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	<id>https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MAGNANIMUS</id>
	<title>GemStone IV Wiki - User contributions [en]</title>
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	<updated>2026-10-03T01:31:13Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Swamp_hag&amp;diff=265667</id>
		<title>Swamp hag</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Swamp_hag&amp;diff=265667"/>
		<updated>2026-09-29T15:34:01Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: &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 = 42&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 =  Witch &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 = 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 = 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 = Slap&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 255&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Major Fire (908)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 235&lt;br /&gt;
| WD1 = Hand of Tonis (505)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 224&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Call Wind (912)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Sandstorm (914)&lt;br /&gt;
| OS3 = Tremors (909)&lt;br /&gt;
| OS4 = 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 = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 309&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = 159&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 161&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 = 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 Focus (513)&lt;br /&gt;
| DSP5 = Prismatic Guard (905)&lt;br /&gt;
| DSP6 = Strength (509)&lt;br /&gt;
| DSP7 = Thurfel&#039;s Ward (503)&lt;br /&gt;
| DSP8 = Wizard Shield (919)&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;
__NOTOC__&lt;br /&gt;
Small and rather unimposing, the &#039;&#039;&#039;swamp hag&#039;&#039;&#039; is a dangerous, magical foe.  Her stringy, oiled-flat hair glistens as her eerie, coal-black eyes dart about her surroundings always searching for victims.  Bright red sparks scatter from her fingertips whenever she clenches her clawed hands.  Dark grey skin and thin emaciated arms and legs provide stark contrast to the hag&#039;s distended, bulbous stomach.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Swamp hags are not only immune to fire, but they gain mana from fire criticals impacting them. Same with steam.&lt;br /&gt;
&lt;br /&gt;
If a swamp hag casts [[Sandstorm (914)]] on you, quickly running to Niima&#039;s Shrine and waiting out the duration of the spell there will prevent it from dealing damage to you.&lt;br /&gt;
&lt;br /&gt;
==Spell Preparation Messaging==&lt;br /&gt;
&amp;lt;div {{log|margin-right=350px}}&amp;gt;A swamp hag gestures with a hand and a smoky haze gathers around her hands.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
The hags drop small black kettles.  If left to themselves, the kettles will slowly boil until they explode, injuring everyone in the room.  The kettles can be kicked over before they explode, and will result in a minor injury to the kicker&#039;s leg.  This may still injure others in the room, so be careful to avoid kicking kettles with others in the room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;kick kettle&amp;lt;br&amp;gt;&lt;br /&gt;
As your foot connects with the black kettle, it tips over, splashing the boiling liquid onto your leg.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;... 5 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;Minor burns to left leg.  That hurts a bit.&amp;lt;br&amp;gt;&lt;br /&gt;
A boiling mass of liquid moves outward from a small black kettle.&amp;lt;br&amp;gt;&lt;br /&gt;
You are buffeted by the billowing clouds of steam arising from the boiling mass, but remain standing.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One can LOOK at the kettle to see how long it has until it explodes.  The harder it is boiling, the less time is left.&lt;br /&gt;
&lt;br /&gt;
The kettles damage creatures in the room as well.  A common tactic is to leave the room, PEER to see when the kettle explodes and knocks things over, and go back in and clear it out.  This tactic works better when other hunters are not in the area and thus cannot be injured by the errant kettle.&lt;br /&gt;
&lt;br /&gt;
A swamp hag will heckle her victims:&lt;br /&gt;
&amp;lt;div {{log|margin-right=350px}}&amp;gt;A swamp hag leans over you and hisses, &amp;quot;Your profession appears to have a severe weakness. It is susceptible to dying. I understand there are nice safe jobs running messages. Consider it.&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log|margin-right=350px}}&amp;gt;A swamp hag leans over Astru and hisses, &amp;quot;I do so hope one of your animal friends appears to help you.  A roasted animal haunch would be most suitable about now.&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Hag Hag on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 40&lt;br /&gt;
|levelm1 = 41&lt;br /&gt;
|level = 42&lt;br /&gt;
|levelp1 = 43&lt;br /&gt;
|levelp2 = 44&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Roundtime&amp;diff=265624</id>
		<title>Roundtime</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Roundtime&amp;diff=265624"/>
		<updated>2026-09-25T17:04:44Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Added AGIDEX Melee RT reduction formula.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Roundtime&#039;&#039;&#039; (RT), measured in seconds, refers to a lockout period when a character cannot perform most combat-related abilities, including movement, attacking, and casting spells.&lt;br /&gt;
&lt;br /&gt;
Almost all offensive combat abilities impose some associated roundtime, as does failing defensive [[combat maneuver]] rolls against most maneuvers. Roundtime is also a factor in many other actions such as traversing difficult terrain, using powerful magic, or crafting items.&lt;br /&gt;
&lt;br /&gt;
== Hard vs. Soft RT ==&lt;br /&gt;
&lt;br /&gt;
Normal roundtime is also known as &amp;quot;hard&amp;quot; RT, in contrast with [[cast roundtime]] which is known as &amp;quot;soft&amp;quot; roundtime. In most standard game clients, hard RT is shown with a red bar and soft RT with a blue bar. Cast roundtime is incurred after casting a spell, and permits some combat actions such as moving and changing stance. By default, cast roundtime is 3 seconds long and was originally that long for every spell. It is now 2 seconds with many setup spells, 1 second with [[Rapid Fire (515)]] on (except with [[Bard Base|bard spellsongs]]), and 0 seconds for spell-enhancing buffs like Rapid Fire and [[Spirit Slayer (240)]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col| Action&lt;br /&gt;
! scope=&amp;quot;col| Hard RT&lt;br /&gt;
! scope=&amp;quot;col| Soft RT&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | Speak || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | Move/Stand || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | Change Stance || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | Attack || No || No&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | Prepare/Cast Spell || No&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt; || No&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | Use Society Power || No&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt; || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt; A few specific spells and society powers are usable during roundtime with an associated penalty. For example, [[Sigil of Escape]] may be activated, but will drain all stamina and mana and may only be used in such a fashion once per day. It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to activate these powers during cast roundtime.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
{|align=right &lt;br /&gt;
| {{agidex roundtime reduction}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| {{prettytable|text-align:center}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Race&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max&amp;lt;br&amp;gt;DEX&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max&amp;lt;br&amp;gt;AGI&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max&amp;lt;br&amp;gt;sum&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max RT&amp;lt;br&amp;gt;reduction&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; align=&amp;quot;left&amp;quot; | [[Halfling]] || 25+15 || 25+10 || 75 || 5&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; align=&amp;quot;left&amp;quot; | [[Burghal gnome]] ||25+10 || 25+10 || 70 || 5&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; align=&amp;quot;left&amp;quot; | [[Elf]] || 25+5 || 25+15 || 70 || 5&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; align=&amp;quot;left&amp;quot; | [[Aelotoi]] || 25+5 || 25+10 ||65 || 4&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; align=&amp;quot;left&amp;quot; | [[Dark elf]] || 25+10 || 25+5 || 65 || 4&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; align=&amp;quot;left&amp;quot; | [[Forest gnome]] || 25+5 || 25+10 || 65 || 4&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; align=&amp;quot;left&amp;quot; | [[Half-elf]] || 25+5 || 25+10 || 65 || 4&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; align=&amp;quot;left&amp;quot; | [[Sylvankind]] || 25+10 || 25+5 || 65 || 4&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; align=&amp;quot;left&amp;quot; | [[Half-krolvin]] || 25+0 || 25+5 || 55 || 4&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; align=&amp;quot;left&amp;quot; | [[Erithian]] || 25+0 || 25+0 || 50 || 3&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; align=&amp;quot;left&amp;quot; | [[Human]] || 25+0 || 25+0 || 50 || 3&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; align=&amp;quot;left&amp;quot; | [[Dwarf]] || 25+0 || 25&amp;amp;minus;5 || 45 || 3&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; align=&amp;quot;left&amp;quot; | [[Giantman]] || 25&amp;amp;minus;5 || 25&amp;amp;minus;5 || 40 || 3&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
One of the most common sources of roundtime is engaging in physical combat. When a character {{boldmono|[[ATTACK]]s}} or uses an offensive [[Combat Maneuver]], they incur some amount of roundtime based on the type of [[weapon]] or maneuver.&lt;br /&gt;
&lt;br /&gt;
Each weapon has a &#039;&#039;&#039;[[base weapon speed]]&#039;&#039;&#039; and &#039;&#039;&#039;[[minimum weapon speed]]&#039;&#039;&#039;. Base weapon speed is the standard duration before accounting any factors that may increase or decrease that amount. Minimum weapon speed is the shortest duration to which the attack&#039;s roundtime may be reduced by statistic bonuses. (In cases where base weapon speed is less than minimum weapon speed, the minimum speed still takes precedence.)&lt;br /&gt;
&lt;br /&gt;
It is possible to further reduce attack roundtime using the {{boldmono|[[QUICKSTRIKE]]}} command at the cost of [[stamina]].&lt;br /&gt;
&lt;br /&gt;
=== Melee RT ===&lt;br /&gt;
&lt;br /&gt;
Characters will see an increase to [[melee]] roundtime if they are under [[encumbrance]] from carrying too many items, or if they are insufficiently trained for their [[armor]]. The {{boldmono|[[AMBUSH]]}} verb adds 3 seconds to Base RT and 1 second to Minimum RT.&lt;br /&gt;
&lt;br /&gt;
All characters experience a natural reduction in melee roundtime based on the sum of their [[agility]] and [[dexterity]] bonuses, as indicated to the right.  This bonus is sometimes referred to as &#039;&#039;AGIDEX&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The formula for roundtime reduction is (AGI bonus + DEX Bonus) / 15, rounded to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
=== Ranged RT ===&lt;br /&gt;
&lt;br /&gt;
When using [[ranged]] or thrown weapons, every +10 [[strength]] bonus reduces roundtime by 1 second. Crossbows are a special case as they have a fixed roundtime for {{boldmono|[[FIRE]]}}, with strength instead being a factor in {{boldmono|[[COCK]]}}. The {{boldmono|[[AIM]]}} verb for ranged attacks adds 1 second to Base RT.&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
Creatures are assigned a [[creature action timer]] value, instead of being subject to the normal rules of roundtime for the actions they take.&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;br /&gt;
[[Category:Effects and Conditions]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Disarm&amp;diff=265063</id>
		<title>Disarm</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Disarm&amp;diff=265063"/>
		<updated>2026-09-14T06:22:29Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: RT can be reduced with 1035.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
: &#039;&#039;&amp;lt;span class=&amp;quot;dablink&amp;quot;&amp;gt;This article is about the disarming traps. For a list of other articles pertaining to disarm, please see [[Disarm (disambiguation)]].&amp;lt;/span&amp;gt;&#039;&#039;&lt;br /&gt;
{{boldmono|DISARM}} is used by characters with the appropriate skill in [[Disarm Traps]] to attempt to locate or disarm a [[trap]] on a closed and locked container or door.  The [[roundtime]] for this use of the verb (and not other uses) can be reduced with [[Celerity (506)]] and [[Song of Tonis (1035)]].&lt;br /&gt;
&lt;br /&gt;
Only closed and locked containers and doors may be disarmed.  If a trap has already been found on the item, and on no other item since, there is a window of opportunity of several minutes in which to attempt removal of the trap.  Some traps are dangerous to bystanders if detonated, so care should be taken when attempting this, especially within legal jurisdiction, as local law enforcement will arrest those who kill others, even unintentionally.&lt;br /&gt;
&lt;br /&gt;
==[[Verb:DISARM|DISARM (verb)]]==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;For more information on the verb {{boldmono|DISARM}}, please see [[Verb:DISARM]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
{{#section:Verb:DISARM|verb}}&lt;br /&gt;
&lt;br /&gt;
==Locksmith Tookit==&lt;br /&gt;
Some traps require a special locksmith&#039;s kit filled with various helpful items to be used.  These kits can be purchased at various locksmithing shops.  Keep in mind that one does not need to handle the toolkit when disarming traps - leaving it open and in an open container is all that is necessary.&lt;br /&gt;
&lt;br /&gt;
===Bundling Toolkits===&lt;br /&gt;
As the toolkit empties of some items, one can refill it by buying another toolkit and [[BUNDLE (verb)|bundling]] the two.  The two toolkits do not have to look the same.  Hold the kit you wish to keep in the right hand, and make sure both kits are open.  After bundling, there will be an emptier kit in the left hand, and a fuller kit in the right hand.  If a bundling mistake was made, and the wrong toolkit is now full, simply [[SWAP (verb)|SWAP]] hands and BUNDLE again.&lt;br /&gt;
&lt;br /&gt;
===Bundling Acid Vials===&lt;br /&gt;
Vials of acid can be bundled with the toolkit by holding a vial of acid in one hand and the toolkit in the other hand.&lt;br /&gt;
&lt;br /&gt;
===Bundle Maximums===&lt;br /&gt;
These are the maximum numbers of items that can BUNDLE into a toolkit:  100 lumps of putty, 100 balls of cotton, 100 acid vials, and one each of the grips, file, and needle.  Although other items will not bundle, there may be room to add other items to the kit&#039;s pockets manually.  For example, a toolkit that has had 100 acid vials bundled into it, may still have room to hold an additional acid vial by PUTting the vial into the toolkit, up to the maximum capacity of the toolkit.&lt;br /&gt;
&lt;br /&gt;
===Toolkit Pocket Storage===&lt;br /&gt;
A person can store other things in the toolkit.  Lockpicks, calipers, enhancive jewelry, black demon rum, or other various items can be [[PUT (verb)|PUT]] in the toolkit, up to its maximum [[capacity]].  If the toolkit pockets are used in this way, exercise cautions as outlined below.&lt;br /&gt;
&lt;br /&gt;
===Bundling Cautions===&lt;br /&gt;
Exercise caution when bundling toolkits.  Bundling only combines putty, cotton, acid vials, grips, files, and needles.  Other items will not automatically be transferrred during bundling.  For example, if lockpicks or calipers were stored in an old toolkit, then after toolkit bundling, those items will remain in the toolkit in which they were originally stored.  They do not transfer during the bundling process.  If the wrong toolkit is thrown away, the lockpicks and calipers would then be lost.  It pays to LOOK in both toolkits after bundling, and make sure to manually transfer or recover any valuable items.&lt;br /&gt;
&lt;br /&gt;
===Toolkit Contents===&lt;br /&gt;
Brand new off-the-shelf locksmith kits often include the following items:&lt;br /&gt;
*a lump of squishy white putty with about 50 pinches left&lt;br /&gt;
*50 little balls of cotton&lt;br /&gt;
*a set of narrow metal grips&lt;br /&gt;
*a thin metal file&lt;br /&gt;
*a thick steel needle&lt;br /&gt;
&lt;br /&gt;
===More Toolkit Info===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
This is from &amp;quot;a dark leather locksmith&#039;s toolkit&amp;quot; sold in [[Wehnimer&#039;s Landing]] at [[Larton&#039;s Lockpicks]]:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;inspect my toolkit&#039;&#039;&#039;&lt;br /&gt;
You carefully inspect your locksmith&#039;s toolkit.&lt;br /&gt;
&lt;br /&gt;
You estimate that a dark leather locksmith&#039;s toolkit can store a somewhat small amount with enough space for any number of items.&lt;br /&gt;
&lt;br /&gt;
You determine that you could wear the toolkit, attaching it to your belt.  The toolkit appears to serve some purpose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;analyze my toolkit&#039;&#039;&#039;&lt;br /&gt;
You analyze your locksmith&#039;s toolkit and sense that there is no recorded information on that item.  It may or may not be able to be worked on by a merchant alterer.&lt;br /&gt;
&lt;br /&gt;
You can tell that the toolkit is as light as it can get, but you might be able to have a talented merchant deepen its pockets for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;look in my toolkit&#039;&#039;&#039;&lt;br /&gt;
Peering into the locksmith&#039;s toolkit, you see a lump of squishy white putty with about 50 pinches left, 50 little balls of cotton, a set of narrow metal grips, a thin metal file and a thick steel needle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;loresong verse 1:&#039;&#039;&#039;&lt;br /&gt;
This is a small item, under a pound.  In your best estimation, it&#039;s worth about 200 silvers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;loresong verse 2:&#039;&#039;&#039;&lt;br /&gt;
From the pitch of the vibration you determine that the purpose of the toolkit is as a wearable container of some kind with a maximum interior capacity of fifteen pounds with room for any number of items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: After two verses, the loresong ends.&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warrior Guild Skills]]&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Picking_Locks&amp;diff=265062</id>
		<title>Picking Locks</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Picking_Locks&amp;diff=265062"/>
		<updated>2026-09-14T06:21:17Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: RT can also be reduced with 1035.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Picking Locks&#039;&#039;&#039; is a skill used to open [[Lock difficulty|locks]] with [[lockpick]]s.  Most often, this skill is used on [[Box (treasure)|box]]es found in the [[treasure system]], though there are a few locked doors and such that require the use of the skill to open.  When used with boxes, it is advised that the character also train in [[Disarm Traps]], as many boxes are [[trap]]ped and many traps will kill an unaware or incapable character who attempts to pick a lock on a trapped box.&lt;br /&gt;
{{skill &lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 2/1&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 2/4&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 2/4&lt;br /&gt;
  | Monkranks     = 2 || Monkcost     = 3/3&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 2/4&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 2/3&lt;br /&gt;
  | Rogueranks    = 3 || Roguecost    = 1/1&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 2/4&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 2/3&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 2/4&lt;br /&gt;
|}}&lt;br /&gt;
 &lt;br /&gt;
Success in picking a lock is based on the following formula:&lt;br /&gt;
&lt;br /&gt;
{{Equation box|&#039;&#039;&#039;Endroll {{=}} ([Picking Locks Skill + Dexterity Bonus] * Pick modifier) - lock difficulty + d100(Open)&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Other factors that help include [[Locklore]], the lockpick bonus, open rolls, and &amp;quot;modding down&amp;quot;. Wounds, not enough skill for the used lockpick, and fumbles hurt picking attempts.  Modding down occurs when a locksmith spots a lock, but fails to unlock it.  There is a short time window where the locksmith has a better chance to open that lock, since he is focusing in on the size of the lock.  Each subsequent lock spotting adds to bonus from the previous lock spotting. Stance does not factor in while picking locks.&lt;br /&gt;
&lt;br /&gt;
[[Roundtime]] in picking a lock has a base of 20 seconds. If the lock is picked with a 150+ endroll, 10 seconds is deducted. If it&#039;s picked with a 200+ endroll, the roundtime is negated. These roundtimes are reduced if the picker has the [[Lockmastery]] guild skill, down to 5 seconds as a maximum at mastery.  Fumbles still result in 20 seconds of roundtime.  Roundtime can also be reduced with [[Celerity (506)]] and [[Song of Tonis (1035)]].&lt;br /&gt;
&lt;br /&gt;
Example, 44 ranks of picking locks, 14 dexterity bonus, using a Veniom lockpick, on a -235 lock, with a 56 roll:&lt;br /&gt;
&lt;br /&gt;
:((144 + 14) * 2.2) -235 + 56 = 169  (10 second Roundtime)&lt;br /&gt;
&lt;br /&gt;
:An endroll of 81-100 will sense the difficulty of the lock and reduce it by 5 for subsequent attempts. This modification stacks if repeated senses are made.&lt;br /&gt;
:An endroll of 61-80 will result in a feeling that the lock is within your skill.&lt;br /&gt;
:An endroll of 60 or less will lead to a hidden roll to determine whether the pick is damaged or broken.&lt;br /&gt;
:A roll of 1 is always a fumble and a possibility to break a pick, even if it would have produced an endroll of over 100.&lt;br /&gt;
:A roll more than 100 is an open roll.&lt;br /&gt;
&lt;br /&gt;
== PICKLOCK (verb) ==&lt;br /&gt;
The &#039;&#039;&#039;PICKLOCK&#039;&#039;&#039; verb is used to open locked boxes, as described above.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
s&amp;gt;picklock my str&lt;br /&gt;
You settle into the difficult task of picking the lock.&lt;br /&gt;
You make a competent attempt (d100=61).&lt;br /&gt;
You struggle with the strongbox.  As you do, you get a sense that the strongbox has a moderately well-crafted lock (-435 thief-lingo difficulty ranking).  Then...CLICK!  It opens!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Locksmithing Guide]]&lt;br /&gt;
*[[Trap]]s&lt;br /&gt;
*[[Disarming Traps]]&lt;br /&gt;
*[[Lock Mastery]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Lockpicks]]&lt;br /&gt;
*[[Lock difficulty]]&lt;br /&gt;
*[[SERVICE (verb)]]&lt;br /&gt;
*[[User:MINQUE/Lockpicks|Shop inventory]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Locksmithing%20and%20Traps/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category: Skills]]&lt;br /&gt;
[[Category:Rogue]]&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Web_(118)&amp;diff=265030</id>
		<title>Web (118)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Web_(118)&amp;diff=265030"/>
		<updated>2026-09-09T21:23:46Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Added note about EVOKEd Sanctify affecting casts of Web.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = WEB&lt;br /&gt;
 | duration = Instantaneous (Targeted)&amp;lt;br&amp;gt;5 min. (Area)&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[SMR]], [[Bolt]], Area Effect&lt;br /&gt;
 | target = Single or Room&lt;br /&gt;
 | interval = Special (see left)&lt;br /&gt;
 | dtype = [[HP]], Critical (Bolt version)&lt;br /&gt;
 | status = [[Webbed]]&lt;br /&gt;
 | cast_rt = Variable&lt;br /&gt;
 | mana_cost = Variable&lt;br /&gt;
 | ctype = [[Unbalance critical table|Unbalance]] (Bolt version)&lt;br /&gt;
 | navigation = {{minor spiritual navigation}}&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;!-- Short description blurb for transclusion --&amp;gt;&amp;lt;section begin=description /&amp;gt;&amp;lt;includeonly&amp;gt;Web can be used as a [[Web (118)#Single Target Maneuver|single target]] maneuver attack, a [[Web (118)#Area|area effect]] that triggers maneuver rolls, or a [[Web (118)#Bolt|bolt spell]].&amp;lt;/includeonly&amp;gt;&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Web&#039;&#039;&#039; spell has three versions:&lt;br /&gt;
*&#039;&#039;&#039;[[#Single Target Maneuver|Single Target Maneuver]]&#039;&#039;&#039;: When {{boldmono|CAST at a target}}, the caster attempts to summon sticky webbing to ensnare a single target.&lt;br /&gt;
*&#039;&#039;&#039;[[#Area|Area]]&#039;&#039;&#039;: The caster can simply {{boldmono|CAST}} Web and it will generate a large sticky web in the room that lasts 5 minutes or until it runs out of snare charges. The area web triggers a maneuver roll on potential enemies attempting to attack or move through the room.&lt;br /&gt;
*&#039;&#039;&#039;[[#Bolt|Bolt]]&#039;&#039;&#039;: This version is accessible with 20 ranks of [[Spiritual Lore, Summoning]]. The caster can {{boldmono|EVOKE}} the spell, upon which webbing shoots forcefully at the target causing damage and potential knockdown. Additionally, the target has a chance to be struck with enough webbing to be ensnared by it for a time.&lt;br /&gt;
&lt;br /&gt;
== Single Target Maneuver ==&lt;br /&gt;
The single target maneuver version of the spell is the default when incanting or casting at a target. This version has a cast time of 2 seconds and a mana cost of 5.&lt;br /&gt;
&lt;br /&gt;
The caster attempts to summon sticky webbing to ensnare a single target. This is an [[SMR]] attack that applies [[Webbed]] if successful for a duration calculated with the [[standard negative duration formula]]. The success rate of the attack is improved with the caster&#039;s level, skill ranks in the Minor Spiritual spell circle, and [[Spell Aiming]].&lt;br /&gt;
&lt;br /&gt;
The [[Webbed]] effect prevents targets from taking most actions, applies a significant penalty to [[Defensive Strength]], and disables the chance to outright [[Evade]]/[[Parry]].&lt;br /&gt;
&lt;br /&gt;
;Usage&lt;br /&gt;
*{{boldmono|[[PREP]] 118 {{!}} [[CAST]] {target} }}or{{boldmono| [[INCANT]] 118 }}to use&lt;br /&gt;
*{{boldmono|INCANT 118 CAST CLOSED }}to use once if something else is set to default {{boldmono|INCANT}} ({{boldmono|CLOSED}} is optional unless Area Web is set as the default {{boldmono|INCANT}})&lt;br /&gt;
*{{boldmono|INCANT SET CLOSED 118 }}to reset {{boldmono|INCANT}} to use this version&lt;br /&gt;
&lt;br /&gt;
== Area ==&lt;br /&gt;
The area version of the spell is available by [[open cast]]ing without specifying a target. This version has a mana cost of 10.&lt;br /&gt;
&lt;br /&gt;
