br /&gt;
&lt;br /&gt;
:Calibrating calipers is practiced from rank 10 to 13.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm measure my str&lt;br /&gt;
Using your professional calipers, you carefully begin to measure the lock...&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
R&amp;gt;&lt;br /&gt;
Measuring carefully, it looks to be a fairly simple lock.&lt;br /&gt;
&lt;br /&gt;
Those calipers could not be more perfectly calibrated.  You should leave them alone.  You&#039;ll just mess them up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lm cal my cal&lt;br /&gt;
You make some effort to fine-tune the professional calipers.&lt;br /&gt;
You can&#039;t help but think that the calipers are as finely-tuned as you are possibly going to get them.  They practically glow with calibration!&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;When finishing the Master task Calibrate with Master bean, when you have the &amp;quot;Those calipers could not be more perfectly calibrated.  You should leave them alone.  You&#039;ll just mess them up.&amp;quot; you need to {{boldmono|GIVE CALI TO BEAN}}. Give Bean will not work with the calipers in your hand, and placing them back on the table will yield no finished task.&lt;br /&gt;
&lt;br /&gt;
Calipers provide perfect detection when perfectly calibrated by a master of Lock Mastery.&lt;br /&gt;
&lt;br /&gt;
===Wedging Open Boxes===&lt;br /&gt;
:This skill is practiced from rank 14 to 24.&lt;br /&gt;
&lt;br /&gt;
:Using a wooden wedge made in the guild, a locksmith can open a fused or plated box. You must hold the container in one hand and have a wedge in the other.&lt;br /&gt;
&lt;br /&gt;
To make a wedge, go to Rogue Guild, Workshop Toolbench (Room 26232 in the Landing, but every guild has a workshop) and {{boldmono|ORDER 1}} (a block of wood). It costs about 300 silvers. Then {{boldmono|CARVE BLOCK}} until it becomes a wedge and then {{boldmono|CARVE WEDGE}} until you get the message to {{boldmono|RUB}} the wedge. {{boldmono|RUB}} it.&lt;br /&gt;
&lt;br /&gt;
*Syntax: {{boldmono|LM wedge my &amp;lt;container&amp;gt;}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Locksmith inserts the tip of his warped wooden wedge just under the lid of his monir trunk and carefully works it back and forth until it is firmly seated.  Locksmith tries to jam the wedge in further with the palm of his hand but only manages to splinter it as the tip slides along the edge. &lt;br /&gt;
The lid of a weathered monir trunk suddenly splits away from the casing amidst the crunch of splintering wood!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appraising Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 20 to 24.&lt;br /&gt;
&lt;br /&gt;
:Rogues can appraise their lockpicks to determine their quality, condition, and give you a general idea on how large of a lock you can handle. Note: appraising a lockpick with lore will yield higher results.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm app my lock&lt;br /&gt;
You examine the silver lockpick very closely.  It appears to be in good condition.  It seems to have a somewhat inaccurate level of precision and has below average strength.  As far as you can tell, the lockpick has never been repaired.  You could probably handle a simple lock pretty easily with it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Repairing Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 25 to 29.&lt;br /&gt;
====Bent====&lt;br /&gt;
:Repairs can be made to a lockpick after the tip is bent.  These repairs do not need to be made at a Rogue Guild toolbench.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm repair my lockpick&lt;br /&gt;
You carefully go about reshaping the invar lockpick, taking great care to provide the proper curvature to the tip.&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snapped====&lt;br /&gt;
:When a lockpick is completely broken, it must be repaired at a Rogue Guild toolbench using a wire of the same material.  The wires can be purchased from the attendant at the toolbench.  It is usually significantly cheaper and faster to repair lockpicks through Lock Mastery than the local NPC locksmith.  For example, a golvern wire would cost 16k, but Shind would cost a Ta&#039;Vaalor full citizen 40k and 8 hours to repair.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glaes&#039;&#039;&#039; lockpicks &#039;&#039;&#039;cannot&#039;&#039;&#039; be repaired through Lock Mastery, although they can be by the town locksmith, costing around 1,000 silvers and taking 5 hours. &lt;br /&gt;
&lt;br /&gt;
:The ability of the rogue will determine if they have enough skill to repair the lockpick.  You must have at least 60 ranks in Lock Mastery, in order to repair vaalin lockpicks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
!Material !!Cost !! !!Material !!Cost&lt;br /&gt;
|-&lt;br /&gt;
|copper||20&lt;br /&gt;
|&lt;br /&gt;
|alum||3900&lt;br /&gt;
|-&lt;br /&gt;
|brass||45&lt;br /&gt;
|&lt;br /&gt;
|vultite||5100&lt;br /&gt;
|-&lt;br /&gt;
|steel||85&lt;br /&gt;
|&lt;br /&gt;
|rolaren||6500&lt;br /&gt;
|-&lt;br /&gt;
|gold||350&lt;br /&gt;
|&lt;br /&gt;
|veniom||8500&lt;br /&gt;
|-&lt;br /&gt;
|silver||425&lt;br /&gt;
|&lt;br /&gt;
|kelyn||11000&lt;br /&gt;
|-&lt;br /&gt;
|ora||850&lt;br /&gt;
|&lt;br /&gt;
|invar||13000&lt;br /&gt;
|-&lt;br /&gt;
|mithril||1025&lt;br /&gt;
|&lt;br /&gt;
|golvern||16000&lt;br /&gt;
|-&lt;br /&gt;
|laje||2900&lt;br /&gt;
|&lt;br /&gt;
|vaalin||21000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm repair my lockpick&lt;br /&gt;
Using a small glass dropper, you apply a small bit of acid to the fused joint at the base of the tip of a copper-edged ora lockpick, being careful not to melt the handle or your fingers.&lt;br /&gt;
&lt;br /&gt;
When the tip is loose, you neatly pluck it from its home in a wire-thin hole running up into the handle, before replacing it with a new ora wire.&lt;br /&gt;
&lt;br /&gt;
Taking the old tip, you hold it over the blue flame of a nearby burner with a pair of metal grips.  The wire quickly turns red and begins to sag, and just as the first drop threatens to fall into the tongue of flame, you smoothly touch the end of the filament to the joining of the handle and the new wire.  The thick molten metal seeps in around the edges of the ora wire, cooling rapidly to form a tight bond.&lt;br /&gt;
