<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MATIC</id>
	<title>GemStone IV Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MATIC"/>
	<link rel="alternate" type="text/html" href="https://gswiki.play.net/Special:Contributions/MATIC"/>
	<updated>2026-04-03T19:11:57Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Animate_Dead_(730)&amp;diff=252117</id>
		<title>Animate Dead (730)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Animate_Dead_(730)&amp;diff=252117"/>
		<updated>2026-01-19T19:54:38Z</updated>

		<summary type="html">&lt;p&gt;MATIC: new gem value ratio per zissu in discord https://discord.com/channels/226045346399256576/930938987814744115/1462897143126949930&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Animate Dead&lt;br /&gt;
 | number = 730&lt;br /&gt;
 | mnemonic = ANIMATEDEAD&lt;br /&gt;
 | duration = Special &lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Attack&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = a [[gems|gem]], [[crimson salt crystals]]&lt;br /&gt;
 | availability = None&lt;br /&gt;
 | navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Animate Dead&#039;&#039;&#039; allows a sorcerer to animate the corpses of [[creature]]s or fellow [[character]]s, then maintain an amount of control over the reanimated body. Creature animates can attack, cast defensive magic, and hold items for their master. Player animates can only move. &lt;br /&gt;
&lt;br /&gt;
==Duration==&lt;br /&gt;
Without [[crimson salt crystals]], the initial duration of the spell is a flat 10 minutes in-game time.  Each corpse may be treated with crimson salt crystals prior to casting to increase the initial duration to 20 minutes + 15 seconds per level of troll blood.  Crystals consist of sea water, troll blood, and a moonflower, and must be prepared prior to using the spell.  A cast of [[Dark Catalyst (719)]] at the homogenous solution will begin the crystallization process.  Using level 63 [[massive troll king]] blood, an animate will have an initial duration of approximately 35 minutes and 45 seconds.  Using level 100 [[grimswarm]] troll blood, the initial duration will cap at 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Successfully using {{boldmono|[[sacrifice|SACRIFICE]] CHANNEL {target} }}on another appropriate creature will refresh an animate to the initial duration and heal all injuries on creature animates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Any [[massive troll king]] or [[grimswarm]] troll blood gathered (or crystals made) prior to the [[/saved_posts#Additional_Updates|update]] made on 2016 Jan 12 (post #3449) will have the former maximum level 63 restriction still applied.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;tt&amp;gt;PREP 730 | CAST {target}&amp;lt;/tt&amp;gt;&#039;&#039;&#039; to animate an appropriate creature or character for 10 minutes (refreshable).&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;tt&amp;gt;SPREAD CRYSTALS ON {target} | PREP 730 | CAST {target}&amp;lt;/tt&amp;gt;&#039;&#039;&#039; to animate an appropriate creature or character for 20 minutes + 15 seconds per level of troll blood (refreshable).&lt;br /&gt;
*&amp;lt;tt&amp;gt;SPREAD CRYSTALS ON {target}&amp;lt;/tt&amp;gt; (optional) &#039;&#039;&#039;&amp;lt;tt&amp;gt;| GET {gem} | PREP 730 | CAST {target}&amp;lt;/tt&amp;gt;&#039;&#039;&#039; to [[Animate Dead (730)#Raising_the_Level_of_an_Animate|raise the level]] of a creature animate +1 for every 200 value of the gem used, maxed at the caster&#039;s MAL (see above for applicable duration).&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable|1=line-height:1.3em}}&lt;br /&gt;
|-bgcolor=#cccccc&lt;br /&gt;
!width=&amp;quot;155px&amp;quot;|[[TELL (verb)|TELL ANIMATE TO...]]&lt;br /&gt;
!Action&lt;br /&gt;
!Creature-only&lt;br /&gt;
!Player-only&lt;br /&gt;
|-&lt;br /&gt;
|ATTACK&lt;br /&gt;
|Animate will attack any foe in sight.&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|ATTACK &amp;lt;nowiki&amp;gt;{creature|player}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Instructs animate to attack the specified target.&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|GUARD&lt;br /&gt;
|Animate will attack any creatures that attack its master. Non-BCS animates are not able to guard.&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|GO &amp;lt;nowiki&amp;gt;{direction|portal}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Animate moves in the specified direction (must be in same room).&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|FOLLOW&lt;br /&gt;
|Animate will follow its master. Using this command again will stop the animate from following.&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|STOP&lt;br /&gt;
|Animate will cease most recent command. Will not stop the animate from following.&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|GET {item}&lt;br /&gt;
|Animate picks up specified item (maximum 2 items).&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|DROP {item}&lt;br /&gt;
|Animate will drop specified item.&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|MAGIC&lt;br /&gt;
|Instructs the animate to cast defensive/enhancive magic at its master (must be in same room).&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|EXPLODE &lt;br /&gt;
|Animate will explode, injuring other near-by creatures in the process. (player-friendly, animate is lost)&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|ACT [silent/lazy/calm/normal]&lt;br /&gt;
|Animate will take on a silent level of ambient activity, 80% less ambients, 50% less ambients, or normal rate of ambients.&lt;br /&gt;
!X&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|SIT&lt;br /&gt;
|Animate will sit.&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
|-&lt;br /&gt;
|LIE&lt;br /&gt;
|Animate will lay down.&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
|-&lt;br /&gt;
|STAND&lt;br /&gt;
|Animate will stand up.&lt;br /&gt;
!&lt;br /&gt;
!X&lt;br /&gt;
|-&lt;br /&gt;
|DIE&lt;br /&gt;
|Breaks the master&#039;s control over the animate. Body will return to its original dead state.&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Maximum Animatable Level==&lt;br /&gt;
MAL is used to determine the highest level of creature a sorcerer can animate.  The following formula is used to determine a sorcerer&#039;s MAL (note: a sorcerer&#039;s MAL is capped at their level + 20):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;MAL = (700s ranks, capped at level) - 10 &lt;br /&gt;
::&#039;&#039;&#039;+ (700s ranks over level &amp;amp;divide; 10, max of 5) &lt;br /&gt;
::&#039;&#039;&#039;+ (WIS Bonus &amp;amp;divide; 5) &lt;br /&gt;
::&#039;&#039;&#039;+ ([[Sorcerous Lore, Necromancy]] Ranks &amp;amp;divide; 10)&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When animating other characters, add 20 to the creature MAL to get the character MAL.&lt;br /&gt;
&lt;br /&gt;
===Determining Target Level===&lt;br /&gt;
;Estimating&lt;br /&gt;
Creature levels can be estimated using [[ASSESS]] (or [[APPRAISE]]).  A message will be displayed of the creature&#039;s level in relation to the character&#039;s.  Performing this action is typically good enough for normal use of the spell.&lt;br /&gt;
&lt;br /&gt;
;Calculating&lt;br /&gt;
[[Corrupt Essence (703)]] has a TD pushdown that is partially based on creature level relative to the sorcerer&#039;s level.  ([[BCS]] creatures will generate on a range of levels centered around the creature&#039;s base level.  Example: Shan are a base level of 42, though you may find individual Shan to range from the high 30&#039;s to mid 40&#039;s.)  When animating near one&#039;s MAL, it is important to keep track of the individual creature one is attempting to animate.  Failure will result in injury.  To determine the level of a creature using [[Corrupt Essence (703)]], use the following equation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;TD Pushdown = (WISDOM bonus &amp;amp;minus; 1) + (Caster&#039;s level - Creature&#039;s level)&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Creature Level = Caster level + (WISDOM bonus - 1) - TD Pushdown&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, one must determine the creature&#039;s normal TD vs. [[Sorcerer Base|sorcerous magic]]. [[Mind Jolt (706)]] is generally the best choice for this purpose, because it will not damage the potential animate&#039;s body, and will also stun the target. Next, cast [[Corrupt Essence (703)]] at it.  The TD pushdown is the original TD used against the first spell minus the corrected TD against [[Corrupt Essence (703)]].  A character&#039;s level and Wisdom bonus values can be found in the [[INFO]] verb.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&#039;Sorcerer A&#039; casts [[Pain (711)]] at the creature whose level is to be determined, resulting in a TD of 189. &#039;Sorcerer B&#039; then immediately casts [[Corrupt Essence (703)]] at the same creature, and the resulting TD is 156.  Sorcerer B is level 44 and their Wisdom bonus is 30. Solve for &#039;C&#039; which is the value of the creature&#039;s level. (189-156)=(30-1)+(44-C); 33 = 29 + 44 - C; C = 40. This tells us that the creature in question is level 40, or 4 levels below Sorcerer B. Now the sorcerer may determine, based on their MAL, whether or not they will be able to animate that particular creature.&lt;br /&gt;
&lt;br /&gt;
== Character Animates ==&lt;br /&gt;
All player characters can be animated.  Animate Dead is primarily used as an alternative to dragging fallen comrades, and rescuing people from places where dragging is not possible.  The success of player character animation also has an MAL check based on the target. If a sorcerer&#039;s MAL is lower then the character&#039;s level, it will NOT make it impossible for the player to animate the corpse, but it will make it more difficult to successfully animate it. &lt;br /&gt;
&lt;br /&gt;
The target must have their [[group]] open or the spell will fail. An animated character may UNLINK ANIMATION to release themselves from the caster&#039;s control, causing their body to return to a dead state.  Using either a [[White flask|white flask]] or [[Symbol of Preservation]] on the corpse prior to casting is recommended to prevent the character from decaying.&lt;br /&gt;
&lt;br /&gt;
Animating dead player characters makes for considerable utility as rescuer. Bodies can be animated and brought back from hard to reach hunting areas, like through the runes at the Broken Lands, or even from any town to the Isle of Four Winds assuming both the body and sorcerer are premium subscribers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: Crimson salt crystals no longer preserve corpses.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Creature Animates ==&lt;br /&gt;
Creature animates can make highly effective hunting partners and can be broken down into three distinct types:&lt;br /&gt;
&lt;br /&gt;
;*Animal&lt;br /&gt;
:These are generally quadrupeds, they use natural attacks (bite, claw, etc.) and may also attack with [[maneuver]]s. This type is the least effective animate overall because their attacks do poor damage and cannot be bolstered by the use of a weapon, and they know no magic to be of defensive use either.&lt;br /&gt;
;*Magical&lt;br /&gt;
:Creatures which rely primarily on magic as their means of attack. These are generally the least effective attacking animates, though they may know certain defensive spells which can be quite useful to their master. It is important to note that only creatures on the [[BCS]] system cast defensive magic upon their masters. The duration of defensive magic cast by an animate on the sorcerer is limited to the remaining duration of the animate.&lt;br /&gt;
;*Warrior&lt;br /&gt;
:These are creatures which wield weapons and shields. Generally bipedal and often even intelligent these are the best choices for offensive animates. The faster the creature, the better animate it will make. Once animated they may also be instructed to wield a weapon of their masters choice (commonly [[claidhmore]]s or [[flare|flaring]] weapons) to drastically increase their damage potential.&lt;br /&gt;
&lt;br /&gt;
[[construct family creatures|Construct]]s, [[golem]]s, [[Elemental family creatures|elementals]], and most [[non-corporeal]] [[undead]] creatures &#039;&#039;cannot&#039;&#039; be animated by this magic. Other dead creatures are suitable so long as the sorcerer&#039;s [[Maximum Animatable Level]] (MAL) is equal to or higher then the creature&#039;s level, preferably not [[wound]]ed ones. If a creature&#039;s suitability for animation is in question, [[ASSESS (verb)|ASSESS]] may be used prior to casting. &lt;br /&gt;
&lt;br /&gt;
===Raising the Level of an Animate===&lt;br /&gt;
If a [[gems|gem]] is used for the animation process it will raise the level of the animated creature by +1 for every 200 value of the gem used, maxed at the caster&#039;s MAL. This will include the appropriate combat stats for the creature. The gem must be held in hand when casting to obtain this benefit, though the spell can be cast without a gem if desired.&lt;br /&gt;
&lt;br /&gt;
===Exploding an Animate - Lore Benefits===&lt;br /&gt;
&#039;&#039;&#039;TELL ANIMATE TO EXPLODE&#039;&#039;&#039; will cause a creature animate to explode.  This explosion is player character friendly, and will affect a number of targets up to 2 + ([[Sorcerous Lore, Necromancy]] ranks &amp;amp;divide; 20).  The explosions are elementally themed based on the caster&#039;s [[attunement]], and [[Elemental Lore]] training in the element of the explosion will increase the damage of the explosion. The explosion uses the animate&#039;s [[standard maneuver roll]] while training in Necromancy Lore increases the chances for the explosion to hit its targets.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||20||40||60||80||100||120||140||160||180||200||220||240&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Possible # of explosion targets||3||4||5||6||7||8||9||10||11||12||13||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Addition to MAL||2||4||6||8||10||12||14||16||19||20||22||24&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown in relation to MAL, which adds Necromancy ranks &amp;amp;divide; 10.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Useful Animates ===&lt;br /&gt;
As the level of creature animates can now be raised by using a gem, the following chart is somewhat obsolete, but remains here since what was previously a good animate is still a good animate.  Readers should keep in mind, however, that the number of possible usable animates has increased considerably, and that some animates with certain skills will do well in one hunting ground, but might not be as successful in another.&lt;br /&gt;
&lt;br /&gt;
Per [[Animate Dead (guide)|Querthose&#039;s Guide]], the most useful animates tend to be warriors - those that swing a weapon and do little else.  Such animates can usually swing a [[claidhmore]] (provided by their animator) or [[lance]] with [[Elemental Blade (411)]], which can be very effective.  Here are some examples of creatures that fit this mold:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; {{prettytable}} width=&amp;quot;85%&amp;quot; font-size=&amp;quot;95%&amp;quot;&lt;br /&gt;
|-bgcolor=#cccccc&lt;br /&gt;
!Creature&lt;br /&gt;
!Average Level&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Bandit]]&lt;br /&gt;
|Varies&lt;br /&gt;
|If you can afford to take a few swings, look for a fast swinger, and not one with a bow.&lt;br /&gt;
|-&lt;br /&gt;
|[[Open Sea Adventures|Pirate]]&lt;br /&gt;
|Varies&lt;br /&gt;
|Similar to bandits, Krolvin Wardens and melee Krolvin Huntmistresses are fast, strong, and can provide useful [[Ranger]] spells.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shan warrior]]&lt;br /&gt;
|42&lt;br /&gt;
|Physical attacks, disarm&lt;br /&gt;
|-&lt;br /&gt;
|[[Shan ranger]]&lt;br /&gt;
|42&lt;br /&gt;
|Only slightly lower AS than a shan warrior, and can be told to cast mobility on you&lt;br /&gt;
|-&lt;br /&gt;
|[[Tomb troll]]&lt;br /&gt;
|52&lt;br /&gt;
|Rapidly regenerates from any wounds received&lt;br /&gt;
|-&lt;br /&gt;
|[[Decaying Citadel guardsman]]&lt;br /&gt;
|58&lt;br /&gt;
|Undead animates can hit other undead animates without a blessed weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Massive pyrothag]]&lt;br /&gt;
|58&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Black forest ogre]]&lt;br /&gt;
|60&lt;br /&gt;
|Make sure to pick out a rogue rather than a wizard&lt;br /&gt;
|-&lt;br /&gt;
|[[Muscular supplicant]]&lt;br /&gt;
|67&lt;br /&gt;
|Ideal animate.  Does nothing but swing.  If you look around, you can find ones with 3 second attack RT.&lt;br /&gt;
|-&lt;br /&gt;
|[[Raving lunatic]]&lt;br /&gt;
|77&lt;br /&gt;
|This is one option for hitting vvrael witches/warlocks (though their DS is usually too high to make it practical).  Be sure to tell your animate to stop following before you leave the rift, or else you&#039;ll lose it on the way out.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ithzir scout]]/[[Ithzir janissary]]&lt;br /&gt;
|89/92&lt;br /&gt;
|Some of the other ithzir has high DS, but these are still fairly useful.  They&#039;ll frequently hurl their weapon, though - keep an eye on it.&lt;br /&gt;
|-&lt;br /&gt;
|[[Triton executioner]]/[[Triton combatant]]/[[Triton radical]]&lt;br /&gt;
|96/98/98/100&lt;br /&gt;
|All reasonable choices. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Ranged hunted can also be useful (e.g. [[Rotting Citadel arbalester]]).  They will swing a claidhmore at 0 AS, so let them keep the bow.  They do not run out of arrows.  They will do considerably less damage per attack, but generally attack very quickly.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Hollow soulstone wand]]&lt;br /&gt;
*[[Trolls (animate dead)]]&lt;br /&gt;
*[[Crimson salt crystals]]&lt;br /&gt;
*[[Necromantic regeneration potion]]&lt;br /&gt;
*[[Virktoth|A Cautionary Tale?]]&lt;br /&gt;
*[[Animate Dead (guide)|Querthose&#039;s Guide to Using Animate Dead]]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[category: Pet Spells]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Major_Bleed&amp;diff=239243</id>
		<title>Major Bleed</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Major_Bleed&amp;diff=239243"/>
		<updated>2025-06-03T20:59:39Z</updated>

		<summary type="html">&lt;p&gt;MATIC: add 701 to list of sources, alphabetize list based on source type + name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Major Bleed&#039;&#039;&#039; is a negative status condition. When under its effects, the afflicted party periodically takes concussion damage.  This is a separate effect from standard [[wound]] [[bleeding]].  Only one Major Bleed effect can be on a target at a time, unlike standard bleeding wounds, but additional applications to the same location can increase potency (stack). &lt;br /&gt;