The caster creates a large sticky web in the room that lasts 5 minutes or until it runs out of snare charges. A fresh web will have 2 snare charges plus additional charges based on [[Spiritual Lore, Summoning]]: see [[#Lore Benefits|Lore Benefits]]. The web does not automatically dissipate if the caster leaves the room.&lt;br /&gt;
&lt;br /&gt;
Player or creature actions have a chance to trigger an [[SMR]] attack (identical to the single target version) in the following situations:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;50%&amp;quot; | Player-Cast Webs&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;50%&amp;quot; | Creature-Cast Webs&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:text-top&amp;quot; | If the web was cast by a player, then it is safe for caster&#039;s group, but a warding check will trigger for:&lt;br /&gt;
*an ungrouped player attempting to attack in the room&lt;br /&gt;
*a creature entering the room&lt;br /&gt;
*a creature attempting to attack in the room&lt;br /&gt;
*a creature attempting to exit the room&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; style=&amp;quot;vertical-align:text-top&amp;quot; | If the web was cast by a creature, then a check will trigger for:&lt;br /&gt;
*a player attempting to attack in the room&lt;br /&gt;
*a player attempting to exit the room&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every time a web is triggered, it consumes one snare charge (whether or not the check was successful). The [[#Area Web|size descriptor]] of the web indicates the number of charges remaining.&lt;br /&gt;
&lt;br /&gt;
;Usage&lt;br /&gt;
*{{boldmono|PREP 118 {{!}} CAST}} to use&lt;br /&gt;
*{{boldmono|INCANT 118 OPEN}} to cast Area Web once using {{boldmono|INCANT}} &lt;br /&gt;
*{{boldmono|INCANT SET OPEN 118}} to always cast Area Web using {{boldmono|INCANT}}&lt;br /&gt;
&lt;br /&gt;
== Bolt ==&lt;br /&gt;
Web Bolt is unlocked with 20 ranks of Spiritual Lore, Summoning.  It is cast using {{boldmono|[[EVOKE]]}}, costs 9 mana, and uses the [[unbalance critical table]], producing injuries along with frequent knockdowns and stuns. When the target is hit successfully there is also a chance to ensnare the target in a web for up to a minute.&lt;br /&gt;
&lt;br /&gt;
As a [[bolt spell]], it requires training in [[Spell Aiming]] to be effective and can be {{boldmono|[[CHANNEL]]}}ed.&lt;br /&gt;
&lt;br /&gt;
;Usage&lt;br /&gt;
*{{boldmono|PREP 118 {{!}} EVOKE {target} }}or{{boldmono| INCANT 118 EVOKE }}to use&lt;br /&gt;
*{{boldmono|INCANT 118 EVOKE CLOSED }}to cast Web Bolt once using {{boldmono|INCANT}} ({{boldmono|CLOSED}} is optional unless Area Web is set as the default {{boldmono|INCANT}})&lt;br /&gt;
*{{boldmono|INCANT 118 EVOKE CHANNEL CLOSED }}to channel Web Bolt once using {{boldmono|INCANT}} &lt;br /&gt;
*{{boldmono|INCANT SET EVOKE 118 }}to always cast Web Bolt using {{boldmono|INCANT}} followed by&lt;br /&gt;
**{{boldmono|INCANT SET CHANNEL 118 }}to always channel Web Bolt using {{boldmono|INCANT}}&lt;br /&gt;
&lt;br /&gt;
===Damage Factor Table===&lt;br /&gt;
{{Boltspell table start}}&lt;br /&gt;
{{Boltspell table entry|spell = Web (118) Bolt|DFcloth = .520|DFleather = .420|DFscale = .330|DFchain = .300|DFplate = .210&lt;br /&gt;
|AvD1=52&lt;br /&gt;
|AvD5=44|AvD6=43|AvD7=42|AvD8=41&lt;br /&gt;
|AvD9=39|AvD10=37|AvD11=35|AvD12=33&lt;br /&gt;
|AvD13=44|AvD14=40|AvD15=36|AvD16=32&lt;br /&gt;
|AvD17=52|AvD18=46|AvD19=40|AvD20=34}}&lt;br /&gt;
{{Table end}}&lt;br /&gt;
&lt;br /&gt;
===Chance to Ensnare Target===&lt;br /&gt;
Additional training in Spiritual Lore, Summoning will increase the chance of ensnaring the target in a sticky webbing by 1% for every 2 ranks.  At 140 ranks there is a 100% chance to web a like-level target.  Over training will offset any additional level penalty. The chance of applying the webbed condition is&lt;br /&gt;
{{Equation box|{{math|1=&amp;lt;b&amp;gt;% chance to web = 30 + (SL:S ranks / 2) ± (level difference)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/b&amp;gt;}}}}&lt;br /&gt;
&lt;br /&gt;
So if the caster is 5 levels over the target, they get a bonus of 25.  If they are 5 levels lower, they get a penalty of 25.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;rowheader&amp;quot; align=&amp;quot;right&amp;quot;|Spiritual Lore, Summoning ranks&lt;br /&gt;
|20||40||60||80||100||120||140&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;rowheader&amp;quot; align=&amp;quot;right&amp;quot;|% chance for like-level target to be [[webbed]]&lt;br /&gt;
|40%||50%||60%||70%||80%||90%||100%&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown.  Chances are vs. like-level targets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Channel===&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
==Spell Hindrance==&lt;br /&gt;
If Web fails due to Spell Hindrance, it costs 10 mana.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
===Area Web===&lt;br /&gt;
The number of ensnare charges increases by 1 at set thresholds of [[Spiritual Lore, Summoning]], with a maximum of 10 total ensnare charges achieved at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center}} &lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Summoning, ranks||-||-||5||15||30||50||75||105||140||180&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total Area Web ensnare charges||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Web descriptor||big||large||expansive||giant||gigantic||huge||enormous|| || ||colossal &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Web Bolt===&lt;br /&gt;
Web Bolt is unlocked with 20 ranks of Spiritual Lore, Summoning. Additional training in the lore increases the damage factor and the chance of ensnaring the target on a successful hit.&lt;br /&gt;
&lt;br /&gt;
====Damage Factor Bonus====&lt;br /&gt;
Training in Spiritual Lore, Summoning increases the spell&#039;s [[damage factor]] (DF) according to the table below (bolt version only).&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Summoning&amp;lt;br&amp;gt;Lore Ranks&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;center&amp;quot; | Damage Factor&amp;lt;br&amp;gt;Increase&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; align=&amp;quot;center&amp;quot; | 1 to 50||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; align=&amp;quot;center&amp;quot; | 51 to 100||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; align=&amp;quot;center&amp;quot; | 01 to 200||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks SL, Summoning lore is 0.100.&lt;br /&gt;
&lt;br /&gt;
==== Ensnare Chance ====&lt;br /&gt;
Additional training in Spiritual Lore, Summoning will increase the chance of ensnaring the target in a sticky webbing, from the base chance of 40% vs. same-level targets at 20 lore skill ranks, by 1% for every 2 additional ranks.&lt;br /&gt;
&lt;br /&gt;
==Interactions with Other Spells==&lt;br /&gt;
*[[Call Swarm (615)]] will enhance the strength of the web.  Messaging can be viewed [[Call Swarm (615)#Interactions with other spells|here]].&lt;br /&gt;
*[[Arashan]] summoned with [[Minor Summoning (725)]] can add charges to area webs and take control over hostile webs (area webs cast by other characters/creatures).  Multiple arashan can add to the same web.&lt;br /&gt;
&lt;br /&gt;
===Fire===&lt;br /&gt;
[[Fire Spirit (111)]], [[Minor Fire (906)]] / [[gold wand]]s, and [[Major Fire (908)]] can be used on a web (both on a webbed creature and an area effect web) to set the webbing on fire.  This does additional damage to the creatures ensnared in the web, but the web will dissipate quicker.   Vials from immolation traps removed via [[Lock Mastery]] will have the same effect.&lt;br /&gt;
&lt;br /&gt;
Because of the good chances for knockdown, webbing, or general stun from the bolt version of Web, it couples very well with Fire Spirit as a general hunting tactic.  Web can be cast first until a hit is successful (owing to its lower mana cost), and Fire Spirit can then follow, typically with a much stronger hit for one or more of the above reasons.  Of course, the same is true with the warding or area effect versions (although the mana cost will be higher), and a caster can choose the appropriate version of Web for the situation.&lt;br /&gt;
&lt;br /&gt;
If one wants to dissipate a hostile Area Web, setting it on fire and sticking around might backfire.&lt;br /&gt;
&lt;br /&gt;
The interaction with fire also makes Web particularly effective with fire [[flare|flaring]] [[runestaff|runestaves]].  A successful cast of the warding version will always web an appropriate target, where as the chance to web on a bolt cast will depend on the caster&#039;s lore training noted above.  Any case where the spell results in the target becoming webbed and a fire flare occurs will induce extra damage.&lt;br /&gt;
&lt;br /&gt;
The EVOKEd version of [[Sanctify (330)]] can proc on a cast of Web, causing the target to immediately take a strong Holy Fire flare &#039;&#039;and&#039;&#039; damage from the burning web. Of course, this also means that Sanctify can interfere with setting up a cast of [[Condemn (309)]] against a webbed target.&lt;br /&gt;
&lt;br /&gt;
=== Dispelling Web ===&lt;br /&gt;
*[[Untrammel (209)]] will dispel webbing, both area and targeted.  They can also be removed by the channeling the various dispels (such as [[Spirit Dispel (119)]] and [[Elemental Dispel (417)]]).&lt;br /&gt;
*[[Alchemy]]-made [[fine opaline dust]] containing the Untrammel spell can be used with no [[Magic Item Use]] to dispel webs.&lt;br /&gt;
*[[Adrenal Surge (1107)]] has a chance to release a webbed target from webs.&lt;br /&gt;
*[[Troubadour&#039;s Rally (1040)]] has a chance when [[SHOUT_(verb)|shouted]] to free a person trapped by a web, as well as other players joined to the [[Bard]]. Ranks of [[Mental Lore, Telepathy]] add to this chance.&lt;br /&gt;
*[[Berserk]] and [[Divine Intervention]] will attempt to break the webbed effect on oneself.&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
*Use Area Web in swarms of creatures.&lt;br /&gt;
*Web adjacent rooms for some added protection while [[foraging]].&lt;br /&gt;
*Use Web against flying creatures.&lt;br /&gt;
*Web your target before using a damaging SMR spell such as [[Condemn (309)]], as they&#039;ll suffer a -100 penalty to avoiding your attack.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Single target maneuver&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You gesture at a rolton.&lt;br /&gt;
Cloudy wisps swirl about a rolton.&lt;br /&gt;
[SMR result: 442 (Open d100: 34)]&lt;br /&gt;
The wisps solidify into thick strands of webbing that tighten about his body!&lt;br /&gt;
Cast Roundtime 2 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Area Web with fire&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A monkey scampers in!&lt;br /&gt;
Moving forward, a monkey gets too close to the rippling, sticky web!&lt;br /&gt;
Dozens of silk threads spin into action, ensnaring a monkey!&lt;br /&gt;
A monkey is overcome by the heat of the burning web!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
Back bursts into a spectacular display of flames.  Bet it hurts too.&lt;br /&gt;
The monkey is stunned!&lt;br /&gt;
The webbing around a monkey catches fire!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
Burst of flames char abdomen a crispy black.&lt;br /&gt;
The flames surrounding a monkey continue to burn.&lt;br /&gt;
&lt;br /&gt;
{10 seconds later...}&lt;br /&gt;
&lt;br /&gt;
The flames surrounding a monkey flare up violently...&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
Extreme heat causes a monkey&#039;s left arm to expand and snap.  That must hurt!&lt;br /&gt;
&lt;br /&gt;
{10 seconds later...}&lt;br /&gt;
&lt;br /&gt;
The flames surrounding a monkey flare up violently...&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
Flames cook a monkey&#039;s back.  Looks about medium well.&lt;br /&gt;
The monkey falls back into a heap and dies.&lt;br /&gt;
The flames surrounding a monkey quickly die down.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Flaring Runestaff&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You gesture at a gaunt spectral servant.&lt;br /&gt;
You shoot strands of webbing at a gaunt spectral servant!&lt;br /&gt;
   AS: +323 vs DS: +230 with AvD: +52 + d100 roll: +43 = +188&lt;br /&gt;
   ... and hit for 63 points of damage!&lt;br /&gt;
   Painful attack flays the leg from thigh to calf.&lt;br /&gt;
   New skin lies, snakelike, beneath the old.&lt;br /&gt;
   The spectral servant is stunned!&lt;br /&gt;
A gaunt spectral servant is firmly webbed in place.&lt;br /&gt;
&lt;br /&gt;
 ** Your ebonwood staff flares with a burst of flame! **&lt;br /&gt;
&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Your attack whistles right through the spectral servant&#039;s face.&lt;br /&gt;
   Dimples!&lt;br /&gt;
The webbing around a gaunt spectral servant catches fire!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Smash to the chest!&lt;br /&gt;
   Good thing there were no ribs there to shatter.&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;EVOKEd Sanctify&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You gesture at a banshee.&lt;br /&gt;
The banshee&#039;s eyes grow wide as she watches your gestures!  Suddenly she makes hurried movements as she recognizes that she is about to be attacked by magic!&lt;br /&gt;
&lt;br /&gt;
The banshee raises her hand to protect herself and a bright red glow surrounds her!&lt;br /&gt;
Cloudy wisps swirl about a banshee.&lt;br /&gt;
[SMR result: 161 (Open d100: 88)]&lt;br /&gt;
The wisps solidify into thick strands of webbing that tighten about her body!&lt;br /&gt;
A banshee becomes ensnared in thick strands of webbing!&lt;br /&gt;
&lt;br /&gt;
 ** Your faewood runestaff bursts alight with leaping tongues of holy fire! **&lt;br /&gt;
   Consumed by the hallowed flames, a banshee is ravaged for 102 points of damage!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Strong attack rips through the neck!&lt;br /&gt;
   To your horror, the banshee&#039;s substance flows around the wound without leaving a trace!&lt;br /&gt;
The webbing around a banshee catches fire!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Strong hit rips arm from wrist to elbow.&lt;br /&gt;
   The wound vanishes as the ethereal flesh swirls around in chaotic patterns.&lt;br /&gt;
Cast Roundtime 2 Seconds. &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Web Bolt&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You gesture at a kobold.&lt;br /&gt;
You shoot strands of webbing at a kobold!&lt;br /&gt;
  AS: +386 vs DS: -37 with AvD: +44 + d100 roll: +67 = +534&lt;br /&gt;
   ... and hit for 224 points of damage!&lt;br /&gt;
   Strike to lower back stuns the kobold.&lt;br /&gt;
The kobold crumples to a heap on the ground and dies.&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Bolt_DF|Elemental lore review (saved posts)]]&lt;br /&gt;
*[[Announcement: Spell Disabler Review Live!]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Swimming&amp;diff=264847</id>
		<title>Swimming</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Swimming&amp;diff=264847"/>
		<updated>2026-09-07T18:08:41Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Added &amp;quot;Bypassable&amp;quot; column. Sorted areas by max level. Non-bypassable listings should be double checked.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Swimming&#039;&#039;&#039; is a skill that requires significantly less training than most other skills to use properly.  A character with 30 ranks will be able to travel just about anywhere in Elanthia they may desire, and this skill isn&#039;t even necessary unless the character wants to go to certain locations.  Noteably, [[The Rift]], the Ruined Temple, [[Old Ta&#039;Faendryl]], and [[Maelstrom Bay]] require swimming training to hunt in those areas.  However, Maelstrom Bay can be bypassed without training in swimming if the character uses the spell, [[Water Walking (112)]].&lt;br /&gt;
&lt;br /&gt;
In areas where swimming is required, the [[SWIM (verb)|swim]] verb is usually used.&lt;br /&gt;
&lt;br /&gt;
{{Skill|&lt;br /&gt;
  | Bardranks     = 2 | Bardcost     = 3/0&lt;br /&gt;
  | Clericranks   = 1 | Clericcost   = 3/0&lt;br /&gt;
  | Empathranks   = 1 | Empathcost   = 3/0&lt;br /&gt;
  | Monkranks     = 2 | Monkcost     = 2/0&lt;br /&gt;
  | Rangerranks   = 2 | Rangercost   = 2/0&lt;br /&gt;
  | Rogueranks    = 2 | Roguecost    = 2/0&lt;br /&gt;
  | Sorcererranks = 1 | Sorcerercost = 3/0&lt;br /&gt;
  | Warriorranks  = 2 | Warriorcost  = 2/0&lt;br /&gt;
  | Paladinranks  = 2 | Paladincost  = 2/0&lt;br /&gt;
  | Wizardranks   = 1 | Wizardcost   = 3/0}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Locations Requiring Swimming==&lt;br /&gt;
&lt;br /&gt;
Most Swimming checks also take [[encumbrance]] and injuries into account.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|sortable=1}}&lt;br /&gt;
|-bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
!Realm||Location||Applicable Level||Suggested Swimming Ranks||Bypassable?||Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[River&#039;s Rest]]||[[Sea Caves]]||20-25||1-10||No||Possible without any ranks, but much easier with. Still extremely difficult with advanced levels of encumbrance&lt;br /&gt;
|-&lt;br /&gt;
|[[River&#039;s Rest]]||[[Maelstrom Bay]]||30-55||10-15||Yes ([[Water Walking (112)]])||Encumbrance greatly affects.  2 sec base RT, further reduced by 1 second each at 50 and 100 ranks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wehnimer&#039;s Landing]]||[[:Category:Thanatoph creatures|Thanatoph Bowels]]||80-90||40||No&lt;br /&gt;
|-&lt;br /&gt;
|[[Ta&#039;Illistim]]||[[:Category:Old Ta&#039;Faendryl creatures|Old Ta&#039;Faendryl]]||73-100||25-30||No||Swim found on Gyldemar road, Encumbrance greatly affects&lt;br /&gt;
|-&lt;br /&gt;
|[[The Rift]]||Entrance||75-100||30-40||Yes ([[Symbol of Seeking]])||3 sec base RT, further reduced by 1 second each at 100, 150, and 200 ranks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Teras Isle]]||[[:Category:Ruined Temple creatures|Nelemar]]||100||70-75||Yes ([[Symbol of Seeking]])|| 3 sec minimum base RT, further reduced by 1 second each at 100, 150, and 200 ranks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/skills.asp#swim Skills: Swimming], on Play.net&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Web_(118)&amp;diff=264766</id>
		<title>Web (118)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Web_(118)&amp;diff=264766"/>
		<updated>2026-09-03T05:12:33Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = WEB&lt;br /&gt;
 | duration = Instantaneous (Targeted)&amp;lt;br&amp;gt;5 min. (Area)&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[SMR]], [[Bolt]], Area Effect&lt;br /&gt;
 | target = Single or Room&lt;br /&gt;
 | interval = Special (see left)&lt;br /&gt;
 | dtype = [[HP]], Critical (Bolt version)&lt;br /&gt;
 | status = [[Webbed]]&lt;br /&gt;
 | cast_rt = Variable&lt;br /&gt;
 | mana_cost = Variable&lt;br /&gt;
 | ctype = [[Unbalance critical table|Unbalance]] (Bolt version)&lt;br /&gt;
 | navigation = {{minor spiritual navigation}}&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;!-- Short description blurb for transclusion --&amp;gt;&amp;lt;section begin=description /&amp;gt;&amp;lt;includeonly&amp;gt;Web can be used as a [[Web (118)#Single Target Maneuver|single target]] maneuver attack, a [[Web (118)#Area|area effect]] that triggers maneuver rolls, or a [[Web (118)#Bolt|bolt spell]].&amp;lt;/includeonly&amp;gt;&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Web&#039;&#039;&#039; spell has three versions:&lt;br /&gt;
*&#039;&#039;&#039;[[#Single Target Maneuver|Single Target Maneuver]]&#039;&#039;&#039;: When CAST at a target, the caster attempts to summon sticky webbing to ensnare a single target.&lt;br /&gt;
*&#039;&#039;&#039;[[#Area|Area]]&#039;&#039;&#039;: The caster can simply CAST Web and it will generate a large sticky web in the room that lasts 5 minutes or until it runs out of snare charges. The area web triggers a maneuver roll on potential enemies attempting to attack or move through the room.&lt;br /&gt;
*&#039;&#039;&#039;[[#Bolt|Bolt]]&#039;&#039;&#039;: This version is accessible with 20 ranks of [[Spiritual Lore, Summoning]]. The caster can EVOKE the spell, upon which webbing shoots forcefully at the target causing damage and potential knockdown. Additionally, the target has a chance to be struck with enough webbing to be ensnared by it for a time.&lt;br /&gt;
&lt;br /&gt;
== Single Target Maneuver ==&lt;br /&gt;
&lt;br /&gt;
The single target maneuver version of the spell is the default when incanting or casting at a target. This version has a cast time of 2 seconds and a mana cost of 5.&lt;br /&gt;
&lt;br /&gt;
The caster attempts to summon sticky webbing to ensnare a single target. This is an [[SMR]] attack that applies [[Webbed]] if successful for a duration calculated with the [[standard negative duration formula]]. The success rate of the attack is improved with the caster&#039;s level, skill ranks in the Minor Spiritual spell circle, and [[Spell Aiming]].&lt;br /&gt;
&lt;br /&gt;
The [[Webbed]] effect prevents targets from taking most actions, applies a significant penalty to [[Defensive Strength]], and disables the chance to outright [[Evade]]/[[Parry]].&lt;br /&gt;
&lt;br /&gt;
;Usage&lt;br /&gt;
*{{boldmono|[[PREP]] 118 {{!}} [[CAST]] {target} }}or{{boldmono| [[INCANT]] 118 }}to use&lt;br /&gt;
*{{boldmono|INCANT 118 CAST CLOSED }}to use once if something else is set to default {{boldmono|INCANT}} ({{boldmono|CLOSED}} is optional unless Area Web is set as the default {{boldmono|INCANT}})&lt;br /&gt;
*{{boldmono|INCANT SET CLOSED 118 }}to reset {{boldmono|INCANT}} to use this version&lt;br /&gt;
&lt;br /&gt;
== Area ==&lt;br /&gt;
&lt;br /&gt;
The area version of the spell is available by [[open cast]]ing without specifying a target. This version has a mana cost of 10.&lt;br /&gt;
&lt;br /&gt;
The caster creates a large sticky web in the room that lasts 5 minutes or until it runs out of snare charges. A fresh web will have 2 snare charges plus additional charges based on [[Spiritual Lore, Summoning]]: see [[#Lore Benefits|Lore Benefits]]. The web does not automatically dissipate if the caster leaves the room.&lt;br /&gt;
&lt;br /&gt;
Player or creature actions have a chance to trigger an [[SMR]] attack (identical to the single target version) in the following situations:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Player-Cast Webs&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Creature-Cast Webs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:text-top&amp;quot; | If the web was cast by a player, then it is safe for caster&#039;s group, but a warding check will trigger for:&lt;br /&gt;
*an ungrouped player attempting to attack in the room&lt;br /&gt;
*a creature entering the room&lt;br /&gt;
*a creature attempting to attack in the room&lt;br /&gt;
*a creature attempting to exit the room&lt;br /&gt;
| style=&amp;quot;vertical-align:text-top&amp;quot; | If the web was cast by a creature, then a check will trigger for:&lt;br /&gt;
*a player attempting to attack in the room&lt;br /&gt;
*a player attempting to exit the room&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every time a web is triggered, it consumes one snare charge (whether or not the check was successful). The [[#Area Web|size descriptor]] of the web indicates the number of charges remaining.&lt;br /&gt;
&lt;br /&gt;
;Usage&lt;br /&gt;
*{{boldmono|PREP 118 {{!}} CAST }}to use&lt;br /&gt;
*{{boldmono|INCANT 118 OPEN }}to cast Area Web once using {{mono|INCANT}} &lt;br /&gt;
*{{boldmono|INCANT SET OPEN 118 }}to always cast Area Web using {{mono|INCANT}}&lt;br /&gt;
&lt;br /&gt;
== Bolt ==&lt;br /&gt;
&lt;br /&gt;
Web Bolt is unlocked with 20 ranks of Spiritual Lore, Summoning.  It is cast using {{boldmono|[[EVOKE]]}}, costs 9 mana, and uses the [[unbalance critical table]], producing injuries along with frequent knockdowns and stuns. When the target is hit successfully there is also a chance to ensnare the target in a web for up to a minute.&lt;br /&gt;
&lt;br /&gt;
As a [[bolt spell]], it requires training in [[Spell Aiming]] to be effective and can be {{boldmono|[[CHANNEL]]}}ed.&lt;br /&gt;
&lt;br /&gt;
;Usage&lt;br /&gt;
*{{boldmono|PREP 118 {{!}} EVOKE {target} }}or{{boldmono| INCANT 118 EVOKE }}to use&lt;br /&gt;
*{{boldmono|INCANT 118 EVOKE CLOSED }}to cast Web Bolt once using {{boldmono|INCANT}} ({{boldmono|CLOSED}} is optional unless Area Web is set as the default {{boldmono|INCANT}})&lt;br /&gt;
*{{boldmono|INCANT 118 EVOKE CHANNEL CLOSED }}to channel Web Bolt once using {{boldmono|INCANT}} &lt;br /&gt;
*{{boldmono|INCANT SET EVOKE 118 }}to always cast Web Bolt using {{boldmono|INCANT}} followed by&lt;br /&gt;
**{{boldmono|INCANT SET CHANNEL 118 }}to always channel Web Bolt using {{boldmono|INCANT}}&lt;br /&gt;
&lt;br /&gt;
===Damage Factor Table===&lt;br /&gt;
{{Boltspell table start}}&lt;br /&gt;
{{Boltspell table entry|spell = Web (118) Bolt|DFcloth = .520|DFleather = .420|DFscale = .330|DFchain = .300|DFplate = .210&lt;br /&gt;
|AvD1=52&lt;br /&gt;
|AvD5=44|AvD6=43|AvD7=42|AvD8=41&lt;br /&gt;
|AvD9=39|AvD10=37|AvD11=35|AvD12=33&lt;br /&gt;
|AvD13=44|AvD14=40|AvD15=36|AvD16=32&lt;br /&gt;
|AvD17=52|AvD18=46|AvD19=40|AvD20=34}}&lt;br /&gt;
{{Table end}}&lt;br /&gt;
&lt;br /&gt;
===Chance to Ensnare Target===&lt;br /&gt;
&lt;br /&gt;
Additional training in Spiritual Lore, Summoning will increase the chance of ensnaring the target in a sticky webbing by 1% for every 2 ranks.  At 140 ranks there is a 100% chance to web a like-level target.  Over training will offset any additional level penalty. The chance of applying the webbed condition is&lt;br /&gt;
{{Equation box|{{math|1=&amp;lt;b&amp;gt;% chance to web = 30 + (SL:S ranks / 2) ± (level difference)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/b&amp;gt;}}}}&lt;br /&gt;
&lt;br /&gt;
So if the caster is 5 levels over the target, they get a bonus of 25.  If they are 5 levels lower, they get a penalty of 25.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Summoning ranks||20||40||60||80||100||120||140&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for like-level target to be [[webbed]]||40%||50%||60%||70%||80%||90%||100%&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown.  Chances are vs. like-level targets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Channel===&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
==Spell Hindrance==&lt;br /&gt;
&lt;br /&gt;
If Web fails due to Spell Hindrance, it costs 10 mana.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
&lt;br /&gt;
===Area Web===&lt;br /&gt;
The number of ensnare charges increases by 1 at set thresholds of [[Spiritual Lore, Summoning]], with a maximum of 10 total ensnare charges achieved at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center}} &lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Summoning, ranks||-||-||5||15||30||50||75||105||140||180&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total Area Web ensnare charges||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Web descriptor||big||large||expansive||giant||gigantic||huge||enormous|| || ||colossal &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Web Bolt===&lt;br /&gt;
&lt;br /&gt;
Web Bolt is unlocked with 20 ranks of Spiritual Lore, Summoning. Additional training in the lore increases the damage factor and the chance of ensnaring the target on a successful hit.&lt;br /&gt;
&lt;br /&gt;
====Damage Factor Bonus====&lt;br /&gt;