Roundtime: 11 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:If the lockpick is unable to be repaired (either by skill of the locksmith or number of times the lockpick has already been repaired), the messaging is as follows:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Using a small glass dropper, you apply a small bit of acid to the fused joint at the base of the tip of a copper-edged invar lockpick, but the broken tip refuses to work free.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Restoring Lockpicks ===&lt;br /&gt;
&lt;br /&gt;
:Masters of the Lock Mastery (Rogue) guild skill may use {{boldmono|LMASTER RESTORE}} on a favored lockpick once per calendar month to restore it to its original condition. This removes any effects from breaking and repairing the pick. New lockpicks crafted (by players) will be restored to their originally crafted statistics. Lockpicks that were crafted prior to the [[/saved_posts|5/21/20 update]] will be restored to the statistics at the time of that update. Lockpicks obtained from merchants and shops will be restored to the statistics that are standard for their material. Completely broken lockpicks must still first be {{boldmono|LMASTER REPAIR}}ed before being {{boldmono|LMASTER RESTORE}}d.&lt;br /&gt;
&lt;br /&gt;
===Relocking Boxes===&lt;br /&gt;
:This skill is practiced from rank 30 to 32.&lt;br /&gt;
&lt;br /&gt;
:A rogue can relock a box, provided that they can handle the lock size.  Experience and difficulty reps are not given for picking a relocked box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm relock my chest&lt;br /&gt;
You settle into the difficult task of relocking the tanik chest.&lt;br /&gt;
You make a talented attempt (d100=81).&lt;br /&gt;
You struggle with the tumblers.  As you do, you get a sense that the chest has a rudimentary lock (-60 thief-lingo difficulty ranking).  Then...CLICK!  It locks!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Adding Clasps to Containers===&lt;br /&gt;
:This skill is practiced from rank 33 to 35.&lt;br /&gt;
&lt;br /&gt;
:The rogue can add a clasp to certain containers that do not open and close, making them closeable.  If the item is scripted, the item will not be able to be clasped via lockmastery.&lt;br /&gt;
&lt;br /&gt;
:For training purposes, rogues can find an uncloseable plain sack for sale in the guild shops.&lt;br /&gt;
&lt;br /&gt;
:The following nouns can possibly take a clasp:&lt;br /&gt;
::album, atanika, ataniki, backpack, bag, bankbook, basket, book, burnoose, cape, capelet, carryall, case, casket, cloak, coat, codex, diary, doublet, folio, greatcloak, grimoire, handbag, harness, haversack, hip-basket, hip-satchel, jacket, journal, kit, knapsack, longcloak, longcoat, manifest, mantle, musette, neckpouch, over-gown, overrobe, pack, pelisse, pocketbook, pouch, prayerbook, purse, quiver, register, reliquary, reticule, robe, robes, rucksack, sack, saddlebag, satchel, shroud, shrug, songbook, sporran, tome, tome, toolkit, tube, valise, vestment, volume, and waistcoat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:  Adding a clasp to a container counts as one item IN that container, making the container hold one less item when it is filled to capacity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:To see if an item can take a clasp, the {{boldmono|LMASTER CLASP CHECK}} verb can be used.&lt;br /&gt;
::*&amp;lt;i&amp;gt;A purple mantle can have a clasp attached to it, but not a lock.&lt;br /&gt;
::*A purple mantle already has a clasp, and cannot have a lock added.&lt;br /&gt;
::*That already has a clasp, but it can have a lock added.&lt;br /&gt;
::*That is not an appropriate type of container to add a clasp or lock to.&lt;br /&gt;
::*That&#039;s not a container.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The first time that {{boldmono|LMASTER CLASP}} is used on an item, it will punch a hole in the item, readying it for the clasp held in your other hand. Clasps are available in the guild shops. Also, items with the noun &amp;quot;clasp&amp;quot; found in the [[treasure system]] can be used to clasp containers. Merchants have sold items without the clasp noun at multiple festivals. This action results in 20-30 seconds of [[roundtime]].&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm clasp sack&lt;br /&gt;
Picking up a punch from the workbench, you carefully put a hole in the mantle where you intend to attach a clasp.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The second time that {{boldmono|LMASTER CLASP}} is used on an item, you will be prompted for the clasp description. The description of the clasped item can have three variations:&lt;br /&gt;
&lt;br /&gt;
::*To attach the clasp so that it is visible in the [[show description]], the verb is {{boldmono|LMASTER CLASP SHOWDESC}}&lt;br /&gt;
&lt;br /&gt;
::*To attach the clasp so that it is visible in the [[long description]], the verb is {{boldmono|LMASTER CLASP LONGDESC}}&lt;br /&gt;
&lt;br /&gt;
::*To keep the clasp hidden and keep the item&#039;s description the same, the verb is {{boldmono|LMASTER CLASP NODESC}}, or simply {{boldmono|LMASTER CLASP}}.&lt;br /&gt;
&lt;br /&gt;
:You may also specify the style in which you want the clasp attached. The following phrases can be used to affix the clasp by typing {{boldmono|LMASTER CLASP {SHOWDESC or LONGDESC} {style}}} after the initial {{boldmono|LMASTER CLASP {item}}}:&lt;br /&gt;
:::{| {{prettytable}}&lt;br /&gt;
!Description !!Style&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;clasped with&amp;quot;||CLASP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;secured with&amp;quot;||SECURE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;buckled with&amp;quot;||BUCKLE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;fastened with&amp;quot;||FASTEN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;pinned by&amp;quot;||PIN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm clasp longdesc pin&lt;br /&gt;
Selecting a pair of grips from the workbench, you carefully put a plain clasp through the hole in your plain sack and secure it in place.&lt;br /&gt;
Roundtime: 27 sec.&lt;br /&gt;
R&amp;gt;glance&lt;br /&gt;