&lt;br /&gt;
* This is a Damage over Time (DoT) effect.&lt;br /&gt;
* Deals damage every 2 seconds.&lt;br /&gt;
* Damage dealt is based on the raw [[health]] damage inflicted.&lt;br /&gt;
* Damage is applied to a body part, and can be reapplied to the same location to increase the bleed damage.&lt;br /&gt;
* Damage can be [[tend]]ed to stop or reduce the bleeding. Removes 1 bleed damage per rank in [[First Aid]].&lt;br /&gt;
* Healing the underlying wound will stop the damage. [[Transfer]]ing the underlying wound will transfer the damage to the empath.&lt;br /&gt;
* [[Sign of Clotting]] and [[Sign of Staunching]] will reduce the bleed damage by 25%. This applies to every application of Major Bleed, including potency increases.&lt;br /&gt;
* Can stack up to a maximum of 100 damage per tick (50 damage per second).&lt;br /&gt;
* The base number of ticks is 5, with an additional tick at ranks 3 and 5 of [[Exsanguinate]].&lt;br /&gt;
&lt;br /&gt;
== Messaging ==		&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Add messaging here!&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* [[Cutthroat|Combat Maneuver: Cutthroat]]&lt;br /&gt;
* [[Eviscerate|Combat Maneuver: Eviscerate]]&lt;br /&gt;
* [[Hamstring|Combat Maneuver: Hamstring]]&lt;br /&gt;
* [[Slashing Strikes|Effect: Slashing Strikes]]&lt;br /&gt;
* [[Blood Burst (701)|Spell: Blood Burst (701]])&lt;br /&gt;
&lt;br /&gt;
== Additional Information == &lt;br /&gt;
The following maneuvers utilize Major Bleed on the target: &lt;br /&gt;
* [[Exsanguinate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Effects and Conditions]]&lt;br /&gt;
[[Category:Player System Manager]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Concussive_Blows&amp;diff=231600</id>
		<title>Concussive Blows</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Concussive_Blows&amp;diff=231600"/>
		<updated>2024-12-20T04:12:38Z</updated>

		<summary type="html">&lt;p&gt;MATIC: As per this discussion on discord and digging up old Naijin posts, the actual damage is just 2dstr bonus. The PSM doc had 2dstr/2 but that is not what we see in game. https://discord.com/channels/226045346399256576/930939059268890644/1319422373832691955&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Concussive Blows&#039;&#039;&#039; is a buff effect.  When it is active, your melee attacks with [[Blunt Weapons]] have a [[flare|standard flare rate]] chance to inflict additional concussion damage. The damage of the flare is {{mono|(2dStr Bonus)}}.&lt;br /&gt;
&lt;br /&gt;
== Messaging == &lt;br /&gt;
Buff fading:&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;You give your arms a quick shake and resettle your grip on your white ora whip and chaos whip.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
*[[Pummel|Weapon Technique: Pummel]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Effects and Conditions]]&lt;br /&gt;
[[Category:Player System Manager]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Camouflage_(608)&amp;diff=227803</id>
		<title>Camouflage (608)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Camouflage_(608)&amp;diff=227803"/>
		<updated>2024-11-03T04:03:03Z</updated>

		<summary type="html">&lt;p&gt;MATIC: added updated info since shadow mastery was removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
 | name = Camouflage&lt;br /&gt;
 | number = 608&lt;br /&gt;
 | mnemonic = CAMOUFLAGE&lt;br /&gt;
 | duration = Immediate&lt;br /&gt;
 | type = Offensive&lt;br /&gt;
 | subtype = Attack Boost&lt;br /&gt;
 | weapon = None&lt;br /&gt;
 | enhancement = +30 [[Attack Strength|AS]]/+18 [[Casting strength|CS]] (Spiritual), Auto-Hide&lt;br /&gt;
 | requirements = None&lt;br /&gt;
 | availability = [[Self-cast]]&lt;br /&gt;
 | navigation = {{Ranger base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Camouflage&#039;&#039;&#039; blends&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Blends&amp;lt;/includeonly&amp;gt; the caster into the surroundings, placing them into [[hidden|hiding]] and adding +30 to [[attack strength]] (AS) on the next [[melee]] attack or [[bolt]] spell, or +18 Spiritual [[casting strength]] (CS) to the next [[warding]] spell.&amp;lt;section end=description /&amp;gt;  It also provides a bonus to remaining unseen while hidden, and a level-based bonus to{{boldmono| [[UNHIDE|UNHIDing]] }}unseen. If the ranger is discovered from hiding, or if the ranger moves or sneaks, the +30 AS bonus no longer applies.  Archers may use this spell for a bonus to remain hidden while sniping.&lt;br /&gt;
&lt;br /&gt;
Every 60 ranks of [[Stalking and Hiding]] will reduce the cast time of Camouflage down to a minimum of 1 second. In addition, the attack strength bonus can be maintained while sneaking depending on your stalking and hiding skill. Every sneak between rooms you will preserve &amp;lt;code&amp;gt;(S&amp;amp;H ranks/ 2)%, capped at 50%&amp;lt;/code&amp;gt; of the remaining AS bonus.&amp;lt;ref&amp;gt;https://discord.com/channels/226045346399256576/930939014956073011/1301987119173992509&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{boldmono|[[TRACK (verb)|TRACK]]}} works with Camouflage in the following way: You lose the Camouflage AS/CS Boost while tracking, just like you do when moving or sneaking normally, but you do not get automatically revealed from hiding like normal. When tracking successfully, you stay hidden unless a creature discovers you.&lt;br /&gt;
&lt;br /&gt;
Camouflage can be used indoors if the ranger first casts the spell [[Nature&#039;s Touch (625)]].&lt;br /&gt;
&lt;br /&gt;
{{usage|s=608}}&lt;br /&gt;
&lt;br /&gt;
== Lore Benefits ==&lt;br /&gt;
At 20 ranks of [[Spiritual Lore, Blessings]], Camouflage will also apply to the Ranger’s active [[animal companion]] when it is in the same room, providing a [[SMRv2]] bonus of +30 to its next attack when it is able to attack from hiding in that room. The Ranger’s active [[animal companion]] must be in offensive to benefit from camo.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Ranger Base/saved posts]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mindwipe_(1225)&amp;diff=226060</id>
		<title>Mindwipe (1225)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mindwipe_(1225)&amp;diff=226060"/>
		<updated>2024-10-01T17:11:32Z</updated>

		<summary type="html">&lt;p&gt;MATIC: updated mana costs as per the disabler review&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;AOE/Multi-target spells underwent a revamp in December 2020.  Until this article is updated, be sure to read the [[Area of effect/saved posts|saved posts]]&amp;lt;/div&amp;gt; &amp;lt;!--REMOVE ALERT MESSAGE WHEN ARTICLE UPDATED FOR CHANGES--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
 | mnemonic = mindwipe&lt;br /&gt;
 | base_dur = 30 seconds&lt;br /&gt;
 | add_dur = 0&lt;br /&gt;
 | span = None&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = Warding&lt;br /&gt;
 | target = Mass&lt;br /&gt;
 | dtype = None&lt;br /&gt;
 | ctype = None&lt;br /&gt;
 | interval = One-shot&lt;br /&gt;
 | cast_rt = 2 (single target) or 3 (AOE)&lt;br /&gt;
 | mana_cost = 5 (single target) or 10 (AOE)&lt;br /&gt;
 | status = Level Drain&lt;br /&gt;
 | navigation = {{minor mental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mindwipe&#039;&#039;&#039; is a difficult-to-defend [[warding]] [[spell]], with successes reducing the target&#039;s effective [[level]]. Dropping in level implicitly reduces a target&#039;s AS/DS/CS/TD values as well as any directly level-based checks.  This spell will have a 20 TD pushdown for the mass version and a 30 TD pushdown for the single-target version.  The mass version can hit 3 creatures + 1 for every 50 MMC skill bonus.  A failed warding results in a 30 second debuff to the creature target’s level based on warding margin.&lt;br /&gt;
&lt;br /&gt;
A single target version of the spell may be cast for 5 [[mana]], while the multiple-target version costs 10 mana.&lt;br /&gt;
&lt;br /&gt;
The drop in level will not affect [[experience]] or [[Treasure system|treasure]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [[Mindwipe (1225)/saved posts | Saved posts]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Eviscerate&amp;diff=225521</id>
		<title>Eviscerate</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Eviscerate&amp;diff=225521"/>
		<updated>2024-09-20T22:54:49Z</updated>

		<summary type="html">&lt;p&gt;MATIC: added updated target info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Player System Manager&lt;br /&gt;
  |mnemonic = eviscerate&lt;br /&gt;
  |verb = [[CMAN]]&lt;br /&gt;
  |type = Area of Effect&lt;br /&gt;
  |roundtime = 4s&lt;br /&gt;
  |stamina = 14&lt;br /&gt;
  |targets = Abdomen&lt;br /&gt;
  |offensivegear = Right hand&lt;br /&gt;
  |attributes = &amp;lt;br&amp;gt;Height Check&amp;lt;br&amp;gt;Hostile&amp;lt;br&amp;gt;Initiator Stance Penalty&amp;lt;br&amp;gt;Rehiding Enabled&amp;lt;br&amp;gt;Shield Defensive Bonus&amp;lt;br&amp;gt;Target Stance Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
  |availableto = [[Rogue]]s&lt;br /&gt;
}}&lt;br /&gt;
{{PSM3.0costs&lt;br /&gt;
  |rank1 = 2&lt;br /&gt;
  |rank2 = 4&lt;br /&gt;
  |rank3 = 6&lt;br /&gt;
  |rank4 = 8&lt;br /&gt;
  |rank5 = 10&lt;br /&gt;
}}&lt;br /&gt;
{{PSMinfo&lt;br /&gt;
  |description = Spring from hiding to surprise and terrify enemies.&lt;br /&gt;
  |mechanics = Maneuver a target, dealing minor [[slash critical table|slashing]] damage and minor concussion damage.  Applies [[Major Bleed]] to the primary target.  Applies [[Terrified]] or [[Demoralized]] with a power of 15 to other targets that witness the attack.&lt;br /&gt;
  |additionalinfo = Because this is an [[:Category:Area of Effect skills|Area of Effect skill]], training in [[Multi Opponent Combat]] factors into the application of the Terrified and Demoralized effects.  The area of effect status condition uses the standard PSM target calculation of: number of targets affected = [[Multi Opponent Combat]] Bonus / 50&lt;br /&gt;
===Silent Strike===&lt;br /&gt;
Once the Rogue has gained the first rank of [[Silent Strike]], they will attempt to remain hidden when performing maneuvers with the {{boldmono|REHIDING ENABLED}} attribute.&lt;br /&gt;
}}&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Player System Manager/saved posts|Player System Manager saved posts]]&lt;br /&gt;
[[Category:Combat Maneuvers]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Player_System_Manager/saved_posts&amp;diff=225520</id>
		<title>Player System Manager/saved posts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Player_System_Manager/saved_posts&amp;diff=225520"/>
		<updated>2024-09-20T22:53:14Z</updated>

		<summary type="html">&lt;p&gt;MATIC: added PSM AOE target change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{saved-post&lt;br /&gt;
| category = Combat, Magic, and Character Mechanics&lt;br /&gt;
| topic = Developer&#039;s Corner&lt;br /&gt;
| messagenum = [https://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Developer&#039;s%20Corner/view/3923 3923] &lt;br /&gt;
| author = GS4-NAIJIN&lt;br /&gt;
| date = 07/26/2021&lt;br /&gt;
| subject = PSM: Phase 3 Released &lt;br /&gt;
}}&lt;br /&gt;
Hey all,&lt;br /&gt;
&lt;br /&gt;
Area of Effect skills now scale using 3 base targets, with an additional target every 50 Multi-Opponent Combat skill. This new formula matches the scaling of spells and should be easier for players to understand. MSTRIKE has not changed and will continue to use the old scaling. Please see the wiki entry at https://gswiki.play.net/Category:Area_of_Effect_skills for a list of maneuvers that apply.&lt;br /&gt;
&lt;br /&gt;
- Naijin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = General GemStone IV Discussion&lt;br /&gt;
| topic = General Discussion about Gemstone IV&lt;br /&gt;
| messagenum = [http://forums.play.net/forums/19/325/2285/view/4914 4914] &lt;br /&gt;
| author = GS4-NAIJIN&lt;br /&gt;
| date = 07/26/2021&lt;br /&gt;
| subject = PSM: Phase 3 Released &lt;br /&gt;
}}&lt;br /&gt;
PSM: Phase 3 is now live on all instances. Please refer to the initial post at http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/3889 for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = General GemStone IV Discussion&lt;br /&gt;
| topic = Game Systems&lt;br /&gt;
| messagenum = [http://forums.play.net/forums/19/325/3352/view/836 836] &lt;br /&gt;
| author = GS4-NAIJIN&lt;br /&gt;
| date = 07/16/2021&lt;br /&gt;
| subject = PSM: Phase 3 - Maneuver Updates, Effects, Feats, Weapon Techniques, and More!&lt;br /&gt;
}}&lt;br /&gt;
Hark, all you who take up arms!&lt;br /&gt;
&lt;br /&gt;
Armsmasters across Elanthia have long been comparing the combat methods of various peoples and traditions and, finding much common ground, have finally codified numerous techniques to teach through the guilds and their affiliates.&lt;br /&gt;
&lt;br /&gt;
A Giantman warrior described to us her training: &amp;quot;I learned to reap my enemies with the force of an arctic blast at the knee of my venerable uncle, and he learned this technique from his father, who had it from his mother before him.&amp;quot; She showed us her old claidhmore at this, hefting it with pride.&lt;br /&gt;
&lt;br /&gt;
Another correspondent spoke with a Shakat caravan guard, who wore a great crimson flamberge strapped to his back. &amp;quot;My family taught me to wield my blade, to whirl and strike like the sandstorm,&amp;quot; he said simply. &amp;quot;We brought our traditions with us out of the Sea of Fire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A student at the Warrior Guild in River&#039;s Rest was effusive about the new training regimen: &amp;quot;The masters call it the &#039;Whirlwind&#039; technique, you see. It&#039;s not new, but they&#039;re teaching it here now, and oh, I have so much more to learn!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Whether you reach for sword, bow, or hammer, or raise your bare fists, know that the armsmasters of Elanthia, Guild-backed or not, are here to teach you, and to learn from you, to the betterment of us all!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
PSM: Phase 3 is being released to the Platinum instance for further testing, and will be arriving on all instances when we are confident it is ready. Please review the wiki page at https://gswiki.play.net/Player_System_Manager_-_Phase_3 for detailed information on all the changes. Phase 3 has been a major effort involving many teams and I would like to extend special thanks to:&lt;br /&gt;
&lt;br /&gt;
:- The entire development team for design, coding, planning, and all the time spent reviewing changes.&lt;br /&gt;
:- Gyres for the bestest of wordsmithing and the in-character text above, without whom you would have messaging as bad as this thank you line.&lt;br /&gt;
:- Ixix, Mestys, Oscuro, Viduus, and Zissu for QC.&lt;br /&gt;
:- Auchand for creature design input.&lt;br /&gt;
:- Xeraphina, Gyres, and Motte for wiki guidance and updates.&lt;br /&gt;
:- Discord #mechanics channel for significant testing. Several players were immensely helpful during the extended testing phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Combat, Magic, and Character Mechanics&lt;br /&gt;
| topic = Magic&lt;br /&gt;
| messagenum = [http://forums.play.net/forums/19/327/3365/view/5732 5732] &lt;br /&gt;
| author = GS4-NAIJIN&lt;br /&gt;
| date = 12/29/2020&lt;br /&gt;
| subject = CML &amp;amp; SMR Updates&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;SMRv2/CML Updates&lt;br /&gt;
&lt;br /&gt;
The CML roll system is one that many players have expressed a dislike for. Even with maxed skill/stat training, it’s very difficult to defend against without training in the maneuver being used. This leads to players training primarily for defensive purposes, and not being able to utilize the rest of the maneuvers offensively for diversity or flavor.&lt;br /&gt;
&lt;br /&gt;
The conversion to SMRv2 will increase baseline defense against CML across the board, and will still provide an opportunity to train in certain skills for increased defense should a player choose to. Our goal here is to reduce the necessity to train in skills purely for defense and open up other maneuvers to players.&lt;br /&gt;
&lt;br /&gt;
In order to facilitate this change, some changes have been made to the SMRv2 formula itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General SMRv2 changes&lt;br /&gt;
&lt;br /&gt;
Racial maneuver bonuses have been changed to be a bonus to dodge ranks instead of a flat percentage. This change applies to maneuvers that take dodge into account, which is currently all of them.&lt;br /&gt;
* Human: 0&lt;br /&gt;
* Giant : 0&lt;br /&gt;
* Half-Elf : 3% =&amp;gt; 30 ranks&lt;br /&gt;
* Sylvankind : 3% =&amp;gt; 30 ranks&lt;br /&gt;
* Dark Elf : 3% =&amp;gt; 30 ranks&lt;br /&gt;
* Elf : 6% =&amp;gt; 60 ranks&lt;br /&gt;
* Dwarf : 0&lt;br /&gt;
* Halfling : 6% =&amp;gt; 60 ranks&lt;br /&gt;
* Forest Gnome : 6% =&amp;gt; 60 ranks&lt;br /&gt;
* Burghal Gnome : 8% =&amp;gt; 80 ranks&lt;br /&gt;
* Half-Krolvin : 0&lt;br /&gt;
* Erithian : 3% =&amp;gt; 30 ranks&lt;br /&gt;
* Aelotoi : 3% =&amp;gt; 30 ranks&lt;br /&gt;
&lt;br /&gt;
The benefit from being in higher stances has been halved. This means that being in a guarded stance is now the same as being in forward stance prior to the conversion.&lt;br /&gt;
* The amount of time a pure spends in guarded was benefiting them more than intended. This change allows for stancing to provide a defensive boost on demand, but will reduce the persistent benefit casters receive to what should be one of their weaknesses.&lt;br /&gt;
&lt;br /&gt;
SMRv2 attacks made from hiding now pushdown target stance similar to using the AMBUSH verb.&lt;br /&gt;
&lt;br /&gt;
Force on Force has been added to SMRv2 rolls. This applies the same as it does to other systems.&lt;br /&gt;
&lt;br /&gt;
Players can now better defend against magical SMRv2 attacks, similar to training ranks in the CML system.&lt;br /&gt;
* Knowing the spell, regardless of ability to cast: +20% (Rank 5).&lt;br /&gt;
* Can learn the spell, but hasn’t yet: +8% (Rank 3).&lt;br /&gt;
* Can learn from the same sphere of magic, but not the same circle: +2% (Rank 1).&lt;br /&gt;
* No influence in the spell’s sphere: +0% (No ranks).&lt;br /&gt;
&lt;br /&gt;
Combat Mobility will now trigger for SMRv2 rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CML Specific Changes&lt;br /&gt;
&lt;br /&gt;
CML rolls have been replaced with SMRv2.&lt;br /&gt;
&lt;br /&gt;
Training in a skill grants up to a 25% offensive and defensive bonus against like level creatures. The bonus has been changed from flat scaling, and now provides more benefit the higher in rank you are. The total bonus granted against like level targets is as follows:&lt;br /&gt;