Training in Spiritual Lore, Summoning increases the spell&#039;s [[damage factor]] (DF) according to the table below (bolt version only).&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Summoning&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks SL, Summoning lore is 0.100.&lt;br /&gt;
&lt;br /&gt;
==== Ensnare Chance ====&lt;br /&gt;
&lt;br /&gt;
Additional training in Spiritual Lore, Summoning will increase the chance of ensnaring the target in a sticky webbing, from the base chance of 40% vs. same-level targets at 20 lore skill ranks, by 1% for every 2 additional ranks.&lt;br /&gt;
&lt;br /&gt;
==Interactions with Other Spells==&lt;br /&gt;
&lt;br /&gt;
*[[Call Swarm (615)]] will enhance the strength of the web.  Messaging can be viewed [[Call Swarm (615)#Interactions with other spells|here]].&lt;br /&gt;
*[[Arashan]] summoned with [[Minor Summoning (725)]] can add charges to area webs and take control over hostile webs (area webs cast by other characters/creatures).  Multiple arashan can add to the same web.&lt;br /&gt;
&lt;br /&gt;
===Fire===&lt;br /&gt;
[[Fire Spirit (111)]], [[Minor Fire (906)]] / [[gold wand]]s, and [[Major Fire (908)]] can be used on a web (both on a webbed creature and an area effect web) to set the webbing on fire.  This does additional damage to the creatures ensnared in the web, but the web will dissipate quicker.   Vials from immolation traps removed via [[Lock Mastery]] will have the same effect.&lt;br /&gt;
&lt;br /&gt;
Because of the good chances for knockdown, webbing, or general stun from the bolt version of Web, it couples very well with Fire Spirit as a general hunting tactic.  Web can be cast first until a hit is successful (owing to its lower mana cost), and Fire Spirit can then follow, typically with a much stronger hit for one or more of the above reasons.  Of course, the same is true with the warding or area effect versions (although the mana cost will be higher), and a caster can choose the appropriate version of Web for the situation.&lt;br /&gt;
&lt;br /&gt;
If one wants to dissipate a hostile Area Web, setting it on fire and sticking around might backfire.&lt;br /&gt;
&lt;br /&gt;
The interaction with fire also makes Web particularly effective with fire [[flare|flaring]] [[runestaff|runestaves]].  A successful cast of the warding version will always web an appropriate target, where as the chance to web on a bolt cast will depend on the caster&#039;s lore training noted above.  Any case where the spell results in the target becoming webbed and a fire flare occurs will induce extra damage.&lt;br /&gt;
&lt;br /&gt;
=== Dispelling Web ===&lt;br /&gt;
*[[Untrammel (209)]] will dispel webbing, both area and targeted.  They can also be removed by the channeling the various dispels (such as [[Spirit Dispel (119)]] and [[Elemental Dispel (417)]]).&lt;br /&gt;
*[[Alchemy]]-made [[fine opaline dust]] containing the Untrammel spell can be used with no [[Magic Item Use]] to dispel webs.&lt;br /&gt;
*[[Adrenal Surge (1107)]] has a chance to release a webbed target from webs.&lt;br /&gt;
*[[Troubadour&#039;s Rally (1040)]] has a chance when [[SHOUT_(verb)|shouted]] to free a person trapped by a web, as well as other players joined to the [[Bard]]. Ranks of [[Mental Lore, Telepathy]] add to this chance.&lt;br /&gt;
*[[Berserk]] and [[Divine Intervention]] will attempt to break the webbed effect on oneself.&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
*Use Area Web in swarms of creatures.&lt;br /&gt;
*Web adjacent rooms for some added protection while [[foraging]].&lt;br /&gt;
*Use Web against flying creatures.&lt;br /&gt;
*Web your target before using a damaging SMR spell such as [[Condemn|Condemn (309)]], as they&#039;ll suffer a -100 penalty to avoiding your attack.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
;Single target maneuver&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at a rolton.&lt;br /&gt;
Cloudy wisps swirl about a rolton.&lt;br /&gt;
[SMR result: 442 (Open d100: 34)]&lt;br /&gt;
The wisps solidify into thick strands of webbing that tighten about his body!&lt;br /&gt;
Cast Roundtime 2 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Area Web with fire&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A monkey scampers in!&lt;br /&gt;
Moving forward, a monkey gets too close to the rippling, sticky web!&lt;br /&gt;
Dozens of silk threads spin into action, ensnaring a monkey!&lt;br /&gt;
A monkey is overcome by the heat of the burning web!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
Back bursts into a spectacular display of flames.  Bet it hurts too.&lt;br /&gt;
The monkey is stunned!&lt;br /&gt;
The webbing around a monkey catches fire!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
Burst of flames char abdomen a crispy black.&lt;br /&gt;
The flames surrounding a monkey continue to burn.&lt;br /&gt;
&lt;br /&gt;
{10 seconds later...}&lt;br /&gt;
&lt;br /&gt;
The flames surrounding a monkey flare up violently...&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
Extreme heat causes a monkey&#039;s left arm to expand and snap.  That must hurt!&lt;br /&gt;
&lt;br /&gt;
{10 seconds later...}&lt;br /&gt;
&lt;br /&gt;
The flames surrounding a monkey flare up violently...&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
Flames cook a monkey&#039;s back.  Looks about medium well.&lt;br /&gt;
The monkey falls back into a heap and dies.&lt;br /&gt;
The flames surrounding a monkey quickly die down.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Flaring Runestaff&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at a gaunt spectral servant.&lt;br /&gt;
You shoot strands of webbing at a gaunt spectral servant!&lt;br /&gt;
   AS: +323 vs DS: +230 with AvD: +52 + d100 roll: +43 = +188&lt;br /&gt;
   ... and hit for 63 points of damage!&lt;br /&gt;
   Painful attack flays the leg from thigh to calf.&lt;br /&gt;
   New skin lies, snakelike, beneath the old.&lt;br /&gt;
   The spectral servant is stunned!&lt;br /&gt;
A gaunt spectral servant is firmly webbed in place.&lt;br /&gt;
&lt;br /&gt;
 ** Your ebonwood staff flares with a burst of flame! **&lt;br /&gt;
&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Your attack whistles right through the spectral servant&#039;s face.&lt;br /&gt;
   Dimples!&lt;br /&gt;
The webbing around a gaunt spectral servant catches fire!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Smash to the chest!&lt;br /&gt;
   Good thing there were no ribs there to shatter.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Web Bolt&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at a kobold.&lt;br /&gt;
You shoot strands of webbing at a kobold!&lt;br /&gt;
  AS: +386 vs DS: -37 with AvD: +44 + d100 roll: +67 = +534&lt;br /&gt;
   ... and hit for 224 points of damage!&lt;br /&gt;
   Strike to lower back stuns the kobold.&lt;br /&gt;
The kobold crumples to a heap on the ground and dies.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Bolt_DF|Elemental lore review (saved posts)]]&lt;br /&gt;
*[[Announcement: Spell Disabler Review Live!]]&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=3#118 Minor Spiritual Spell Circle: Web], on Play.net&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Signs_of_Clotting_and_Staunching&amp;diff=264758</id>
		<title>Signs of Clotting and Staunching</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Signs_of_Clotting_and_Staunching&amp;diff=264758"/>
		<updated>2026-09-02T04:29:19Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: The assertion that staggering Clotting and Staunching is useful is false.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Council of Light navigation}}&lt;br /&gt;
The &#039;&#039;&#039;Sign of Clotting&#039;&#039;&#039; and the more advanced &#039;&#039;&#039;Sign of Staunching&#039;&#039;&#039; both have the same effect, which is to halt any loss of [[health]] due to bleeding [[wound]]s. Both cost one [[mana point]] to activate, but the Sign of Staunching has double the duration of the Sign of Clotting.&lt;br /&gt;
&lt;br /&gt;
Sign of Clotting lasts for 10 seconds per [[Level|level]] of your character, Sign of Staunching lasts double as long.&lt;br /&gt;
&lt;br /&gt;
Signs of Clotting and Staunching lessen the damage of the Major Bleed status effect by 25%.&lt;br /&gt;
&lt;br /&gt;
The signs do not conflict with each other; having both up is thus possible, but has the same effect of just one of them being active. &lt;br /&gt;
&lt;br /&gt;
The only use of putting up both signs is to give you two layers of protection against effects that can dispel signs, such as [[bandit]] dispel crystals. Staggering the two signs has no use, as unlike many signs, Staunching and Clotting are refreshable. Activating Clotting such that it would wear off after Staunching would achieve the same effect or worse as refreshing Staunching due to Staunching&#039;s superior duration.&lt;br /&gt;
&lt;br /&gt;
[[Category: COL Signs]]&lt;br /&gt;
[[Category: Council of Light]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=New_Players%27_Guide&amp;diff=264731</id>
		<title>New Players&#039; Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=New_Players%27_Guide&amp;diff=264731"/>
		<updated>2026-09-01T07:33:00Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Small tweak because referring to the physical classes as being &amp;quot;melee&amp;quot; is not entirely correct.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|date=2006-07-19&lt;br /&gt;
|updated=2023-11-09&lt;br /&gt;
|topic=New Player&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: larger&amp;quot;&amp;gt;&#039;&#039;&#039;Welcome to Elanthia&#039;&#039;&#039;&amp;lt;/span&amp;gt;.  This guide is intended to aid a new player in joining [[GemStone IV]].&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=cWsaAETt4dM Introductory YouTube video by Lord Whirlin]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is an updated version of the old play.net GemStone IV New Player Guide, with credits to the original author(s).&#039;&#039;&lt;br /&gt;
{{TOC limit}}&lt;br /&gt;
&lt;br /&gt;
==What is GemStone IV?==&lt;br /&gt;
&lt;br /&gt;
GemStone IV is unique. The longest-running text-based game in the industry, it boasts hundreds of users online at any given time. What defines GemStone is a close-knit community, some members of which have been adventuring in Elanthia for well over a decade.&lt;br /&gt;
&lt;br /&gt;
The [[Elanthia|World of Elanthia]] is one of contrasts and conflict, a constantly shifting landscape of light and darkness, where everyone must work together, or find the courage to stand-alone. For players new and old, the world is constantly changing and growing.&lt;br /&gt;
&lt;br /&gt;
With over fifty thousand locations to explore, hundreds of creatures and puzzles, and a vast array of fully customizable items, GemStone IV is a behemoth of an experience.&lt;br /&gt;
&lt;br /&gt;
===You and Your Character===&lt;br /&gt;
&lt;br /&gt;
As you experience Elanthia, you do it through the eyes of your character, whose actions, thoughts, and motivations you ultimately control. The fate of your character and those around will frequently be in your hands. When conflicts rise, your character&#039;s life and reputation hang in the balance of your decisions.&lt;br /&gt;
&lt;br /&gt;
===Roleplaying===&lt;br /&gt;
{{main|Roleplay}}&lt;br /&gt;
:&#039;&#039;[[The Art of Roleplaying in GemStone IV (guide)|Guide: The Art of Roleplaying in GemStone IV]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your character knows nothing outside the world in which they exist. While Elanthia has many similarities to our reality, within its confines is a different universe. The setting is a collage of periods that blend into a medieval reality where magic and technology meet to clash or create.&lt;br /&gt;
&lt;br /&gt;
This effectively means that the things your character says or does should stay true to its nature and that of the world. Discussing things that are not in the genre or generally not something that characters in this world would do or know is beyond the intent of the game. The staff does enforce this and will take measures to ensure that characters&#039; roles and actions stay true to the game world.&lt;br /&gt;
&lt;br /&gt;
===Rooms, Creatures, NPCs, and Items===&lt;br /&gt;
&lt;br /&gt;
GemStone IV is a realm of [[room]]s, each of which signifies a specific location. Your character will always be in a room, though you can move to new rooms through any exits in that room. Those exits could be as simple as heading north or south, or as complicated as sneaking through a hidden grate in an empty fireplace.&lt;br /&gt;
&lt;br /&gt;
The myriad of [[creature]]s that call Elanthia their home are as diverse as the adventurers who battle them. Creatures exist with their own motivations. Some are friends; others are foes, and many are wild beasts living on instinct beyond the borders of civilization. Still others are controlled by the dark forces of the world, amassing and attacking cities or towns in invasions that can scale from a small skirmish to epic battles with armies fit to end civilization.&lt;br /&gt;
&lt;br /&gt;
When in conflict, you can arm yourself with literally thousands of different weapons, armors, shields, and magical artifacts to aid you on your path. These items are often fully customizable, from their descriptions down to potent abilities. There are hundreds of [[:Category:Events|events]] and staff-controlled [[NPC]]s--non-player characters--who visit on a consistent basis to provide players with a [[:Category:Merchant Services|multitude of services]].&lt;br /&gt;
&lt;br /&gt;
==Creating Your Character==&lt;br /&gt;
{{main|Character creation}}&lt;br /&gt;
If you have not done so, you will need to create a GemStone IV account. To sign up for a new account: http://www.play.net/gs4/&lt;br /&gt;
&lt;br /&gt;
A [[F2P subscription|free to play]] account has no restrictions on travel or character advancement, but some features like item storage and casting spells on other characters are disabled or limited. You can purchase passes to lift these limits temporarily, or upgrade at any time from a free account to a monthly subscription which permanently unlocks all features.&lt;br /&gt;
&lt;br /&gt;
Once you have an account, you will be able to do several things: post on and read the forums, view important announcements about Elanthia, and most importantly, log in to the game!&lt;br /&gt;
&lt;br /&gt;
After you sign in to your account, you will be given two choices: &amp;quot;Choose a character to play&amp;quot; and &amp;quot;Select client&amp;quot;. The first choice will be to Create a new character. The second choice gives 3 choices, though it lists 4. These are [[Wrayth]], [[Wizard (front end)|Wizard]], Web Client, and Java. Likely the best choice for a new player is Wrayth, which you will need to download from the site. When a choice is made, hit the orange button labelled &amp;quot;Create Character.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Profession===&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s [[profession]] is his or her special job in Elanthia, and largely defines the skills and specialties available to you during your time in Elanthia. Although your profession does not directly dictate your roleplay, there are some abilities that only certain professions can access. Alchemy, for example, is limited to Clerics, Empaths, Sorcerers, and Wizards, while certain Combat Maneuvers are only usable by Rogues or Warriors.&lt;br /&gt;
&lt;br /&gt;
====[[Square|Physical]]====&lt;br /&gt;
&lt;br /&gt;
*[[Monk]]&lt;br /&gt;
*[[Rogue]]&lt;br /&gt;
*[[Warrior]]&lt;br /&gt;
&lt;br /&gt;
====[[Pure|Magical]]====&lt;br /&gt;
&lt;br /&gt;
*[[Cleric]]&lt;br /&gt;
*[[Empath]]&lt;br /&gt;
*[[Sorcerer]]&lt;br /&gt;
*[[Wizard]]&lt;br /&gt;
&lt;br /&gt;
====[[Semi|Hybrid]]====&lt;br /&gt;
&lt;br /&gt;
*[[Bard]]&lt;br /&gt;
*[[Paladin]]&lt;br /&gt;
*[[Ranger]]&lt;br /&gt;
&lt;br /&gt;
====Profession Bonuses====&lt;br /&gt;
&lt;br /&gt;
Professions also provide enhancements to a character&#039;s attributes bonuses. These are referenced in more detail on the individual professions&#039; pages.&lt;br /&gt;
&lt;br /&gt;
===Choosing a Race===&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s [[race]] heavily affects your roleplay, as well as the mechanical strengths and weaknesses of your character. Each race is distinct and has its own unique history. While your profession affects the cost and availability of skills, race will directly affect your statistics, and therefore the number of training points you can use to spend on skills.&lt;br /&gt;
&lt;br /&gt;
*[[Human]]&lt;br /&gt;
*[[Giantman]]&lt;br /&gt;
*[[Half-Krolvin]]&lt;br /&gt;
*[[Dark Elf]]&lt;br /&gt;
*[[Elf]]&lt;br /&gt;
*[[Half-Elf]]&lt;br /&gt;
*[[Sylvankind]]&lt;br /&gt;
*[[Burghal Gnome]]&lt;br /&gt;
*[[Dwarf]]&lt;br /&gt;
*[[Forest Gnome]]&lt;br /&gt;
*[[Halfling]]&lt;br /&gt;
*[[Aelotoi]]&lt;br /&gt;
*[[Erithian]]&lt;br /&gt;
&lt;br /&gt;
====Racial Attributes====&lt;br /&gt;
&lt;br /&gt;
All races have their strengths and weaknesses, but certain races possess extraordinary bonuses that make them well suited to particular professions. Giantmen, Dwarves, and Half-Krolvin, for example, make excellent Warriors due to their high Strength and Constitution. The exceptional Dexterity of Halflings makes them extraordinary as Wizards. Dark Elves are gifted with magic in general, reflected by their enhanced Wisdom and Aura.&lt;br /&gt;
&lt;br /&gt;
It is possible for most races to do well at any given profession, yet some will find an easier path than others.&lt;br /&gt;
&lt;br /&gt;
====Pitfalls====&lt;br /&gt;
&lt;br /&gt;
Because GemStone is a roleplaying game, your chosen race can carry some stigma that will affect your playing experience. Dark Elves are widely loathed in most cities, and may meet with higher shop prices in the West, or complete exclusion from some services in the Elven Nations. Halfling players, in turn, may be snubbed by Dark Elves who view them as frippery (or worse, lunch.) In Human-controlled lands, most other races are viewed with some level and variety of disdain.&lt;br /&gt;
&lt;br /&gt;
====Cultures====&lt;br /&gt;
&lt;br /&gt;
Races also feature subsets known as [[culture]]s. Some races are homogeneous: for example the professions of one&#039;s ancestors largely determine Aelotoi cultures. Other cultures often feature surprising variety. A Human of the [[Tehir]] clans comes from a vastly different lifestyle than one from [[Hendor]] or elsewhere in the [[Turamzzyrian Empire]]. You are encouraged to examine the different cultures before choosing one. While you do not need to choose your character&#039;s culture right away, the selection is permanent once completed.&lt;br /&gt;
&lt;br /&gt;
====Rerolling====&lt;br /&gt;
&lt;br /&gt;
Race and profession are permanent features of your character. Starting out is not easy for any profession, and frequently class-defining skills will take some time and leveling to develop. If you are certain that you are dissatisfied with either your race or profession and wish to change, you may reroll your character at the nearest inn.&lt;br /&gt;
&lt;br /&gt;
Rerolling is not a choice to be taken lightly. Your character is essentially reset, starting from zero, and you will have to begin anew.&lt;br /&gt;
&lt;br /&gt;
===Customizing Your Appearance===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Guide: [[Character guide|Character customization]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many combinations of features are available to your character. Some of these features are available to everyone; others, like pointed ears, are limited to certain races. You can have the character manager assign you a random set of features if they are unimportant to you.&lt;br /&gt;
&lt;br /&gt;
Features are not permanent in GemStone. In addition to pavilions across the game where you can select new basic features at any time, there are also merchants called feature alterers who allow access to custom descriptions for your character. Your inventory can be altered in a like fashion.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&lt;br /&gt;
{{Side box|width=auto|&lt;br /&gt;
&#039;&#039;&#039;Attribute/Stat Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[Strength]]: Melee AS, Ranged Speed, Encumbrance&lt;br /&gt;
:[[Constitution]]: Max Health, Encumbrance&lt;br /&gt;
:[[Dexterity]]: Ranged AS, Melee Speed&lt;br /&gt;
:[[Agility]]: Melee Speed, DS&lt;br /&gt;
:[[Discipline]]: Experience Pool&lt;br /&gt;
:[[Aura]]: Elemental CS/TD, Max Spirit&lt;br /&gt;
:[[Logic]]: Experience Pool/Absorption, Mental CS&lt;br /&gt;
:[[Intuition]]: Locksmithing&lt;br /&gt;
:[[Wisdom]]: Spiritual CS/TD&lt;br /&gt;
:[[Influence]]: Trading&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Statistic|Attributes]], or &#039;stats&#039;, are the mechanical lifeblood of your character. Unlike skills, which are selected and purchased with training points earned via experience, attributes are largely permanent numbers that mechanically impact your character. They are set during character creation and grow throughout the life of your character based upon your profession and race.&lt;br /&gt;
&lt;br /&gt;
The mathematically minded may want to spend time reading documentation and seeking the &#039;perfect&#039; combination of stats for their character, but the average player will have little trouble using the auto-assigned attributes available through the character creation system. In addition, characters can change their statistics five times up to level 20 by {{boldmono|CHECK}}ing {{boldmono|IN}} to the inn. At level 20, however, it will no longer be possible to change them without rerolling your character or using a [[fixstats]] potion. These can be acquired in the [[SimuCoin]] store, through [[Adventurer&#039;s Guild]] points, or by purchasing from other characters, but their cost is not trivial.&lt;br /&gt;
&lt;br /&gt;
===Skills and Training===&lt;br /&gt;
&lt;br /&gt;
[[Skill]] training allows you to set your unique mark upon a character. Although the skills you train in are integral to your character&#039;s makeup, what you train in is less important than being consistent in your choices. Dabbling in a skill here and there in GemStone IV is much the same as doing so in the real world: you will end up with mediocre abilities in many subjects, but without mastery of anything.&lt;br /&gt;
&lt;br /&gt;
====Training====&lt;br /&gt;
&lt;br /&gt;
In Elanthia, it is essential that your character pushes forward and masters skills, as your foes will certainly be doing so. Some skills, like Climbing and Swimming, will provide only a negligible bonus if trained past a certain point. Others, like Spell Aiming for Wizards and Weapons Training for non-casters, are lifetime investments.&lt;br /&gt;
&lt;br /&gt;
GemStone IV is unusual in that skills are not always purchased immediately as a character gains a [[level]]. [[Training point]]s toward your character&#039;s next level are accrued as your character earns experience, allowing you to get a leg up on skills for the next level.&lt;br /&gt;
&lt;br /&gt;
Skills can be trained by checking into an inn or by using the {{mono|[[GOALS]]}} command.&lt;br /&gt;
&lt;br /&gt;
====Class Comfort====&lt;br /&gt;
&lt;br /&gt;
Some skills are essential for a given profession, and as such can (and should) be trained more than one time a level. A Sorcerer would be lax in training with only a single jaunt into Spell Research each level, but might not want to indulge in Shield Use at all. In contrast, a Warrior would be foolish to expend too much effort in learning spells while forsaking Shield training.&lt;br /&gt;
&lt;br /&gt;
Certain skills that your profession is comfortable with may not suit your personal playing style. As playing style is a completely subjective medium, it would be wise to consult with a Mentor, your profession page, or experienced players before making precipitous decisions about your skill training.&lt;br /&gt;
&lt;br /&gt;
====Retraining====&lt;br /&gt;
&lt;br /&gt;
Normally, skills are difficult to untrain once you have selected them. Small changes in skills can be accomplished in a matter of hours, but forgetting an entire skill might take weeks or months to manage. GemStone IV is not without leeway for new players. During your first 20 levels, you can make instant changes to your skills at any time. This allows you to explore a wide variety of skillsets as a new player before finally settling on your chosen path.&lt;br /&gt;
&lt;br /&gt;
Furthermore, during the [[Festival of Oleani]] each Spring, a [[FIXSKILLS]] is granted to characters on paying accounts. Using the fixskills verb will allow you to instantly align your actual skills with your skill goals. This allows you to repair any major mistakes in your training, or to choose a new path entirely.  (Fixskills potions are also available for purchase in the [[Simucoin Store]] and the [[Adventurer&#039;s Guild]].)&lt;br /&gt;
&lt;br /&gt;
====What&#039;s In a Name?====&lt;br /&gt;
&lt;br /&gt;
At the end of the character creation process, you will be asked to name your character. Characters names should be original and in keeping with a fantasy environment. Keep in mind that science fiction is not fantasy, and as such, names like Robocop and Jeanlucpicard may earn you a mandatory name change as well as some strange looks.&lt;br /&gt;
&lt;br /&gt;
==Interacting with the World==&lt;br /&gt;
&lt;br /&gt;
Interacting with The World of Elanthia is done through use of [[verb|command]]s. GemStone is accessed through Wrayth, a program that interprets the vast game world, featuring point-and-click options, web links, and many other powerful features.&lt;br /&gt;
&lt;br /&gt;
Text in {{mono|TELETYPE}} indicates a command that can be typed and text in {{wrayth link|&amp;quot;quotes&amp;quot;}} indicates a link in Wrayth that can be clicked (see below).&lt;br /&gt;
&lt;br /&gt;
[[File:Wrayth_example.gif|frame|none|Wrayth Link]]&lt;br /&gt;
&lt;br /&gt;
[[File:Window.gif|frame|none|The &amp;quot;Windows&amp;quot; Window]]&lt;br /&gt;
&lt;br /&gt;
If a window in Wrayth is mentioned that you don&#039;t seem to have open, find the &amp;quot;Windows&amp;quot; window (which you cannot close) and make sure that the eye icon to the left of the window you want to have visible is open. An open eye is black, and a closed eye is white.&lt;br /&gt;
Most commands explain how to use themselves if you type them. For example, typing {{mono|WHISPER}} by itself will tell you everything you want to know about using whispers.&lt;br /&gt;
&lt;br /&gt;
All Wrayth users begin in Chat Mode, where anything typed into the black command bar comes out as something the character says. If you want to switch to Command Mode so you can type commands like {{mono|LOOK}} or {{mono|DIR}}, click the gray chat bubble just to the left of the command bar. Confirm the window that pops up, and the chat bubble will change to a &amp;gt; sign, which you can click again to switch back to Chat Mode later.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Chat_mode.gif|frame|none|Wrayth in Chat mode]]&lt;br /&gt;
|[[File:Command_mode.gif|frame|none|Wrayth in Command mode]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Movement and Awareness===&lt;br /&gt;
&lt;br /&gt;
First and most importantly, some basic commands for figuring out where you are and how to get elsewhere.&lt;br /&gt;
&lt;br /&gt;