You glance down to see a plain sack pinned by a plain clasp in your right hand and nothing in your left hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Clasps can be removed from containers using {{boldmono|LMASTER CLASP REMOVE}} by those with enough skill to add a clasp.  This will leave the item stuck open and able to have a new clasp added. The process will permanently change the item&#039;s long or show description to reflect the removal of the clasp (if applicable), and not all altered items will be able to have the clasp removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:  Removing a clasp from a container will destroy the clasp, so be sure before you remove the clasp that it is one you do not mind losing permanently.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Making and Adding Locks to Containers===&lt;br /&gt;
:This skill is practiced from rank 36 to 38.&lt;br /&gt;
&lt;br /&gt;
:The rogue can create a lock to add to certain containers. The lock can be of any difficulty that the rogue can pick open, though a difficult lock is necessary.  The larger the lock size, the more expensive it is to create.&lt;br /&gt;
&lt;br /&gt;
:The rogue can also cut keys and eventually customize said keys. It is advisable to have at least two keys; one key to unlock the container, and another key to store inside the container in case the first key is lost. Lockable containers can also be picked open and relocked via {{boldmono|LM RELOCK}}.&lt;br /&gt;
&lt;br /&gt;
:Having a container that locks has both practical and role playing purposes. Phasing a locked container will cause the items within to become weightless as well as the container itself, making the service desirable for sorcerers.&lt;br /&gt;
&lt;br /&gt;
:The following items can have a lock added to them:&lt;br /&gt;
::album, atanika, ataniki, backpack, bag, bankbook, basket, book, box, burnoose, cape, capelet, carryall, case, casket, chest, cloak, coat, codex, coffer, diary, doublet, folio, greatcloak, grimoire, handbag, harness, haversack, hip-basket, hip-satchel, jacket, journal, kit, knapsack, longcloak, longcoat, manifest, mantle, musette, over-gown, overrobe, pack, pelisse, pocketbook, pouch, prayerbook, purse, quiver, register, reliquary, reticule, robe, robes, rucksack, sack, saddlebag, satchel, shroud, songbook, sporran, strongbox, tome, tome, toolkit, trunk, tube, valise, vestment, and volume.&lt;br /&gt;
&lt;br /&gt;
;Creating a lock&lt;br /&gt;
:To create a lock, the rogue must go to a workshop toolbench with enough silvers to create the desired lock.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock create 500&lt;br /&gt;
You call in a workshop attendant and offer him enough to cover the materials for a -500 lock.  A workshop attendant accepts your silvers.&lt;br /&gt;
&lt;br /&gt;
The workshop attendant quickly retrieves a small block of steel and hands it to you before returning to his counter.&lt;br /&gt;
&lt;br /&gt;
Materials in hand, you concentrate on the task of molding a -500 lock. After a short time, you find yourself with an average five tumbler lock assembly in your hand. You select a lock housing from the workbench and slide the average lock assembly inside.&lt;br /&gt;
Roundtime: 42 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Unwanted lock assemblies can be sold back to the workshop attendant for roughly 70% of the creation price or used for deeds.&lt;br /&gt;
&lt;br /&gt;
:To attach a lock to a container, one must have a container with one of the nouns listed above and a lock assembly. The container must be able to open and close, and must be open when the lock is added. A workshop is not necessary to install a lock assembly into a container if the rogue has a locksmith&#039;s toolkit equipped with a set of narrow metal grips.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock knapsack&lt;br /&gt;
Taking the metal grips from your gold-painted toolbox, you insert your lock assembly into the clasp of your leather knapsack, and attach it securely.&lt;br /&gt;
Roundtime: 38 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:To duplicate a lock assembly, use the {{boldmono|LM LOCK CREATE DUPLICATE}} syntax inside a workshop. This will create an identical lock assembly to one held in the rogue&#039;s hand. This is useful for people who want multiple items that lock, but want to use only one key.  &lt;br /&gt;
::Nota bene: The lock duplication skill can only be used to create genuine duplicates of the smith&#039;s own locks.&lt;br /&gt;
&lt;br /&gt;
:Lock assemblies can be removed from containers, but the lock assembly will be destroyed in the process. Locks can only be removed in a workshop. This is useful for those who have lost their keys and would like to regain the ability to lock and unlock the container with a key.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock remove knapsack&lt;br /&gt;
You select a tool from the toolbench and, with a bit of finesse and a lot of brute force, pry the lock out of the leather knapsack.  Satisfied with your act of destruction, you toss the mangled lock assembly into a nearby wastebin.&lt;br /&gt;
Roundtime: 6 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Making Keys&lt;br /&gt;
:To cut a key, the rogue must purchase a key blank.  Steel key blanks are available in the guild workshops.  Key blanks made of various metals can occasionally be purchased at special merchant events.&lt;br /&gt;
&lt;br /&gt;
:Keys can be cut to fit specific lock assemblies or to duplicate existing keys.  Keys can NOT be cut to fit the lock assembly after the lock assembly is installed in the container.  The lock assembly can be removed from the container in case all keys are lost, but the lock assembly will be destroyed in the process. Keys must be cut specifically for each lock assembly; keys made for assemblies even of the same difficulty will not fit.  The only exception is if a duplicate has been made of the same lock assembly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cut&lt;br /&gt;
You place a steel key blank into the key-cutting machinery and carefully carve out a pattern that matches a primitive lock assembly.&lt;br /&gt;
Roundtime: 33 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creating Lockpicks===&lt;br /&gt;