* Rank 1: +2%&lt;br /&gt;
* Rank 2: +4%&lt;br /&gt;
* Rank 3: +8%&lt;br /&gt;
* Rank 4: +12%&lt;br /&gt;
* Rank 5: +20%&lt;br /&gt;
* Guild Master: +25%&lt;br /&gt;
&lt;br /&gt;
Weapon Specialization and Weapon Bonding still apply a 2% / rank bonus.&lt;br /&gt;
&lt;br /&gt;
Shield Focus will still apply a 2% / rank bonus.&lt;br /&gt;
&lt;br /&gt;
Cunning Defense has been updated to provide dodge ranks for the purposes of SMRv2 defense. This applies to CML SMRv2 rolls, and maxes out at +30 dodge ranks.&lt;br /&gt;
* Rank 1: +2&lt;br /&gt;
* Rank 2: +4&lt;br /&gt;
* Rank 3: +6&lt;br /&gt;
* Rank 4: +8&lt;br /&gt;
* Rank 5: +10&lt;br /&gt;
&lt;br /&gt;
SMRv2 offensive power is based on the relevant skill training per character level.&lt;br /&gt;
* 1x in a skill is considered baseline. Diminishing returns apply for training over 1x, with 2x training being 15% more effective than 1x training.&lt;br /&gt;
* CMAN skill is used as a primary skill for every maneuver. Secondary skills may be averaged in, to find the total skill value.&lt;br /&gt;
&lt;br /&gt;
All racial size modifiers have been moved to post-roll calculations and will modify the final roll, rather than the connection roll. This is similar to how channeling affects the endroll of warding spells.&lt;br /&gt;
&lt;br /&gt;
* Gnomes and halflings have had their bonuses changed to line up with their size. Burghal gnomes are the smallest, followed by halflings, and then forest gnomes.&lt;br /&gt;
&lt;br /&gt;
Racial size modifiers are now:&lt;br /&gt;
* Giantman/Half-Krolvin: +10, no change.&lt;br /&gt;
* Dwarf/Human: +5, no change.&lt;br /&gt;
* Half-Elf/Sylvankind/Dark Elf/Erithian: 0, no change.&lt;br /&gt;
* Elf/Aelotoi: -5, no change.&lt;br /&gt;
* Burghal Gnome: -15 to -20.&lt;br /&gt;
* Forest Gnome: -15 to -10.&lt;br /&gt;
* Halfling: -20 to -15.&lt;br /&gt;
&lt;br /&gt;
Added backend support to handle custom messaging.&lt;br /&gt;
&lt;br /&gt;
Injuries are now applied like all other SMRv2 rolls. Only rank 2 and 3 wounds will cause penalties to the attacker.&lt;br /&gt;
&lt;br /&gt;
All maneuvers have had stance reviewed for both offensive and defensive purposes. This information has been added to the HELP output.&lt;br /&gt;
&lt;br /&gt;
Shields now provide a defensive bonus to many maneuvers. This information has been added to the HELP output.&lt;br /&gt;
&lt;br /&gt;
Shield size modifiers that apply to maneuvers have been added to HELP output.&lt;br /&gt;
&lt;br /&gt;
Setups that inflict critical damage have had their critical rank normalized based on the endroll and power level of the maneuver.&lt;br /&gt;
* A common complaint was being unable to determine the effect of one maneuver over another that differed primarily in power level (e.g., shield bash vs shield charge). This should help reduce the variance of those types of maneuvers.&lt;br /&gt;
* Maneuvers of the same power level should result in similar criticals, however, every maneuver has the freedom to make adjustments as necessary.&lt;br /&gt;
* Note: this is coded, but maneuvers will need a review individually to determine if they should be updated.&lt;br /&gt;
&lt;br /&gt;
- Naijin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Combat, Magic, and Character Mechanics&lt;br /&gt;
| topic = Developer&#039;s Corner&lt;br /&gt;
| messagenum = [http://forums.play.net/forums/19/327/2255/view/1432 1432] &lt;br /&gt;
| author = GS4-NAIJIN&lt;br /&gt;
| date = 9/30/2020&lt;br /&gt;
| subject = Maneuver Update - Phase 1, General Release&lt;br /&gt;
}}&lt;br /&gt;
The maneuver update posted at http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/3703 is now available for all instances. Fast migration for ARMOR, SHIELD, and CMAN have been enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Combat, Magic, and Character Mechanics&lt;br /&gt;
| topic = Developer&#039;s Corner&lt;br /&gt;
| messagenum = [http://forums.play.net/forums/19/327/2255/view/1417 1417]&lt;br /&gt;
| author = GS4-NAIJIN&lt;br /&gt;
| date = 9/27/2020&lt;br /&gt;
| subject = [Platinum] Maneuver Update - Phase 1&lt;br /&gt;
}}&lt;br /&gt;
Hey all,&lt;br /&gt;
&lt;br /&gt;
The team is excited to announce an update to the CMAN, SHIELD, ARMOR, and ASCENSION systems. All four systems have been consolidated on the backend to what we call the Player System Manager. This update was done to improve development and increase consistency across the board. On the frontend, you will notice some subtle changes to INFO, LIST, and HELP. Stamina and roundtimes have been adjusted across the board and you will see a decrease overall for most maneuvers.&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all the changes, please see the design document at https://docs.google.com/document/d/1rsDsOfY_tdnky99kLKxEbOvSv3LSubJJh22bd46u4nc/edit?usp=sharing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Gemstone IV Announcements&lt;br /&gt;
| topic = Important Announcements&lt;br /&gt;
| messagenum = [http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/3571 3571]&lt;br /&gt;
| author = GS4-NAIJIN&lt;br /&gt;
| date = 5/11/2020&lt;br /&gt;
| subject = Combat/Shield Maneuver Updates&lt;br /&gt;
}}&lt;br /&gt;
Please note that the following changes will be rolled out initially in Platinum for Beta Testing purposes, and will be rolled into all instances once Beta has concluded.&lt;br /&gt;
----&lt;br /&gt;
Combat and shield maneuvers no longer have a level restriction for training. In addition, maneuvers have been updated to allow usage during hard roundtime. You may use your combat momentum to follow up a combat action with a maneuver but if you are interrupted by an enemy you lose the momentum. The number of times you can use a maneuver is increased by training in Multi Opponent Combat and a new use is granted at 10, 35, 75, and 125 ranks. You will still receive the roundtime and incur an additional stamina cost at 10% + 5% per additional use. You must specify FORCERT at the end of a maneuver or toggle the flag using CMAN FORCERT, e.g., CMAN DIRTKICK KOBOLD FORCERT.&lt;br /&gt;
&lt;br /&gt;
Combat Maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Shadow Mastery&lt;br /&gt;
* Bearhug&lt;br /&gt;
* Dirtkick&lt;br /&gt;
* Shield Bash&lt;br /&gt;
* Hamstring&lt;br /&gt;
* Crowd Press&lt;br /&gt;
* Garrote&lt;br /&gt;
* Charge&lt;br /&gt;
* Shield Charge&lt;br /&gt;
* Headbutt&lt;br /&gt;
* Haymaker&lt;br /&gt;
* Coup de Grace&lt;br /&gt;
* Tackle&lt;br /&gt;
* Sweep&lt;br /&gt;
* Disarm&lt;br /&gt;
* Sunder Shield&lt;br /&gt;
* Twin Hammerfists&lt;br /&gt;
* Subdue&lt;br /&gt;
* Cheapshots (all)&lt;br /&gt;
* Groin Kick&lt;br /&gt;
* Subdual Strike&lt;br /&gt;
* Sucker Punch&lt;br /&gt;
* Bull Rush&lt;br /&gt;
* Surge of Strength&lt;br /&gt;
* Trip&lt;br /&gt;
* Cutthroat&lt;br /&gt;
* Divert&lt;br /&gt;
* Duck and Weave&lt;br /&gt;
* Burst of Swiftness&lt;br /&gt;
* Internal Power&lt;br /&gt;
* Mystic Strike&lt;br /&gt;
* Ki Focus&lt;br /&gt;
* Slippery Mind&lt;br /&gt;
* Inner Harmony&lt;br /&gt;
* Stance of the Mongoose&lt;br /&gt;
* Rolling Krynch Stance&lt;br /&gt;
* Flurry of Blows&lt;br /&gt;
* Predator&#039;s Eye&lt;br /&gt;
* Spell Cleaving&lt;br /&gt;
* Spell Thieve&lt;br /&gt;
* Griffin&#039;s Voice&lt;br /&gt;
* Whirling Dervish&lt;br /&gt;
* Executioner&#039;s Stance&lt;br /&gt;
* Striking Asp Stance&lt;br /&gt;
* Shadow Dance&lt;br /&gt;
* Dislodge&lt;br /&gt;
&lt;br /&gt;
Shield Maneuvers:&lt;br /&gt;
* Shield Bash&lt;br /&gt;
* Shield Charge&lt;br /&gt;
* Shield Push&lt;br /&gt;
* Shield Trample&lt;br /&gt;
* Shield Riposte&lt;br /&gt;
* Disarming Presence&lt;br /&gt;
* Stance of the Tortoise&lt;br /&gt;
* Shield Mind&lt;br /&gt;
* Steely Resolve&lt;br /&gt;
&lt;br /&gt;
This message was originally posted in Combat, Magic, and Character Mechanics, Announcements. To discuss the above, follow the link below.&lt;br /&gt;
&lt;br /&gt;
http://forums.play.net/forums/19/327/3372/view/31&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Area_of_Effect_skills&amp;diff=225519</id>
		<title>Category:Area of Effect skills</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Area_of_Effect_skills&amp;diff=225519"/>
		<updated>2024-09-20T22:49:46Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Area of Effect skills&#039;&#039;&#039; disable or damage multiple targets. The number of targets is increased by training in [[Multi Opponent Combat]], for both direct damage and for any application of [[status condition]]s. The number of targets affected is:&lt;br /&gt;
3 + Multi Opponent Combat Bonus / 50&lt;br /&gt;
&lt;br /&gt;
==List of Area of Effect Skills==&lt;br /&gt;
{{Template:Area of Effect Skills list}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[Player System Manager/Saved posts|Player System Manager saved posts]]&lt;br /&gt;
[[Category:Player System Manager]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Boss_creatures&amp;diff=220396</id>
		<title>Category:Boss creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Boss_creatures&amp;diff=220396"/>
		<updated>2024-06-07T14:10:41Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&#039;&#039;&#039;Boss Creatures&#039;&#039;&#039; or the &#039;&#039;&#039;Boss Creature System&#039;&#039;&#039; upgrades newly created creatures into bosses, minibosses, or packs. Upgraded creatures have their level and basic stats boosted, and are granted a number of special abilities called boons which are denoted by a special adjective. Players have alternatively called this &amp;quot;glam critters,&amp;quot; &amp;quot;gifted creatures,&amp;quot; or &amp;quot;boosted critters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Types of Boss Creatures==&lt;br /&gt;
&lt;br /&gt;
Typically creatures within a specific location will only spawn as one of the below Boss Creatures types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bosses&#039;&#039;&#039; are semi-unique and will always be created with the same special boons and possibly additional special abilities. They are time limited. They have unique {{boldmono|[[DESCRIBE (verb)|DESCRIBE]]}} messaging and unique spawn messaging.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minibosses&#039;&#039;&#039; will spawn one at a time with randomly selected boons. They will only have one tier three boon at most. These are more rare than packs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Packs&#039;&#039;&#039; will spawn multiple identical boss creatures at the same time. They will have less boons than minibosses, will only have tier one or two boons, and the entire pack has identical boons. After they have spawned, packs are subject to usual creature wandering and will not necessarily stick together.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
Killing a creature upgraded by this system will grant [[long-term experience]] (LTE) in addition to the typical [[field experience]] at the below rates. The amount of LTE granted is capped at 1,000 points per day, but continuing to kill such creatures will still grant bonus fame and better treasure. The intent with the LTE reward was to ensure that even if your mind is full of field experience and you cannot gain any more, you are still receiving an LTE reward.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Long-Term Fame Reward&lt;br /&gt;
|-&lt;br /&gt;
|Boss || 1.5x Field Experience Awarded&lt;br /&gt;
|-&lt;br /&gt;
|Miniboss || 1x Field Experience Awarded&lt;br /&gt;
|-&lt;br /&gt;
|Pack || .5x Field Experience Awarded&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Creatures upgraded by this system have loot increases similar to grizzled or ancient creatures. [[User:GS4-IXIX|GM Ixix]] released bonus treasure on 8/13/2020 for all Boss Creature types. This means that independently of the regular treasure results, {{boldmono|[[LOOT (verb)|LOOTing]]}} a Boss Creature will result in some additional tangible treasure like gems, boxes, collectibles, and other trinkets. This is indicated by the following message &#039;&#039;Searching carefully, you find&#039;&#039; {special loot}.&lt;br /&gt;
&lt;br /&gt;
==Creatures and Locations==&lt;br /&gt;
&lt;br /&gt;
Below is a list of creatures affected by the Boss Creature System. If a creature inhabits more than one area they may not be affected in every area (particularly if the areas are located in different zones). In addition, the chance a creature has to spawn upgraded via the Boss Creature System differs based on creature. Creatures upgraded by the system do impact spawn rates of the standard creature and must be cleared out in order for the standard creature to spawn again. There is some sort of limit to keep upgraded creatures from piling up if they&#039;re avoided/missed.&lt;br /&gt;
&lt;br /&gt;
These creatures in these locations are setup to create bosses, minibosses, or packs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;15&amp;quot; | Level&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;15%&amp;quot;| Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;10%&amp;quot;| Zone&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;15%&amp;quot;| Location&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;8%&amp;quot;| Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| 103u&lt;br /&gt;
| [[Ethereal triton psionicist]]&lt;br /&gt;
| [[Kraken&#039;s Fall]]&lt;br /&gt;
| [[Atoll]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 102&lt;br /&gt;
| [[Triton warden]]&lt;br /&gt;
| [[Kraken&#039;s Fall]]&lt;br /&gt;
| [[Atoll]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| [[Triton fanatic]]&lt;br /&gt;
| [[Kraken&#039;s Fall]]&lt;br /&gt;
| [[Atoll]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 98u&lt;br /&gt;
| [[Spectral triton protector]]&lt;br /&gt;
| [[Kraken&#039;s Fall]]&lt;br /&gt;
| [[Atoll]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 98&lt;br /&gt;
| [[Triton brawler]]&lt;br /&gt;
| [[Kraken&#039;s Fall]]&lt;br /&gt;
| [[Atoll]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 96&lt;br /&gt;
| [[Triton assassin]]&lt;br /&gt;
| [[Kraken&#039;s Fall]]&lt;br /&gt;
| [[Atoll]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 96&lt;br /&gt;
| [[Greater construct]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Old Ta&#039;Faendryl]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 96&lt;br /&gt;
| [[Siren]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| [[Ruined Temple]] (Nelemar)&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 94&lt;br /&gt;
| [[Triton warlock]]&lt;br /&gt;
| [[Kraken&#039;s Fall]]&lt;br /&gt;
| [[Atoll]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| [[Aivren]]&lt;br /&gt;
|[[The Rift]]&lt;br /&gt;
| Plane 3&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| [[Illoke elder]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Thanatoph]], The Bowels&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 84&lt;br /&gt;
| [[Vvrael warlock]]&lt;br /&gt;
| [[The Rift]]&lt;br /&gt;
| Plane 3&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 84&lt;br /&gt;
| [[Vvrael warlock]]&lt;br /&gt;
| [[The Rift]]&lt;br /&gt;
| Plane 2&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| [[Vvrael witch]]&lt;br /&gt;
| [[The Rift]]&lt;br /&gt;
| Plane 1&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 78&lt;br /&gt;
| [[Dhu goleras]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Blighted Forest]], Maaghara Labyrinth&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| [[Raving lunatic]]&lt;br /&gt;
| [[The Rift]]&lt;br /&gt;
| Plane 2&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| [[Raving lunatic]]&lt;br /&gt;
| [[The Rift]]&lt;br /&gt;
| Plane 1&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| [[Moulis]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Blighted Forest]], Maaghara Labyrinth&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| [[Fire mage]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| [[Eye of V&#039;Tull]], Glaes Vein&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| [[Hunch-backed dogmatist]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Temple Wyneb]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 69&lt;br /&gt;
| [[Lesser griffin]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Griffin&#039;s Keen]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 67&lt;br /&gt;
| [[Yeti]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Griffin&#039;s Keen]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 67&lt;br /&gt;
| [[Muscular supplicant]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Temple Wyneb]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 66&lt;br /&gt;
| [[Red tsark ]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| [[Eye of V&#039;Tull]], Glaes Vein&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 61&lt;br /&gt;
| [[Wind wraith]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| [[Temple of Luukos]], Wind Tunnel&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| [[Black forest ogre]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Blighted Forest|Blighted Forest]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 60&lt;br /&gt;
| [[Black forest ogre]]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| [[Aradhul Road|Aradhul Road]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 58&lt;br /&gt;
| [[Massive pyrothag]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| [[Lava Flows]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 58&lt;br /&gt;
| [[Massive pyrothag]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| Basalt Hillock&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 55&lt;br /&gt;
| [[Stone troll]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Thanatoph]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 54&lt;br /&gt;
| [[Skayl]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| [[Lava Flows]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 53	&lt;br /&gt;
| [[Sabre-tooth tiger]]&lt;br /&gt;
| [[Icemule]]&lt;br /&gt;
| [[Mount Aenatumgana]], [[Top of the World]], [[Arctic Tundra]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 52&lt;br /&gt;
| [[Tomb troll]]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[Marsh Keep]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 50&lt;br /&gt;
| [[Flesh golem]]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[Marsh Keep]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 50&lt;br /&gt;
| [[Greater faeroth]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Gyldemar Forest]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 49&lt;br /&gt;
| [[Waern]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| Bonespear Tower&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 48&lt;br /&gt;
| [[Dybbuk]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| [[Bonespear Tower]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 48&lt;br /&gt;