{{mono|LOOK}} gives a room&#039;s description, items, creatures and NPCs (Non-Player Characters), and obvious exits. To use this command, either click the &amp;quot;look&amp;quot; button in the menu immediately above the command bar (where your typed text is being entered) or type {{mono|LOOK}}. Your current room appears automatically in Wrayth&#039;s Room window.&lt;br /&gt;
&lt;br /&gt;
{{mono|DIR}} (directions), gives directions to common places in any of the starting cities. Click the &amp;quot;directions&amp;quot; button in the menu just above the command bar and then click on the place you want to go, or type {{mono|DIR}} [place] [number of steps you want shown].&lt;br /&gt;
&lt;br /&gt;
In cases where you want to use exits that aren&#039;t obvious like gates or doors, click on the {{wrayth link|&amp;quot;name of the exit link&amp;quot;}} in the room description and then click &amp;quot;go&amp;quot;. You can also type {{mono|GO}} [portal].&lt;br /&gt;
&lt;br /&gt;
You can go in any obvious direction by either clicking or typing that direction. If you want to move northeast, click {{wrayth link|&amp;quot;northeast&amp;quot;}}, type {{mono|NE}}, or use your 9-key number pad. In addition any obvious exits in the room will be automatically highlighted for you on the compass in the bottom right corner of Wrayth.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Look.gif|frame|none|The Look Button]]&lt;br /&gt;
|[[File:Directions.gif|frame|none|The Directions Button]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dir_ex.gif|frame|none|{{mono|DIR}} Example]]&lt;br /&gt;
|[[File:Go_ex.gif|frame|none|{{mono|GO}} Example]]&lt;br /&gt;
|- colspan=&amp;quot;2&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|[[File:Compass.gif|frame|none|The Compass]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Communication===&lt;br /&gt;
&lt;br /&gt;
The ability to communicate is what keeps the world alive. These are a few of the ways to communicate with your fellow players. Keep in mind that you must remain in character when talking out loud or in any area where other players may overhear you.&lt;br /&gt;
&lt;br /&gt;
{{mono|SAY}} can be used to say something that everyone in your current room will hear. The syntax is {{mono|SAY}} [message]. This can be abbreviated by using an apostrophe (example: &#039;Hello there.). If you want to speak to another person in your room, click the {{wrayth link|&amp;quot;character&#039;s name link&amp;quot;}}, select &amp;quot;speak to&amp;quot;, then type what you want to say to them. They need to be in your room for &amp;quot;speak to&amp;quot; to appear.&lt;br /&gt;
&lt;br /&gt;
{{mono|WHISPER}} is used to speak to another character in your current room without anyone else hearing. Click the {{wrayth link|&amp;quot;character&#039;s name link&amp;quot;}} and select &amp;quot;whisper to&amp;quot;, then type out what you want to whisper. You can also type {{mono|WHISPER}} [person] [message].&lt;br /&gt;
&lt;br /&gt;
{{mono|YELL}} can be used to shout something that will be heard by everyone in your current room and all adjacent rooms. The syntax is {{mono|YELL [MESSAGE]}}.&lt;br /&gt;
&lt;br /&gt;
{{mono|THINK}} can be used to send out a thought heard by all players tuned to a common channel. You&#039;ll need to tune to a channel using {{mono|ESP}} (example: {{mono|ESP TUNE General}}). You can think out loud using {{mono|THINK}} [message] (example: {{mono|THINK}} Hello.). Click any {{wrayth link|&amp;quot;character&#039;s name link&amp;quot;}} and, if they are within range, click &amp;quot;think to&amp;quot; and then type out what you want to think to them. You can also type {{mono|THINK TO}} [person].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Say_ex.gif|frame|none|{{mono|SAY}} Example]]&lt;br /&gt;
|[[File:Whisper_ex.gif|frame|none|{{mono|WHISPER}} Example]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Yell_ex.gif|frame|none|{{mono|YELL}} Example]]&lt;br /&gt;
|[[File:Think_ex.gif|frame|none|{{mono|THINK}} Example]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Character Information===&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s basic information is a measure of your advancement in the game world. There are a few important ways to check this information.&lt;br /&gt;
&lt;br /&gt;
The easiest way to check all character info is to click the &amp;quot;character sheet&amp;quot; button just above the command bar in Wrayth. The window that pops up contains all relevant character data, and there are ways to quickly access different parts of this information through commands.&lt;br /&gt;
&lt;br /&gt;
{{mono|EXP}} brings up your experience. Experience is needed to advance your character from one level to the next. {{mono|EXP}} shows your current level along with total experience and how much experience is needed to hit the next level. {{mono|EXP}} also shows your character&#039;s training points and deeds, which are covered in a later section.&lt;br /&gt;
&lt;br /&gt;
{{mono|INFO}} brings up your stats and character description. Your stats grow as you level and play an important role in how many training points you get when you level up. {{mono|INFO}} also shows your current mana and on-hand silver.&lt;br /&gt;
&lt;br /&gt;
{{mono|SKILLS}} brings up your skills and spells, displaying both the ranks you have and the bonus that those ranks give you, which are covered in a later section.&lt;br /&gt;
&lt;br /&gt;
[[File:Char_sheet.gif|frame|none|The Character Sheet Button and Window]]&lt;br /&gt;
&lt;br /&gt;
===Inventory and Items===&lt;br /&gt;
:&#039;&#039;Guide: [[Character_guide#Inventory_.26_Item_Management|Item Management]]&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s inventory and items comprise a significant portion of your character&#039;s identity in GemStone IV. Nearly all items are highly customizable, and there are dozens of types.&lt;br /&gt;
&lt;br /&gt;
{{mono|INV}} brings up your character&#039;s inventory, which includes everything you&#039;re wearing and whatever is in your hands. Click the &amp;quot;inventory&amp;quot; button just above the command bar in Wrayth to bring this up. There are also several advanced options to the {{mono|INV}} verb that will appear when you use it.&lt;br /&gt;
&lt;br /&gt;
{{mono|GET}} allows you to pick up an item, if you have a free hand. Click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} and then drag that item over one of your containers to immediately pick up the item and place it in that container. You can also click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} and then click &amp;quot;get&amp;quot;, or type {{mono|GET}} [item].&lt;br /&gt;
&lt;br /&gt;
{{mono|PUT}} allows you to place an item from one of your hands into one of your containers. Click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} and then drag that item over a container to place it into the container, or type {{mono|PUT MY [item] IN MY [container]}}.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to use the adjective {{mono|MY}} when moving items around your inventory. {{mono|MY}} is used to indicate that the item you&#039;re referencing is on your character, which means it will make sure that you&#039;re putting your item into one of your containers, not one that may be on the ground or a nearby bench.&lt;br /&gt;
&lt;br /&gt;
{{mono|WEAR}} allows you to wear an item that you&#039;re holding. Items are automatically worn where they are supposed to be worn in your inventory. Click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} and click &amp;quot;wear&amp;quot;, or type {{mono|WEAR [item]}}.&lt;br /&gt;
&lt;br /&gt;
{{mono|REMOVE}} allows you to remove an item that you&#039;re wearing, if you have a free hand. Click an item and drag it into one of the hand icons in the top left-hand corner of the Wrayth window to move the item to that hand. You can also click an {{wrayth link|&amp;quot;item&#039;s name link&amp;quot;}} in your inventory and click &amp;quot;remove&amp;quot;, or type {{mono|REMOVE MY [item]}}.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Inventory.gif|frame|none|Inventory Button]]&lt;br /&gt;
|[[File:Get_ex.gif|frame|none|{{mono|GET}} Example]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Put_ex.gif|frame|none|{{mono|PUT}} Example]]&lt;br /&gt;
|[[File:Wear_ex.gif|frame|none|{{mono|WEAR}} Example]]&lt;br /&gt;
|- colspan=&amp;quot;2&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|[[File:Remove_ex.gif|frame|none|{{mono|REMOVE}} Example]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Combat Basics===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;[[A beginner&#039;s guide to combat|Guide: A beginner&#039;s guide to combat]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Combat.gif|frame|left|The Combat Window]]&lt;br /&gt;
&lt;br /&gt;
The primary way to gain experience and money in the game is by killing other creatures.&lt;br /&gt;
&lt;br /&gt;
If you want to attack a creature, you can click on its {{wrayth link|&amp;quot;creature name link&amp;quot;}} and choose &amp;quot;attack&amp;quot;, select it from the drop down and click on the &amp;quot;attack&amp;quot; button in Wrayth&#039;s Combat window, or type {{mono|ATTACK [critter]}}. Typing {{mono|ATTACK}} by itself will automatically cause you to attack the first critter available in a room.&lt;br /&gt;
&lt;br /&gt;
You can use the {{mono|STANCE}} command or click the &amp;quot;stance&amp;quot; button in the Combat window to change your stance. The more offensive your stance, the more you&#039;ll be focusing on attack over defense. Your AS (Attack Strength) and DS (Defense Strength) are heightened or lowered accordingly.&lt;br /&gt;
&lt;br /&gt;
Once a creature is dead, some creatures can be skinned. You can click on a {{wrayth link|&amp;quot;creature&#039;s corpse link&amp;quot;}} to see if the &amp;quot;skin&amp;quot; option is available and click that, click on the &amp;quot;skin&amp;quot; button in Wrayth&#039;s Combat window, or type {{mono|SKIN [critter]}}. Depending on your Survival and First Aid skills, along with your level, this may produce a skin of varying quality, or you may fail to skin the creature entirely.&lt;br /&gt;
&lt;br /&gt;
Most creatures can also be searched after they&#039;ve been killed. Searching a creature will let you find any treasure it may have, including locked boxes, gems, coins, and magical artifacts. You can click on a {{wrayth link|&amp;quot;creature&#039;s corpse link&amp;quot;}} and click &amp;quot;search&amp;quot; to search it, click on the &amp;quot;search&amp;quot; button in Wrayth&#039;s Combat window, or type {{mono|SEARCH [critter]}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Attack_ex.gif|frame|none|{{mono|ATTACK}} Example]]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Skin_ex.gif|frame|none|{{mono|SKIN}} Example]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot;|[[File:Search_ex.gif|frame|none|{{mono|SEARCH}} Example]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Experience, Levels, and Silver==&lt;br /&gt;
&lt;br /&gt;
Other than roleplaying, one of the basic premises of GemStone IV is the acquisition of money and experience. As you gain more of both, your character becomes more powerful by gaining [[level]]s, and coincidentally will be able to afford better equipment and armor. Experience comes in two varieties: field experience and real experience. You will usually gain field experience from your activities in the world of Elanthia. This takes time to &#039;absorb&#039; and become real experience.&lt;br /&gt;
&lt;br /&gt;
===Weapons and Armor===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Guide to all of Elanthia&#039;s [[armor]], [[weapon]]s, and [[material]]s used in their construction&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to combat the creatures in the encroaching wilderness, adventurers use weapons and armor crafted in the world. There are many different types of weapons and weapon styles, including (but not limited to) standard weapon/shield combinations, the more defensive [[runestaff]] for casters, and even [[Ranged Weapons|bows and crossbows]].&lt;br /&gt;
&lt;br /&gt;
====Weapon Shop, Armor Shop, Pawnshop====&lt;br /&gt;
&lt;br /&gt;
There are a few basic places where most adventurers go to find weapons, armor, and magical items from non-player vendors. Every major city has a [[:Category: Weapon shops|weapon shop]], [[:Category: Armor Shops|armor shop]], and [[pawnshop]]. If you&#039;re in a starting city, you can use the {{mono|DIR}} command to find these.&lt;br /&gt;
&lt;br /&gt;
====Special metals and woods====&lt;br /&gt;
&lt;br /&gt;
When you go shopping for new weapons or armor, you may find that some are composed of special materials. These materials directly contribute to how much AS or DS the weapon or armor gives your character. In order to use these, your character&#039;s level must equal half of the AS or DS bonus of the item, rounded up.&lt;br /&gt;
&lt;br /&gt;
So, for example, an [[ora]] broadsword gives an automatic +10 AS when used to attack something. Your character would need to be level 5 to even pick up or hold this weapon. If you can&#039;t pick up a certain weapon or armor, it may be because you aren&#039;t high enough level to hold it!&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Blade]] spell is a unique magic that gives a weapon a +20 to your AS, and you need to be level 10 to hold items that are e-bladed. These items can be identified by the scintillating light surrounding them when you {{mono|LOOK}} at them.&lt;br /&gt;
&lt;br /&gt;
====What kind of weapon and armor should you use?====&lt;br /&gt;
&lt;br /&gt;
Starting out, we recommend that you use basic weapons and armor for your first few levels. You can wield [[mithril]] equipment (+5 to AS for weapons; +5 to DS for armor/shields) when you reach level 3, and [[ora]] equipment (+10 to AS for weapons; +10 to DS for armor/shields) when you reach level 5. Most adventurers carry [[vultite]] equipment (+20 to AS for weapons; +20 to DS for armor/shields), which you can hold at level 10, and this is considered to be equipment for experienced players.&lt;br /&gt;
&lt;br /&gt;
===Hunting===&lt;br /&gt;
&lt;br /&gt;
When players talk about hunting in Elanthia, they&#039;re referring to going out and fighting creatures in the areas bordering the major cities. There are hundreds of [[:Category:Hunting Areas|hunting areas]], and the creatures that inhabit them boast a wide range of levels and tricks. New players should try to stick closer to town, as creatures there are relatively weak and geared towards players with lower-level characters.&lt;br /&gt;
&lt;br /&gt;
====Experience, Levels, and Training Points====&lt;br /&gt;
&lt;br /&gt;
When you kill creatures around your own level, you gain a certain amount of experience for doing so. The GemStone IV experience system is unique in that the experience that you gain is not immediately applied to your total experience. When you&#039;re hunting, you will have experience you gain in the field saved in your mind. You must gradually convert the experience in your character&#039;s head into real experience that will gain you levels.&lt;br /&gt;
&lt;br /&gt;
Every minute, a little of your field experience is converted to real experience. You can only hold so much field experience until you stop gaining field experience, so it&#039;s common for adventurers to go out, hunt until their mind can&#039;t take anymore, then head back into a city to rest. Certain areas, such as sanctuaries where combat can&#039;t take place, provide a boost to how fast you convert field experience to real experience.&lt;br /&gt;
&lt;br /&gt;
Your character&#039;s skills can be raised by spending training points on those skills. You get more training points every level by having higher character statistics. Every so often, you will gain some training points from your experience earned. You can type the {{mono|GOALS}} command in game to apply these training points to skills and gain ranks in those skills.&lt;br /&gt;
&lt;br /&gt;
===Material Wealth and Items===&lt;br /&gt;
&lt;br /&gt;
The [[silver coin]] is the main unit of currency in Elanthia. The most common method of making silver is to find it on the bodies of creatures, but you can also find it in [[box]]es or items dropped by those creatures. Be sure to search all of the creatures you kill.  There are other [[:Category: Currency|currencies]] related to certain events, tiers of subscriptions, and other facets of the game, but most if not all can be exchanged in some way for silvers.&lt;br /&gt;
&lt;br /&gt;
====Banks====&lt;br /&gt;
&lt;br /&gt;
There is a [[bank]] in every major city. When carrying too much silver, it will weigh you down and slow your movements, increasing even the roundtime associated with swinging a weapon. You can use the {{mono|DIR}} command to find the bank in your town and read the sign there for more information.&lt;br /&gt;
&lt;br /&gt;
Two basic bank commands are {{mono|DEPOSIT}} and {{mono|WITHDRAW}}. {{mono|DEPOSIT}} allows you to put money into the bank that you have on your person, including any notes in open containers. {{mono|WITHDRAW}} allows you to withdraw silver or bank notes. You can specify the format in which you would like to receive money (example: {{mono|WITHDRAW 1000 NOTE}} will give you 1000 silvers as a bank note; {{mono|WITHDRAW 100000 SILVER}} will pull 100000 silvers from your account) but, by default, any amount over 4999 will come in a note format.&lt;br /&gt;
&lt;br /&gt;
====Lockers====&lt;br /&gt;
&lt;br /&gt;
All major cities also have [[locker]]s, where you can store any items that you find that you don&#039;t need immediately on your person. Basic account holders have one locker holding 50 items in their town of creation, while premium account holders have lockers that hold up to 80 items in every town and the locker contents and are automatically organized. If you join a [[CHE|Cooperative House of Elanthia]], your locker space increases even more.&lt;br /&gt;
&lt;br /&gt;
To access your locker, simply step through the curtain and {{mono|OPEN LOCKER}}. You will need to {{mono|CLOSE LOCKER}} before leaving a locker room. Try not to log out in locker rooms with your locker still open.&lt;br /&gt;
&lt;br /&gt;
===Death in Elanthia===&lt;br /&gt;
{{main|Death&#039;s Sting}}&lt;br /&gt;
As in most games, death is a part of life in GemStone IV. Fortunately, the gods of Elanthia provide adventurers with the chance to return to life by many different means. However, it is important to note that if you die, and have no deeds, and are not also raised, you incur a debuff called Death&#039;s Sting (See above link). This debuff cripples your XP gain for a very long time, and you only obtain 25% of your absorbed XP while under this status. Do everything you can to carry deeds and get raised. Do NOT chose to depart, as the cost to remedy Death&#039;s Sting is very expensive and time intensive, and will absolutely cripple your leveling speed, a mistake a lot of new players make which can take a few real life days of playing to fix if the sting # is high enough. &lt;br /&gt;
&lt;br /&gt;
====Death and Dying====&lt;br /&gt;
&lt;br /&gt;
When your character is killed, your body remains where you died. All items and silver are maintained on your character, and characters in Elanthia cannot be &amp;quot;looted&amp;quot; by other players (though some creatures can steal items). You also won&#039;t lose levels or have experience or training points taken away for dying.&lt;br /&gt;
&lt;br /&gt;
At the moment of your death, a &amp;quot;decay counter&amp;quot; begins, which is the amount of time you have to be rescued and resurrected before your body decays. Should you decay, you will suffer increased penalties for the death and find yourself alive and well at the designated decay point for your realm.&lt;br /&gt;
&lt;br /&gt;
Acquiring [[deed]]s with the goddess [[Lorminstra]], taken at a rate of 1 per normal death, will help alleviate the [[Death&#039;s Sting|penalties]] associated with dying in Elanthia, which are mostly semi-permanent Constitution stat loss and a slower rate of experience gain. Deeds can be acquired by making the appropriate offering to a god, though how to make this offering is left to players to discover.&lt;br /&gt;
&lt;br /&gt;
====Rejoining the Ranks of the Living====&lt;br /&gt;
&lt;br /&gt;
Returning to life is sometimes an easy task and sometimes a very difficult one. You will need to be rescued by other adventurers if you do not want to decay - they will need to bring you somewhere safe and find a cleric, paladin, or another adventurer with the proper tools to raise you from the dead. You can use the {{mono|DRAG}} (example: {{mono|DRAG [player] SOUTH}}) command to move dead adventurers around to try to get them help.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that dragging others is a realistic system - it&#039;s going to take a lot of strength for a halfling to drag a giantman around. If you&#039;re having trouble dragging another adventurer, try unloading some of your items or silver back at the city and returning to try again. You will also find dragging is easier the more offensive your stance is, or with help from other adventurers.&lt;br /&gt;
&lt;br /&gt;
==Early Adventuring==&lt;br /&gt;
&lt;br /&gt;
Once you have finished creating your character, you will be greeted by a friendly sprite. Depending on your choices, your adventure with the sprite may take you to treasure or tragedy!&lt;br /&gt;
&lt;br /&gt;
===The Sprite Quest===&lt;br /&gt;
{{main|Sprite quest}}&lt;br /&gt;
====What Is This Thing, and Why Is It Following Me?====&lt;br /&gt;
&lt;br /&gt;
When your character steps out into Elanthia for the first time, you will notice that there is a sprite accompanying you. This peculiar little creature will guide you on a short series of quests aimed at familiarizing you with life in Elanthia. We recommend that new players complete the quest before moving along, as the sprite quest will answer many questions and provide you with a small amount of experience.&lt;br /&gt;
&lt;br /&gt;
====Spritely Rewards====&lt;br /&gt;
&lt;br /&gt;
As you move through the sprite quest, your answers will garner you different rewards. The plotline you choose may help you answer some questions about your character and what sort of person you want to be in Elanthia. Most of the moral decisions made within the sprite quest are clean-cut, easy choices, meant to accommodate a wide variety of players.&lt;br /&gt;
&lt;br /&gt;
====Afterward====&lt;br /&gt;
&lt;br /&gt;
Once you have completed the quest, your sprite will offer to bring you to [[Silverwood Manor]] automatically, so you can speak with a Mentor (volunteer player). This is a good time to bring up any questions the quest brought to light. Once you are satisfied, now would be a great time to start exploring. Make use of the {{mono|DIR}} command to take yourself around town.&lt;br /&gt;
&lt;br /&gt;
Starter towns like [[Wehnimer&#039;s Landing]], [[Ta&#039;Vaalor]], and [[Icemule Trace]] are all inhabited by NPCs who will gladly employ new adventurers at simple, menial tasks like running messages or gathering water for guards. This is a great way to get to know your surroundings.&lt;br /&gt;
&lt;br /&gt;
===New In Town===&lt;br /&gt;
&lt;br /&gt;
====Starting Cash====&lt;br /&gt;
&lt;br /&gt;
If you completed all of the tasks set before you by the sprite, you should have a bit of silver in your pocket. A decent set of gear was provided to you as soon as you came out of new character creation, so you should not have to purchase anything immediately at the local shops. You will also find that you have been loaned a small sum by the town you are in. One of the first stops you should make is to the local Debt Collector, who will gladly relieve you of this sum.&lt;br /&gt;
&lt;br /&gt;
After paying off your debts, it would be wise to use dir bank to get to the nearest bank and deposit some of your hard-won earnings.&lt;br /&gt;
&lt;br /&gt;
====Earth Nodes====&lt;br /&gt;
&lt;br /&gt;
Commonly called [[node]]s, earth nodes are places where the energies of Elanthia gather and collect. Characters resting at these places will find that they absorb experience more quickly, along with regaining mana, spirit, and health at an accelerated rate. It is advised that you rest at earth nodes between hunts.&lt;br /&gt;
&lt;br /&gt;
====Sanctuaries====&lt;br /&gt;
&lt;br /&gt;
[[Sanctuary|Sanctuaries]] are magically protected havens where characters can do no violence to one another, and creatures will not travel except in extreme circumstances. As such, these are idyllic places to relax or catch a break from the cares of the day.&lt;br /&gt;
&lt;br /&gt;
These gathering spots are also ideal locations to find services provided by other players, and are hotbeds for roleplay.&lt;br /&gt;
&lt;br /&gt;
====Wehnimer&#039;s Landing====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;[[A beginner&#039;s guide to Wehnimer&#039;s Landing|Guide: A beginner&#039;s guide to Wehnimer&#039;s Landing]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Town Square Central is the cultural heart of Wehnimer&#039;s Landing, a sprawling plaza that encompasses the Town Well and the Small Park. A huge, ancient oak boasts a treehouse frequented by adventurers great and small.&lt;br /&gt;
&lt;br /&gt;
Hearthstone Manor is an old estate just outside of the gates of Wehnimer&#039;s Landing. The steps are often frequented by the great and powerful. Characters must be at least level 20 to enter Hearthstone and partake of the secrets within, but the steps are open to all. This is a superb place to meet some of Elanthia&#039;s living legends.&lt;br /&gt;
&lt;br /&gt;
Helga&#039;s Tavern is a seedy little bar in center of western Wehnimer&#039;s; its proprietor is as wide as she is ugly, but something about the atmosphere keeps bringing people back night after night.&lt;br /&gt;
&lt;br /&gt;
Outside the Catacombs, you may find a few other new players who are actively engaged in taking out the local rat problem. This is a good locale for the inexperienced.&lt;br /&gt;
&lt;br /&gt;
====Icemule Trace====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;[[A beginner&#039;s guide to Icemule Trace|Guide: A beginner&#039;s guide to Icemule Trace]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Town Center is dominated by the frozen statue of an enormous mule, which gives the town its name. Despite the cold, the hearts of people in Icemule are warm and welcoming to new adventurers.&lt;br /&gt;
&lt;br /&gt;
The Voln Garden is a place of peace, and many healers and clerics have been known to stop by this place for a brief rest. If no healers are present in Town Center, they are probably in the Garden.&lt;br /&gt;
&lt;br /&gt;
====Ta&#039;Vaalor====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;[[A beginner&#039;s guide to Ta&#039;Vaalor|Guide: A beginner&#039;s guide to Ta&#039;Vaalor]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Ta&#039;Vaalor, King&#039;s Court is a huge courtyard built as a testament to the triumphs of the martial Vaalor elves. Now, in the twilight days of the Elven Empire, this bustling marketplace is a pleasant place to rest.&lt;br /&gt;
&lt;br /&gt;
====On the Road Again====&lt;br /&gt;
&lt;br /&gt;
Not every town is for everyone. If you find yourself unimpressed with your current town, you have the option of hiring a travel guide at the local travel office. Use {{mono|DIR TRAVEL}} to get to the office. Each new player is given one free travel token, which should be in your inventory when you begin playing. This will allow you free access to any one of the towns available at your local travel guide.&lt;br /&gt;
&lt;br /&gt;
====Hunting====&lt;br /&gt;