{{side box|Your (enhanced if applicable) [[Dexterity]], [[Intuition]], and [[Discipline]] bonuses can help (Dex more than the other two), along with your lockpicking skill (bonus not ranks) and LM ranks. There&#039;s a large luck component to the modifier but having high values for those things will improve your chances at a good modifier. ~Ixix}}&lt;br /&gt;
:This skill is practiced from rank 50 to 56.&lt;br /&gt;
&lt;br /&gt;
:Through Lock Mastery the rogue has the ability to create lockpicks of better quality than those sold at other stores in Elanthia.  &lt;br /&gt;
&lt;br /&gt;
;Available Materials and Costs&lt;br /&gt;
:To create a lockpick, a rogue needs to purchase a thin bar of metal from the guild workshop.&lt;br /&gt;
&lt;br /&gt;
:Glaes is unavailable because it is volcanic glass. Glaes lockpicks cannot be made by heating and bending the material and thus are not able to be created via Lock Mastery.&lt;br /&gt;
::{| {{prettytable}}&lt;br /&gt;
!Material !!Cost !! !!Material !!Cost&lt;br /&gt;
|-&lt;br /&gt;
|copper||80||||brass||200&lt;br /&gt;
|-&lt;br /&gt;
|[[steel]]||400||||gold||1600&lt;br /&gt;
|-&lt;br /&gt;
|silver||2000||||[[ora]]||4000&lt;br /&gt;
|-&lt;br /&gt;
|[[mithril]]||480||||[[laje]]||13600&lt;br /&gt;
|-&lt;br /&gt;
|[[alum]]||18400||||[[vultite]]|| 24000&lt;br /&gt;
|-&lt;br /&gt;
|[[rolaren]]||28800||||[[veniom]]||40000&lt;br /&gt;
|-&lt;br /&gt;
|[[kelyn]]||49600||||[[invar]]||60000&lt;br /&gt;
|-&lt;br /&gt;
|[[golvern]]||76000||||[[vaalin]]||100000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Creating a Lockpick&lt;br /&gt;
:Lockpicks must be created inside a workshop.  While holding a thin bar of metal, the syntax is {{boldmono|LM CREATE}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm create&lt;br /&gt;
Placing your bar of copper onto the grinding wheel, you slowly begin to pare away the excess material.  Once you are satisfied that the wheel is no longer precise enough for the task, you remove the remaining strip of copper from the wheel and transfer it to the toolbench to file it down to its final form by hand.  After another moment, the work is complete.  As you remove the resulting copper lockpick from the toolbench, a quick glance reveals that it&#039;s of fairly average quality.&lt;br /&gt;
Roundtime: 45 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Lockpicks have the chance to be below average, fairly average, or exceptional. The quality descriptor in the last line of the creation messaging will have an effect on the lockpick&#039;s mod.&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;As you remove the resulting copper lockpick from the toolbench, a quick glance reveals that it&#039;s of fairly average quality.&amp;lt;/pre&amp;gt;&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;As you remove the resulting mithril lockpick from the toolbench, you can&#039;t help but be pleased with the exceptional quality of your work.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Customizing Lockpicks and Keys===&lt;br /&gt;
:This skill is practiced from rank 57 to 62.&lt;br /&gt;
&lt;br /&gt;
:Rogues trained in Lock Mastery can customize the description of lockpicks and keys.&lt;br /&gt;
:;Edging&lt;br /&gt;
&lt;br /&gt;
::Edging can be made of copper, brass, bronze, iron, steel, silver, gold, mithril, ora, alum, imflass, vultite, or vaalorn.&lt;br /&gt;
&lt;br /&gt;
::The rogue has the option of putting the edging into the longer description of the lockpick, such as a copper-edged invar lockpick, or into the shorter description. If the latter option is chosen, the short description and activator adjective of the item would be &amp;quot;a copper-edged lockpick&amp;quot;, but the full name of the lockpick would still be &amp;quot;a copper-edged invar lockpick&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::Edging of the same material cannot be used to edge the lockpick.  For example, one cannot have a copper-edged copper lockpick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm customize edge bronze&lt;br /&gt;
You call out to a workshop attendant and request some bronze for edging.  He wanders in with some bronze and asks for 250 silvers, which you quickly hand over.  Taking the bronze from him, you take a heated crimping tool from the workbench and set about edging your copper lockpick.  After a few moments, the work is done, leaving you holding a bronze-edged copper lockpick.&lt;br /&gt;
Roundtime: 29 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|colspan=11 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Edging Pricing&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Metal !!Pricing !! !!Metal !!Pricing !! !!Metal !!Pricing !! !!Metal !!Pricing&lt;br /&gt;
|-&lt;br /&gt;
|copper||20|| ||brass||100||||bronze||250|| ||iron||300&lt;br /&gt;
|-&lt;br /&gt;
|steel||400|| ||silver||500||||gold||1000|| ||mithril||1400&lt;br /&gt;
|-&lt;br /&gt;
|ora||1600|| ||alum||2000||||imflass||2000|| ||vultite||3000&lt;br /&gt;
|-&lt;br /&gt;
|vaalorn*||5000|| ||mithglin* || 5000 || ||invar* ||5000 || ||veniom* || 5000&lt;br /&gt;
|-&lt;br /&gt;
|laje*||5000|| || ||  || || || || || || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Vaalorn is available at the Ta&#039;Vaalor Rogue Guild&lt;br /&gt;
*Mithglin is available at the Ta&#039;Illistim Rogue Guild&lt;br /&gt;
*Invar is available at the Zul Logoth Rogue Guild&lt;br /&gt;
*Veniom is available in the Wehnimer&#039;s Landing Rogue Guild&lt;br /&gt;
*Laje is available in the Solhaven Rogue Guild&lt;br /&gt;
&lt;br /&gt;
:;Insetting Gems&lt;br /&gt;
::Small items such as gems, scarabs, and certain extracted trap parts can be inset into the end of the lockpick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust inset&lt;br /&gt;
You take a chisel from the workbench and quickly scrape out a setting for a small light violet sphere in your lockpick.  Replacing the chisel, you take a tube of glue and dab a small amount onto the back of your sphere before placing it on the lockpick and applying some pressure.  Once the glue is set, you release your grip and find yourself holding a steel lockpick inset with a small light violet sphere.&lt;br /&gt;
Roundtime: 30 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Colors &amp;amp; Dyes&lt;br /&gt;
::Lockpicks can be dyed a number of colors. Dying a lockpick costs 500 silvers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;LMASTER CUSTOMIZE DYE RED-TINGED&lt;br /&gt;