| [[Kiramon defender]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Seethe Naedal]], Maernstrike Caverns&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 48&lt;br /&gt;
| [[Kiramon defender]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| Abandoned Mine&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 48&lt;br /&gt;
| [[Kiramon defender]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[:Category:Darkstone_Castle_creatures|Darkstone Castle]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 48&lt;br /&gt;
| [[Warrior shade]]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| [[Fethayl Bog]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 46&lt;br /&gt;
| [[Forest trali shaman]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Gyldemar Green]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 44&lt;br /&gt;
| [[Bog wight]]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| [[Fethayl Bog]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 44&lt;br /&gt;
| [[Mastodonic leopard]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Gyldemar Green]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 43&lt;br /&gt;
| [[Dreadnought raptor]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Gyldemar Green]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 43&lt;br /&gt;
| [[Night mare]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Shadow Valley]], Shadow Plain&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 43&lt;br /&gt;
| [[Night mare]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Shadow Valley]],Dark Pasture&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 42&lt;br /&gt;
| [[Dark vortece]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[The Broken Lands]], Dark Grotto&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 42&lt;br /&gt;
| [[Frozen corpse]]&lt;br /&gt;
| [[Icemule]]&lt;br /&gt;
| [[Pinefar]], Nightmare Gorge&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 41&lt;br /&gt;
| Roa&#039;ter&lt;br /&gt;
|&lt;br /&gt;
| Castle Varunar&lt;br /&gt;
| Boss&lt;br /&gt;
| Once per 30 days. Has unique spawn messaging. &amp;lt;pre{{log2}}&amp;gt;Wispy tendrils of mist appear, partially obscuring &amp;lt;ground/floor&amp;gt; before drifting away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 41&lt;br /&gt;
| Skeletal Lord&lt;br /&gt;
|&lt;br /&gt;
| Castle Varunar&lt;br /&gt;
| Boss&lt;br /&gt;
| Once per 30 days&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 40&lt;br /&gt;
| [[Kiramon worker]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[:Category:Darkstone_Castle_creatures|Darkstone Castle]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 40&lt;br /&gt;
| [[Kiramon worker]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| Abandoned Mine&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 40&lt;br /&gt;
| [[Kiramon worker]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Seethe Naedal]], Maernstrike Caverns&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 40&lt;br /&gt;
| [[Lesser faeroth]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Gyldemar Forest]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 40&lt;br /&gt;
| [[Spectral miner]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Shadow Valley]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 39&lt;br /&gt;
| [[Greater bog troll]]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[Miasmal Forest]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 38&lt;br /&gt;
| [[Krolvin corsair]]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[Krolvin Carrack]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 38&lt;br /&gt;
| [[Vesperti]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| [[Foggy Valley]], Deep Woods&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 37&lt;br /&gt;
| [[Lesser moor wight]]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[Miasmal Forest]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 37&lt;br /&gt;
| Skeletal Warhorse&lt;br /&gt;
|&lt;br /&gt;
| Castle Varunar&lt;br /&gt;
| Boss&lt;br /&gt;
| Once per 30 days&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 35&lt;br /&gt;
| [[Troll wraith]]&lt;br /&gt;
| [[Zul Logoth]]&lt;br /&gt;
| [[Troll Burial Grounds]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 34&lt;br /&gt;
| [[Lava troll]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| [[Greymist Wood]], Basalt Flats&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 34&lt;br /&gt;
| [[Moor witch]]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[Maelstrom Bay]], [[:Category:Shattered_Moors_creatures|Shattered Moors]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 34&lt;br /&gt;
| [[Rock troll zombie]]&lt;br /&gt;
| [[Zul Logoth]]&lt;br /&gt;
| [[Troll Burial Grounds]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 33&lt;br /&gt;
| [[Ghostly pooka]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Shadow Valley]], Mine Tunnels&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 33&lt;br /&gt;
| [[Moor hound]]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[Maelstrom Bay]], [[:Category:Shattered_Moors_creatures|Shattered Moors]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 33&lt;br /&gt;
| Hisskra Chieftain&lt;br /&gt;
|&lt;br /&gt;
| Reef&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 33&lt;br /&gt;
| Hisskra Shaman&lt;br /&gt;
|&lt;br /&gt;
| Reef&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 32&lt;br /&gt;
| [[Giant fog beetle]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| [[Greymist Wood]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 31&lt;br /&gt;
| [[Ash hag]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| [[Fhorian Village]], Geyser Flats&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 29&lt;br /&gt;
| [[Ice troll]]&lt;br /&gt;
| [[Icemule]] &lt;br /&gt;
| [[Frozen Battlefield]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 29&lt;br /&gt;
| [[Ice troll]]&lt;br /&gt;
| [[Icemule]] &lt;br /&gt;
| [[Olbin Pass]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 28&lt;br /&gt;
| [[Dobrem]]&lt;br /&gt;
| [[Solhaven]] &lt;br /&gt;
| [[Outlands]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 27&lt;br /&gt;
| [[Frenzied monk]]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| [[Lunule Weald]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 25&lt;br /&gt;
| [[Krolvin warfarer]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Abandoned Mine]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 24&lt;br /&gt;
| [[Giant albino scorpion]]&lt;br /&gt;
| [[Zul Logoth]] &lt;br /&gt;
| [[Mraent Caverns]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 23&lt;br /&gt;
| [[Arachne_priest|Arachne priest(ess)]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Spider Temple]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 23&lt;br /&gt;
| [[Centaur]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[:Category:Darkstone_Castle_creatures|Darkstone Castle]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 23&lt;br /&gt;
| [[Crazed zombie]]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| [[Lunule Weald]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 23&lt;br /&gt;
| [[Fenghai]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| [[Foggy Valley]], The Lake, Warrens&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 23&lt;br /&gt;
| [[Rotting woodsman]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| [[:Category:Marshtown creatures|Marshtown]], Wooded Plains&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 23&lt;br /&gt;
| [[Zombie]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Danjirland]], Ruined Potter&#039;s Field&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 22&lt;br /&gt;
| [[Cougar]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| [[Foggy Valley]], The Lake&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 22&lt;br /&gt;
| [[Crested basilisk]]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| [[Rambling Meadows]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 20&lt;br /&gt;
| [[Massive grahnk]]&lt;br /&gt;
| [[Icemule]]&lt;br /&gt;
| [[Thurfel&#039;s Keep]], [[Thurfel&#039;s Cellar]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 19&lt;br /&gt;
| [[Krolvin warrior]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Lysierian Hills]], [[Abandoned Mine]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 17&lt;br /&gt;
| [[Spiked cavern urchin]]&lt;br /&gt;
| [[Icemule]]&lt;br /&gt;
| [[Thurfel&#039;s Keep]], [[Thurfel&#039;s Cellar]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
Boss Creatures can have boons and additional special abilities depending upon the type.&lt;br /&gt;
&lt;br /&gt;
===Boons===&lt;br /&gt;
&lt;br /&gt;
Boss Creatures may be [[APPRAISE (verb)|appraised]] or [[ASSESS (verb)|assessed]] to receive a hint about what their boons are. Which boons and how many boons a creature has is determined by its Boss Creatures type and its creature characteristics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;appraise chieftain&lt;br /&gt;
The hisskra chieftain is medium in size and about five feet high in his current state.&lt;br /&gt;
You would probably be able to take on the chieftain, but with some risk to your health.&lt;br /&gt;
The hisskra chieftain appears to be dazzling, drab, and spindly.&lt;br /&gt;
&lt;br /&gt;
Boons are loosely divided into 3 tiers. The adjective you see on a creature is created from the highest tier of abilities on the creature. Not all boons can go on all creatures in the Boss Creatures system and some boons are not compatible. For example, trolls will not get regeneration and if a creature is given the boon Ethereal, they will not also get Magic Immune.&lt;br /&gt;
&lt;br /&gt;
When the system was first released, there was an additional adjective called &#039;&#039;huge&#039;&#039; which meant that the creature&#039;s boon did not yet have a proper adjective. This should not be appearing any longer and if it does, it indicates there is a problem.&lt;br /&gt;
&lt;br /&gt;
Boon tier, name, and adjectives in the below table were provided by [[USER:GS4-IXIX|GM Ixix]] and the notes were gathered and researched by players. &#039;&#039;&#039;Note:&#039;&#039;&#039; The information provided in the notes section may not be accurate. Please continue to add information as you discover it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;15&amp;quot; | Tier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;13%&amp;quot;| Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;13%&amp;quot;| Adjectives&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Blink ----&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|3&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Blink&lt;br /&gt;
|flickering&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Temporary phase ability&lt;br /&gt;
|-&lt;br /&gt;
|wavering&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Bolt Shield ---&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Bolt Shield&lt;br /&gt;
|shielded&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Boosted HP ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Boosted HP&lt;br /&gt;
|robust&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|stalwart&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Boosted Mana ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Boosted Mana&lt;br /&gt;
|luminous&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|lustrous&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Boosted Defense ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Boosted Defense&lt;br /&gt;
|sinuous&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Appears the creature has high damage padding. Using a +12 CER damage weighted weapon results in zero extra damage based on observation from multiple low endrolls of 102 to 105 and the only damage amount dealt was 1 point. Unsure if they have natural crit padding.&lt;br /&gt;
|-&lt;br /&gt;
|flexile&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Boosted Offense ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Boosted Offense&lt;br /&gt;
|combative&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|belligerent&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Cheat Death ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|3&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Cheat Death&lt;br /&gt;
|glorious&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Raises self after death - may self-raise several times although the chance of resurrection drops dramatically each time they do it. When they resurrect they receive all of their boons back including extra spells if that boon is on them. They do not heal completely when they resurrect and will be weaker after resurrection than they would be on initial spawn.&lt;br /&gt;
|-&lt;br /&gt;
|illustrious&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Confuse ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|3&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Confuse&lt;br /&gt;
|blurry&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|May give hard RT for casting at them, certain parts of spells might get their damage cycle ignored or dodged which likewise may apply hard RT, and sonic flares did not work&lt;br /&gt;
|-&lt;br /&gt;
|shifting&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Counter-Attack ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|3&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Counter-attack&lt;br /&gt;
|apt&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[SMR]] countterack, possibly even if the creature should be in RT/kneeling. GM Ixix stated these should be preventable if you sufficiently disable the creature.&lt;br /&gt;
|-&lt;br /&gt;
|ready&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Crit Death Immune ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Crit Death Immune&lt;br /&gt;
|resolute&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|This is the same crit death immunity that appears on something like constructs or golems.&lt;br /&gt;
|-&lt;br /&gt;
|unflinching&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Crit Padding ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Crit Padding&lt;br /&gt;
|stout&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|hardy&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Crit Weighting ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Crit Weighting&lt;br /&gt;
|shimmering&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|gleaming&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Damage Padding ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Damage Padding&lt;br /&gt;
|flinty&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|tough&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Damage Weighting ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Damage Weighting&lt;br /&gt;
|barbed&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|spiny&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Diseased ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Diseased&lt;br /&gt;
|pestilent&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|afflicted&lt;br /&gt;
|-&lt;br /&gt;
|diseased&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Dispelling ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Dispelling&lt;br /&gt;
|dazzling&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Casts [[Spirit Dispel (119)]] and [[Elemental Dispel (417)]] with sphere interference cascade effect. Creatures have a chance to flare a dispel before swinging which therefore can be tricky with creatures that can [[MSTRIKE (verb)|MSTRIKE]].&lt;br /&gt;
|-&lt;br /&gt;
|flashy&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Elemental Flares ---&amp;gt;&lt;br /&gt;
|2&lt;br /&gt;
|Elemental Flares&lt;br /&gt;
|glittering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Elemental Negation ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Elemental Negation&lt;br /&gt;
|sparkling&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Absorbs elemental magic attacks, negating any damage.&lt;br /&gt;
|-&lt;br /&gt;
|shining&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Extra Spells - Elemental ---&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Extra Spells - Elemental&lt;br /&gt;
|glowing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Extra Spells - Spiritual ---&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Extra Spells - Spiritual&lt;br /&gt;
|radiant&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Extra Spells - Other ---&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Extra Spells - Other&lt;br /&gt;
|twinkling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Ethereal ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|3&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Ethereal&lt;br /&gt;
|ethereal&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Noncorporeal undead. These will not have Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|wispy&lt;br /&gt;
|-&lt;br /&gt;
|ghostly&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Frenzy ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Frenzy&lt;br /&gt;
|raging&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|frenzied&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Jack of all Trades ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Jack of all Trades&lt;br /&gt;
|adroit&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|deft&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Magic Immune ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|3&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Magic Immune&lt;br /&gt;
|rune-covered&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Magic-absorb shield similar to Vvrael.&lt;br /&gt;
|-&lt;br /&gt;
|tattooed&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Mind Blast ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Mind Blast&lt;br /&gt;
|canny&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[SMR]] mental stun spell. This had a short window of protection added that should prevent it from stun locking the character.&lt;br /&gt;
|-&lt;br /&gt;
|keen&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Parting Shot ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Parting Shot&lt;br /&gt;
|dreary&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Allows the creature to deal damage one last time upon death to whoever delivers the killing blow.  This ability can be disabled if the creature is [[stunned]], [[webbed]], or [[immobilized]] during the the killing blow.&lt;br /&gt;
|-&lt;br /&gt;