&lt;br /&gt;
Regardless of where you end up, it&#039;s likely that you&#039;ll eventually want to start hunting. You need not have an integral knowledge of the local terrain. Your local [[Adventurers&#039; Guild]] {{mono|DIR AG}} is run by battle-hardened combatants who will send you off on different missions that will pit you against fiends in a variety of quests. Unlike town jobs, Adventurers&#039; Guild quests scale with your abilities, and can be completed all throughout the life of your character.&lt;br /&gt;
&lt;br /&gt;
If you cannot find a creature you have been assigned to hunt, the [[List of creatures by level|Bestiary]] is a helpful place to start. Furthermore, you may wish to [[group|team up]] with another player and go exploring: after all, half the fun of questing is in the journey!&lt;br /&gt;
&lt;br /&gt;
==Where to Now?==&lt;br /&gt;
&lt;br /&gt;
The [[Order of Lorekeepers]], affectionately dubbed &amp;quot;The Mentors,&amp;quot; are a group of wise volunteers who are more than willing to help you on your way. The purpose of these agents is foremost to teach and spread wisdom, knowledge, and etiquette, and secondly to gather and record information for the order and prosperity.&lt;br /&gt;
&lt;br /&gt;
===Mentors===&lt;br /&gt;
&lt;br /&gt;
The Mentors are the first line of Customer Support for GemStone IV, an organization devoted to assisting players with general questions or difficulties they may be having while playing the game. While they will not solve puzzles for other adventurers, they are well trained for providing information or guidance that might help you better understand how to play the game and interact with the world.&lt;br /&gt;
&lt;br /&gt;
The Mentors have offices in Wehnimer&#039;s Landing, Ta&#039;Vaalor, and Icemule Trace. You can use DIR silverwood to find the nearest Silverwood Manor in any of these three cities. When you&#039;re standing in the courtyard, type RING doorbell to call the attention of the Mentors. If any are available, they may take a few seconds or minutes to respond, but they will be there.&lt;br /&gt;
&lt;br /&gt;
===Discord===&lt;br /&gt;
&lt;br /&gt;
Live help and message boards are available on the [https://discord.gg/KF9Wr8u GemStone IV Discord channel].&lt;br /&gt;
&lt;br /&gt;
===Cooperative Houses of Elanthia and Meeting Hall Organizations===&lt;br /&gt;
&lt;br /&gt;
The [[CHE|Cooperative Houses of Elanthia]] (CHE) and [[Meeting Hall Organization]] (MHO) systems are excellent ways to meet other players for learning, roleplay, and friendship. Each house and Meeting Hall has its own agenda, and in concert they represent a myriad of different people and themes.&lt;br /&gt;
&lt;br /&gt;
Cooperative Houses are a throwback to Elanthia&#039;s past, and are often large manor houses of dozens of rooms that offer their members benefits in exchange for initiation fees, and sometimes monthly dues. These bonuses include expanded locker space and access to private house areas. Most exist in Wehnimer&#039;s Landing, but scatterings exist based in other towns like Ta&#039;Vaalor, and Icemule Trace.  CHEs might also have annex structures consisting of several rooms in towns other than their base.&lt;br /&gt;
&lt;br /&gt;
Meeting Hall Organizations are smaller, more current, and feature greater diversity in purposes and goals than do CHEs. As a player, you can be a member of a number of MHOs, but only a single CHE at a time. A MHO might also have a structure, depending on how active it is, but does not have lockers.&lt;br /&gt;
&lt;br /&gt;
[[Category:New Player]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[category: Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Shield_Strike&amp;diff=264698</id>
		<title>Shield Strike</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Shield_Strike&amp;diff=264698"/>
		<updated>2026-08-29T18:58:58Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Added note about the weapon attack.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = strike&lt;br /&gt;
  |type = Attack&lt;br /&gt;
  |roundtime = ATTACK-2&lt;br /&gt;
  |stamina = 15&lt;br /&gt;
  |offensivegear = Both hands or gloves&lt;br /&gt;
  |requirements = Training in Shield Bash will increase the success chances of your minor shield bash.&lt;br /&gt;
  |attributes = Flares/Spikes Enabled&amp;lt;br&amp;gt;Hostile&amp;lt;br&amp;gt;Initiator Stance Penalty&amp;lt;br&amp;gt;Shield Defensive Bonus&amp;lt;br&amp;gt;Shield Size Modifiers&amp;lt;br&amp;gt;Target Stance Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
  |availableto = [[Warrior]]s, [[Rogue]]s, [[Paladin]]s&lt;br /&gt;
  |availablein = Shield Specializations&lt;br /&gt;
  |prereqs = [[Shield Bash]] (at rank 2)&lt;br /&gt;
}}&lt;br /&gt;
{{PSMcosts&lt;br /&gt;
  |sq1 = 2|se1 = -  |pu1 = -&lt;br /&gt;
  |sq2 = 4&lt;br /&gt;
  |sq3 = 6&lt;br /&gt;
  |sq4 = 8&lt;br /&gt;
  |sq5 = 10&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{PSMinfo&lt;br /&gt;
  |description = Knock your foe off-balance with a light shield bash and quickly follow up with a weapon strike.&lt;br /&gt;
  |mechanics = Launch a minor shield bash at your foe, followed by an immediate weapon strike at the same foe.  The minor shield bash uses your ranks of Shield Bash for determining success, modified by your ranks in Shield Strike (-20 to success chance at Rank 1, -15 at Rank 2, -10 at Rank 3, -5 at Rank 4, and no penalty at Rank 5).&lt;br /&gt;
  |additionalinfo = &#039;&#039;&#039;Shield Strike&#039;&#039;&#039; is a [[shield specialization]] maneuver allowing you to strike your opponent with your shield (causing an [[unbalance critical table|unbalance critical]]) and follow up with a melee attack. The effectiveness of the initial unbalancing strike is equal to the effectiveness of your [[Shield Bash]], with a -20 penalty at rank 1 of Shield Strike that is reduced by 5 per additional rank until reaching full effectiveness at rank 5. The damage dealt is 5 points per critical rank, rather than the normal critical damage.&lt;br /&gt;
&lt;br /&gt;
The followup attack with your weapon will still occur if your shield fails to connect.&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;&lt;br /&gt;
&amp;gt;shield strike&lt;br /&gt;
You launch a quick bash with your villswood greatshield at a rolton!&lt;br /&gt;
[Roll result: 209 (open d100: 68) Penalties: 13]&lt;br /&gt;
Your bash connects!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Arm jerked painfully upward.&lt;br /&gt;
   The rolton is stunned!&lt;br /&gt;
You swing a silver inlaid vultite boarding-axe at a rolton!&lt;br /&gt;
  AS: +241 vs DS: +7 with AvD: +30 + d100 roll: +96 = +360&lt;br /&gt;
   ... and hit for 160 points of damage!&lt;br /&gt;
   Powerful slash!&lt;br /&gt;
   The rolton&#039;s left leg is severed at the knee!&lt;br /&gt;
The rolton bleats loudly as she collapses to the ground in obvious pain and favors her mangled left hind leg.&lt;br /&gt;
The rolton lets out a final agonized bleat and dies.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Arctic_titan&amp;diff=264648</id>
		<title>Arctic titan</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Arctic_titan&amp;diff=264648"/>
		<updated>2026-08-27T15:50:56Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: &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 = 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 = Elemental family&lt;br /&gt;
| area =  Glatoph&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &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 = Handaxe&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 262&lt;br /&gt;
| PA2 = Closed fist&lt;br /&gt;
| PAB = 242&lt;br /&gt;
| PA3 = Stomp (attack)&lt;br /&gt;
| PAC = 232&lt;br /&gt;
| BT1 = Major Shock (910) &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 185&lt;br /&gt;
| WD1 = Weapon Fire (915)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 184 &lt;br /&gt;
| OS1 =  &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;
| AB1 = Stomp &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = Knockdown &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 = 10&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 = 195&lt;br /&gt;
| Bolt = 165&lt;br /&gt;
| UDF =&lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = 110&lt;br /&gt;
| EmpTD = 111&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 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 = Yes&lt;br /&gt;
 | skin = an arctic titan toe&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Commanding the elements of cold and ice, the arctic titan pounds through the snowy countryside, looking to destroy those that would invade its domain. The arctic titan stands tall amidst the howling winds and pounding sleet, its muscular torso and thick legs carrying it effortlessly through the elements to unleash savage attacks against its enemies.  Its deep blue skin coloration is not a result of exposure to the icy wind but rather from the blue lichen that supplements its diet of meat.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Arctic titans are not particularly fast creatures, making it easy to stance-dance. They are able to shake off stuns and perform an action in the same turn (e.g. shake off a stun and attack).&lt;br /&gt;
&lt;br /&gt;
Arctic titans can cast [[Weapon Fire]], which can make them very threatening opponents if you have a low Elemental TD. If you are struck with the [[spell]], you should drop your weapon &#039;&#039;immediately&#039;&#039; (roughly within 2 seconds) to avoid taking damage (which can kill your character with a crit very easily). You may also put your weapon in your disk, if applicable.&lt;br /&gt;
&lt;br /&gt;
Fire [[Wizard|mages]] should note that Arctic titans do not take an additional damage from fire spells, unlike everything else in the area. Therefore, they may find it more appropriate to use [[Minor Steam (1707)|steam bolts]] rather than [[Minor Fire (906)]]. Similarly, other professions should consider other, non-fire based spells if they are on the expensive side, such as spiritual casters using [[Fire Spirit (111)]].&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Titans_(mythology) Titan on Wikipedia]&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;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Two_Weapon_Combat&amp;diff=264620</id>
		<title>Two Weapon Combat</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Two_Weapon_Combat&amp;diff=264620"/>
		<updated>2026-08-26T17:56:50Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Missing word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039; (TWC or 2WC) skill determines a character&#039;s proficiency at &#039;&#039;&#039;dual wielding&#039;&#039;&#039;--the use of two one-handed weapons at once. This includes melee weapons as well as [[Hand crossbow|hand crossbows]]. Further information on this page primarily covers using TWC for swinging two melee weapons; see the [[Hand crossbow]] page for details on ranged TWC.&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Point Costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 3/2&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 9/9&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 12/12&lt;br /&gt;
  | Monkranks     = 2 || Monkcost     = 2/2&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 3/3&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 3/2&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 2/2&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 12/12&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 2/2&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 12/12&lt;br /&gt;
|}}&lt;br /&gt;
==Pros and Cons==&lt;br /&gt;
The biggest benefit of two weapon combat is the extra swing that the character gets.&lt;br /&gt;
There are a few things that are different when a weapon is swung in the off-hand, such as [[roundtime]], [[attack strength]] (AS), and [[defensive strength]] (DS).&lt;br /&gt;
&lt;br /&gt;
===Roundtime===&lt;br /&gt;
[[Roundtime]] is calculated based on the base roundtime of each weapon, the weight of the off-hand weapon, and the user&#039;s [[strength]]. Swinging two weapons at once is far faster than swinging each of the weapons individually, but only fast off-hand weapons add no penalty whatsoever to swing speed. For the lowest roundtime, the weapon in the off hand should be at least as fast as the weapon in the right hand and should not be very heavy. To use an off-hand weapon without penalty, you must have the following strength bonuses:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! Off-hand Weight !! Minimum Strength Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 3 pounds || +5&lt;br /&gt;
|-&lt;br /&gt;
| 4 pounds || +20&lt;br /&gt;
|-&lt;br /&gt;
| 5 pounds || +35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Two-Weapon Combat===&lt;br /&gt;
A character trained in [[Two Weapon Combat]] has the ability to attack with a weapon in each hand. These attacks happen simultaneously, and far faster than it would take to swing each weapon individually. When calculating the roundtime to swing two weapons at once, it is best to think of them as combining to make a single custom weapon base with its own base RT.&lt;br /&gt;
&lt;br /&gt;
Assuming the character&#039;s off-hand weapon is at least as fast and as light as their primary weapon:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=30%}}&amp;gt;TWCBaseSpeed = RightBaseSpeed + max(LeftBaseSpeed - 2, 0) + max(WeightPenalty, 0)&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
WeightPenalty = min(LeftWeight - 2 - STROffset, 3)&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
STROffset = trunc((STRBonus + 10)/15)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that most characters can use a 3-pound weapon with a base speed of 2 in their off hand as if it were not there. Characters with a 25 strength bonus can use a 4-pound weapon without penalty, and characters with significantly more strength can use further heavier weapons. Every additional second of base speed or pound of weight beyond that limit increases the base roundtime by 1 second.&lt;br /&gt;
&lt;br /&gt;
This TWC base speed is used in all roundtime calculations, including the calculation of minimum weapon speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;See the &#039;&#039;&#039;[[Melee Roundtime]]&#039;&#039;&#039; article for an in-depth discussion of the factors that go into the calculation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Attack Strength===&lt;br /&gt;
The AS of a swing takes into account the character&#039;s skill with the weapon itself, and their skill in TWC.  3/5ths of one&#039;s skill in the weapon type accounts for the character&#039;s AS, while 2/5ths are the character&#039;s training in TWC itself.  Also, if a character&#039;s strength bonus is higher than the character&#039;s dexterity bonus, the off-hand attack will be limited by the character&#039;s dexterity.  More often than not, this comes into play when a character uses the combat maneuver, [[Surge of Strength]].&lt;br /&gt;
&lt;br /&gt;
Additionally, a character that trains in TWC twice per level has no chance of &amp;quot;not finding an opening for the off-hand strike&amp;quot; when swinging at a target up to five levels higher than themselves.  Less training reduces the chances of the off-hand strike from occurring.  Training in TWC 1.5 times per level reduces the level of the guaranteed strike to like-level with the swinger, and training only once per level reduces the chances to 80% when swinging at a target that is the same level as the swinger.&lt;br /&gt;
&lt;br /&gt;
===Defensive Strength===&lt;br /&gt;
TWC [[parry]] DS is the sum of the primary hand DS + Off-hand DS.   &lt;br /&gt;
&lt;br /&gt;
====Primary Hand DS====&lt;br /&gt;
Primary (right) hand parry DS uses the standard one-hand [[parry]] DS formula. One rank in the appropriate weapon skill is required to activate parry DS. This formula is also used for open-hand [[Brawling|brawlers]].   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=20%}}&amp;gt;Primary hand DS = [(Weapon ranks + STR/4 + DEX/4 + enchant bonus/2) &amp;amp;times; stance modifier] + stance bonus&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center;}} &lt;br /&gt;
|-&lt;br /&gt;
!align=right|&#039;&#039;&#039;Stance&#039;&#039;&#039;||OFF||ADV||FOR||NEU||GUA||DEF&lt;br /&gt;
|-&lt;br /&gt;
|align=right|&#039;&#039;&#039;Modifier&#039;&#039;&#039;||0.20||0.30||0.40||0.50||0.60||0.70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center;}} &lt;br /&gt;
|-&lt;br /&gt;
!align=right|&#039;&#039;&#039;Stance&#039;&#039;&#039;||OFF||ADV||FOR||NEU||GUA||DEF&lt;br /&gt;
|-&lt;br /&gt;
|align=right|&#039;&#039;&#039;Bonus&#039;&#039;&#039;||0||10||20||30||40||50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The stance bonus is actually a part of the [[Evade]] formula but its inclusion with parry DS has been a long-standing practice.&lt;br /&gt;
*Truncate all values &lt;br /&gt;
====Off-Hand DS (with weapon)====&lt;br /&gt;
Training a minimum of one rank TWC is required to activate off-hand parry DS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=20%}}&amp;gt;Off-hand DS = [(TWC ranks + STR/4 + DEX/4 + enchant bonus/2) &amp;amp;times; stance modifier] + (5 or 15 depending on weapon)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center;}} &lt;br /&gt;
|-&lt;br /&gt;
!align=right|&#039;&#039;&#039;Stance&#039;&#039;&#039;||OFF||ADV||FOR||NEU||GUA||DEF&lt;br /&gt;
|-&lt;br /&gt;
|align=right|&#039;&#039;&#039;Modifier&#039;&#039;&#039;||0.10||0.15||0.20||0.25||0.30||0.35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*There is +15 bonus if the off-hand weapon is either a [[main gauche]] or [[sai]]. For all other weapons the bonus is +5.  &lt;br /&gt;
*Truncate all values&lt;br /&gt;
====Open Off-Hand DS====&lt;br /&gt;
A character&#039;s DS with an open off-hand is calculated slightly differently than a weapon holder. Note that one rank in both brawling and TWC is required to activate open off-hand DS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=20%}}&amp;gt;Open off-hand DS = [(TWC ranks + STR/4 + DEX/4 + enchant bonus/2) &amp;amp;times; stance modifier] + (5 or 15 depending on TWC training)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center;}} &lt;br /&gt;
|-&lt;br /&gt;
!align=right|[[Stance]]||OFF||ADV||FOR||NEU||GUA||DEF&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Modifier||0.10||0.15||0.20||0.25||0.30||0.35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The +5 or +15 bonus at the end of the formula is determined by TWC training; a character with at least 0.5x TWC ranks per level receives the +15 bonus.&lt;br /&gt;
*Use the enchant bonus of [[Unarmed combat system#Equipment (UCS Gloves and Boots etc)| UAC]] hand coverings when applicable.&lt;br /&gt;
*Truncate all values&lt;br /&gt;
&lt;br /&gt;
== Weapons and TWC ==&lt;br /&gt;
Weapons that require two hands to wield, such as the [[claidhmore]] and [[lance]], generally cannot even be swung with a weapon in the off-hand, let alone used in two-weapon combat. Almost all one-handed weapons can be used in the off-hand, but there are a few notable exceptions. The so-called &amp;quot;bastard&amp;quot; weapons that can be wielded one- or two-handed via the [[GRIP (verb)|{{boldmono|GRIP}}]] have various limitations or outright restrictions in two weapon combat.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Weapon !! Effect/Limitation&lt;br /&gt;
|-&lt;br /&gt;
|[[main gauche]]||Provides +10 DS when wielded in the off hand&lt;br /&gt;
|-&lt;br /&gt;
|[[sai]]||Provides +10 DS when wielded in the off hand&lt;br /&gt;
|-&lt;br /&gt;
|[[whip-blade]]||Cannot be used in TWC for lore reasons &amp;lt;!-- should not be used in any weapon combat --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[pilum]]||Cannot be used in TWC&lt;br /&gt;
|-&lt;br /&gt;
|[[spear]]||Cannot be used in TWC, even when {{mono|GRIP}}ped one-handed.&lt;br /&gt;
|-&lt;br /&gt;
|[[bastard sword]]||Can be used only in the main hand, and only when {{mono|GRIP}}ped one-handed.&lt;br /&gt;
|-&lt;br /&gt;
|[[katana]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Can be used only in the main hand, and only when {{mono|GRIP}}ped one-handed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;A few katanas in the game were created before the actual katana weapon was coded. These &amp;quot;old-style&amp;quot; katanas were falchions (and possibly other weapon types) altered to be called a katana, and thus follow the rules of that weapon base&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*http://www.play.net/gs4/info/skills.asp#twoweaponcombat&lt;br /&gt;
*http://www.play.net/gs4/info/combatguide.asp#factors&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Old%20Forum%20Topics%20%5BRead%20Only%5D/Two%20Weapons%20Combat/view Two Weapons Combat Officials folder]&lt;br /&gt;
*[https://web.archive.org/web/20120325032039/http://www.nilandia.com/combat/twc.htm Nilandia&#039;s guide on archive.org]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cast_roundtime&amp;diff=264616</id>
		<title>Cast roundtime</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cast_roundtime&amp;diff=264616"/>
		<updated>2026-08-25T23:18:30Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Consistency with the number/word combo for times.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes referred to as &amp;quot;soft RT,&amp;quot; &#039;&#039;&#039;cast roundtime&#039;&#039;&#039; is incurred after casting a spell or using a [[magic item]] (such as a small statue).  During this time, the character cannot perform any intricate combat-related actions: they cannot attack, cast a spell, or use any magic items or [[Society|societal abilities]].  Unlike normal [[roundtime]], it is possible to perform most physical action such moving, standing up, and stowing or retrieving items. While in cast roundtime, the caster can change [[stance]], but they cannot go into a fully defensive stance, only a guarded one.&lt;br /&gt;
&lt;br /&gt;
Cast roundtime is usually three (3) seconds, as it used to always be three seconds for all spells. Combat setup spells now incur two (2) seconds of cast roundtime. A few abilities, notably [[Rapid Fire (515)]] and [[Armored Casting]], can reduce cast roundtime as low as one (1) second. Casting [[Rapid Fire]] or [[Spirit Slayer]] incurs no cast roundtime.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cast_roundtime&amp;diff=264615</id>
		<title>Cast roundtime</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cast_roundtime&amp;diff=264615"/>
		<updated>2026-08-25T23:17:33Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Updated times.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes referred to as &amp;quot;soft RT,&amp;quot; &#039;&#039;&#039;cast roundtime&#039;&#039;&#039; is incurred after casting a spell or using a [[magic item]] (such as a small statue).  During this time, the character cannot perform any intricate combat-related actions: they cannot attack, cast a spell, or use any magic items or [[Society|societal abilities]].  Unlike normal [[roundtime]], it is possible to perform most physical action such moving, standing up, and stowing or retrieving items. While in cast roundtime, the caster can change [[stance]], but they cannot go into a fully defensive stance, only a guarded one.&lt;br /&gt;
&lt;br /&gt;
Cast roundtime is usually 3 seconds, as it used to always be 3 seconds for all spells. Combat setup spells now incur 2 seconds of cast roundtime. A few abilities, notably [[Rapid Fire (515)]] and [[Armored Casting]], can reduce cast roundtime as low as one (1) second. Casting [[Rapid Fire]] or [[Spirit Slayer]] incurs no cast roundtime.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rapid_Fire_(515)&amp;diff=264614</id>
		<title>Rapid Fire (515)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rapid_Fire_(515)&amp;diff=264614"/>
		<updated>2026-08-25T23:14:02Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Added note about cast roundtime.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = RAPIDFIRE&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | duration = 60 seconds&lt;br /&gt;
 | span = [[Stackable]]&lt;br /&gt;
 | subtype = Reduced Cast RT&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = All&lt;br /&gt;
 | navigation = {{Major elemental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
While &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; is active, it will reduce the [[cast roundtime]] of all subsequent spells to 1 second. Once the effect ends, there is a short recovery period (i.e. cooldown) of 90 seconds before the spell can be used again without an extra penalty. If the spell is recast during the recovery period, all subsequent spells cast cost an additional 5 mana.  Training in [[#Mana Control Benefit|Elemental Mana Control]] will reduce the recovery period.  Rapid Fire is &#039;&#039;&#039;not&#039;&#039;&#039; restricted to self-cast; it can be cast on other characters.  This spell cannot be [[imbed]]ded or found normally on [[scroll]]s. &lt;br /&gt;
&lt;br /&gt;
Rapid Fire does not affect the cast roundtime from [[magic item]]s or [[Bard Base|spellsongs]]. The spell will not automatically prepare the same spell again.&lt;br /&gt;
&lt;br /&gt;
Casting Rapid Fire incurs no cast roundtime.&lt;br /&gt;
&lt;br /&gt;
==Mana Control Benefit==&lt;br /&gt;
Training in [[Elemental Mana Control]] (EMC) reduces the recovery period. &lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{math|Recovery Period {{=}} 90 - trunc[(EMC ranks) / 2.2] seconds}}}} &lt;br /&gt;
&lt;br /&gt;
At 99 ranks, the duration is 45 seconds, and at 198 ranks, there is no cooldown. When cast on other characters, Rapid Fire uses the target&#039;s EMC skill to determine the recovery period.  However, the EMC skill is halved if the target is unable to learn the spell, similar to when activating a spell from a magical item or scroll as described at [[:Category:Mana Controls|Mana Controls]]&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot; |Elemental Mana Control ranks||0||25||50||75||100||125||150||175||200&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot; |Recovery period (seconds)||90||79||68||56||45||34||22||11||0&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;18&amp;quot;|&amp;lt;small&amp;gt;&#039;&#039;Not all thresholds are shown.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
Training in Air Lore provides a chance, based on a  seed 1 [[summation]] of ranks, to cause an attack spell to be resolved using {{boldmono|[[CHANNEL]]}} formulas (instead of a normal {{mono|CAST}}) to determine damage or critical location. For a warding spell, the caster will be treated as if they were in offensive [[stance]] for the purposes of determining the bonus from channeling. (This effect is automatic and does not require the caster to manually {{mono|CHANNEL}}, it simply converts a {{mono|CAST}} to a {{mono|CHANNEL}}.)&lt;br /&gt;
&amp;lt;section begin=Air_Lore_Bonus/&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot; |Elemental Lore, Air ranks||1||3||6||10||15||21||28||36||45||55||66&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot; |Chance for channel bonus||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot; colspan=&amp;quot;2&amp;quot;|Elemental Lore, Air ranks||78||91||105||120||136||153||171||190||210||231&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot; colspan=&amp;quot;2&amp;quot;|Chance for channel bonus||12%||13%||14%||15%||16%||17%||18%||19%||20%||21%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;section end=Air_Lore_Bonus/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Water]]===&lt;br /&gt;