You call out to a workshop attendant and request some red-tinged dye.  He wanders in with a pot of dye and asks for 500 silvers, which you quickly hand over.  Taking the dye from him, you slowly apply the dye evenly across the surface of the lockpick, taking care not to leave any area uncovered.  After a moment, the dye has dried, leaving you with a red-tinged copper lockpick.&lt;br /&gt;
Roundtime: 32 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::{{boldmono|LM CUSTOM DYE ADJUST}} will move the dye color to the middle 15 characters of the short 15/15/15 description. This is useful for those who have multiple lockpicks of the same metal and would like to tell them apart easily.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|colspan=13 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Colors Available&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:Red;&amp;quot;|Red !!style=&amp;quot;background:orange;&amp;quot;|Orange !!style=&amp;quot;background:yellow;&amp;quot;|Yellow !!style=&amp;quot;background:Green;&amp;quot;|Green !!style=&amp;quot;background:Blue;&amp;quot;|Blue !!style=&amp;quot;background:Purple;&amp;quot;|Purple !!style=&amp;quot;background:Pink;&amp;quot;|Pink !!Black !!White !!style=&amp;quot;background:Brown;&amp;quot;|Brown !!style=&amp;quot;background:Grey;&amp;quot;|Grey  !!Misc&lt;br /&gt;
|-&lt;br /&gt;
|red||orange||yellow||green||aquamarine||purple||pink||black||white||brown||grey||rainbow&lt;br /&gt;
|-&lt;br /&gt;
|scarlet||tangerine||light yellow||verdant||blue-green||dark purple||rose-colored||sable||snow white||dark brown||dark grey||chrome&lt;br /&gt;
|-&lt;br /&gt;
|cardinal red||red-orange||lemon yellow||olive green||blue||violet||magenta||dark||chalk white||light brown||light grey||golden&lt;br /&gt;
|-&lt;br /&gt;
|vermilion||coppery gold||sallow||dark green||dark blue||plum-colored||rosy pink||inky black||lily white||nut brown||dove-colored||silvery&lt;br /&gt;
|-&lt;br /&gt;
|crimson||sunset orange||tawny yellow||light green||light blue||lavender||dusty rose||ebony||ivory white||hazel||iron grey||sand-colored&lt;br /&gt;
|-&lt;br /&gt;
|sanguine||apricot||ocher||forest green||turquoise||lilac||bright pink||coal black||pale white||puce||dun||peach-colored&lt;br /&gt;
|-&lt;br /&gt;
|blood red||carrot orange||ochre||leaf green||azure||mauve||coral pink||jet black||pearly white||ecru||drab grey||caramel-hued&lt;br /&gt;
|-&lt;br /&gt;
|coral red||persimmon||flaxen||sea green||cerulean||deep violet||amaranth pink||sooty black||pure white||tawny||dingy grey||coppery gold&lt;br /&gt;
|-&lt;br /&gt;
|ruby red||pumpkin orange||amber||grass green||cyan||grape||cerise||dusky black||stark white||maroon||steel grey||moonlight silver&lt;br /&gt;
|-&lt;br /&gt;
|fiery red||fiery orange||bright golden||pea green||sky blue||deep purple||salmon pink||dingy black||ghostly white||tan||ashen||pale golden&lt;br /&gt;
|-&lt;br /&gt;
|flame red||peach-colored||banana yellow||celadon||steel blue||periwinkle||pink-layered camouflage||midnight black||silvery||oak brown||ash grey||bright golden&lt;br /&gt;
|-&lt;br /&gt;
|dark red||||golden||emerald green||indigo||royal purple||dusky rose||blue-black||bone white||russet||dapple grey||deep chrome&lt;br /&gt;
|-&lt;br /&gt;
|brick red||||honey-colored||viridian||murky indigo||amethyst purple||pale pink||matte black||creamy white||rust-colored||dappled||pearlescent&lt;br /&gt;
|-&lt;br /&gt;
|rosy red||||sand-colored||ivy green||dark azure||wisteria||raspberry||raven black||pristine white||roan||slate-colored||opaline&lt;br /&gt;
|-&lt;br /&gt;
|ruddy crimson||||almond||bile green||royal blue||nightshade purple||fuschia||obsidian black||alabaster||sorrel||stone grey||opalescent&lt;br /&gt;
|-&lt;br /&gt;
|cherry red||||chartreuse||jade green||dark cyan||pale violet||blush pink||deep black||bleached white||henna||grey-blue||silvery white&lt;br /&gt;
|-&lt;br /&gt;
|dark crimson||||pale golden||grey-green||dark cerulean||amethyst||||shadowy black||glacial white||auburn||greyish blue||&lt;br /&gt;
|-&lt;br /&gt;
|deep red||||honey gold||pine green||sea blue||||||murky black||pearlescent||coppery brown||slate grey||&lt;br /&gt;
|-&lt;br /&gt;
|lava red||||champagne||cypress green||deep blue||||||mottled black||ivory||ale brown||storm grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-orange||||rich cream||malachite green||silvery blue||||||dull black||brilliant white||deep brown||mushroom grey||&lt;br /&gt;
|-&lt;br /&gt;
|cranberry-hued||||||verdant green||icy blue||||||ebon black||radiant white||dirt brown||pewter grey||&lt;br /&gt;
|-&lt;br /&gt;
|deep crimson||||||apple green||ice blue||||||ebon||gleaming white||chestnut brown||grey-green||&lt;br /&gt;
|-&lt;br /&gt;
|magma red||||||moss green||ultramarine||||||onyx black||silvery white||caramel-hued||smoky grey||&lt;br /&gt;
|-&lt;br /&gt;
|burgundy||||||seaweed green||midnight blue||||||glossy black||rich cream||hazel-brown||misty grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-tinged||||||mottled green||pale blue||||||charcoal black||||earthen brown||twilight grey||&lt;br /&gt;
|-&lt;br /&gt;
|russet||||||hunter green||teal||||||midnight ebon||||tawny sable||platinum grey||&lt;br /&gt;
|-&lt;br /&gt;
|dark russet||||||green camouflage||ocean blue||||||twilight black||||dark russet||charcoal||&lt;br /&gt;
|-&lt;br /&gt;
|rust-colored||||||woodland camouflage||cobalt blue||||||pitch black||||brown camouflage||dull grey||&lt;br /&gt;
|-&lt;br /&gt;
|auburn||||||green-layered camouflage||sapphire blue||||||void black||||chocolate-hued||cinereous||&lt;br /&gt;
|-&lt;br /&gt;
|berry red||||||hemlock green||glacial blue||||||deep ebony||||burnt umber||pallid grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-speckled black||||||pale jade||powder blue||||||charcoal||||deep cordovan||||&lt;br /&gt;
|-&lt;br /&gt;