|drab&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Physical Negation ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Physical Negation&lt;br /&gt;
|indistinct&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Randomized roll for a physical damage resist shield. The more frequently you attack with a specific damage type, the more likely it is to happen. This may imply that if you change damge types as you are attacking, you may have less of a chance for the negation to occur.&lt;br /&gt;
|-&lt;br /&gt;
|nebulous&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Poisonous ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Poisonous&lt;br /&gt;
|sickly green&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[SMR]] poison gas cloud that spawns even when the creature fails to hit due to high DS. Use [[Purify Air (207)]] to combat the miasma cloud. This is identical to the [[giant fog beetle]] poison attack.&lt;br /&gt;
|-&lt;br /&gt;
|oozing&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Regeneration ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Regeneration&lt;br /&gt;
| slimy&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Regeneration similar to [[Troll&#039;s Blood (1125)]]. Fire does not prevent healing.&lt;br /&gt;
|-&lt;br /&gt;
|muculent&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Soul Stealing ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Soul Stealing&lt;br /&gt;
|tenebrous&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|May possess [[Foresight (1204)]], [[Mantle of Faith (1601)]], and [[Spirit Guard (1712)]]&lt;br /&gt;
|-&lt;br /&gt;
|shadowy&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Stun Immune ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Stun Immune&lt;br /&gt;
|steadfast&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|unyielding&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Terrifying ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|3&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Terrifying&lt;br /&gt;
|ghastly&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Attacking the target triggers a pre-attack [[SMR]] check. Failing the roll can force the attacker into a more defensive stance.&lt;br /&gt;
|-&lt;br /&gt;
|grotesque&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Weaken ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|3&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Weaken&lt;br /&gt;
|spindly&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|lanky&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
===Arrival===&lt;br /&gt;
&lt;br /&gt;
There is special area messaging when a miniboss or pack spawns, but you will not see it if you are in the same room when the creatures spawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You briefly hear what sounds like quite the commotion.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boon Messaging by Name===&lt;br /&gt;
&lt;br /&gt;
====Blink====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A flickering troll wraith startles at the sudden, clamorous ring of metal on metal!&lt;br /&gt;
*Clang!*  The air reverberates with metallic echoes, blasting the troll wraith for 35 points of damage!&lt;br /&gt;
With an abrupt flash, a flickering troll wraith disappears and reappears a few feet away, avoiding any danger completely!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You fire a faewood white arrow at a wavering troll wraith!&lt;br /&gt;
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!&lt;br /&gt;
The white arrow sails through a wavering troll wraith and lands nearby.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You gesture at a wavering troll wraith.&lt;br /&gt;
You hurl a stream of holy water at a wavering troll wraith!&lt;br /&gt;
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Boosted Defense====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon in use is +12 CER damage weighted and +5 CER crit weighted - comparison to Flexile creature and regular creature&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You swing a perfect faenor flamberge at a &#039;&#039;&#039;flexile&#039;&#039;&#039; fenghai!&lt;br /&gt;
  AS: +278 vs DS: +240 with AvD: +45 + d100 roll: +22 = +105&lt;br /&gt;
   ... and hit for 1 point of damage!&lt;br /&gt;
   Light slash to the fenghai&#039;s abdomen!&lt;br /&gt;
   Barely nicked.&lt;br /&gt;
Roundtime: 4 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;On the heels of a fenghai&#039;s block, you erupt into motion, determined to overpower its defenses!&lt;br /&gt;
You swing a perfect faenor flamberge at a fenghai!&lt;br /&gt;
  AS: +278 vs DS: +234 with AvD: +45 + d100 roll: +13 = +102&lt;br /&gt;
   ... and hit for 11 points of damage!&lt;br /&gt;
   Hit glances off the fenghai&#039;s hip.&lt;br /&gt;
Roundtime: 2 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Confuse====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;[SMR result: 222 (Open d100: 85)]&lt;br /&gt;
You have good positioning against a blurry Illoke elder.&lt;br /&gt;
  UAF: 557 vs UDF: 544 = 1.023 * MM: 74 + d100: 80 = 155&lt;br /&gt;
  ... and hit for 31 points of damage!&lt;br /&gt;
  Wide swing connects with right shin, sweeping it hard to the side!&lt;br /&gt;
  The Illoke elder is knocked to the ground!&lt;br /&gt;
&lt;br /&gt;
 Your sonic cestus unleashes a blast of sonic energy at a blurry Illoke elder! &lt;br /&gt;
Something confusing enters your mind at the worst possible moment, and the distraction disrupts your attack!&lt;br /&gt;
Roundtime changed to 3 seconds.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
Roundtime changed to 1 second.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Ethereal carnelian foxfire flickers into being along &amp;lt;Person&#039;s&amp;gt; hands, slithering across her palms...&lt;br /&gt;
&amp;lt;Person&amp;gt; channels at a blurry Illoke elder.&lt;br /&gt;
&amp;lt;Person&amp;gt; concentrates intently on a blurry Illoke elder, and a pulse of pearlescent energy ripples toward him!&lt;br /&gt;
  CS: +401 - TD: +377 + CvA: +25 + d100: +78 == +127&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The Illoke elder shudders with moderate convulsions as pearlescent ripples envelop his body.&lt;br /&gt;
The Illoke elder is smashed for 40 points of damage!&lt;br /&gt;
&amp;lt;Person&amp;gt; stumbles slightly, looking momentarily distracted and confused.  &amp;lt;Person&#039;s&amp;gt; attack misses entirely!&lt;br /&gt;
&amp;lt;Person&amp;gt; stumbles slightly, looking momentarily distracted and confused.  &amp;lt;Person&#039;s&amp;gt; attack misses entirely!&lt;br /&gt;
...wait 1 seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Counter-Attack====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An apt black forest ogre seizes the opportunity to launch a quick counterattack against you!&lt;br /&gt;
[SMR result: 162 (Open d100: 181, Penalty: 4)]&lt;br /&gt;
The ogre attack lands!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Shot knocks your head back by pushing on the inside of the skull!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dispelling====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You swing a heavy golden vultite-bladed naginata at a flashy vesperti!&lt;br /&gt;
  AS: +271 vs DS: +209 with AvD: +49 + d100 roll: +1 = +112&lt;br /&gt;
   ... and hit for 5 points of damage!&lt;br /&gt;
   Weak slash across chest!&lt;br /&gt;
   Slightly less painful than heartburn.&lt;br /&gt;
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!&lt;br /&gt;
You feel less confident than before.&lt;br /&gt;
The hazy film around &amp;lt;Person&amp;gt; fluxes chaotically!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Vicious beam of energy rips open your back!&lt;br /&gt;
   You are stunned for 6 rounds!&lt;br /&gt;
The hazy film fades from around you.&lt;br /&gt;
A virulent green mist seeps out of a flashy vesperti&#039;s lips toward you, but you are unaffected.&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
Roundtime changed to 3 seconds.&lt;br /&gt;
S&amp;gt;&lt;br /&gt;
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!&lt;br /&gt;
The dim aura fades from around you.&lt;br /&gt;
You are coated in a hazy film.&lt;br /&gt;
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!&lt;br /&gt;
You become solid again.&lt;br /&gt;
The hazy film around &amp;lt;Person&amp;gt; fluxes chaotically!&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
   Tremendous plasma discharge slices deep into your chest!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Elemental Negation===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Your hands glow with power as you invoke the phrase for Major Fire...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You channel at a sparkling cavern urchin.&lt;br /&gt;
You hurl a roaring ball of fire at a sparkling cavern urchin!&lt;br /&gt;
A shimmering sphere momentarily flashes around a sparkling cavern urchin.&lt;br /&gt;
The shimmering sphere absorbs the attack, leaving a sparkling cavern urchin unscathed!&lt;br /&gt;
The roaring ball of fire strikes a sparkling cavern urchin, blossoming into a much larger sphere of flame upon impact.&lt;br /&gt;
A shimmering sphere momentarily flashes around a sparkling cavern urchin.&lt;br /&gt;
The shimmering sphere absorbs the attack, leaving a sparkling cavern urchin unscathed!&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Magic Immune====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You gesture at a rune-covered [[Troll wraith|troll wraith]].&lt;br /&gt;
A rune-covered troll wraith pulses brightly as she absorbs the magic!&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mind Blast====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;[SMR result: 222 (Open d100: 85)]&lt;br /&gt;
An overwhelming pressure assails your mind, rendering you thoughtless!&lt;br /&gt;
You are stunned!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Parting Shot====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You chant a reverent litany, clasping your hands while focusing upon the Smite spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You channel at an indistinct [[crazed zombie]].&lt;br /&gt;
A scintillating, blue-white aura encompasses an indistinct [[crazed zombie]].&lt;br /&gt;
  CS: +164 - TD: +76 + CvA: +25 + d100: +40 == +153&lt;br /&gt;
  Warding failed!&lt;br /&gt;
An explosion of blue-white energy near an indistinct [[crazed zombie]] consumes the surrounding area with a blinding light.&lt;br /&gt;
The crazed zombie is hit for 39 points of damage!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Precise burst of energy causes the [[crazed zombie]]&#039;s neck to blacken and peel.&lt;br /&gt;
You hear a sound like a weeping child as a white glow separates itself from the [[crazed zombie]]&#039;s body as it rises, disappearing into the heavens.&lt;br /&gt;
As the [[crazed zombie]] falls, an incandescent beam lashes out and strikes you!  Crackling arcs of lightning surround you!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Electric shot shoots pain along your back and legs.&lt;br /&gt;
   You are stunned for 2 rounds!&lt;br /&gt;
The [[crazed zombie]] shudders slightly then ceases her so called life.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Physical Negation====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You fire a faewood white arrow at an indistinct [[Rock troll zombie|troll zombie]]!&lt;br /&gt;
A lustrous sphere momentarily flashes around an indistinct troll zombie.&lt;br /&gt;
The lustrous sphere absorbs the attack, leaving an indistinct troll zombie unscathed!&lt;br /&gt;
The white arrow sticks in an indistinct troll zombie&#039;s right arm!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;	&amp;gt;ambush hag neck&lt;br /&gt;
You leap from hiding to attack!&lt;br /&gt;
You swing a coal black vultite handaxe at a nebulous ash hag!&lt;br /&gt;
A lustrous sphere momentarily flashes around a nebulous ash hag.&lt;br /&gt;
  AS: +329 vs DS: +171 with AvD: +31 + d100 roll: +5 = +194&lt;br /&gt;
   ... and hit for 61 points of damage!&lt;br /&gt;
   Awful slash nearly decapitates the ash hag!&lt;br /&gt;
   That&#039;s one way to lose your head.&lt;br /&gt;
   The ash hag is stunned!&lt;br /&gt;
	** Your vultite handaxe releases a shimmering beam of disintegration! **&lt;br /&gt;
	... 5 points of damage!&lt;br /&gt;
   Blast creates interesting designs on torso, but little damage.&lt;br /&gt;
Roundtime: 6 sec.&lt;br /&gt;
H&amp;gt;ambush hag head&lt;br /&gt;
You leap from hiding to attack!&lt;br /&gt;
You swing a coal black vultite handaxe at a nebulous ash hag!&lt;br /&gt;
A lustrous sphere momentarily flashes around a nebulous ash hag.&lt;br /&gt;
  AS: +329 vs DS: +148 with AvD: +31 + d100 roll: +6 = +218&lt;br /&gt;
   ... and hit for 74 points of damage!&lt;br /&gt;
   Tremendous blow crushes skull like a ripe melon.&lt;br /&gt;
   The ash hag is knocked to the ground!&lt;br /&gt;
Roundtime: 6 sec.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[User:ARMYJEN/Glam Critter|Mini-boss research]]&lt;br /&gt;
*[[:Category:Boss Creatures/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Boss_creatures&amp;diff=220395</id>
		<title>Category:Boss creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Boss_creatures&amp;diff=220395"/>
		<updated>2024-06-07T14:07:29Z</updated>

		<summary type="html">&lt;p&gt;MATIC: added description for Terrifying, changed some references to SMRv2 to just SMR.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&#039;&#039;&#039;Boss Creatures&#039;&#039;&#039; or the &#039;&#039;&#039;Boss Creature System&#039;&#039;&#039; upgrades newly created creatures into bosses, minibosses, or packs. Upgraded creatures have their level and basic stats boosted, and are granted a number of special abilities called boons which are denoted by a special adjective. Players have alternatively called this &amp;quot;glam critters,&amp;quot; &amp;quot;gifted creatures,&amp;quot; or &amp;quot;boosted critters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Types of Boss Creatures==&lt;br /&gt;
&lt;br /&gt;
Typically creatures within a specific location will only spawn as one of the below Boss Creatures types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bosses&#039;&#039;&#039; are semi-unique and will always be created with the same special boons and possibly additional special abilities. They are time limited. They have unique {{boldmono|[[DESCRIBE (verb)|DESCRIBE]]}} messaging and unique spawn messaging.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minibosses&#039;&#039;&#039; will spawn one at a time with randomly selected boons. They will only have one tier three boon at most. These are more rare than packs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Packs&#039;&#039;&#039; will spawn multiple identical boss creatures at the same time. They will have less boons than minibosses, will only have tier one or two boons, and the entire pack has identical boons. After they have spawned, packs are subject to usual creature wandering and will not necessarily stick together.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
Killing a creature upgraded by this system will grant [[long-term experience]] (LTE) in addition to the typical [[field experience]] at the below rates. The amount of LTE granted is capped at 1,000 points per day, but continuing to kill such creatures will still grant bonus fame and better treasure. The intent with the LTE reward was to ensure that even if your mind is full of field experience and you cannot gain any more, you are still receiving an LTE reward.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Long-Term Fame Reward&lt;br /&gt;
|-&lt;br /&gt;
|Boss || 1.5x Field Experience Awarded&lt;br /&gt;
|-&lt;br /&gt;
|Miniboss || 1x Field Experience Awarded&lt;br /&gt;
|-&lt;br /&gt;
|Pack || .5x Field Experience Awarded&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Creatures upgraded by this system have loot increases similar to grizzled or ancient creatures. [[User:GS4-IXIX|GM Ixix]] released bonus treasure on 8/13/2020 for all Boss Creature types. This means that independently of the regular treasure results, {{boldmono|[[LOOT (verb)|LOOTing]]}} a Boss Creature will result in some additional tangible treasure like gems, boxes, collectibles, and other trinkets. This is indicated by the following message &#039;&#039;Searching carefully, you find&#039;&#039; {special loot}.&lt;br /&gt;
&lt;br /&gt;
==Creatures and Locations==&lt;br /&gt;
&lt;br /&gt;
Below is a list of creatures affected by the Boss Creature System. If a creature inhabits more than one area they may not be affected in every area (particularly if the areas are located in different zones). In addition, the chance a creature has to spawn upgraded via the Boss Creature System differs based on creature. Creatures upgraded by the system do impact spawn rates of the standard creature and must be cleared out in order for the standard creature to spawn again. There is some sort of limit to keep upgraded creatures from piling up if they&#039;re avoided/missed.&lt;br /&gt;
&lt;br /&gt;
These creatures in these locations are setup to create bosses, minibosses, or packs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;15&amp;quot; | Level&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;15%&amp;quot;| Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;10%&amp;quot;| Zone&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;15%&amp;quot;| Location&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;8%&amp;quot;| Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| 103u&lt;br /&gt;
| [[Ethereal triton psionicist]]&lt;br /&gt;
| [[Kraken&#039;s Fall]]&lt;br /&gt;
| [[Atoll]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 102&lt;br /&gt;
| [[Triton warden]]&lt;br /&gt;
| [[Kraken&#039;s Fall]]&lt;br /&gt;
| [[Atoll]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| [[Triton fanatic]]&lt;br /&gt;
| [[Kraken&#039;s Fall]]&lt;br /&gt;
| [[Atoll]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 98u&lt;br /&gt;
| [[Spectral triton protector]]&lt;br /&gt;
| [[Kraken&#039;s Fall]]&lt;br /&gt;
| [[Atoll]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 98&lt;br /&gt;
| [[Triton brawler]]&lt;br /&gt;
| [[Kraken&#039;s Fall]]&lt;br /&gt;
| [[Atoll]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 96&lt;br /&gt;
| [[Triton assassin]]&lt;br /&gt;
| [[Kraken&#039;s Fall]]&lt;br /&gt;
| [[Atoll]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 96&lt;br /&gt;
| [[Greater construct]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Old Ta&#039;Faendryl]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 96&lt;br /&gt;
| [[Siren]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| [[Ruined Temple]] (Nelemar)&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 94&lt;br /&gt;