Training in Water Lore provides a chance to negate the cooldown when the effect ends based on a seed 1 summation of ranks.&lt;br /&gt;
&amp;lt;section begin=Water Lore Bonus/&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot; |Elemental Lore, Water ranks||1||3||6||10||15||21||28||36||45||55||66&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot; |Chance to negate cooldown||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot; colspan=&amp;quot;2&amp;quot;|Elemental Lore, Water ranks||78||91||105||120||136||153||171||190||210||231&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot; colspan=&amp;quot;2&amp;quot;|Chance to negate cooldown||12%||13%||14%||15%||16%||17%||18%||19%||20%||21%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;section end=Water Lore Bonus/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;You feel the magic surge through you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! End&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;As the surge of magic departs, you feel a slight elemental fatigue settle in.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Cooldown&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;You notice the feeling of elemental fatigue fade away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Water Lore (no cooldown)&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;Moisture beads on the surface of your skin then evaporates away, taking with it your recent elemental fatigue.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Air Lore (converted channel)&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;Seeing an opportunity, you accelerate time and empower your spell!&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Rapid_Fire_.28515.29|Elemental lore review (saved posts)]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spirit_Slayer_(240)&amp;diff=264613</id>
		<title>Spirit Slayer (240)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spirit_Slayer_(240)&amp;diff=264613"/>
		<updated>2026-08-25T23:12:46Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Added note about cast roundtime.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = SSLAYER&lt;br /&gt;
 | custdur = {{spellbox block | duration = 30 sec | span = [[Refreshable]]}}&lt;br /&gt;
 | type = Offensive&lt;br /&gt;
 | subtype = Combat&lt;br /&gt;
 | enhancement = [[CS]], [[Attack strength|AS]] (bolt), special&lt;br /&gt;
 | weapon = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = [[Self-cast]]&lt;br /&gt;
 | navigation = {{Major spiritual navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Spirit Slayer&#039;&#039;&#039; summons a spirit which appears as a &amp;quot;mote of white light&amp;quot; surrounding the caster. This spirit lies dormant for the duration but can &amp;quot;flare with blinding brilliance,&amp;quot; re-casting single-target offensive spells cast by its wearer. The effect also imparts a bonus of 25 to the [[attack strength|bolt attack strength]] (AS) or [[casting strength]] (CS) during subsequent attacks.  This bonus can be increased with training in [[#Mana Control Benefit|Spiritual Mana Control]].  The spirit will cease its assault immediately if the original target dies.&lt;br /&gt;
&lt;br /&gt;
Each attack made has a chance to ignite the spirit, causing it to repeat the attack. The possibility of recasts will continue through the duration of the spell, and can be improved with training in [[#Lore Benefit|Spiritual Lore, Summoning]]. Lore training will only increase the probability of the first recast.&lt;br /&gt;
&lt;br /&gt;
Once the first recast has been triggered, additional recasts are possible based on the level of the attack spell. The probability of more recasts decreases exponentially as the level of attack spell increases. Spell level does not affect the chance of the first recast.&lt;br /&gt;
&lt;br /&gt;
Spirit Slayer lasts for 30 seconds and is [[refreshable]]. While the effect is active, it has a chance of duplicating any single-target attack spell that the caster knows (spells from [[scroll]]s and [[magic item]]s will not trigger the spirit). Each time the spirit is activated it will cast the same previous spell used against the same foe targeted in the same manner (e.g. via {{mono|[[CAST]]}}, {{mono|[[CHANNEL]]}}, or {{mono|[[EVOKE]]}}). Recasts are automated, instantaneous, and will never cost the user additional mana.&lt;br /&gt;
&lt;br /&gt;
Casting Spirit Slayer incurs no cast [[roundtime]].&lt;br /&gt;
&lt;br /&gt;
==Mana Control Benefit==&lt;br /&gt;
&lt;br /&gt;
Training in [[Spiritual Mana Control]] increases the bonus to AS and CS of {{mono|25 + 1 per seed 5 [[summation]] of ranks}}.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Mana Control ranks||0||5||11||18||26||35||45||56||68||81||95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total AS or CS bonus||25||26||27||28||29||30||31||32||33||34||35&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;11&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot;|Spiritual Mana Control ranks||110||126||143||161||180||200||221||243||266||290&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot;|Total AS or CS bonus||36||37||38||39||40||41||42||43||44||45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore Benefit==&lt;br /&gt;
&lt;br /&gt;
Training in [[Spiritual Lore, Summoning]] increases the chance for the spirit to activate and recast a spell by {{mono|60% + 2% per seed 1 [[summation]] of ranks}} (max 98% first recast at 190 ranks, or 100% at 210 ranks [[enhancive item|enhanced]]). Subsequent recasts are exponentially less likely than the preceding one, but the probability for each additional recast is also increased by this training.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Summoning ranks||0||1||3||6||10||15||21||28||36||45||55&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Chance for recast||60%||62%||64%||66%||68%||70%||72%||74%||76%||78%||80%&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot;|Spiritual Lore, Summoning ranks||66||78||91||105||120||136||153||171||190||210&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot;|Chance for recast||82%||84%||86%||88%||90%||92%||94%||96%||98%||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Spell Effects==&lt;br /&gt;
*If [[Ensorcell]] is activated during the initial damage, the acuity bonus (+AS/CS) will affect the secondary, higher portion of the Spirit Slayer.&lt;br /&gt;
*The +CS bonus from [[spiritual focus crystal]]s only applies to the initial cast, not spirit recasts.&lt;br /&gt;
*The +CS bonus and Truehand effect of [[Symbol of the Proselyte (340)]] only applies to the initial cast, not spirit recasts.&lt;br /&gt;
*Area spells such as [[Searing Light]] are never duplicated, but ball spells with splash effect such as [[Fire Spirit]] can be.&lt;br /&gt;
*[[Arcane Blast]] is never duplicated.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Start&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You gesture.&lt;br /&gt;
A small mote of bright white light swirls into existence around you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;End&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The mote of white light next to you disappears.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=4#240 Major Spiritual Spell Circle: Spirit Slayer], on Play.net&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Roundtime&amp;diff=264612</id>
		<title>Roundtime</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Roundtime&amp;diff=264612"/>
		<updated>2026-08-25T23:11:03Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Cast roundtime is no longer always 3 seconds.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Roundtime&#039;&#039;&#039; (RT), measured in seconds, refers to a lockout period when a character cannot perform most combat-related abilities, including movement, attacking, and casting spells.&lt;br /&gt;
&lt;br /&gt;
Almost all offensive combat abilities impose some associated roundtime, as does failing defensive [[combat maneuver]] rolls against most maneuvers. Roundtime is also a factor in many other actions such as traversing difficult terrain, using powerful magic, or crafting items.&lt;br /&gt;
&lt;br /&gt;
== Hard vs. Soft RT ==&lt;br /&gt;
&lt;br /&gt;
Normal roundtime is also known as &amp;quot;hard&amp;quot; RT, in contrast with [[cast roundtime]] which is known as &amp;quot;soft&amp;quot; roundtime. In most standard game clients, hard RT is shown with a red bar and soft RT with a blue bar. Cast roundtime is incurred after casting a spell, and permits some combat actions such as moving and changing stance. By default, cast roundtime is 3 seconds long and was originally that long for every spell. It is now 2 seconds with many setup spells, 1 second with [[Rapid Fire]] on (except with [[Bard Base|bard spellsongs]]), and 0 seconds for spell-enhancing buffs like [[Rapid Fire]] and [[Spirit Slayer]].&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! !! Hard RT !! Soft RT&lt;br /&gt;
|-&lt;br /&gt;
| Speak || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Move/Stand || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Change Stance || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Attack || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Prepare/Cast Spell || No&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt; || No&lt;br /&gt;
|-&lt;br /&gt;
| Use Society Power || No&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt; || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt; A few specific spells and society powers are usable during roundtime with an associated penalty. For example, [[Sigil of Escape]] may be activated, but will drain all stamina and mana and may only be used in such a fashion once per day. It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to activate these powers during cast roundtime.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
{|align=right &lt;br /&gt;
| {{agidex roundtime reduction}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| {{prettytable|text-align:center}}&lt;br /&gt;
|-&lt;br /&gt;
! Race || Max&amp;lt;br&amp;gt;DEX || Max&amp;lt;br&amp;gt;AGI || Max&amp;lt;br&amp;gt;sum || Max RT&amp;lt;br&amp;gt;reduction&lt;br /&gt;
|-&lt;br /&gt;
|align=left| [[Halfling]] || 25+15 || 25+10 || 75 || 5&lt;br /&gt;
|-&lt;br /&gt;
|align=left| [[Burghal gnome]] ||25+10 || 25+10 || 70 || 5&lt;br /&gt;
|-&lt;br /&gt;
|align=left| [[Elf]] || 25+5 || 25+15 || 70 || 5&lt;br /&gt;
|-&lt;br /&gt;
|align=left| [[Aelotoi]] || 25+5 || 25+10 ||65 || 4&lt;br /&gt;
|-&lt;br /&gt;
|align=left| [[Dark elf]] || 25+10 || 25+5 || 65 || 4&lt;br /&gt;
|-&lt;br /&gt;
|align=left| [[Forest gnome]] || 25+5 || 25+10 || 65 || 4&lt;br /&gt;
|-&lt;br /&gt;
|align=left| [[Half-elf]] || 25+5 || 25+10 || 65 || 4&lt;br /&gt;
|-&lt;br /&gt;
|align=left| [[Sylvankind]] || 25+10 || 25+5 || 65 || 4&lt;br /&gt;
|-&lt;br /&gt;
|align=left| [[Half-krolvin]] || 25+0 || 25+5 || 55 || 4&lt;br /&gt;
|-&lt;br /&gt;
|align=left| [[Erithian]] || 25+0 || 25+0 || 50 || 3&lt;br /&gt;
|-&lt;br /&gt;
|align=left| [[Human]] || 25+0 || 25+0 || 50 || 3&lt;br /&gt;
|-&lt;br /&gt;
|align=left| [[Dwarf]] || 25+0 || 25&amp;amp;minus;5 || 45 || 3&lt;br /&gt;
|-&lt;br /&gt;
|align=left| [[Giantman]] || 25&amp;amp;minus;5 || 25&amp;amp;minus;5 || 40 || 3&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
One of the most common sources of roundtime is engaging in physical combat. When a character [[ATTACK]]s or uses an offensive [[Combat Maneuver]], they incur some amount of roundtime based on the type of [[weapon]] or maneuver.&lt;br /&gt;
&lt;br /&gt;
Each weapon has a &#039;&#039;&#039;[[base weapon speed]]&#039;&#039;&#039; and &#039;&#039;&#039;[[minimum weapon speed]]&#039;&#039;&#039;. Base weapon speed is the standard duration before accounting any factors that may increase or decrease that amount. Minimum weapon speed is the shortest duration to which the attack&#039;s roundtime may be reduced by statistic bonuses. (In cases where base weapon speed is less than minimum weapon speed, the minimum speed still takes precedence.)&lt;br /&gt;
&lt;br /&gt;
It is possible to further reduce attack roundtime using the [[QUICKSTRIKE]] command at the cost of [[stamina]].&lt;br /&gt;
&lt;br /&gt;
=== Melee RT ===&lt;br /&gt;
&lt;br /&gt;
Characters will see an increase to [[melee]] roundtime if they are under [[encumbrance]] from carrying too many items, or if they are insufficiently trained for their [[armor]]. The [[AMBUSH]] verb adds 3 seconds to Base RT and 1 second to Minimum RT.&lt;br /&gt;
&lt;br /&gt;
All characters experience a natural reduction in melee roundtime based on the sum of their [[agility]] and [[dexterity]] bonuses, as indicated to the right.  This bonus is sometimes referred to as &#039;&#039;AGIDEX&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Ranged RT ===&lt;br /&gt;
&lt;br /&gt;
When using [[ranged]] or thrown weapons, every +10 [[strength]] bonus reduces roundtime by 1 second. Crossbows are a special case as they have a fixed roundtime for [[FIRE]], with strength instead being a factor in [[COCK]]. The [[AIM]] verb for ranged attacks adds 1 second to Base RT.&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
Creatures are assigned a [[creature action timer]] value, instead of being subject to the normal rules of roundtime for the actions they take.&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;br /&gt;
[[Category:Effects and Conditions]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MAGNANIMUS&amp;diff=264611</id>
		<title>User:MAGNANIMUS</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MAGNANIMUS&amp;diff=264611"/>
		<updated>2026-08-25T19:51:10Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Renian&#039;&#039;&#039; is a [[Giantman]] [[Rogue]] of the [[Grishknel Clan]]. He has been around the lands on and off since 1999, and earlier on other characters..&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Purification_Song_(1004)&amp;diff=264610</id>
		<title>Purification Song (1004)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Purification_Song_(1004)&amp;diff=264610"/>
		<updated>2026-08-25T19:50:12Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Spelling and punctuation fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = PURESONG&lt;br /&gt;
 | duration = Instant&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Gem Quality Increase&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = a gem&lt;br /&gt;
 | availability = a held gem&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Purification Song&#039;&#039;&#039; removes&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Removes&amp;lt;/includeonly&amp;gt; blemishes and other impurities from [[gem]]s, thereby increasing the quality and value of them.  Each successful cast on a gem increases the value by about 5% of the gem&#039;s maximum value.&amp;lt;section end=description /&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
There is a chance of failure each cast that increases the more the gem is sung to. On failure, the gem explodes. This destroys the gem and hurts the singer in the process, causing a wound (rank 1, 2, or 3) to the hand that held the gem, and a stun (if the wound is rank 2 or higher).&lt;br /&gt;
&lt;br /&gt;
Chances of exploding the gem increase based on the gem&#039;s quality and how often it has been sung to. In other words, a gem of high quality (as assessed via the `APPRAISE` verb by someone with sufficient trading ranks, for example) is far more likely to explode. Failure can occur even on the first attempt.&lt;br /&gt;
&lt;br /&gt;
It is possible to sing to a gem so well that the gem transforms to complete purity and becomes a &#039;&#039;&#039;[[pure gem]]&#039;&#039;&#039;, which cannot be further purified for increased value.&lt;br /&gt;
&lt;br /&gt;
How far the bard can purify the gem to its maximum value is determined by [[Bard Base|spellsong]] ranks.&lt;br /&gt;
&lt;br /&gt;
== Lore Benefit ==&lt;br /&gt;
Training in [[Mental Lore, Manipulation]] reduces the chance of failure when purifying a gem by 3% per seed 1 [[summation]] of ranks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Mental Lore, Manipulation ranks||1||3||6||10||15||21||28||36&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Reduction in failure||3%||6%||9%||12%||15%||18%||21%||24%&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Mental Lore, Manipulation ranks||45||55||66||78||91||105||120||136&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Reduction in failure||27%||30%||33%||36%||39%||42%||45%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;These messages are listed in order of increasing danger of failure.&lt;br /&gt;
&lt;br /&gt;
Normal&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;In response to your voice, the gem glows luminously, its crystalline structure reforming as the gem &#039;&#039;&#039;becomes more perfect&#039;&#039;&#039;.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Usually this message will be seen at maximum twice, indicating the gem value is approaching the limit of your skill to purify:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;As you focus your voice on the gem, the gem hums in response to the resonance of your voice, appearing &#039;&#039;&#039;smoother and more pure in color.&#039;&#039;&#039;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the last relatively safe messaging.  Any further attempts to purify will more than likely cause the gem to explode:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;As you focus your voice on the gem, the crystalline structure of the gem &#039;&#039;&#039;improves somewhat&#039;&#039;&#039;.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this point, the gem will have a high chance to explode if you continue due to insufficient skill:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;As you focus your voice on the gem, &#039;&#039;&#039;you hear it crack loudly and strain&#039;&#039;&#039; under the force of the song.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gem is at its maximum failure potential and will almost certainly explode if you continue:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;As you focus your voice on the gem, you notice that the resonance of your voice is &#039;&#039;&#039;severely affecting&#039;&#039;&#039; the crystalline structure of the gem.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gem is at maximum value, and/or is already pure:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;As the gem resonates in response to your voice, you sense that it cannot be purified any further.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally this message is received when a gem is successfully purified to orb gem status:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;As the song continues, the gem begins to twist and turn as the very essence flows into it filling the imperfections.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Massive failure&lt;br /&gt;
First cast.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You change your tune slightly, adding the element for Purification Song to your song...&lt;br /&gt;
Your spellsong is ready.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sing my mao&lt;br /&gt;
You weave another verse into your harmony, directing the sound of your voice at a piece of petrified maoral.&lt;br /&gt;
Your focused voice causes the petrified maoral to shatter into thousands of fragments!&lt;br /&gt;
... 45 points of damage!&lt;br /&gt;
Impact removes the right hand in a spray of red mist!&lt;br /&gt;
The silvery luminescence fades from around you.&lt;br /&gt;
It seems you have died, my friend.  Although you cannot do anything, you are keenly aware of what is going on around you...&lt;br /&gt;
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.&lt;br /&gt;
...departing in 10 mins...&lt;br /&gt;
Sing Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the character in this snippet died due to health point loss. The damage can never directly kill you as it always damages the hand. Damage will maximally be around 60HP; therefore, singing with more health than that is generally safe.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=10#1004 Bard Base Spell Circle: Purification Song], on Play.net&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Floating_Disk_(511)&amp;diff=264424</id>
		<title>Floating Disk (511)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Floating_Disk_(511)&amp;diff=264424"/>
		<updated>2026-08-22T17:27:03Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Made a note about FLAG OBVIOUSHIDING, which has replaced the disk signal for ambushers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = FLOATDISK&lt;br /&gt;
 | type = Utility &lt;br /&gt;
 | duration = Special&lt;br /&gt;
 | subtype = Container&lt;br /&gt;
 | components = None&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | availability = All&lt;br /&gt;
 | navigation = {{Major elemental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&#039;&#039;&#039;Floating Disk&#039;&#039;&#039; can hold objects for a character and will follow the character as he travels.&amp;lt;section end=description /&amp;gt;  It has a base item limit of 8 items (this includes items inside other items).  Players can increase the item limit by training in [[Elemental Lore, Air]].  Disks also have a hard weight limit of 500 pounds that cannot be increased.   Disk descriptions can be changed by holding a gem or through [[attunement]], as described below.&lt;br /&gt;
&lt;br /&gt;
Disk can be cast at others, but this will always produce a base item disk (a limit of 8 items). Air lore only applies if the disk is self-cast. If casting disk at yourself (a wizard casting it, or via a [[black crystal]], or any other way), the usual rules apply: If using a magic item or scroll, because this is a spell from a major list, half of the activator&#039;s lore ranks are applied.&lt;br /&gt;
&lt;br /&gt;
Locked treasure chests count as 1/3 (rounded up) for item count storage capacity. Character locked treasure chests do not receive this benefit. &lt;br /&gt;
&lt;br /&gt;
Unlike most spells, floating disk has an indefinite duration.  As long as the character remains logged in (and alive) the disk should remain.  If a player logs out or is disconnected, the disk will remain around for 150 seconds (2 minutes, 30 seconds) in case the player is able to reconnect.  Upon [[death]], or if the player does not reconnect, the disk will vanish and all items will be deposited onto the ground.  Any items lost in this manner will not be replaced by staff and players are advised to never place precious items in a disk.&lt;br /&gt;
&lt;br /&gt;
Previously, [[AMBUSH (verb)|Ambushers]] would use disks to signal that they are hunting in a stealthy fashion. If one sees a disk and a creature in the same space, it is quite possible that there is a [[hidden]] ambusher there also. However, there is a race condition in which an ambusher could hide and another person could enter the room before the disk arrived. It also required the ambusher to obtain a disk somehow, and most ambushers cannot produce one themselves without external help or the use of magical items. As such, this signal has been largely replaced by FLAG OBVIOUSHIDING.&lt;br /&gt;
&lt;br /&gt;
This spell is commonly found in [[black crystal]]s.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
*{{boldmono|[[INCANT]] 511}} to self-cast a disk.&lt;br /&gt;
*{{boldmono|[[PREP]] 511 {{!}} [[CAST]] {player} }}to give someone else a disk or use caster&#039;s name as target for a self-cast plain disk.&lt;br /&gt;
*{{boldmono|[[PREP]] 511 {{!}} [[CAST]] {gem} }} to self-cast a disk with a specific color.  This will consume the gem in the process.&lt;br /&gt;
&lt;br /&gt;
Disks can be {{boldmono|[[OPEN]]}}ed and {{boldmono|[[CLOSE]]}}d.  {{boldmono|[[TURN]]}}ing a disk will empty the entire contents onto the ground at once.  The spell can be ended via the {{boldmono|[[DISMISS]]}} verb.&lt;br /&gt;
&lt;br /&gt;
== Lore Benefit ==&lt;br /&gt;
Training in [[Elemental Lore, Air]] increases a disk&#039;s capacity from the base of 8 items by seed 10 [[summation]] of ranks. &lt;br /&gt;
&amp;lt;section begin=Air_Lore_Disk_Capacity/&amp;gt;&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore, Air ranks||0||10||21||33||46||60||75||91||108||126||145||165||186||208||231&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total disk capacity||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;section end=Air_Lore_Disk_Capacity/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changing Disk Descriptions ==&lt;br /&gt;
Wizards can cast on certain [[gem]]s or items held on their person while casting this spell to affect the description of the disk.  The gem will be lost.  If no gem or item is used a somewhat random description will be added to the disk, though a wizard&#039;s [[attunement]] has some effect on this.  If a wizard would like a plain disk (or has a disk customization unlocked) he should cast the spell at himself instead of just casting in an open manner. Non-wizards will always receive a disk with the plain description no matter the method used (wizard cast, black crystal, scroll, etc.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;(&amp;lt;i&amp;gt;Theory: Without using gems, attuned wizards have a propensity to get certain disks.  To wit: air=translucent, fire=fiery red, water=icy blue, earth=earth brown, lightning=sparkling.  A randomly attuned wizard can get all five.&amp;lt;/i&amp;gt;)&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200&amp;quot;|Spinels&lt;br /&gt;
|-&lt;br /&gt;
| blue spinel ||icy blue or frost white&lt;br /&gt;
|-&lt;br /&gt;
| pink spinel ||earth brown or granite&lt;br /&gt;
|-&lt;br /&gt;
| red spinel ||fiery red or scorched&lt;br /&gt;
|-&lt;br /&gt;
| violet spinel ||sparkling or iridescent&lt;br /&gt;
|-&lt;br /&gt;
| yellow spinel ||iridescent&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;125&amp;quot;|Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| aquamarine gem||aquamarine&lt;br /&gt;
|-&lt;br /&gt;
| banded sardonyx stone||lopsided or slim&lt;br /&gt;
|-&lt;br /&gt;
| blue lapis lazuli||blue&lt;br /&gt;
|-&lt;br /&gt;
| deep purple amethyst||deep purple&lt;br /&gt;
|-&lt;br /&gt;
| deep red carbuncle||red&lt;br /&gt;
|-&lt;br /&gt;
| golden amber||golden&lt;br /&gt;
|-&lt;br /&gt;
| mottled agate||mottled&lt;br /&gt;
|-&lt;br /&gt;
| pale blue moonstone||blue&lt;br /&gt;
|-&lt;br /&gt;
| piece of green jade||green&lt;br /&gt;
|-&lt;br /&gt;
| rose quartz||rose&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;100&amp;quot;|Zircons&lt;br /&gt;
|-&lt;br /&gt;
| brown||brown&lt;br /&gt;
|-&lt;br /&gt;
| clear||clear&lt;br /&gt;
|-&lt;br /&gt;
| green||green&lt;br /&gt;
|-&lt;br /&gt;
| yellow||yellow&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;100&amp;quot;|Tourmalines&lt;br /&gt;
|-&lt;br /&gt;
| black||black&lt;br /&gt;
|-&lt;br /&gt;
| blue||blue&lt;br /&gt;
|-&lt;br /&gt;
| clear||clear&lt;br /&gt;
|-&lt;br /&gt;
| green||green&lt;br /&gt;
|-&lt;br /&gt;
| pink||pink&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;100&amp;quot;|Pearls&lt;br /&gt;
|-&lt;br /&gt;
| tiny black pearl||black&lt;br /&gt;
|-&lt;br /&gt;
| tiny white pearl||white&lt;br /&gt;
|-&lt;br /&gt;
| grey pearl||grey&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;150&amp;quot;|Jaspers&lt;br /&gt;
|-&lt;br /&gt;
| black jasper||cracked or revolving&lt;br /&gt;