|blood-hued black||||||cucumber green||slate blue||||||faded black||||chocolate||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||chartreuse||twilight blue||||||iridescent black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||silvery green||celestial blue||||||red-speckled black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||navy blue||||||scorched black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||dusky blue||||||onyx||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||baby blue||||||blood-hued black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||glossy blue||||||moonshade black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||smalt blue||||||||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:If a dye is not listed above, there is a possibility that it could be added.  For 5000 silvers, a dye color can be submitted to the Guild Guru GM. There is no guarantee that the dye color will be approved.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust dye request sunset orange&lt;br /&gt;
You call a workshop attendant in and ask him for a new dye.&lt;br /&gt;
&lt;br /&gt;
The attendant says, &amp;quot;Alright Milque, I can put in a request for some sunset orange dye for you.  The cost will be 5,000 silver, no notes.  Just ask me about ordering sunset orange dye one more time within the next 30 seconds to confirm your order.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lm cust dye request sunset orange&lt;br /&gt;
You call a workshop attendant in and ask him for a new dye.&lt;br /&gt;
&lt;br /&gt;
The attendant collects your silvers and says, &amp;quot;Very well, Milque, I have put in a request for some sunset orange dye for you.  Please check back within a week or two and use LMASTER CUSTOMIZE DYE REQUEST UPDATE to check on the status of your dye order.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Cleaning&lt;br /&gt;
::At any point in the customization process a lockpick can be returned to &amp;quot;a &amp;lt;metal&amp;gt; lockpick&amp;quot; by using {{boldmono|LM CUSTOMIZE CLEAN}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust clean&lt;br /&gt;
You take a file from the workbench and carefully file all the distinguishing markings and ornamentation off of a steel lockpick, leaving you holding a steel lockpick.&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creating Keyrings===&lt;br /&gt;
:This skill is learned at rank 63.&lt;br /&gt;
:Note that these keyrings can not be dyed at the [[Dyer&#039;s tent]].&lt;br /&gt;
:You must be at a Guild toolbench with empty hands and required silver coins to create.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Keyring !!Price !! !!Keyring !!Price&lt;br /&gt;
|-&lt;br /&gt;
|a chain link keyring||200|| ||a slim mithril keyring||1000&lt;br /&gt;
|-&lt;br /&gt;
|a tarnished brass keyring||200|| ||a twining invar keyring||800&lt;br /&gt;
|-&lt;br /&gt;
|a solid steel keyring||200|| ||a gold filigree keyring||600&lt;br /&gt;
|-&lt;br /&gt;
|a sturdy iron keyring||200|| ||a kelyn-clasped keyring||2500&lt;br /&gt;
|-&lt;br /&gt;
|a verdigris copper keyring||200|| ||a braided silver keyring||400&lt;br /&gt;
|-&lt;br /&gt;
|a vaalin-laced keyring||10000|| || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tasks==&lt;br /&gt;
Gaining ranks in all of the Rogue Guild skills requires the completion of numerous tasks.&lt;br /&gt;
&lt;br /&gt;
===Master Tasks===&lt;br /&gt;
:Depending on the rank of the rogue, the Skilled Masters will ask for different tasks.&lt;br /&gt;
:Sense your best lock : Awards 4-7 Training Points&lt;br /&gt;
:Sense conditions for traps : {{boldmono|LMAS SENSE}} response does not indicate you&#039;ve sensed an area inadequately; instead, the master footpad will instead tell you that you&#039;ve done it wrong without clarifying that it was a detection issue. Just keep going and using response syntax of &#039;&#039;&#039;&amp;lt;difficulty&amp;gt; trap&#039;&#039;&#039; regardless of whether he gives you credit.&lt;br /&gt;
&lt;br /&gt;
===Parchment Conditions===&lt;br /&gt;
&lt;br /&gt;
[[Lock_Mastery#LM_SENSE_Conditions_Maps|LM SENSE Conditions Maps]]&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;i&amp;gt;The Training Administrator told you to pick some easy boxes under a variety of conditions.&amp;lt;/i&amp;gt;&lt;br /&gt;
:Awards: 7-9 Training Points&lt;br /&gt;
&#039;&#039;&#039;-- Wehnimer&#039;s Landing -- &#039;&#039;&#039;&lt;br /&gt;
* Average lighting - TSC, East Tower (all floors) &lt;br /&gt;
* Bright lighting - TSE, Two east of Moot Hall &lt;br /&gt;
* Dark lighting - SE and S of DeLuca (in guild), East Tower (down the trapdoor) &lt;br /&gt;
* Average Lighting, Fog - TSC, TSC Treehouse&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:Note:If you lose your parchment telling your which room conditions to find. {{boldmono|ASK DELUCA ABOUT PARCHMENT}}&lt;br /&gt;
&lt;br /&gt;
===Picking Tough Boxes===&lt;br /&gt;
:&amp;lt;i&amp;gt;The Training Administrator told you to pick some tough boxes from creatures.&amp;lt;/i&amp;gt;&lt;br /&gt;
:Awards 6-8 Training Points&lt;br /&gt;
&lt;br /&gt;
===Measuring with Calipers===&lt;br /&gt;
&lt;br /&gt;
===Audience===&lt;br /&gt;
:&amp;lt;i&amp;gt;DeLuca assays you with a critical eye and says, &amp;quot;Let&#039;s find you something to do to earn a rank in Lock Mastery.&amp;quot; DeLuca rubs his chin thoughtfully, then continues, &amp;quot;Whatever ya do, it&#039;s important to look good while yer doin&#039; it, and from where I&#039;m standin&#039;, yer off to a slow start. Go out and practice openin&#039; some boxes with yer latest trick for an audience. Be sure and get some that are a decent challenge for ya.&amp;quot; DeLuca also adds, &amp;quot;Repeat this 5 times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:The Training Administrator told you to use some decently challenging boxes to practice your latest trick for an audience.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Practice the latest {{boldmono|[[Lock Mastery#Picking Tricks|PTRICK]]}} learned on a box that provides the locksmith decent challenge in front of at least four people. Rogues active in the guild count as two, Rogue Guild Masters count as three. You can only get one repetition every 30 seconds. Persons that are hidden or invisible do not count as a member of the audience. Those practicing the skill in [[Zul Logoth]], [[Pinefar]] or [[the Rift]] will find that they require an audience of only two people.&lt;br /&gt;
&lt;br /&gt;
:Depending on how far along you are in the skill, you will need to use more difficult boxes.&lt;br /&gt;
&lt;br /&gt;
===Picking Contests===&lt;br /&gt;