| [[Triton warlock]]&lt;br /&gt;
| [[Kraken&#039;s Fall]]&lt;br /&gt;
| [[Atoll]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| [[Aivren]]&lt;br /&gt;
|[[The Rift]]&lt;br /&gt;
| Plane 3&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| [[Illoke elder]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Thanatoph]], The Bowels&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 84&lt;br /&gt;
| [[Vvrael warlock]]&lt;br /&gt;
| [[The Rift]]&lt;br /&gt;
| Plane 3&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 84&lt;br /&gt;
| [[Vvrael warlock]]&lt;br /&gt;
| [[The Rift]]&lt;br /&gt;
| Plane 2&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| [[Vvrael witch]]&lt;br /&gt;
| [[The Rift]]&lt;br /&gt;
| Plane 1&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 78&lt;br /&gt;
| [[Dhu goleras]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Blighted Forest]], Maaghara Labyrinth&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| [[Raving lunatic]]&lt;br /&gt;
| [[The Rift]]&lt;br /&gt;
| Plane 2&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| [[Raving lunatic]]&lt;br /&gt;
| [[The Rift]]&lt;br /&gt;
| Plane 1&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| [[Moulis]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Blighted Forest]], Maaghara Labyrinth&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| [[Fire mage]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| [[Eye of V&#039;Tull]], Glaes Vein&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| [[Hunch-backed dogmatist]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Temple Wyneb]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 69&lt;br /&gt;
| [[Lesser griffin]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Griffin&#039;s Keen]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 67&lt;br /&gt;
| [[Yeti]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Griffin&#039;s Keen]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 67&lt;br /&gt;
| [[Muscular supplicant]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Temple Wyneb]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 66&lt;br /&gt;
| [[Red tsark ]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| [[Eye of V&#039;Tull]], Glaes Vein&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 61&lt;br /&gt;
| [[Wind wraith]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| [[Temple of Luukos]], Wind Tunnel&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| [[Black forest ogre]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Blighted Forest|Blighted Forest]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 60&lt;br /&gt;
| [[Black forest ogre]]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| [[Aradhul Road|Aradhul Road]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 58&lt;br /&gt;
| [[Massive pyrothag]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| [[Lava Flows]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 58&lt;br /&gt;
| [[Massive pyrothag]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| Basalt Hillock&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 55&lt;br /&gt;
| [[Stone troll]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Thanatoph]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 54&lt;br /&gt;
| [[Skayl]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| [[Lava Flows]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 53	&lt;br /&gt;
| [[Sabre-tooth tiger]]&lt;br /&gt;
| [[Icemule]]&lt;br /&gt;
| [[Mount Aenatumgana]], [[Top of the World]], [[Arctic Tundra]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 52&lt;br /&gt;
| [[Tomb troll]]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[Marsh Keep]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 50&lt;br /&gt;
| [[Flesh golem]]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[Marsh Keep]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 50&lt;br /&gt;
| [[Greater faeroth]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Gyldemar Forest]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 49&lt;br /&gt;
| [[Waern]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| Bonespear Tower&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 48&lt;br /&gt;
| [[Dybbuk]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| [[Bonespear Tower]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 48&lt;br /&gt;
| [[Kiramon defender]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Seethe Naedal]], Maernstrike Caverns&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 48&lt;br /&gt;
| [[Kiramon defender]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| Abandoned Mine&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 48&lt;br /&gt;
| [[Kiramon defender]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[:Category:Darkstone_Castle_creatures|Darkstone Castle]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 48&lt;br /&gt;
| [[Warrior shade]]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| [[Fethayl Bog]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 46&lt;br /&gt;
| [[Forest trali shaman]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Gyldemar Green]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 44&lt;br /&gt;
| [[Bog wight]]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| [[Fethayl Bog]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 44&lt;br /&gt;
| [[Mastodonic leopard]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Gyldemar Green]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 43&lt;br /&gt;
| [[Dreadnought raptor]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Gyldemar Green]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 43&lt;br /&gt;
| [[Night mare]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Shadow Valley]], Shadow Plain&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 43&lt;br /&gt;
| [[Night mare]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Shadow Valley]],Dark Pasture&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 42&lt;br /&gt;
| [[Dark vortece]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[The Broken Lands]], Dark Grotto&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 42&lt;br /&gt;
| [[Frozen corpse]]&lt;br /&gt;
| [[Icemule]]&lt;br /&gt;
| [[Pinefar]], Nightmare Gorge&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 41&lt;br /&gt;
| Roa&#039;ter&lt;br /&gt;
|&lt;br /&gt;
| Castle Varunar&lt;br /&gt;
| Boss&lt;br /&gt;
| Once per 30 days. Has unique spawn messaging. &amp;lt;pre{{log2}}&amp;gt;Wispy tendrils of mist appear, partially obscuring &amp;lt;ground/floor&amp;gt; before drifting away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 41&lt;br /&gt;
| Skeletal Lord&lt;br /&gt;
|&lt;br /&gt;
| Castle Varunar&lt;br /&gt;
| Boss&lt;br /&gt;
| Once per 30 days&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 40&lt;br /&gt;
| [[Kiramon worker]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[:Category:Darkstone_Castle_creatures|Darkstone Castle]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 40&lt;br /&gt;
| [[Kiramon worker]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| Abandoned Mine&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 40&lt;br /&gt;
| [[Kiramon worker]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Seethe Naedal]], Maernstrike Caverns&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 40&lt;br /&gt;
| [[Lesser faeroth]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Gyldemar Forest]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 40&lt;br /&gt;
| [[Spectral miner]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Shadow Valley]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 39&lt;br /&gt;
| [[Greater bog troll]]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[Miasmal Forest]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 38&lt;br /&gt;
| [[Krolvin corsair]]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[Krolvin Carrack]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 38&lt;br /&gt;
| [[Vesperti]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| [[Foggy Valley]], Deep Woods&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 37&lt;br /&gt;
| [[Lesser moor wight]]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[Miasmal Forest]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 37&lt;br /&gt;
| Skeletal Warhorse&lt;br /&gt;
|&lt;br /&gt;
| Castle Varunar&lt;br /&gt;
| Boss&lt;br /&gt;
| Once per 30 days&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 35&lt;br /&gt;
| [[Troll wraith]]&lt;br /&gt;
| [[Zul Logoth]]&lt;br /&gt;
| [[Troll Burial Grounds]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 34&lt;br /&gt;
| [[Lava troll]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| [[Greymist Wood]], Basalt Flats&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 34&lt;br /&gt;
| [[Moor witch]]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[Maelstrom Bay]], [[:Category:Shattered_Moors_creatures|Shattered Moors]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 34&lt;br /&gt;
| [[Rock troll zombie]]&lt;br /&gt;
| [[Zul Logoth]]&lt;br /&gt;
| [[Troll Burial Grounds]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 33&lt;br /&gt;
| [[Ghostly pooka]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Shadow Valley]], Mine Tunnels&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 33&lt;br /&gt;
| [[Moor hound]]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[Maelstrom Bay]], [[:Category:Shattered_Moors_creatures|Shattered Moors]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 33&lt;br /&gt;
| Hisskra Chieftain&lt;br /&gt;
|&lt;br /&gt;
| Reef&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 33&lt;br /&gt;
| Hisskra Shaman&lt;br /&gt;
|&lt;br /&gt;
| Reef&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 32&lt;br /&gt;
| [[Giant fog beetle]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| [[Greymist Wood]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 31&lt;br /&gt;
| [[Ash hag]]&lt;br /&gt;
| [[Teras Isle]]&lt;br /&gt;
| [[Fhorian Village]], Geyser Flats&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 29&lt;br /&gt;
| [[Ice troll]]&lt;br /&gt;
| [[Icemule]] &lt;br /&gt;
| [[Frozen Battlefield]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 29&lt;br /&gt;
| [[Ice troll]]&lt;br /&gt;
| [[Icemule]] &lt;br /&gt;
| [[Olbin Pass]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 28&lt;br /&gt;
| [[Dobrem]]&lt;br /&gt;
| [[Solhaven]] &lt;br /&gt;
| [[Outlands]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 27&lt;br /&gt;
| [[Frenzied monk]]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| [[Lunule Weald]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 25&lt;br /&gt;
| [[Krolvin warfarer]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Abandoned Mine]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 24&lt;br /&gt;
| [[Giant albino scorpion]]&lt;br /&gt;
| [[Zul Logoth]] &lt;br /&gt;
| [[Mraent Caverns]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 23&lt;br /&gt;
| [[Arachne_priest|Arachne priest(ess)]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Spider Temple]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 23&lt;br /&gt;
| [[Centaur]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[:Category:Darkstone_Castle_creatures|Darkstone Castle]]&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 23&lt;br /&gt;
| [[Crazed zombie]]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| [[Lunule Weald]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 23&lt;br /&gt;
| [[Fenghai]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| [[Foggy Valley]], The Lake, Warrens&lt;br /&gt;
| Miniboss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 23&lt;br /&gt;
| [[Rotting woodsman]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| [[:Category:Marshtown creatures|Marshtown]], Wooded Plains&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 23&lt;br /&gt;
| [[Zombie]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Danjirland]], Ruined Potter&#039;s Field&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 22&lt;br /&gt;
| [[Cougar]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| [[Foggy Valley]], The Lake&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 22&lt;br /&gt;
| [[Crested basilisk]]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| [[Rambling Meadows]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 20&lt;br /&gt;
| [[Massive grahnk]]&lt;br /&gt;
| [[Icemule]]&lt;br /&gt;
| [[Thurfel&#039;s Keep]], [[Thurfel&#039;s Cellar]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 19&lt;br /&gt;
| [[Krolvin warrior]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Lysierian Hills]], [[Abandoned Mine]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 17&lt;br /&gt;
| [[Spiked cavern urchin]]&lt;br /&gt;
| [[Icemule]]&lt;br /&gt;
| [[Thurfel&#039;s Keep]], [[Thurfel&#039;s Cellar]]&lt;br /&gt;
| Pack&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
Boss Creatures can have boons and additional special abilities depending upon the type.&lt;br /&gt;
&lt;br /&gt;
===Boons===&lt;br /&gt;
&lt;br /&gt;
Boss Creatures may be [[APPRAISE (verb)|appraised]] or [[ASSESS (verb)|assessed]] to receive a hint about what their boons are. Which boons and how many boons a creature has is determined by its Boss Creatures type and its creature characteristics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;appraise chieftain&lt;br /&gt;
The hisskra chieftain is medium in size and about five feet high in his current state.&lt;br /&gt;
You would probably be able to take on the chieftain, but with some risk to your health.&lt;br /&gt;
The hisskra chieftain appears to be dazzling, drab, and spindly.&lt;br /&gt;
&lt;br /&gt;
Boons are loosely divided into 3 tiers. The adjective you see on a creature is created from the highest tier of abilities on the creature. Not all boons can go on all creatures in the Boss Creatures system and some boons are not compatible. For example, trolls will not get regeneration and if a creature is given the boon Ethereal, they will not also get Magic Immune.&lt;br /&gt;
&lt;br /&gt;
When the system was first released, there was an additional adjective called &#039;&#039;huge&#039;&#039; which meant that the creature&#039;s boon did not yet have a proper adjective. This should not be appearing any longer and if it does, it indicates there is a problem.&lt;br /&gt;
&lt;br /&gt;
Boon tier, name, and adjectives in the below table were provided by [[USER:GS4-IXIX|GM Ixix]] and the notes were gathered and researched by players. &#039;&#039;&#039;Note:&#039;&#039;&#039; The information provided in the notes section may not be accurate. Please continue to add information as you discover it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;15&amp;quot; | Tier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;13%&amp;quot;| Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;13%&amp;quot;| Adjectives&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Blink ----&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|3&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Blink&lt;br /&gt;
|flickering&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Temporary phase ability&lt;br /&gt;
|-&lt;br /&gt;
|wavering&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Bolt Shield ---&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Bolt Shield&lt;br /&gt;
|shielded&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Boosted HP ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Boosted HP&lt;br /&gt;
|robust&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|stalwart&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Boosted Mana ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Boosted Mana&lt;br /&gt;
|luminous&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|lustrous&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Boosted Defense ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Boosted Defense&lt;br /&gt;
|sinuous&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Appears the creature has high damage padding. Using a +12 CER damage weighted weapon results in zero extra damage based on observation from multiple low endrolls of 102 to 105 and the only damage amount dealt was 1 point. Unsure if they have natural crit padding.&lt;br /&gt;
|-&lt;br /&gt;
|flexile&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Boosted Offense ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Boosted Offense&lt;br /&gt;
|combative&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|belligerent&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Cheat Death ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|3&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Cheat Death&lt;br /&gt;
|glorious&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Raises self after death - may self-raise several times although the chance of resurrection drops dramatically each time they do it. When they resurrect they receive all of their boons back including extra spells if that boon is on them. They do not heal completely when they resurrect and will be weaker after resurrection than they would be on initial spawn.&lt;br /&gt;
|-&lt;br /&gt;
|illustrious&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Confuse ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|3&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Confuse&lt;br /&gt;
|blurry&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|May give hard RT for casting at them, certain parts of spells might get their damage cycle ignored or dodged which likewise may apply hard RT, and sonic flares did not work&lt;br /&gt;
|-&lt;br /&gt;
|shifting&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Counter-Attack ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|3&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Counter-attack&lt;br /&gt;
|apt&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|SMR countterack, possibly even if the creature should be in RT/kneeling. GM Ixix stated these should be preventable if you sufficiently disable the creature.&lt;br /&gt;
|-&lt;br /&gt;
|ready&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Crit Death Immune ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Crit Death Immune&lt;br /&gt;
|resolute&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|This is the same crit death immunity that appears on something like constructs or golems.&lt;br /&gt;
|-&lt;br /&gt;
|unflinching&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Crit Padding ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Crit Padding&lt;br /&gt;