|-&lt;br /&gt;
| red jasper||revolving or spinning&lt;br /&gt;
|-&lt;br /&gt;
| yellow jasper||spinning or pulsating&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;100&amp;quot;|Topaz&lt;br /&gt;
|-&lt;br /&gt;
| blue topaz||blue&lt;br /&gt;
|-&lt;br /&gt;
| golden topaz||yellow&lt;br /&gt;
|-&lt;br /&gt;
| pink topaz||pink&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;100&amp;quot;|Sapphires&lt;br /&gt;
|-&lt;br /&gt;
| clear||clear&lt;br /&gt;
|-&lt;br /&gt;
| violet||violet&lt;br /&gt;
|-&lt;br /&gt;
| yellow||yellow&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;100&amp;quot;|Diamonds&lt;br /&gt;
|-&lt;br /&gt;
| uncut diamond||white&lt;br /&gt;
|-&lt;br /&gt;
| yellow diamond||yellow&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;75&amp;quot;|Corals&lt;br /&gt;
|-&lt;br /&gt;
| black||black&lt;br /&gt;
|-&lt;br /&gt;
| blue||blue&lt;br /&gt;
|-&lt;br /&gt;
| red||red&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
;Not Used&lt;br /&gt;
{| width=100%&lt;br /&gt;
|- valign=top&lt;br /&gt;
| width = 25% |&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:*amethyst&lt;br /&gt;
:*bright chrysoberyl gem&lt;br /&gt;
:*carnelian quartz&lt;br /&gt;
:*dark red-green bloodstone&lt;br /&gt;
:*dragonseye sapphire&lt;br /&gt;
:*fire opal&lt;br /&gt;
:*fiery jacinth&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
| width = 25% |&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:*golden beryl gem&lt;br /&gt;
:*green malachite stone&lt;br /&gt;
:*green garnet&lt;br /&gt;
:*lavender shimmarglin sapphire&lt;br /&gt;
:*orange imperial topaz&lt;br /&gt;
:*pale water sapphire&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
| width = 25% |&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:*periwinkle feystone&lt;br /&gt;
:*piece of citrine quartz&lt;br /&gt;
:*pink rhodocrosite stone&lt;br /&gt;
:*polished jet stone&lt;br /&gt;
:*quartz crystal&lt;br /&gt;
:*rock crystal&lt;br /&gt;
:*shimmertine shard&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
| width = 25% |&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:*silvery moonstone&lt;br /&gt;
:*smoky glimaerstone&lt;br /&gt;
:*spiderweb obsidian&lt;br /&gt;
:*spiderweb turquoise&lt;br /&gt;
:*star diopside&lt;br /&gt;
:*star sapphire&lt;br /&gt;
:*turquoise stone&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|colspan=16 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;height:15px&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Colors Available&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Whites&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Grey&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Granite&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Black&lt;br /&gt;
!style=&amp;quot;background:purple;font-size: 80%&amp;quot;|Purple&lt;br /&gt;
!style=&amp;quot;background:violet;font-size: 80%&amp;quot;|Violet&lt;br /&gt;
!style=&amp;quot;background:Red;font-size: 80%&amp;quot;|Red &lt;br /&gt;
!style=&amp;quot;background:#FF1493;font-size: 80%&amp;quot;|Pink&lt;br /&gt;
!style=&amp;quot;background:#FBCCE7;font-size: 80%&amp;quot;|Rose&lt;br /&gt;
!style=&amp;quot;background:orange;font-size: 80%&amp;quot;|Orange&lt;br /&gt;
!style=&amp;quot;background:gold;font-size: 80%&amp;quot;|Golden&lt;br /&gt;
!style=&amp;quot;background:yellow;font-size: 80%&amp;quot;|Yellow &lt;br /&gt;
!style=&amp;quot;background:Aquamarine;font-size: 80%&amp;quot;|Aquamarine &lt;br /&gt;
!style=&amp;quot;background:Green;font-size: 80%&amp;quot;|Green&lt;br /&gt;
!style=&amp;quot;background:Blue;font-size: 80%&amp;quot;|Blue &lt;br /&gt;
!style=&amp;quot;background:#6D351A;font-size: 80%&amp;quot;|Browns&lt;br /&gt;
|-&lt;br /&gt;
|colspan=16 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;height:15px&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Other Effects&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Cracked&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Iridescent &lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Pulsating&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Revolving&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Scorched &lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Sparkling&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Lopsided&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Spinning&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Mottled&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Slim&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Translucent&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Clear&lt;br /&gt;
!style=&amp;quot;background:Grey;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;background:Grey;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;background:Grey;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;background:Grey;&amp;quot;|&lt;br /&gt;
|}{{top}}&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Initial cast:&lt;br /&gt;
&amp;lt;pre{{Log2}}&amp;gt;A small circular container suddenly appears and floats rather serenely over to you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Wearing off:&lt;br /&gt;
&amp;lt;pre{{Log2}}&amp;gt;The &amp;lt;color&amp;gt; &amp;lt;person&amp;gt;&#039;s disk disintegrates, dropping everything on the ground.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{AR2}}&lt;br /&gt;
{{:black crystal}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Custom Floating Disk]]&lt;br /&gt;
*[[Antique Brass Lantern]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dual_wielding&amp;diff=264358</id>
		<title>Dual wielding</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dual_wielding&amp;diff=264358"/>
		<updated>2026-08-22T04:33:40Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Redirected page to Two Weapon Combat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Two Weapon Combat]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Two_Weapon_Combat&amp;diff=264357</id>
		<title>Two Weapon Combat</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Two_Weapon_Combat&amp;diff=264357"/>
		<updated>2026-08-22T04:17:15Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Edited the page to reflect that it is often referred to as &amp;quot;dual wielding&amp;quot;, partially for search engine purposes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039; (TWC or 2WC) determines a character&#039;s proficiency at &#039;&#039;&#039;dual wielding&#039;&#039;&#039;--the use of two one-handed weapons at once. This includes melee weapons as well as [[Hand crossbow|hand crossbows]]. Further information on this page primarily covers using TWC for swinging two melee weapons; see the [[Hand crossbow]] page for details on ranged TWC.&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Point Costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 3/2&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 9/9&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 12/12&lt;br /&gt;
  | Monkranks     = 2 || Monkcost     = 2/2&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 3/3&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 3/2&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 2/2&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 12/12&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 2/2&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 12/12&lt;br /&gt;
|}}&lt;br /&gt;
==Pros and Cons==&lt;br /&gt;
The biggest benefit of two weapon combat is the extra swing that the character gets.&lt;br /&gt;
There are a few things that are different when a weapon is swung in the off-hand, such as [[roundtime]], [[attack strength]] (AS), and [[defensive strength]] (DS).&lt;br /&gt;
&lt;br /&gt;
===Roundtime===&lt;br /&gt;
[[Roundtime]] is calculated based on the base roundtime of each weapon, the weight of the off-hand weapon, and the user&#039;s [[strength]]. Swinging two weapons at once is far faster than swinging each of the weapons individually, but only fast off-hand weapons add no penalty whatsoever to swing speed. For the lowest roundtime, the weapon in the off hand should be at least as fast as the weapon in the right hand and should not be very heavy. To use an off-hand weapon without penalty, you must have the following strength bonuses:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! Off-hand Weight !! Minimum Strength Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 3 pounds || +5&lt;br /&gt;
|-&lt;br /&gt;
| 4 pounds || +20&lt;br /&gt;
|-&lt;br /&gt;
| 5 pounds || +35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Two-Weapon Combat===&lt;br /&gt;
A character trained in [[Two Weapon Combat]] has the ability to attack with a weapon in each hand. These attacks happen simultaneously, and far faster than it would take to swing each weapon individually. When calculating the roundtime to swing two weapons at once, it is best to think of them as combining to make a single custom weapon base with its own base RT.&lt;br /&gt;
&lt;br /&gt;
Assuming the character&#039;s off-hand weapon is at least as fast and as light as their primary weapon:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=30%}}&amp;gt;TWCBaseSpeed = RightBaseSpeed + max(LeftBaseSpeed - 2, 0) + max(WeightPenalty, 0)&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
WeightPenalty = min(LeftWeight - 2 - STROffset, 3)&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
STROffset = trunc((STRBonus + 10)/15)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that most characters can use a 3-pound weapon with a base speed of 2 in their off hand as if it were not there. Characters with a 25 strength bonus can use a 4-pound weapon without penalty, and characters with significantly more strength can use further heavier weapons. Every additional second of base speed or pound of weight beyond that limit increases the base roundtime by 1 second.&lt;br /&gt;
&lt;br /&gt;
This TWC base speed is used in all roundtime calculations, including the calculation of minimum weapon speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;See the &#039;&#039;&#039;[[Melee Roundtime]]&#039;&#039;&#039; article for an in-depth discussion of the factors that go into the calculation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Attack Strength===&lt;br /&gt;
The AS of a swing takes into account the character&#039;s skill with the weapon itself, and their skill in TWC.  3/5ths of one&#039;s skill in the weapon type accounts for the character&#039;s AS, while 2/5ths are the character&#039;s training in TWC itself.  Also, if a character&#039;s strength bonus is higher than the character&#039;s dexterity bonus, the off-hand attack will be limited by the character&#039;s dexterity.  More often than not, this comes into play when a character uses the combat maneuver, [[Surge of Strength]].&lt;br /&gt;
&lt;br /&gt;
Additionally, a character that trains in TWC twice per level has no chance of &amp;quot;not finding an opening for the off-hand strike&amp;quot; when swinging at a target up to five levels higher than themselves.  Less training reduces the chances of the off-hand strike from occurring.  Training in TWC 1.5 times per level reduces the level of the guaranteed strike to like-level with the swinger, and training only once per level reduces the chances to 80% when swinging at a target that is the same level as the swinger.&lt;br /&gt;
&lt;br /&gt;
===Defensive Strength===&lt;br /&gt;
TWC [[parry]] DS is the sum of the primary hand DS + Off-hand DS.   &lt;br /&gt;
&lt;br /&gt;
====Primary Hand DS====&lt;br /&gt;
Primary (right) hand parry DS uses the standard one-hand [[parry]] DS formula. One rank in the appropriate weapon skill is required to activate parry DS. This formula is also used for open-hand [[Brawling|brawlers]].   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=20%}}&amp;gt;Primary hand DS = [(Weapon ranks + STR/4 + DEX/4 + enchant bonus/2) &amp;amp;times; stance modifier] + stance bonus&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center;}} &lt;br /&gt;
|-&lt;br /&gt;
!align=right|&#039;&#039;&#039;Stance&#039;&#039;&#039;||OFF||ADV||FOR||NEU||GUA||DEF&lt;br /&gt;
|-&lt;br /&gt;
|align=right|&#039;&#039;&#039;Modifier&#039;&#039;&#039;||0.20||0.30||0.40||0.50||0.60||0.70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center;}} &lt;br /&gt;
|-&lt;br /&gt;
!align=right|&#039;&#039;&#039;Stance&#039;&#039;&#039;||OFF||ADV||FOR||NEU||GUA||DEF&lt;br /&gt;
|-&lt;br /&gt;
|align=right|&#039;&#039;&#039;Bonus&#039;&#039;&#039;||0||10||20||30||40||50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The stance bonus is actually a part of the [[Evade]] formula but its inclusion with parry DS has been a long-standing practice.&lt;br /&gt;
*Truncate all values &lt;br /&gt;
====Off-Hand DS (with weapon)====&lt;br /&gt;
Training a minimum of one rank TWC is required to activate off-hand parry DS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=20%}}&amp;gt;Off-hand DS = [(TWC ranks + STR/4 + DEX/4 + enchant bonus/2) &amp;amp;times; stance modifier] + (5 or 15 depending on weapon)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center;}} &lt;br /&gt;
|-&lt;br /&gt;
!align=right|&#039;&#039;&#039;Stance&#039;&#039;&#039;||OFF||ADV||FOR||NEU||GUA||DEF&lt;br /&gt;
|-&lt;br /&gt;
|align=right|&#039;&#039;&#039;Modifier&#039;&#039;&#039;||0.10||0.15||0.20||0.25||0.30||0.35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*There is +15 bonus if the off-hand weapon is either a [[main gauche]] or [[sai]]. For all other weapons the bonus is +5.  &lt;br /&gt;
*Truncate all values&lt;br /&gt;
====Open Off-Hand DS====&lt;br /&gt;
A character&#039;s DS with an open off-hand is calculated slightly differently than a weapon holder. Note that one rank in both brawling and TWC is required to activate open off-hand DS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=20%}}&amp;gt;Open off-hand DS = [(TWC ranks + STR/4 + DEX/4 + enchant bonus/2) &amp;amp;times; stance modifier] + (5 or 15 depending on TWC training)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center;}} &lt;br /&gt;
|-&lt;br /&gt;
!align=right|[[Stance]]||OFF||ADV||FOR||NEU||GUA||DEF&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Modifier||0.10||0.15||0.20||0.25||0.30||0.35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The +5 or +15 bonus at the end of the formula is determined by TWC training; a character with at least 0.5x TWC ranks per level receives the +15 bonus.&lt;br /&gt;
*Use the enchant bonus of [[Unarmed combat system#Equipment (UCS Gloves and Boots etc)| UAC]] hand coverings when applicable.&lt;br /&gt;
*Truncate all values&lt;br /&gt;
&lt;br /&gt;
== Weapons and TWC ==&lt;br /&gt;
Weapons that require two hands to wield, such as the [[claidhmore]] and [[lance]], generally cannot even be swung with a weapon in the off-hand, let alone used in two-weapon combat. Almost all one-handed weapons can be used in the off-hand, but there are a few notable exceptions. The so-called &amp;quot;bastard&amp;quot; weapons that can be wielded one- or two-handed via the [[GRIP (verb)|{{boldmono|GRIP}}]] have various limitations or outright restrictions in two weapon combat.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Weapon !! Effect/Limitation&lt;br /&gt;
|-&lt;br /&gt;
|[[main gauche]]||Provides +10 DS when wielded in the off hand&lt;br /&gt;
|-&lt;br /&gt;
|[[sai]]||Provides +10 DS when wielded in the off hand&lt;br /&gt;
|-&lt;br /&gt;
|[[whip-blade]]||Cannot be used in TWC for lore reasons &amp;lt;!-- should not be used in any weapon combat --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[pilum]]||Cannot be used in TWC&lt;br /&gt;
|-&lt;br /&gt;
|[[spear]]||Cannot be used in TWC, even when {{mono|GRIP}}ped one-handed.&lt;br /&gt;
|-&lt;br /&gt;
|[[bastard sword]]||Can be used only in the main hand, and only when {{mono|GRIP}}ped one-handed.&lt;br /&gt;
|-&lt;br /&gt;
|[[katana]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Can be used only in the main hand, and only when {{mono|GRIP}}ped one-handed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;A few katanas in the game were created before the actual katana weapon was coded. These &amp;quot;old-style&amp;quot; katanas were falchions (and possibly other weapon types) altered to be called a katana, and thus follow the rules of that weapon base&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*http://www.play.net/gs4/info/skills.asp#twoweaponcombat&lt;br /&gt;
*http://www.play.net/gs4/info/combatguide.asp#factors&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Old%20Forum%20Topics%20%5BRead%20Only%5D/Two%20Weapons%20Combat/view Two Weapons Combat Officials folder]&lt;br /&gt;
*[https://web.archive.org/web/20120325032039/http://www.nilandia.com/combat/twc.htm Nilandia&#039;s guide on archive.org]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_rogue&amp;diff=264356</id>
		<title>Beginner&#039;s guide to playing a rogue</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_rogue&amp;diff=264356"/>
		<updated>2026-08-22T03:33:21Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;This article currently contains severe factual errors due to game updates and other issues. It is advised NOT to follow this guide until it is updated.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&#039;&#039;&#039; &amp;lt;!--REMOVE ALERT MESSAGE WHEN ARTICLE UPDATED FOR CHANGES--&amp;gt;&#039;&#039;&#039;{{Player-guide&lt;br /&gt;
|title=A Beginner&#039;s Guide to Playing a Rogue&lt;br /&gt;
|author=Various&lt;br /&gt;
|date=2015-02-06&lt;br /&gt;
|updated=2021-04-20&lt;br /&gt;
|topic=Rogues&lt;br /&gt;
}}&lt;br /&gt;
[[Rogue]]s are one of the most versatile [[profession]]s in Gemstone IV. The hallmark of the rogue is speed and precision, dealing physical damage while staying securely hidden in the shadows. Rogues are the main [[locksmith]]s in [[Elanthia]] and have access to the [[rogue guild]].&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
===[[Race]]===&lt;br /&gt;
The races that work best with the rogue profession, in order, will be [[Elf]], [[Halfling]], [[Forest gnome|Forest]] and [[Burghal gnome|Burghal]] Gnomes, [[Half-elf]], [[Human]], and [[Aelotoi]]. These races have bonuses in [[Dexterity]], [[Agility]], and [[Strength]], key rogue [[statistics]]. &lt;br /&gt;
&lt;br /&gt;
It may still be difficult to choose a race, and you may find yourself asking, &amp;quot;OK, but which one is best for me?&amp;quot; Try to imagine what you want your [[rogue]] to be able to do. If you want to focus more on:&lt;br /&gt;
*[[Melee]], choose one of the taller classes such as [[Human]] or [[Half-elf]]. Equal [[dexterity]] with [[strength]]&lt;br /&gt;
*[[Ranged]], choose one of the fastest classes such as [[Elf]] or [[Halfling]]. Higher [[dexterity]] than [[strength]].&lt;br /&gt;
*[[Combat Maneuver]], choose one that has more [[strength]] such as [[Human]] for [[Melee]] or [[Elf]] for [[Ranged]].&lt;br /&gt;
*[[Trading]], choose one that has more [[dexterity]] such as [[Half-elf]] for [[Melee]] or [[Halfling]] for [[Ranged]].&lt;br /&gt;
&lt;br /&gt;
===[[Statistics]]===&lt;br /&gt;
For beginning players, the following starting stats are suggested:&lt;br /&gt;
*[[Strength]]:100, [[Constitution]]:60, [[Dexterity]]:100, [[Agility]]:100&lt;br /&gt;
*[[Discipline]]:90, [[Aura]]:70&lt;br /&gt;
*[[Logic]]:50, [[Intuition]]:50, [[Wisdom]]:20, [[Influence]]:20&lt;br /&gt;
&lt;br /&gt;
The first four stats focus on physical [[training point]]s, the last four stats focus on mental training points, and the middle two stats contribute to both types. This setup will give you the highest amount of training points for your [[skill]]s and give you the most power ([[Attack strength|AS]] and [[DS]]) to start your adventure strong.&lt;br /&gt;
&lt;br /&gt;
As discussed in the [[New Players&#039; Guide]], your stats are fundamental to the game&#039;s mechanics and will grow with you throughout your career. Stats are capped at 100 so players must balance early power with potential power. In your first thirty days you have five free opportunities to change your stats, so experiment with relative strengths. If you do not know what to adjust, then remove 10 points from Strength, Agility, and Dexterity, and put them in one of the following [[stat]] sets:&lt;br /&gt;
*Wisdom +30 for those who want add a little magic.&lt;br /&gt;
*Influence +20 and Constitution +10 for those focusing on [[combat maneuvers]] or [[melee]].&lt;br /&gt;
*Constitution +10, Logic +10, Intuition +10 for those focusing on [[trading]] or [[ranged]].&lt;br /&gt;
&lt;br /&gt;
==[[Skill]]s==&lt;br /&gt;
&lt;br /&gt;
Different skills have different training priorities. &#039;&#039;&#039;Core&#039;&#039;&#039; skills should be trained in every level, either once (1x) or twice (2x). &#039;&#039;&#039;Threshold&#039;&#039;&#039; skills are those which provide bonuses at specific thresholds and can be strategically trained in. &#039;&#039;&#039;Secondary&#039;&#039;&#039; skills provide useful abilities that each player can prioritize as they see fit. As physical fighters rogues will also rely on &#039;&#039;&#039;combat maneuvers&#039;&#039;&#039;. The following training plan is the most vanilla version, as rogues are very versatile fighters with a wide range of weapons and tactics available to them.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
One Defensive Skill (2x):&lt;br /&gt;
&lt;br /&gt;
*[[Dodging]] - Able to dodge physical or [[bolt]] damage completely, particularly by the quickest of races. Able to provide [[defense strength]] while freeing both hands for [[Two-Handed Weapons]], [[Two Weapon Combat]], or [[Ranged Weapons]].&lt;br /&gt;
*[[Shield Use]] - Can completely [[block]] physical damage and later [[bolt]] damage. Great for the less agile of races. Can be used with [[One Handed Weapons]]. Shields can also be used offensively via a [[combat maneuver]] called [[Shield Bash]]. &lt;br /&gt;
&lt;br /&gt;
One Offense Skill (2x):&lt;br /&gt;
&lt;br /&gt;
*[[Blunt Weapons]] - Good against slow and/or [[Undead]] creatures, usable with [[Two Weapon Combat]] or [[Shield Use]].&lt;br /&gt;
*[[Edged Weapons]] - Good against fast and/or living [[Creature]]s, usable with [[Two Weapon Combat]] or [[Shield Use]]. &lt;br /&gt;
*[[Ranged Weapons]] - Lower [[Raw damage]]. Fast attacks. Higher chance for [[Critical weighting]] hits. &lt;br /&gt;
*[[Two-Handed Weapons]] - Higher [[Raw damage]]. Slow attacks. Higher chance for [[Damage weighting]] hits. &lt;br /&gt;
&lt;br /&gt;
General Skills:&lt;br /&gt;
&lt;br /&gt;
*[[Ambush]] and [[Stalking and Hiding]] (2x) - launch surprise attacks from hiding&lt;br /&gt;
*[[Combat Maneuvers]] (1x) - provides access to additional combat abilities that cost [[stamina]]&lt;br /&gt;
*[[Physical Fitness]] (1x) - for more health and to help keep damage at a minimum.&lt;br /&gt;
*[[Perception]] (2x) - Helps with defense and with attacking from a hidden location.&lt;br /&gt;
*[[Picking Locks]] and [[Disarming Traps]] (2x) - open treasure chests that you and other adventurers find&lt;br /&gt;
&lt;br /&gt;
===Threshold===&lt;br /&gt;
*[[Armor Use]] - To wear heavier armor and help keep damage to a minimum. Six ranks for double leather and twenty seven ranks for brigandine armor are key early thresholds for heavier armor, while 20 ranks provide access to [[Armor Specialization]]s.&lt;br /&gt;
*[[Climbing]] and [[Swimming]] - to navigate Elanthia. Some hunting grounds cannot be accessed without these skills, but these areas are generally not for the beginning adventurer.&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
*[[Arcane Symbols]] and [[Magic Item Use]] - access spells via scrolls or items.&lt;br /&gt;
*[[First Aid]] - tend wounds and skin creatures.&lt;br /&gt;
*[[Harness Power]] - provides [[mana]] (particularly useful for some [[society]] abilities).&lt;br /&gt;
*[[Pickpocketing]] - steal from your fellow adventurers. Not recommended for the beginning player since they will not have enough skill to be successful against established adventurers. &lt;br /&gt;
*[[Spell Research]] - although costly and thus unattainable early in your career, rogues do have access to two [[spell]] circles.&lt;br /&gt;
*[[Survival]] - better fight nature&#039;s obstacles&lt;br /&gt;
*[[Trading]] - earn more money selling your loot&lt;br /&gt;
&lt;br /&gt;
===Combat Maneuvers===&lt;br /&gt;
As [[square]]s rogues have easy access to a variety of [[combat maneuvers]] (accessed via [[CMAN]]), which provide a variety of combat benefits that cost [[stamina]]. Combat maneuvers are a great way to customize your training to suit your character. For example, stealth-oriented rogues would train in skills like [[Dust Shroud]], [[Shadow Mastery]], [[Silent Strike]], and [[Vanish]]. Each rank in the combat maneuvers skill provides one CMAN point, and each maneuver costs a certain amount of points per rank in the maneuver. The Dust Shroud maneuver, as an example, has five ranks with the first rank costing two CMAN points and the last rank costing six. Additional ranks improve proficiency in the maneuver and may unlock new benefits. Some maneuvers have prerequisites (e.g., Vanish requires four ranks in Shadow Mastery) and not all maneuvers are available to all professions. Rogues are one of two professions (the other being [[warrior]]s) that have access to some maneuvers via the rogue guild, which rogues can join at level 15. [[Sweep]] for example is trainable in the guild, meaning rogues do not have to spend CMAN points to use this maneuver (but must spend time training in the guild instead).&lt;br /&gt;
&lt;br /&gt;
==Example Builds==&lt;br /&gt;
&lt;br /&gt;
===Level 0-20 Ranged Elf Rogue + Picking Locks Overview===&lt;br /&gt;
&lt;br /&gt;
;At Level 0&lt;br /&gt;
Base [[Stats]]&lt;br /&gt;
*[[Strength]]:100, [[Constitution]]:60, [[Dexterity]]:100, [[Agility]]:100, [[Discipline]]:90&lt;br /&gt;
*[[Aura]]:70, [[Logic]]:50, [[Intuition]]:50, [[Wisdom]]:20, [[Influence]]:20&lt;br /&gt;
&lt;br /&gt;
[[Skill]]s&lt;br /&gt;
*[[Armor Use]] +4&lt;br /&gt;
*[[Ranged]] Weapons +4&lt;br /&gt;
*[[Physical Fitness]] +4&lt;br /&gt;
*[[Dodging]] +6&lt;br /&gt;
*[[Perception]] +6&lt;br /&gt;
*[[Trading]] +Any extra points&lt;br /&gt;
&lt;br /&gt;
;At Level 10&lt;br /&gt;
Base [[Stats]]&lt;br /&gt;
*[[Strength]]:90, [[Constitution]]:70, [[Dexterity]]:90, [[Agility]]:90, [[Discipline]]:90&lt;br /&gt;
*[[Aura]]:60, [[Logic]]:60, [[Intuition]]:60, [[Wisdom]]:20, [[Influence]]:20&lt;br /&gt;
&lt;br /&gt;
[[Skill]]s&lt;br /&gt;
*[[Armor Use]] +22&lt;br /&gt;
*[[Ranged]] Weapons +22&lt;br /&gt;
*[[Ambush]] +22&lt;br /&gt;
*[[Physical Fitness]] +22&lt;br /&gt;
*[[Dodging]] +33&lt;br /&gt;
*[[Stalking and Hiding]] +33&lt;br /&gt;
*[[Perception]] +33&lt;br /&gt;
*[[Trading]] +Any extra points.&lt;br /&gt;
&lt;br /&gt;
;At Level 15&lt;br /&gt;
[[Skill]]s&lt;br /&gt;
*[[Armor Use]] +30&lt;br /&gt;
*[[Ranged]] Weapons +30&lt;br /&gt;
*[[Ambush]] +30&lt;br /&gt;
*[[Physical Fitness]] +30&lt;br /&gt;
*[[Dodging]] +45&lt;br /&gt;
*[[Stalking and Hiding]] +45&lt;br /&gt;
*[[Perception]] +45&lt;br /&gt;
*[[Picking Locks]] +45 or +30&lt;br /&gt;
*[[Disarming Traps]] +45 or +30&lt;br /&gt;
*[[Arcane Symbols]] +15&lt;br /&gt;
*[[Trading]] or [[Pickpocketing]] +Any extra points.&lt;br /&gt;
&lt;br /&gt;
;At Level 20&lt;br /&gt;
Base [[Stats]]&lt;br /&gt;
*[[Strength]]:80, [[Constitution]]:80, [[Dexterity]]:80, [[Agility]]:80, [[Discipline]]:90&lt;br /&gt;
*[[Aura]]:70, [[Logic]]:70, [[Intuition]]:70, [[Wisdom]]:20, [[Influence]]:20&lt;br /&gt;
&lt;br /&gt;
===Level 0-20 Melee Human Rogue +Spell Defense, Elemental Overview===&lt;br /&gt;
;At Level 0&lt;br /&gt;
Base [[Stats]]:&lt;br /&gt;