:&amp;lt;pre{{log2}}&amp;gt;DeLuca assays you with a critical eye and says, &amp;quot;Let&#039;s find you something to do to earn a rank in Lock Mastery.&amp;quot; DeLuca rubs his chin thoughtfully, then continues, &amp;quot;Think you&#039;re getting good at this? Let&#039;s find out! Go tell a footpad I sent ya to pit your skills against theirs in a lockpicking contest to the death! Or whatever.&amp;quot; DeLuca also adds, &amp;quot;Repeat this 12 times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:The Training Administrator told you to pit your skills against a footpad.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You and the master will each be given five boxes.  They might be trapped, they might not.  The traps are not dangerous.  The locks will be of different sizes.  You will be given points for disarming traps, picking boxes, and speed.  Like normal picking, using the best lockpick for the lock will give you more points.  You will be docked points for missing traps and failing pick attempts.  Try to get a higher score than the footpad.&lt;br /&gt;
&lt;br /&gt;
===Wedge Open Boxes===&lt;br /&gt;
&lt;br /&gt;
===Relock Boxes===&lt;br /&gt;
&lt;br /&gt;
===Put Clasps on Containers===&lt;br /&gt;
&lt;br /&gt;
Go to &#039;&#039;&#039;[https://gswiki.play.net/Lock_Mastery#Adding_Clasps_to_Containers Adding Clasps to Containers]&#039;&#039;&#039; above.&lt;br /&gt;
&lt;br /&gt;
===Create Locks and Keys===&lt;br /&gt;
&lt;br /&gt;
===Extract Trap Components===&lt;br /&gt;
:From rank 39 to 48 rogues are assigned to extract components from certain types of traps (e.g., vials of explosives) via the {{boldmono|LM DISARM ON}} command. Not every successful disarm will yield a component. The extracted components are of various practical use; the acid vials in particular are necessary to advance in Lock Mastery. The trap types are added successively as follows:&lt;br /&gt;
&lt;br /&gt;
*39: [[Trap#Poison_Needles|Poison needles]] and [[Trap#Jaws|jaws]]&lt;br /&gt;
*41: [[Trap#Acid_Vial|Acid vials]]&lt;br /&gt;
*43: [[Trap#Dark_Crystal|Dark crystals]] and [[Trap#Sphere|spheres]]&lt;br /&gt;
*46: [[Trap#Gas_Cloud|Gas cloud vials]] and [[Trap#Fire_Vial|fire cloud vials]]&lt;br /&gt;
&lt;br /&gt;
===Customize Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 57 to 62.&lt;br /&gt;
&lt;br /&gt;
:Tsoran&#039;s site has an excellent table showing the skills, benefits and tasks required to progress in lock mastery. In addition to the benefits listed the smith will see reductions in RT for caliper use and for trap detection and disarming as they reached the advanced ranks of lockmastery.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved_posts|Saved posts]]&lt;br /&gt;
* [[Profession_guild_system_(saved_posts)#Audience_Repetitions_.287.2F2009.29|Audience Repetitions (saved post)]] &lt;br /&gt;
*[http://www.play.net/gs4/info/professions/rogue_guild.asp Rogue Guild], on Play.net&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Lock%20Mastery/view Officials folder]&lt;br /&gt;
*[http://www.beaconhall.net/tsoran/menuhome-ref-locks.shtml Tsoran&#039;s Lock Mastery Archive (click Lock Mastery on left menu)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guild Skills]]&lt;br /&gt;
[[Category:Rogue Guild Skills]]&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Athletic_dark-eyed_incubus&amp;diff=181970</id>
		<title>Athletic dark-eyed incubus</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Athletic_dark-eyed_incubus&amp;diff=181970"/>
		<updated>2022-11-04T15:48:06Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 68&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =Humanoid&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass =  Extraplanar&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Den of Rot&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 240&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Ensnare&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = (lunge) 245-276&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Song of Depression (1015) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 300&lt;br /&gt;
| WD2 = Repel (Fear)&lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Earthen Fury (917)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 =&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6N&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 275 (in offensive)&lt;br /&gt;
| Ranged =&lt;br /&gt;
| Bolt = 275 (in offensive)&lt;br /&gt;
| UDF = 473&lt;br /&gt;
| BarTD = 243-249&lt;br /&gt;
| CleTD = 277&lt;br /&gt;
| EmpTD = 270-289&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = 273&lt;br /&gt;
| MnSTD = 248&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Almost lewdly handsome, an athletic dark-eyed incubus moves with the grace of a fencer and has the body of a wrestler.  He is bare to the waist and clad only in form-fitting trousers of supple, dark leather.  The incubus&#039;s eyes are inky black pools that lend an otherworldly quality to his intensely masculine beauty.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
Incubi will heal themselves over time, much like [[troll]]s.  Disablers such as [[Web (118)]] or [[Empathy (1108)]] as openers are helpful as incubi cannot be [[stunned]].&lt;br /&gt;
&lt;br /&gt;
==Adventurer&#039;s Guild Tasks==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
&lt;br /&gt;
The Incubi cast the cold version of [[Earthen Fury (917)]].&lt;br /&gt;
&lt;br /&gt;
===Arrival/departure Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Shadows collect nearby, building themselves into a well-muscled and masculine form.  As the darkness drips away, it reveals a dazzlingly attractive incubus with eyes as black as pitch.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An athletic dark-eyed incubus struts in, a cocksure smirk on his face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Muscles bunching alluringly beneath his skin, an athletic dark-eyed incubus struts east.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ability Messaging===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An athletic dark-eyed incubus begins singing a softly melodic melody, his lips quirking with cruel amusement.&lt;br /&gt;
An athletic dark-eyed incubus directs his otherworldly spellsong at you!&lt;br /&gt;