|stout&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|hardy&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Crit Weighting ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Crit Weighting&lt;br /&gt;
|shimmering&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|gleaming&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Damage Padding ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Damage Padding&lt;br /&gt;
|flinty&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|tough&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Damage Weighting ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Damage Weighting&lt;br /&gt;
|barbed&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|spiny&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Diseased ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Diseased&lt;br /&gt;
|pestilent&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|afflicted&lt;br /&gt;
|-&lt;br /&gt;
|diseased&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Dispelling ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Dispelling&lt;br /&gt;
|dazzling&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Casts [[Spirit Dispel (119)]] and [[Elemental Dispel (417)]] with sphere interference cascade effect. Creatures have a chance to flare a dispel before swinging which therefore can be tricky with creatures that can [[MSTRIKE (verb)|MSTRIKE]].&lt;br /&gt;
|-&lt;br /&gt;
|flashy&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Elemental Flares ---&amp;gt;&lt;br /&gt;
|2&lt;br /&gt;
|Elemental Flares&lt;br /&gt;
|glittering&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Elemental Negation ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Elemental Negation&lt;br /&gt;
|sparkling&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Absorbs elemental magic attacks, negating any damage.&lt;br /&gt;
|-&lt;br /&gt;
|shining&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Extra Spells - Elemental ---&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Extra Spells - Elemental&lt;br /&gt;
|glowing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Extra Spells - Spiritual ---&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Extra Spells - Spiritual&lt;br /&gt;
|radiant&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Extra Spells - Other ---&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Extra Spells - Other&lt;br /&gt;
|twinkling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Ethereal ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|3&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Ethereal&lt;br /&gt;
|ethereal&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Noncorporeal undead. These will not have Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|wispy&lt;br /&gt;
|-&lt;br /&gt;
|ghostly&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Frenzy ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Frenzy&lt;br /&gt;
|raging&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|frenzied&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Jack of all Trades ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Jack of all Trades&lt;br /&gt;
|adroit&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|deft&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Magic Immune ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|3&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Magic Immune&lt;br /&gt;
|rune-covered&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Magic-absorb shield similar to Vvrael.&lt;br /&gt;
|-&lt;br /&gt;
|tattooed&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Mind Blast ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Mind Blast&lt;br /&gt;
|canny&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|SMR mental stun spell. This had a short window of protection added that should prevent it from stun locking the character.&lt;br /&gt;
|-&lt;br /&gt;
|keen&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Parting Shot ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Parting Shot&lt;br /&gt;
|dreary&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Allows the creature to deal damage one last time upon death to whoever delivers the killing blow.  This ability can be disabled if the creature is [[stunned]], [[webbed]], or [[immobilized]] during the the killing blow.&lt;br /&gt;
|-&lt;br /&gt;
|drab&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Physical Negation ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Physical Negation&lt;br /&gt;
|indistinct&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Randomized roll for a physical damage resist shield. The more frequently you attack with a specific damage type, the more likely it is to happen. This may imply that if you change damge types as you are attacking, you may have less of a chance for the negation to occur.&lt;br /&gt;
|-&lt;br /&gt;
|nebulous&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Poisonous ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Poisonous&lt;br /&gt;
|sickly green&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|SMRv2 poison gas cloud that spawns even when the creature fails to hit due to high DS. Use [[Purify Air (207)]] to combat the miasma cloud. This is identical to the [[giant fog beetle]] poison attack.&lt;br /&gt;
|-&lt;br /&gt;
|oozing&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Regeneration ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Regeneration&lt;br /&gt;
| slimy&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Regeneration similar to [[Troll&#039;s Blood (1125)]]. Fire does not prevent healing.&lt;br /&gt;
|-&lt;br /&gt;
|muculent&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Soul Stealing ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Soul Stealing&lt;br /&gt;
|tenebrous&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|May possess [[Foresight (1204)]], [[Mantle of Faith (1601)]], and [[Spirit Guard (1712)]]&lt;br /&gt;
|-&lt;br /&gt;
|shadowy&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Stun Immune ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Stun Immune&lt;br /&gt;
|steadfast&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|unyielding&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Terrifying ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|3&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Terrifying&lt;br /&gt;
|ghastly&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Attacking the target triggers a pre-attack SMR check. Failing the roll can force the attacker into a more defensive stance.&lt;br /&gt;
|-&lt;br /&gt;
|grotesque&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Weaken ---&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|3&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Weaken&lt;br /&gt;
|spindly&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|lanky&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
===Arrival===&lt;br /&gt;
&lt;br /&gt;
There is special area messaging when a miniboss or pack spawns, but you will not see it if you are in the same room when the creatures spawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You briefly hear what sounds like quite the commotion.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boon Messaging by Name===&lt;br /&gt;
&lt;br /&gt;
====Blink====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A flickering troll wraith startles at the sudden, clamorous ring of metal on metal!&lt;br /&gt;
*Clang!*  The air reverberates with metallic echoes, blasting the troll wraith for 35 points of damage!&lt;br /&gt;
With an abrupt flash, a flickering troll wraith disappears and reappears a few feet away, avoiding any danger completely!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You fire a faewood white arrow at a wavering troll wraith!&lt;br /&gt;
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!&lt;br /&gt;
The white arrow sails through a wavering troll wraith and lands nearby.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You gesture at a wavering troll wraith.&lt;br /&gt;
You hurl a stream of holy water at a wavering troll wraith!&lt;br /&gt;
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Boosted Defense====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon in use is +12 CER damage weighted and +5 CER crit weighted - comparison to Flexile creature and regular creature&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You swing a perfect faenor flamberge at a &#039;&#039;&#039;flexile&#039;&#039;&#039; fenghai!&lt;br /&gt;
  AS: +278 vs DS: +240 with AvD: +45 + d100 roll: +22 = +105&lt;br /&gt;
   ... and hit for 1 point of damage!&lt;br /&gt;
   Light slash to the fenghai&#039;s abdomen!&lt;br /&gt;
   Barely nicked.&lt;br /&gt;
Roundtime: 4 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;On the heels of a fenghai&#039;s block, you erupt into motion, determined to overpower its defenses!&lt;br /&gt;
You swing a perfect faenor flamberge at a fenghai!&lt;br /&gt;
  AS: +278 vs DS: +234 with AvD: +45 + d100 roll: +13 = +102&lt;br /&gt;
   ... and hit for 11 points of damage!&lt;br /&gt;
   Hit glances off the fenghai&#039;s hip.&lt;br /&gt;
Roundtime: 2 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Confuse====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;[SMR result: 222 (Open d100: 85)]&lt;br /&gt;
You have good positioning against a blurry Illoke elder.&lt;br /&gt;
  UAF: 557 vs UDF: 544 = 1.023 * MM: 74 + d100: 80 = 155&lt;br /&gt;
  ... and hit for 31 points of damage!&lt;br /&gt;
  Wide swing connects with right shin, sweeping it hard to the side!&lt;br /&gt;
  The Illoke elder is knocked to the ground!&lt;br /&gt;
&lt;br /&gt;
 Your sonic cestus unleashes a blast of sonic energy at a blurry Illoke elder! &lt;br /&gt;
Something confusing enters your mind at the worst possible moment, and the distraction disrupts your attack!&lt;br /&gt;
Roundtime changed to 3 seconds.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
Roundtime changed to 1 second.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Ethereal carnelian foxfire flickers into being along &amp;lt;Person&#039;s&amp;gt; hands, slithering across her palms...&lt;br /&gt;
&amp;lt;Person&amp;gt; channels at a blurry Illoke elder.&lt;br /&gt;
&amp;lt;Person&amp;gt; concentrates intently on a blurry Illoke elder, and a pulse of pearlescent energy ripples toward him!&lt;br /&gt;
  CS: +401 - TD: +377 + CvA: +25 + d100: +78 == +127&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The Illoke elder shudders with moderate convulsions as pearlescent ripples envelop his body.&lt;br /&gt;
The Illoke elder is smashed for 40 points of damage!&lt;br /&gt;
&amp;lt;Person&amp;gt; stumbles slightly, looking momentarily distracted and confused.  &amp;lt;Person&#039;s&amp;gt; attack misses entirely!&lt;br /&gt;
&amp;lt;Person&amp;gt; stumbles slightly, looking momentarily distracted and confused.  &amp;lt;Person&#039;s&amp;gt; attack misses entirely!&lt;br /&gt;
...wait 1 seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Counter-Attack====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An apt black forest ogre seizes the opportunity to launch a quick counterattack against you!&lt;br /&gt;
[SMR result: 162 (Open d100: 181, Penalty: 4)]&lt;br /&gt;
The ogre attack lands!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Shot knocks your head back by pushing on the inside of the skull!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dispelling====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You swing a heavy golden vultite-bladed naginata at a flashy vesperti!&lt;br /&gt;
  AS: +271 vs DS: +209 with AvD: +49 + d100 roll: +1 = +112&lt;br /&gt;
   ... and hit for 5 points of damage!&lt;br /&gt;
   Weak slash across chest!&lt;br /&gt;
   Slightly less painful than heartburn.&lt;br /&gt;
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!&lt;br /&gt;
You feel less confident than before.&lt;br /&gt;
The hazy film around &amp;lt;Person&amp;gt; fluxes chaotically!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Vicious beam of energy rips open your back!&lt;br /&gt;
   You are stunned for 6 rounds!&lt;br /&gt;
The hazy film fades from around you.&lt;br /&gt;
A virulent green mist seeps out of a flashy vesperti&#039;s lips toward you, but you are unaffected.&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
Roundtime changed to 3 seconds.&lt;br /&gt;
S&amp;gt;&lt;br /&gt;
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!&lt;br /&gt;
The dim aura fades from around you.&lt;br /&gt;
You are coated in a hazy film.&lt;br /&gt;
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!&lt;br /&gt;
You become solid again.&lt;br /&gt;
The hazy film around &amp;lt;Person&amp;gt; fluxes chaotically!&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
   Tremendous plasma discharge slices deep into your chest!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Elemental Negation===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Your hands glow with power as you invoke the phrase for Major Fire...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You channel at a sparkling cavern urchin.&lt;br /&gt;
You hurl a roaring ball of fire at a sparkling cavern urchin!&lt;br /&gt;
A shimmering sphere momentarily flashes around a sparkling cavern urchin.&lt;br /&gt;
The shimmering sphere absorbs the attack, leaving a sparkling cavern urchin unscathed!&lt;br /&gt;
The roaring ball of fire strikes a sparkling cavern urchin, blossoming into a much larger sphere of flame upon impact.&lt;br /&gt;
A shimmering sphere momentarily flashes around a sparkling cavern urchin.&lt;br /&gt;
The shimmering sphere absorbs the attack, leaving a sparkling cavern urchin unscathed!&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Magic Immune====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You gesture at a rune-covered [[Troll wraith|troll wraith]].&lt;br /&gt;
A rune-covered troll wraith pulses brightly as she absorbs the magic!&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mind Blast====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;[SMR result: 222 (Open d100: 85)]&lt;br /&gt;
An overwhelming pressure assails your mind, rendering you thoughtless!&lt;br /&gt;
You are stunned!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Parting Shot====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You chant a reverent litany, clasping your hands while focusing upon the Smite spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You channel at an indistinct [[crazed zombie]].&lt;br /&gt;
A scintillating, blue-white aura encompasses an indistinct [[crazed zombie]].&lt;br /&gt;
  CS: +164 - TD: +76 + CvA: +25 + d100: +40 == +153&lt;br /&gt;
  Warding failed!&lt;br /&gt;
An explosion of blue-white energy near an indistinct [[crazed zombie]] consumes the surrounding area with a blinding light.&lt;br /&gt;
The crazed zombie is hit for 39 points of damage!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Precise burst of energy causes the [[crazed zombie]]&#039;s neck to blacken and peel.&lt;br /&gt;
You hear a sound like a weeping child as a white glow separates itself from the [[crazed zombie]]&#039;s body as it rises, disappearing into the heavens.&lt;br /&gt;
As the [[crazed zombie]] falls, an incandescent beam lashes out and strikes you!  Crackling arcs of lightning surround you!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Electric shot shoots pain along your back and legs.&lt;br /&gt;
   You are stunned for 2 rounds!&lt;br /&gt;
The [[crazed zombie]] shudders slightly then ceases her so called life.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Physical Negation====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You fire a faewood white arrow at an indistinct [[Rock troll zombie|troll zombie]]!&lt;br /&gt;
A lustrous sphere momentarily flashes around an indistinct troll zombie.&lt;br /&gt;
The lustrous sphere absorbs the attack, leaving an indistinct troll zombie unscathed!&lt;br /&gt;
The white arrow sticks in an indistinct troll zombie&#039;s right arm!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;	&amp;gt;ambush hag neck&lt;br /&gt;
You leap from hiding to attack!&lt;br /&gt;
You swing a coal black vultite handaxe at a nebulous ash hag!&lt;br /&gt;
A lustrous sphere momentarily flashes around a nebulous ash hag.&lt;br /&gt;
  AS: +329 vs DS: +171 with AvD: +31 + d100 roll: +5 = +194&lt;br /&gt;
   ... and hit for 61 points of damage!&lt;br /&gt;
   Awful slash nearly decapitates the ash hag!&lt;br /&gt;
   That&#039;s one way to lose your head.&lt;br /&gt;
   The ash hag is stunned!&lt;br /&gt;
	** Your vultite handaxe releases a shimmering beam of disintegration! **&lt;br /&gt;
	... 5 points of damage!&lt;br /&gt;
   Blast creates interesting designs on torso, but little damage.&lt;br /&gt;
Roundtime: 6 sec.&lt;br /&gt;
H&amp;gt;ambush hag head&lt;br /&gt;
You leap from hiding to attack!&lt;br /&gt;
You swing a coal black vultite handaxe at a nebulous ash hag!&lt;br /&gt;
A lustrous sphere momentarily flashes around a nebulous ash hag.&lt;br /&gt;
  AS: +329 vs DS: +148 with AvD: +31 + d100 roll: +6 = +218&lt;br /&gt;
   ... and hit for 74 points of damage!&lt;br /&gt;
   Tremendous blow crushes skull like a ripe melon.&lt;br /&gt;
   The ash hag is knocked to the ground!&lt;br /&gt;
Roundtime: 6 sec.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[User:ARMYJEN/Glam Critter|Mini-boss research]]&lt;br /&gt;
*[[:Category:Boss Creatures/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Unarmed_attack_factor&amp;diff=220253</id>
		<title>Unarmed attack factor</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Unarmed_attack_factor&amp;diff=220253"/>
		<updated>2024-06-04T15:15:47Z</updated>

		<summary type="html">&lt;p&gt;MATIC: add note that while stance does not affect UAF, it heavily affects MM. To avoid people thinking it&amp;#039;s reliable to attack from more defensive stances with UCS.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Unarmed attack factor&#039;&#039;&#039; (UAF) is a measure of an attacker&#039;s strength and it is one of the elements that make up the [[unarmed combat system]]&#039;s (UCS) combat resolution [[Multiplier modifier#Unarmed Combat System Formula|formula]]. Its function is similar to [[Attack Strength]] in [[Attack strength|AS]]/[[DS]] combat. &lt;br /&gt;
&lt;br /&gt;
==Unarmed Attack Factor (UAF) Formula==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=15%}}&amp;gt;&#039;&#039;&#039;([[Brawling]] Ranks &amp;amp;times; 2) + [[trunc]]([[Combat maneuvers|CM]] Ranks &amp;amp;divide; 2) + trunc([[Strength|STR]] bonus &amp;amp;divide; 2) + trunc([[Agility|AGI]] bonus &amp;amp;divide; 2) + (glove or boot [[enchant]] bonus) + trunc(Avg held weapon enchant bonus &amp;amp;divide; 2)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