*[[Strength]]:100, [[Constitution]]:60, [[Dexterity]]:100, [[Agility]]:100, [[Discipline]]:90&lt;br /&gt;
*[[Aura]]:70, [[Logic]]:50, [[Intuition]]:50, [[Wisdom]]:20, [[Influence]]:20&lt;br /&gt;
&lt;br /&gt;
[[Skill]]s:&lt;br /&gt;
*[[Armor Use]] +4&lt;br /&gt;
*[[Ranged]] Weapons +4&lt;br /&gt;
*[[Physical Fitness]] +4&lt;br /&gt;
*[[Dodging]] +6&lt;br /&gt;
*[[Perception]] +6&lt;br /&gt;
*[[Combat Maneuvers]] +Any extra points&lt;br /&gt;
&lt;br /&gt;
;At Level 10&lt;br /&gt;
Base [[Stats]]:&lt;br /&gt;
*[[Strength]]:90, [[Constitution]]:60, [[Dexterity]]:90, [[Agility]]:90, [[Discipline]]:90&lt;br /&gt;
*[[Aura]]:70, [[Logic]]:50, [[Intuition]]:50, [[Wisdom]]:50, [[Influence]]:20&lt;br /&gt;
&lt;br /&gt;
[[Skill]]s:&lt;br /&gt;
*[[Armor Use]] +22&lt;br /&gt;
*[[Shield Use]] +22&lt;br /&gt;
*[[Edged Weapons]] +22&lt;br /&gt;
*[[Ambush]] +22&lt;br /&gt;
*[[Physical Fitness]] +22&lt;br /&gt;
*[[Stalking and Hiding]] +33&lt;br /&gt;
*[[Perception]] +33&lt;br /&gt;
*[[Combat Maneuvers]] +Any extra points&lt;br /&gt;
&lt;br /&gt;
;At Level 15&lt;br /&gt;
[[Skill]]s:&lt;br /&gt;
*[[Armor Use]] +30&lt;br /&gt;
*[[Ranged]] Weapons +30&lt;br /&gt;
*[[Ambush]] +30&lt;br /&gt;
*[[Physical Fitness]] +30&lt;br /&gt;
*[[Dodging]] +45&lt;br /&gt;
*[[Stalking and Hiding]] +45&lt;br /&gt;
*[[Perception]] +45&lt;br /&gt;
*[[Harness Power]] +5&lt;br /&gt;
*[[Minor Elemental]] +10&lt;br /&gt;
*[[Combat Maneuver]] +Any extra points.&lt;br /&gt;
&lt;br /&gt;
;At Level 20&lt;br /&gt;
Base [[Stats]]:&lt;br /&gt;
*[[Strength]]:80, [[Constitution]]:60, [[Dexterity]]:80, [[Agility]]:80, [[Discipline]]:90&lt;br /&gt;
*[[Aura]]:70, [[Logic]]:50, [[Intuition]]:50, [[Wisdom]]:80, [[Influence]]:20&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
Just as important as stats and training are a rogue&#039;s tactics. Having the best build ever won&#039;t get you very far if you just stand in the open whacking at critters in stance offensive. Starting out, simple stance dancing will be enough, but as you gain levels, you&#039;ll want to refine your tactics as you encounter new foes. &lt;br /&gt;
&lt;br /&gt;
Whether you chose a melee or ranged build, it&#039;s important to remember that rogues are designed to kill quickly, taking advantage of the shadows to inflict critical wounds to vulnerable parts of an enemy that either disable or kill them outright. The shadows as well as good timing also serve to keep a rogue save from the attacks of their foes. Below are general tips to help develop your tactics as well as ones more specific to ranged and melee builds. &lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
&lt;br /&gt;
*Timing is important. Try to always stay in [[stance]] defensive and/or in the shadows until a critter performs some sort of action, then immediately switch to offensive and attack. This will allow you to get back into a defensive stance or the shadows before the critter can attack.&lt;br /&gt;
&lt;br /&gt;
*Know when to retreat. If there are too many critters in the room to keep them all incapacitated and it becomes difficult to time your attacks to avoid theirs, there&#039;s no shame in stepping a room or two away and picking them off in more favorable circumstances.&lt;br /&gt;
&lt;br /&gt;
*Learn what body parts are most vulnerable to the weapon you&#039;re using and focus on them. For most critters this will be the eyes, head, and/or neck.  &lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
&lt;br /&gt;
*Some critters will be too tall to go straight for the eyes or head. Attacking their legs or using a maneuver such as [[Shield Bash]] or [[Hamstring]] can bring those body parts into range.&lt;br /&gt;
&lt;br /&gt;
*Don&#039;t automatically go for the weapon that hits the hardest. Once you have the skill to reliably [[AIM (verb)|aim]] for the eyes weapons such as [[dagger]]s or [[rapier]]s are faster, easier to aim, and can easily crit kill, esp when used on lightly armored critters.&lt;br /&gt;
&lt;br /&gt;
*Ambush from hiding to push down the critter&#039;s stance and inflict bigger crits.&lt;br /&gt;
&lt;br /&gt;
===Ranged===&lt;br /&gt;
&lt;br /&gt;
*Stick to the shadows as soon as you can reliably avoid detection or falling out of the shadows when firing (somewhere between levels 15-25, depending on your training and what you&#039;re hunting). Critters can&#039;t attack what they can&#039;t find and AIMing your shots from hiding will lower their DS via a stance pushdown.&lt;br /&gt;
&lt;br /&gt;
*Use the biggest bow that you can fire with an RT of 5 seconds or less so you can get back into the shadows when you fall out of hiding. Long bows are ideal, but if your [[STR]] isn&#039;t high enough to get your DS down to at least 5 seconds going with a short or composite bow will be a better choice.&lt;br /&gt;
&lt;br /&gt;
*CMAN [[Vanish|VANISH]] is your friend. Getting stuck in the open in stance offensive while in RT is the surest way to die as a sniper, this skill will allow you to get back into the shadows while still in RT&lt;br /&gt;
&lt;br /&gt;
*Crowd control is key. Keep all your encounters one on one when possible and use skills such as [[Divert|DIVERT]] to get rid of whatever wanders in. Up to three critters can be manageable if you can keep at least two of them stunned, prone, or otherwise incapacitated. More then that and the best move is likely to step into another room.&lt;br /&gt;
&lt;br /&gt;
*Aim for the eyes. As soon as you can reliably hit the eyes with AIMed shots (around level 25ish), go for it. Puncture crits to the eyes are the most reliable way to ensure a one-shot kill and, with a high enough endroll, it&#039;s a guaranteed death crit.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Rogue Guild]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
*[[Starchitin&#039;s rogue sniper guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rogue]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Floating_Disk_(511)&amp;diff=261862</id>
		<title>Floating Disk (511)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Floating_Disk_(511)&amp;diff=261862"/>
		<updated>2026-07-28T22:58:55Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Exact length of time the disk stays after logout added. Timed it myself.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = FLOATDISK&lt;br /&gt;
 | type = Utility &lt;br /&gt;
 | duration = Special&lt;br /&gt;
 | subtype = Container&lt;br /&gt;
 | components = None&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | availability = All&lt;br /&gt;
 | navigation = {{Major elemental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&#039;&#039;&#039;Floating Disk&#039;&#039;&#039; can hold objects for a character and will follow the character as he travels.&amp;lt;section end=description /&amp;gt;  It has a base item limit of 8 items (this includes items inside other items).  Players can increase the item limit by training in [[Elemental Lore, Air]].  Disks also have a hard weight limit of 500 pounds that cannot be increased.   Disk descriptions can be changed by holding a gem or through [[attunement]], as described below.&lt;br /&gt;
&lt;br /&gt;
Disk can be cast at others, but this will always produce a base item disk (a limit of 8 items). Air lore only applies if the disk is self-cast. If casting disk at yourself (a wizard casting it, or via a [[black crystal]], or any other way), the usual rules apply: If using a magic item or scroll, because this is a spell from a major list, half of the activator&#039;s lore ranks are applied.&lt;br /&gt;
&lt;br /&gt;
Locked treasure chests count as 1/3 (rounded up) for item count storage capacity. Character locked treasure chests do not receive this benefit. &lt;br /&gt;
&lt;br /&gt;
Unlike most spells, floating disk has an indefinite duration.  As long as the character remains logged in (and alive) the disk should remain.  If a player logs out or is disconnected, the disk will remain around for 150 seconds (2 minutes, 30 seconds) in case the player is able to reconnect.  Upon [[death]], or if the player does not reconnect, the disk will vanish and all items will be deposited onto the ground.  Any items lost in this manner will not be replaced by staff and players are advised to never place precious items in a disk.&lt;br /&gt;
&lt;br /&gt;
[[AMBUSH (verb)|Ambushers]] sometimes use disks to signal that they are hunting in a stealthy fashion.  Thus, if one sees a disk and a creature in the same space, it is quite possible that there is a [[hidden]] ambusher there also.  Common courtesy may then suggest that one heeds this.&lt;br /&gt;
&lt;br /&gt;
This spell is commonly found in [[black crystal]]s.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
*{{boldmono|[[INCANT]] 511}} to self-cast a disk.&lt;br /&gt;
*{{boldmono|[[PREP]] 511 {{!}} [[CAST]] {player} }}to give someone else a disk or use caster&#039;s name as target for a self-cast plain disk.&lt;br /&gt;
*{{boldmono|[[PREP]] 511 {{!}} [[CAST]] {gem} }} to self-cast a disk with a specific color.  This will consume the gem in the process.&lt;br /&gt;
&lt;br /&gt;
Disks can be {{boldmono|[[OPEN]]}}ed and {{boldmono|[[CLOSE]]}}d.  {{boldmono|[[TURN]]}}ing a disk will empty the entire contents onto the ground at once.  The spell can be ended via the {{boldmono|[[DISMISS]]}} verb.&lt;br /&gt;
&lt;br /&gt;
== Lore Benefit ==&lt;br /&gt;
Training in [[Elemental Lore, Air]] increases a disk&#039;s capacity from the base of 8 items by seed 10 [[summation]] of ranks. &lt;br /&gt;
&amp;lt;section begin=Air_Lore_Disk_Capacity/&amp;gt;&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore, Air ranks||0||10||21||33||46||60||75||91||108||126||145||165||186||208||231&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total disk capacity||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;section end=Air_Lore_Disk_Capacity/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changing Disk Descriptions ==&lt;br /&gt;
Wizards can cast on certain [[gem]]s or items held on their person while casting this spell to affect the description of the disk.  The gem will be lost.  If no gem or item is used a somewhat random description will be added to the disk, though a wizard&#039;s [[attunement]] has some effect on this.  If a wizard would like a plain disk (or has a disk customization unlocked) he should cast the spell at himself instead of just casting in an open manner. Non-wizards will always receive a disk with the plain description no matter the method used (wizard cast, black crystal, scroll, etc.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;(&amp;lt;i&amp;gt;Theory: Without using gems, attuned wizards have a propensity to get certain disks.  To wit: air=translucent, fire=fiery red, water=icy blue, earth=earth brown, lightning=sparkling.  A randomly attuned wizard can get all five.&amp;lt;/i&amp;gt;)&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200&amp;quot;|Spinels&lt;br /&gt;
|-&lt;br /&gt;
| blue spinel ||icy blue or frost white&lt;br /&gt;
|-&lt;br /&gt;
| pink spinel ||earth brown or granite&lt;br /&gt;
|-&lt;br /&gt;
| red spinel ||fiery red or scorched&lt;br /&gt;
|-&lt;br /&gt;
| violet spinel ||sparkling or iridescent&lt;br /&gt;
|-&lt;br /&gt;
| yellow spinel ||iridescent&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;125&amp;quot;|Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| aquamarine gem||aquamarine&lt;br /&gt;
|-&lt;br /&gt;
| banded sardonyx stone||lopsided or slim&lt;br /&gt;
|-&lt;br /&gt;
| blue lapis lazuli||blue&lt;br /&gt;
|-&lt;br /&gt;
| deep purple amethyst||deep purple&lt;br /&gt;
|-&lt;br /&gt;
| deep red carbuncle||red&lt;br /&gt;
|-&lt;br /&gt;
| golden amber||golden&lt;br /&gt;
|-&lt;br /&gt;
| mottled agate||mottled&lt;br /&gt;
|-&lt;br /&gt;
| pale blue moonstone||blue&lt;br /&gt;
|-&lt;br /&gt;
| piece of green jade||green&lt;br /&gt;
|-&lt;br /&gt;
| rose quartz||rose&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;100&amp;quot;|Zircons&lt;br /&gt;
|-&lt;br /&gt;
| brown||brown&lt;br /&gt;
|-&lt;br /&gt;
| clear||clear&lt;br /&gt;
|-&lt;br /&gt;
| green||green&lt;br /&gt;
|-&lt;br /&gt;
| yellow||yellow&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;100&amp;quot;|Tourmalines&lt;br /&gt;
|-&lt;br /&gt;
| black||black&lt;br /&gt;
|-&lt;br /&gt;
| blue||blue&lt;br /&gt;
|-&lt;br /&gt;
| clear||clear&lt;br /&gt;
|-&lt;br /&gt;
| green||green&lt;br /&gt;
|-&lt;br /&gt;
| pink||pink&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;100&amp;quot;|Pearls&lt;br /&gt;
|-&lt;br /&gt;
| tiny black pearl||black&lt;br /&gt;
|-&lt;br /&gt;
| tiny white pearl||white&lt;br /&gt;
|-&lt;br /&gt;
| grey pearl||grey&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;150&amp;quot;|Jaspers&lt;br /&gt;
|-&lt;br /&gt;
| black jasper||cracked or revolving&lt;br /&gt;
|-&lt;br /&gt;
| red jasper||revolving or spinning&lt;br /&gt;
|-&lt;br /&gt;
| yellow jasper||spinning or pulsating&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;100&amp;quot;|Topaz&lt;br /&gt;
|-&lt;br /&gt;
| blue topaz||blue&lt;br /&gt;
|-&lt;br /&gt;
| golden topaz||yellow&lt;br /&gt;
|-&lt;br /&gt;
| pink topaz||pink&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;100&amp;quot;|Sapphires&lt;br /&gt;
|-&lt;br /&gt;
| clear||clear&lt;br /&gt;
|-&lt;br /&gt;
| violet||violet&lt;br /&gt;
|-&lt;br /&gt;
| yellow||yellow&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;100&amp;quot;|Diamonds&lt;br /&gt;
|-&lt;br /&gt;
| uncut diamond||white&lt;br /&gt;
|-&lt;br /&gt;
| yellow diamond||yellow&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;75&amp;quot;|Corals&lt;br /&gt;
|-&lt;br /&gt;
| black||black&lt;br /&gt;
|-&lt;br /&gt;
| blue||blue&lt;br /&gt;
|-&lt;br /&gt;
| red||red&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
;Not Used&lt;br /&gt;
{| width=100%&lt;br /&gt;
|- valign=top&lt;br /&gt;
| width = 25% |&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:*amethyst&lt;br /&gt;
:*bright chrysoberyl gem&lt;br /&gt;
:*carnelian quartz&lt;br /&gt;
:*dark red-green bloodstone&lt;br /&gt;
:*dragonseye sapphire&lt;br /&gt;
:*fire opal&lt;br /&gt;
:*fiery jacinth&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
| width = 25% |&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:*golden beryl gem&lt;br /&gt;
:*green malachite stone&lt;br /&gt;
:*green garnet&lt;br /&gt;
:*lavender shimmarglin sapphire&lt;br /&gt;
:*orange imperial topaz&lt;br /&gt;
:*pale water sapphire&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
| width = 25% |&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:*periwinkle feystone&lt;br /&gt;
:*piece of citrine quartz&lt;br /&gt;
:*pink rhodocrosite stone&lt;br /&gt;
:*polished jet stone&lt;br /&gt;
:*quartz crystal&lt;br /&gt;
:*rock crystal&lt;br /&gt;
:*shimmertine shard&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
| width = 25% |&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:*silvery moonstone&lt;br /&gt;
:*smoky glimaerstone&lt;br /&gt;
:*spiderweb obsidian&lt;br /&gt;
:*spiderweb turquoise&lt;br /&gt;
:*star diopside&lt;br /&gt;
:*star sapphire&lt;br /&gt;
:*turquoise stone&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|colspan=16 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;height:15px&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Colors Available&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Whites&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Grey&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Granite&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Black&lt;br /&gt;
!style=&amp;quot;background:purple;font-size: 80%&amp;quot;|Purple&lt;br /&gt;
!style=&amp;quot;background:violet;font-size: 80%&amp;quot;|Violet&lt;br /&gt;
!style=&amp;quot;background:Red;font-size: 80%&amp;quot;|Red &lt;br /&gt;
!style=&amp;quot;background:#FF1493;font-size: 80%&amp;quot;|Pink&lt;br /&gt;
!style=&amp;quot;background:#FBCCE7;font-size: 80%&amp;quot;|Rose&lt;br /&gt;
!style=&amp;quot;background:orange;font-size: 80%&amp;quot;|Orange&lt;br /&gt;
!style=&amp;quot;background:gold;font-size: 80%&amp;quot;|Golden&lt;br /&gt;
!style=&amp;quot;background:yellow;font-size: 80%&amp;quot;|Yellow &lt;br /&gt;
!style=&amp;quot;background:Aquamarine;font-size: 80%&amp;quot;|Aquamarine &lt;br /&gt;
!style=&amp;quot;background:Green;font-size: 80%&amp;quot;|Green&lt;br /&gt;
!style=&amp;quot;background:Blue;font-size: 80%&amp;quot;|Blue &lt;br /&gt;
!style=&amp;quot;background:#6D351A;font-size: 80%&amp;quot;|Browns&lt;br /&gt;
|-&lt;br /&gt;
|colspan=16 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;height:15px&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Other Effects&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Cracked&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Iridescent &lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Pulsating&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Revolving&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Scorched &lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Sparkling&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Lopsided&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Spinning&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Mottled&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Slim&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Translucent&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Clear&lt;br /&gt;
!style=&amp;quot;background:Grey;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;background:Grey;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;background:Grey;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;background:Grey;&amp;quot;|&lt;br /&gt;
|}{{top}}&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Initial cast:&lt;br /&gt;
&amp;lt;pre{{Log2}}&amp;gt;&lt;br /&gt;
A small circular container suddenly appears and floats rather serenely over to you.&lt;br /&gt;
&lt;br /&gt;
;Wearing off:&lt;br /&gt;
&amp;lt;pre{{Log2}}&amp;gt;&lt;br /&gt;
The &amp;lt;color&amp;gt; &amp;lt;person&amp;gt;&#039;s disk disintegrates, dropping everything on the ground.&lt;br /&gt;
&lt;br /&gt;
{{AR2}}&lt;br /&gt;
{{:black crystal}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Custom Floating Disk]]&lt;br /&gt;
*[[Antique Brass Lantern]]&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=2#511 Major Elemental Spell Circle: Floating Disk], on Play.net&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cysaegir&amp;diff=261626</id>
		<title>Cysaegir</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cysaegir&amp;diff=261626"/>
		<updated>2026-07-23T17:07:13Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Cysaegir DOES have lockers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Cysaegir (wiki).png|thumb|right|Cysaegir map by Tsoran, updated by Arianiss on 1/8/23.&amp;lt;br&amp;gt;There is also an alternate Lich mapdb version: https://gswiki.play.net/File:Cysaegir_(mapdb).png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cysaegir&#039;&#039;&#039; is a small [[Illistim]]-built town found off [[Whistler&#039;s Pass]]. Formerly named Glimae&#039;den, it had been abandoned for some time when the [[Aelotoi]] arrived in [[Elanthia]] in the year 5103. [[Myasara Illistim]], wanting to help them along in their new lives in Elanthia, had the town cleaned up and reinhabited, and then gave it to the aelotoi. The name Cysaegir means &amp;quot;Sanctuary&amp;quot; in the aelotoi language, and it was named such as it represents the first true safe haven they have ever known. It is now inhabited by the aelotoi and a number of elves who run the shops and other services of the town.&lt;br /&gt;
&lt;br /&gt;
The town itself is found in a lush forest, and portions of it are actually located in the [[Treetop Platform|treetops]]. It is rather small, but offers most standard town services, including [[citizenship]] available to all races, an inn, a bank, and lockers.&lt;br /&gt;
&lt;br /&gt;
Due to the Aelotoi&#039;s recent arrival on Elanthia, they do not bear the same prejudices and stereotypes of the various races of Elanthia as the elves. Hence, Cysaegir is accommodating towards all races, offering fair prices towards non-elves. &lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
The following automated NPCs reside in [[Cysaegir]].&lt;br /&gt;
&lt;br /&gt;
* [[a cheery clerk]]&lt;br /&gt;
* [[a cheerful workshop foreman]]&lt;br /&gt;
* [[a clerk (Cysaegir)|a clerk]]&lt;br /&gt;
* [[a dark-haired young woman]]&lt;br /&gt;
* [[a dog-faced dark grey fruit bat]]&lt;br /&gt;
* [[a gold-winged Aelotoi toddler]]&lt;br /&gt;
* [[a leathery old woman]]&lt;br /&gt;
* [[an Aelotoi clerk]]&lt;br /&gt;
* [[an attentive warehouse manager]]&lt;br /&gt;
* [[an old aelotoi woman]]&lt;br /&gt;
* [[an opaline blue swallowtail butterfly]]&lt;br /&gt;
* [[Hihaeim]]&lt;br /&gt;
* [[the Aelotoi magistrate]]&lt;br /&gt;
* [[the merchant Claeresse]]&lt;br /&gt;
* [[the merchant Claerine]]&lt;br /&gt;
* [[Urgaen]]&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
{{main|:Category:Cysaegir shops}}&lt;br /&gt;
{{#ask: [[Category:Cysaegir shops]][[Townshop-template-is::True]]&lt;br /&gt;
 |?Shop type&lt;br /&gt;
 |?Shop wares&lt;br /&gt;
 |?Shop specialty&lt;br /&gt;
 |format=template&lt;br /&gt;
 |limit=50&lt;br /&gt;
 |link=none&lt;br /&gt;
 |mainlabel=&lt;br /&gt;
 |template=ShopTownTable&lt;br /&gt;
 |introtemplate=ShopTownTableStart&lt;br /&gt;
 |outrotemplate=Shop_table_end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
The following locations, stores, and facilities can be found in [[Cysaegir]].&lt;br /&gt;
&lt;br /&gt;
* [[Cysaegir Bank]]&lt;br /&gt;
* [[Gems of the Earth]]&lt;br /&gt;
* [[Glimae&#039;den Wildwood]]&lt;br /&gt;
* [[Laetira&#039;s Dispensary]]&lt;br /&gt;
* [[Linsandrych Common]]&lt;br /&gt;
* [[Maeve&#039;s Furs]]&lt;br /&gt;
* [[Reformatory]]&lt;br /&gt;
* [[Rhyaesdid Hall]]&lt;br /&gt;
* [[Salon Saeliria]]&lt;br /&gt;
* [[Surname registry#Locations|Surname Registry]]&lt;br /&gt;
* [[Urgaen&#039;s Pawnshop]]&lt;br /&gt;
&lt;br /&gt;
==Public Gathering Places==&lt;br /&gt;
{{#section-h:Node|[[Cysaegir]]}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Towns/Cysaegir/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
{{Aelotoi}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cysaegir| ]]&lt;br /&gt;
[[Category:Ta&#039;Illistim]]&lt;br /&gt;
[[Category:Towns]]&lt;br /&gt;
[[Category:Player Accessible]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Greater_krynch&amp;diff=259633</id>
		<title>Greater krynch</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Greater_krynch&amp;diff=259633"/>
		<updated>2026-06-23T01:26:36Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Fixed unintentional formatting change from previous edit.&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 = 84&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 = Krynch&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 = 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 = Pound (attack)&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 427&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 = Krynch boulder&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 = 20N&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 = 224&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 306 - 315&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 345&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 = luminescent silvery boulder opal&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Veins of mica and quartz crystal run along and through the towering krynch&#039;s barrel chest and thick, powerful limbs, causing it to shimmer in even the dimmest light.  A crown of rough rock and crystal spikes protrude from the top of its otherwise perfectly spherical head, adding to the creature&#039;s powerful stature.  Its mouth is fixed in a perpetual scowl, and glossy black eyes glare at you with malevolent intensity.&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;
Greater krynches have a [[Krynch maneuver (saved post)|rolling boulder]] [[Creature maneuver|maneuver]]. Non-visible targets of the roll will receive a significant bonus to avoiding the maneuver. Critical failures will result in partial immobility and stance reduction, and will last for the duration of the roundtime. The maneuver is performed on occasion when the krynch moves from room to room. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A greater krynch curls its form into a massive boulder, and the boulder begins to move, quickly gaining momentum!&lt;br /&gt;
With a quick leap to the side, you narrowly avoid being crushed as the boulder carries past! The boulder comes to a sudden stop and rises into the form of a greater krynch!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Its skin is actually a gem--a luminescent silvery boulder opal. Unlike most creatures, it requires a blunt weapon to skin.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 82&lt;br /&gt;
|levelm1 = 83&lt;br /&gt;
|level = 84&lt;br /&gt;
|levelp1 = 85&lt;br /&gt;
|levelp2 = 86&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Greater_krynch&amp;diff=259631</id>
		<title>Greater krynch</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Greater_krynch&amp;diff=259631"/>
		<updated>2026-06-23T01:23:31Z</updated>

		<summary type="html">&lt;p&gt;MAGNANIMUS: Added skin&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 = 84&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 = Krynch&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 = 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 = Pound (attack)&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 427&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 = Krynch boulder&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 = 20N&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 = 224&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 306 - 315&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 345&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 =luminescent silvery boulder opal &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Veins of mica and quartz crystal run along and through the towering krynch&#039;s barrel chest and thick, powerful limbs, causing it to shimmer in even the dimmest light.  A crown of rough rock and crystal spikes protrude from the top of its otherwise perfectly spherical head, adding to the creature&#039;s powerful stature.  Its mouth is fixed in a perpetual scowl, and glossy black eyes glare at you with malevolent intensity.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Greater krynches have a [[Krynch maneuver (saved post)|rolling boulder]] [[Creature maneuver|maneuver]]. Non-visible targets of the roll will receive a significant bonus to avoiding the maneuver. Critical failures will result in partial immobility and stance reduction, and will last for the duration of the roundtime. The maneuver is performed on occasion when the krynch moves from room to room. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A greater krynch curls its form into a massive boulder, and the boulder begins to move, quickly gaining momentum!&lt;br /&gt;
With a quick leap to the side, you narrowly avoid being crushed as the boulder carries past! The boulder comes to a sudden stop and rises into the form of a greater krynch!&lt;br /&gt;
&lt;br /&gt;
Its skin is actually a gem--a luminescent silvery boulder opal. Unlike most creatures, it requires a blunt weapon to skin.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 82&lt;br /&gt;
|levelm1 = 83&lt;br /&gt;
|level = 84&lt;br /&gt;
|levelp1 = 85&lt;br /&gt;
|levelp2 = 86&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>MAGNANIMUS</name></author>
	</entry>
</feed>