The ground beneath your feet suddenly frosts and rumbles violently!&lt;br /&gt;
Icy stalagmites burst from the ground beneath you!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An athletic dark-eyed incubus runs a hand down his taut chest, quirking one eyebrow archly.&lt;br /&gt;
An athletic dark-eyed incubus tries to wrap you in his well-muscled arms!&lt;br /&gt;
  AS: +276 vs DS: +xxx with AvD: +xx + d100 roll: +xx = +xxx&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Death and Looting Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The nearby shadows resound with the impact as an athletic dark-eyed incubus falls to the ground.&lt;br /&gt;
A shadow seems to detach itself from an athletic dark-eyed incubus, swiftly dissipating into the air.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;lt;Person&amp;gt; searches an athletic dark-eyed incubus.&lt;br /&gt;
Shadows crawl toward the form of an athletic dark-eyed incubus, engulfing it in a stygian tide.  The darkness dissolves into the ground with a faint sound of rushing liquid.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dialogue===&lt;br /&gt;
&lt;br /&gt;
(to someone hiding)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An athletic dark-eyed incubus directs an arch smile into the shadows.&lt;br /&gt;
&lt;br /&gt;
An athletic dark-eyed incubus&#039;s lightless black eyes rove the shadows, and he says, &amp;quot;You seem to have adopted the darkness.  No matter.  But remember, the shadows belong to my kind.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 66&lt;br /&gt;
|levelm1 = 67&lt;br /&gt;
|level = 68&lt;br /&gt;
|levelp1 = 69&lt;br /&gt;
|levelp2 = 70&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Waern&amp;diff=181921</id>
		<title>Waern</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Waern&amp;diff=181921"/>
		<updated>2022-11-03T15:56:14Z</updated>

		<summary type="html">&lt;p&gt;LAGEIROS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = waern.jpg&lt;br /&gt;
| level = 49&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Canine&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Bonespear Tower&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claw&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 276 - 290&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Grapple&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = 248 - 266&lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 276&lt;br /&gt;
| BarTD = 165&lt;br /&gt;
| CleTD = 180&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 190 - 199&lt;br /&gt;
| WizTD = 200&lt;br /&gt;
| MjETD = 200&lt;br /&gt;
| MnETD = 199&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a waern fur&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The waern is a vicious-looking embodiment of canine malice and tenacity.  The waern&#039;s fiendish green eyes glow with insane appetite and her mangy pelt is so ragged, the rotting bones show through in spots.  Long, malicious teeth curve out of the waern&#039;s rotting muzzle, and the tail that curves over the waern&#039;s back is hardly more than segments of bone interspersed with a few pieces of fuzzy, matted hair.  Floating over the ground, her paws scarcely leaving a track, the waern dodges almost quicker than the eye can follow.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Waerns attack and move rather quickly; they tick about once every round / 6 seconds, but sometimes may tick every 4 seconds). However, they are quickly cut down to size by an effective stun, though they can shake it off. It is best to kill any waern in the room first, they are the only danger when under-hunting. Sorcerers with enough mana to spare might use a cast of [[Pain (711)]] to lock them in RT so they cannot use their bite maneuver.&lt;br /&gt;
&lt;br /&gt;
With [[Mobility (618)]] and [[Strength (509)]] cast on you, along with armor adjustments, the waern will rarely succeed in biting you even if you have no training to that effect. [[Armored Evasion]] seems to be more useful than [[Armor Support]], at least when strengthened without high [[encumbrance]].&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Waerns have the ability to inflict disease and drain [[spirit]] upon a successful hit. This has the potential to be deadly if the tower knocks you down.&lt;br /&gt;
&lt;br /&gt;
Waern exist alongside dybbuks and eidolon, except on the roof where there are only eidolon. Swarms are especially dangerous.&lt;br /&gt;
&lt;br /&gt;
Waerns have a &amp;quot;grappling&amp;quot; [[creature maneuver]] that can cause damage, induce [[roundtime]], stun, and disarm a player:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A waern lunges at you!&lt;br /&gt;
A waern grabs your hand in his mouth and shakes his head back and forth viciously!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Shot pierces a wrist!&lt;br /&gt;
   You are stunned for 1 round!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Behind the scenes==&lt;br /&gt;
Waern is an old Scottish word meaning the defenses of a fortification. Other creatures around Foggy Valley are similarly borrowed words from other languages, including: [[eidolon]], [[dybbuk]], [[vesperti]], [[pra&#039;eda]], [[shan]], and [[fenghai]]. These are thematically linked through [[Maleskari]] and [[Bonespear Tower]]. The pra&#039;eda, shan, and waern are all warped travesties of wicked hounds, which is presumably an homage to the hell hounds of [[Castle Anwyn]].&lt;br /&gt;
&lt;br /&gt;
Bonespear Tower appears to be based on Clark Ashton Smith&#039;s [http://www.eldritchdark.com/writings/short-stories/27/the-colossus-of-ylourgne &amp;quot;The Colossus of Ylourgne&amp;quot;], which is set in the fictional French province of Averoigne whose forest is infamous for werewolves. Similarly, [[Shadow Valley]] with its [[night hound]]s is influenced by H.P. Lovecraft stories involving hideous flesh transmogrification, as well as unnatural hybrids and other motifs. These areas are all subtextually related, even though it is otherwise not obvious.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 47&lt;br /&gt;
|levelm1 = 48&lt;br /&gt;
|level = 49&lt;br /&gt;
|levelp1 = 50&lt;br /&gt;
|levelp2 = 51&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LAGEIROS</name></author>
	</entry>
</feed>