* The UAF is not affected by [[stance]].&lt;br /&gt;
* Weapon enchant bonus/es are first averaged and then divided by 2.&lt;br /&gt;
&lt;br /&gt;
===Calculating Weapon Enchant Bonus===&lt;br /&gt;
Only UCS compatible brawling weapons will add a bonus to the UAF.&lt;br /&gt;
&lt;br /&gt;
1. Example with one weapon (+25 enchant bonus):&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;trunc(25 &amp;amp;divide; 2) = +12 UAF bonus&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2. Example with two weapons (weapon1 +10 enchant bonus | weapon2 +15 enchant bonus):&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;Average enchant bonus: trunc(10 + 15) &amp;amp;divide; 2 = +12&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;trunc(10 &amp;amp;divide; 2) = +6 UAF bonus&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3. Example with [[Strength (509)]], [[Dragonclaw (1209)]], 4x handwraps and 4x UCS brawling weapon&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;Strength: +15&amp;lt;br&amp;gt;Dragonclaw: +10&amp;lt;br&amp;gt;4x handwraps: +20&amp;lt;br&amp;gt;4x UCS weapon: +10 (20 &amp;amp;divide; 2)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Total bonus added to UAF: +55 (15 + 10 + 20 + 10)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other UAF Modifiers===&lt;br /&gt;
Generally, most [[spell]]s, [[skill]]s, [[enhancive]]s, [[society]] signs/sigils/symbols etc. that increase/decrease [[Attack strength|attack strength (AS)]] will also increase/decrease UAF values. The major difference between AS and UAF is [[stance]]. Stance can significantly modify a combatant&#039;s attack strength but does not affect the unarmed attack factor. However, attacking from a more defensive stance does have a large effect on the [[Multiplier modifier|multiplier modifier (MM)]] similar to the AS penalty which can heavily impact your ability to successfully strike the target.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Unarmed combat system|Unarmed Combat System]]&lt;br /&gt;
*[[Unarmed defense factor]] (UDF)&lt;br /&gt;
*[[Multiplier modifier]] (MM)&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Unarmed combat]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Level_68_creatures&amp;diff=203183</id>
		<title>Template:Level 68 creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Level_68_creatures&amp;diff=203183"/>
		<updated>2023-07-13T18:45:18Z</updated>

		<summary type="html">&lt;p&gt;MATIC: type of &amp;quot;creatures&amp;quot; vs &amp;quot;Creatures&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[::Category:Level 68 Creatures|Level 68]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[warped tree spirit]]&lt;br /&gt;
*[[athletic dark-eyed incubus]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Level X creatures templates| ]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=SGE&amp;diff=202754</id>
		<title>SGE</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=SGE&amp;diff=202754"/>
		<updated>2023-07-07T22:37:49Z</updated>

		<summary type="html">&lt;p&gt;MATIC: Redirected page to Simutronics Game Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Simutronics_Game_Entry]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gift_of_Eonak&amp;diff=199788</id>
		<title>Gift of Eonak</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gift_of_Eonak&amp;diff=199788"/>
		<updated>2023-06-15T15:04:44Z</updated>

		<summary type="html">&lt;p&gt;MATIC: add grit and 330 to list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=GoE /&amp;gt;&#039;&#039;&#039;Gift of Eonak&#039;&#039;&#039; provides for a second [[d100]] roll on all skill-based item improvement/creation attempts, with the highest roll being used, for fifteen minutes.&amp;lt;noinclude&amp;gt;  It is one of the [[Gift of the Gods]] options received on the 29th day of [[Login Rewards]]. &amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following systems/spells are affected:&lt;br /&gt;
&lt;br /&gt;
*[[Cobbling]]&lt;br /&gt;
*[[Enchant (925)]]&lt;br /&gt;
*[[Ensorcell (735)]]&lt;br /&gt;
*[[Fletching]]&lt;br /&gt;
*[[Forging]]&lt;br /&gt;
*[[Grit]]&lt;br /&gt;
*[[Lock Mastery]], lockpick and lock creation&lt;br /&gt;
*[[Loresinging#Permanent|Permanent loresong unlocking]]&lt;br /&gt;
*[[Sanctify (330)]]&lt;br /&gt;
*[[TATTOO_(verb)#Mystic_Tattoos|Mystic tattooing]]&lt;br /&gt;
*[[Resist Nature (620)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the [[artisan skill]]s listed, it &#039;&#039;&#039;does not&#039;&#039;&#039; directly influence whether a rank is achieved on that attempt.&amp;lt;section begin=GoE /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Login Rewards]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=181308</id>
		<title>Standard maneuver roll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Standard_maneuver_roll&amp;diff=181308"/>
		<updated>2022-10-20T14:56:18Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;standard maneuver roll&#039;&#039;&#039; system is used to determine the success of most physical actions that do not fall within the [[attack roll]] system. These include special attacks performed by creatures such as the [[tail sweep]] of the [[cave lizard]], [[three-toed tegu]], and the [[snow madrinol]]; a [[soul golem]]&#039;s steam push; an [[Illoke]]&#039;s ground stomp; an [[Ithzir adept]]&#039;s lightning mote; and a [[war griffin]]&#039;s ride of doom.&lt;br /&gt;
&lt;br /&gt;
SMR is an d100 [[open roll]] with many additive modifiers and is successful if the total exceeds 100. The original SMR system typically does not show the exact result of the roll and modifiers. The new system (SMR v2) shows the d100 and the sum of the modifiers.&lt;br /&gt;
&lt;br /&gt;
== SMR v2 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMRv2&#039;&#039;&#039; is the modern maneuver system, used for all newly implemented maneuvers, including [[Player System Manager]] maneuvers. Any creatures or effects added since December 2016 should be assumed to use SMRv2. Many older creatures have been updated to SMRv2, but not all.&lt;br /&gt;
&lt;br /&gt;
=== SMRv2 Defense ===&lt;br /&gt;
&lt;br /&gt;
The primary defense for the defender is calculated using:&lt;br /&gt;
&lt;br /&gt;
==== Stats ====&lt;br /&gt;
&lt;br /&gt;
* Primary: [[Agility]]&lt;br /&gt;
* Secondary: [[Dexterity]] and [[Intuition]]&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&lt;br /&gt;
The following skills, based on ranks and not bonus, are weighted equally:&lt;br /&gt;
&lt;br /&gt;
*[[Dodging]]&lt;br /&gt;
*[[Combat Maneuvers]]&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Physical Fitness]]&lt;br /&gt;
*[[Shield Use]] for some maneuvers&lt;br /&gt;
*[[Survival]] for some bandit trap cases&lt;br /&gt;
&lt;br /&gt;
==== Race ====&lt;br /&gt;
&lt;br /&gt;
Some races receive bonus effective Dodging ranks for the purpose of SMR v2 defense:&lt;br /&gt;
&lt;br /&gt;
* [[Aelotoi]], [[Dark Elf]], [[Erithian]], [[Half-Elf]], [[Sylvankind]]: 30 ranks&lt;br /&gt;
* [[Elf]], [[Forest Gnome]], [[Halfling]]: 60 ranks&lt;br /&gt;
* [[Burghal Gnome]]: 80 ranks&lt;br /&gt;
&lt;br /&gt;
==== Defensive Spells and Maneuvers ====&lt;br /&gt;
&lt;br /&gt;
The following spells and maneuvers provide a bonus to SMRv2 defense:&lt;br /&gt;
&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Phase (704)]] ([[Sorcerous Lore, Demonology]] ranks increase this bonus.)&lt;br /&gt;
*[[Cloak of Shadows (712)]]&lt;br /&gt;
*[[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
*[[Song of Luck (1006)]] (no direct benefit, but randomly provides a reroll)&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Dauntless (1606)]]&lt;br /&gt;
*[[Cunning Defense]] (provides bonus effective Dodging ranks)&lt;br /&gt;
*[[Weapon Specialization]]&lt;br /&gt;
*[[Weapon Bonding]]&lt;br /&gt;
*[[Holy Weapon (1625)]]&lt;br /&gt;
*[[Shield Focus]] (only against [[Sunder Shield]])&lt;br /&gt;
*Some spells provide an indirect benefit via [[Dodge]] ranks ([[Mass Blur (911)]], [[Mobility (618)]], [[Song of Mirrors (1019)]]) or other stats/skills involved in SMRv2 defense ([[Assume Aspect (650)]], [[Patron&#039;s Blessing (1611)]]).&lt;br /&gt;
&lt;br /&gt;
====Maneuver Knowledge====&lt;br /&gt;
&lt;br /&gt;
Training in a maneuver via the [[PSM]] or your [[guild]] provides up to a 25% defensive bonus against like level creatures using that maneuver.&lt;br /&gt;
* Rank 1: +2%&lt;br /&gt;
* Rank 2: +4%&lt;br /&gt;
* Rank 3: +8%&lt;br /&gt;
* Rank 4: +12%&lt;br /&gt;
* Rank 5: +20%&lt;br /&gt;
* Guild Master: +25%&lt;br /&gt;
&lt;br /&gt;
Knowledge of the spell or sphere of a magical SMRv2 attack provides up to a 20% defensive bonus against like level creatures using that magical attack.&lt;br /&gt;
* Access to the same sphere, but not the same spell circle: +2%&lt;br /&gt;
* Access to the spell circle: +8%&lt;br /&gt;
* Knowledge of the spell, regardless of ability to cast: +20%&lt;br /&gt;
&lt;br /&gt;
==== Other Factors ====&lt;br /&gt;
&lt;br /&gt;
Not all of these factors are taken into account by all maneuvers.&lt;br /&gt;
&lt;br /&gt;
* Defender&#039;s [[stance]]&lt;br /&gt;
** SMR attacks from hiding can [[Ambush|pushdown]] the target&#039;s stance&lt;br /&gt;
* [[Multi_Opponent_Combat#Force_on_Force|Force On Force]]&lt;br /&gt;
* [[Level]] difference&lt;br /&gt;
* [[wound|Injuries]]&lt;br /&gt;
* [[Encumbrance]]&lt;br /&gt;
* [[Armor#Action_Penalty|Armor penalty]]&lt;br /&gt;
* [[Spirit#Low_Spirit_Penalties|Low spirit]]&lt;br /&gt;
* [[status|Status condition]]s&lt;br /&gt;
* Holding a shield&lt;br /&gt;
&lt;br /&gt;
=== SMRv2 Offense ===&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
&lt;br /&gt;
SMRv2 offensive power is primarily based on skill training per character level.&lt;br /&gt;
&lt;br /&gt;
* 1x training per level is considered baseline. Diminishing returns apply over 1x, with 2x training being 15% more effective than 1x training.&lt;br /&gt;
* [[Combat Maneuvers]] is the primary skill for physical maneuvers, including Weapon Techniques and Shield Specializations. Secondary skills may be averaged in to find the total skill value:&lt;br /&gt;
** [[Weapon]] skill for Weapon Techniques and maneuvers that utilize a weapon&lt;br /&gt;
** [[Shield Use]] for Shield Specializations&lt;br /&gt;
** [[Ambush]] for maneuvers from hiding&lt;br /&gt;
* [[Spell Research|Spells known]] in the spell circle is the primary skill for magical maneuvers produced with spells. Many SMR spells use [[Spell Aiming]] as a secondary skill.&lt;br /&gt;
&lt;br /&gt;
====Racial Size====&lt;br /&gt;
&lt;br /&gt;
Some races have a bonus or penalty to effective endroll margin on physical maneuvers, based on their size.&lt;br /&gt;
&lt;br /&gt;
* [[Giantman]], [[Half-Krolvin]]: +10&lt;br /&gt;
* [[Dwarf]], [[Human]]: +5&lt;br /&gt;
* [[Aelotoi]], [[Elf]]: -5&lt;br /&gt;
* [[Forest Gnome]]: -10&lt;br /&gt;
* [[Halfling]]: -15&lt;br /&gt;
* [[Burghal Gnome]]: -20&lt;br /&gt;
&lt;br /&gt;
====Shield Size====&lt;br /&gt;
&lt;br /&gt;
Shield size affects both your chance to hit and effective endroll with shield-based maneuvers.&lt;br /&gt;
&lt;br /&gt;
* Small: +10% to hit, -10% endroll&lt;br /&gt;
* Medium: no modifiers&lt;br /&gt;
* Large: -5% to hit, +5% endroll&lt;br /&gt;
* Tower: -10% to hit, +10% endroll&lt;br /&gt;
&lt;br /&gt;
====Offensive Maneuvers====&lt;br /&gt;
&lt;br /&gt;
Weapon Specialization, Weapon Bonding, Holy Weapon and Shield Focus all provide a 2% per rank bonus for maneuvers using the appropriate weapon or shield.&lt;br /&gt;
&lt;br /&gt;
====Maneuver Knowledge====&lt;br /&gt;
Training in a maneuver via the [[PSM]] or your [[guild]] provides up to a 25% offensive bonus against like level creatures with that maneuver.&lt;br /&gt;
* Rank 1: +2%&lt;br /&gt;
* Rank 2: +4%&lt;br /&gt;
* Rank 3: +8%&lt;br /&gt;
* Rank 4: +12%&lt;br /&gt;
* Rank 5: +20%&lt;br /&gt;
* Guild Master: +25%&lt;br /&gt;
&lt;br /&gt;
==== Other Factors ====&lt;br /&gt;
&lt;br /&gt;
Not all of these factors are taken into account by all maneuvers.&lt;br /&gt;
&lt;br /&gt;
* Attacker&#039;s [[stance]] - typically stance is not a factor for any spell based SMRv2 abilities&lt;br /&gt;
* [[Level]] difference&lt;br /&gt;
* [[wound|Injuries]]&lt;br /&gt;
* [[Encumbrance]]&lt;br /&gt;
* [[Armor#Action_Penalty|Armor penalty]]&lt;br /&gt;
* [[Spirit#Low_Spirit_Penalties|Low spirit]]&lt;br /&gt;
* [[status|Status condition]]s&lt;br /&gt;
&lt;br /&gt;
=== Creature Maneuvers Updated to SMR v2===&lt;br /&gt;
&lt;br /&gt;
This is not an exhaustive list.&lt;br /&gt;
&lt;br /&gt;
* [[Abyran&#039;ra]]&lt;br /&gt;
* [[Animate Dead]] (explosions)&lt;br /&gt;
* [[:Category:Avian_Creatures|Avians]] (wing buffet)&lt;br /&gt;
* [[Bandit]]&lt;br /&gt;
* [[Bear family creatures]] &lt;br /&gt;
* [[Caedera]] quaking&lt;br /&gt;
* [[Cat family creatures]] (pounce)&lt;br /&gt;
* [[Chimera family creatures]]&lt;br /&gt;
* Construct creatures: [[Greater construct]], [[Lesser construct]]&lt;br /&gt;
* [[Crested basilisk]]&lt;br /&gt;
* [[Darken]]&lt;br /&gt;
* [[Decaying Citadel guardsman]]&lt;br /&gt;
* [[:Category:Canine_family_creatures|Dog family creatures]]&lt;br /&gt;
* [[Elemental Confluence]]&#039;s twisting vortex (air blast)&lt;br /&gt;
* [[Enormous rift crawler]]&lt;br /&gt;
* [[Festering taint]]&lt;br /&gt;
* [[Frost giant]] (ice chunk)&lt;br /&gt;
* [[:Category:Giant_family_creatures|Giant family creatures]] (stomp)&lt;br /&gt;
* [[Giant fog beetle]] (poison fog)&lt;br /&gt;
* [[Giant veaba]]&lt;br /&gt;
* [[Gnarled being]]&lt;br /&gt;
* [[Greater ice giant]] (ice chunk)&lt;br /&gt;
* [[Gremlock]]&lt;br /&gt;
* [[Griffin family creatures]]&lt;br /&gt;
* [[Horse family creatures]] (kick)&lt;br /&gt;
* [[Huge mein golem]]&lt;br /&gt;
* Illoke creatures: [[Illoke elder]], [[Illoke jarl]], [[Illoke mystic]], [[Illoke shaman]]&lt;br /&gt;
* [[Kiramon]]&lt;br /&gt;
* [[Krolvin slaver]]&lt;br /&gt;
* [[Lesser ice giant]] (ice chunk)&lt;br /&gt;
* [[Necleriine]]&lt;br /&gt;
* [[Patchwork flesh monstrosity]]&lt;br /&gt;
* [[:Category:Plant_family_creatures|Plant family creatures]]&lt;br /&gt;
* [[Red Forest]]&#039;s [[Dreamvine]] (twinkling and wrap)&lt;br /&gt;
* [[Roa&#039;ter]]&lt;br /&gt;
* [[Scaly burgee]]&lt;br /&gt;
* [[Settlement of Reim]] traps&lt;br /&gt;
* [[:Category:Ophidian_Creatures|Snake family creatures]]&lt;br /&gt;
* [[:Category:Arachnid_family_creatures|Spider family creatures]] (web)&lt;br /&gt;
* [[Steam dervish]]&lt;br /&gt;
* [[Tail sweep]]&lt;br /&gt;
* [[:Category:Temple_Wyneb_creatures|Temple Wyneb]]&#039;s [[Emaciated hierophant]], [[Hunch-backed dogmatist]], [[Muscular supplicant]]&lt;br /&gt;
* Treekin creatures: [[Treekin druid]], [[Treekin sapling]], [[Treekin warrior]]&lt;br /&gt;
* [[:Category:Triton_family_creatures|Triton]] (drowning)&lt;br /&gt;
* [[Unholy quickening]]&lt;br /&gt;
* [[Vathor]]&lt;br /&gt;
* [[Vvrael warlock]]&lt;br /&gt;
* [[Water wyrd]]&lt;br /&gt;
* [[Worm family creatures]]&lt;br /&gt;
&lt;br /&gt;
== SMR v1 ==&lt;br /&gt;
&lt;br /&gt;
The original SMR system is used by some older spells and creature attacks.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
*[[Dexterity]]&lt;br /&gt;
*[[Agility]]&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus.  Races not listed on the following table are considered to have an average ability to dodge maneuvers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Best:&#039;&#039;&#039; || Burghal Gnomes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Excellent:&#039;&#039;&#039; || Halflings, Forest Gnomes, and Elves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good:&#039;&#039;&#039; || Half-Elves, Dark Elves, Sylvankind, Erithians, and Aelotoi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
{{Side box&lt;br /&gt;
|&#039;&#039;&#039;Sidebox: Armor Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The armor penalty is a relatively significant factor. For a character exactly trained for full plate at cap, it contributes a penalty a little bit above the difference between 1x and 2x PF. Overtraining in armor to reduce the action penalty and/or using [[Armored Evasion]] can reduce the maneuver penalty by a fairly significant amount, however.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Coase}}&lt;br /&gt;
&lt;br /&gt;
*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers.&lt;br /&gt;
*[[Combat Maneuvers]] - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive.&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[Armor Use]] can provide a bonus by reducing the [[action penalty]].&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;evading&#039;&#039; maneuvers:&lt;br /&gt;
*[[Heroism (215)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Temporal Reversion (540)]] (randomly triggered)&lt;br /&gt;
*[[Mobility (618)]]&lt;br /&gt;
*[[Phase (704)]]&lt;br /&gt;
*[[Song of Luck (1006)]] (randomly triggered)&lt;br /&gt;
*[[Empathic Focus (1109)]]&lt;br /&gt;
*[[Premonition (1220)]]&lt;br /&gt;
*[[Dauntless (1606)]]&lt;br /&gt;
*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
&lt;br /&gt;
The following spells provide bonuses to &#039;&#039;blocking&#039;&#039; maneuvers:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Barrier (102)]]&lt;br /&gt;
*[[Wall of Force (140)]]&lt;br /&gt;
*[[Elemental Barrier (430)]]&lt;br /&gt;
*[[Elemental Deflection (507)]]&lt;br /&gt;
&lt;br /&gt;
=== Stance ===&lt;br /&gt;
&lt;br /&gt;
Defensive stance is best.&lt;br /&gt;
&lt;br /&gt;
=== Condition ===&lt;br /&gt;
&lt;br /&gt;
A character&#039;s present condition also has an effect on their defenses.  [[Spirit#Low_Spirit_Penalties|Low spirit]] will penalize the target, as well as certain types of injuries and scars.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[[Stronghold Bowels information (saved post)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[https://discord.com/channels/226045346399256576/532373273816858636/576460273221894159 GM Konacon on stance and spell-based SMR via discord]&lt;br /&gt;
&lt;br /&gt;
[[Category: Standard Maneuver Roll| ]]&lt;br /&gt;
[[category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Two_Weapon_Combat&amp;diff=162499</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=162499"/>
		<updated>2022-02-28T21:37:07Z</updated>

		<summary type="html">&lt;p&gt;MATIC: removed bit about -10 AS for using a katana one handed, removed during PSM3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Training in &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039; (TWC or 2WC) allows a character to swing a weapon in their off-hand.&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>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dispel_flare&amp;diff=162117</id>
		<title>Dispel flare</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dispel_flare&amp;diff=162117"/>
		<updated>2022-02-16T16:54:56Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; are an &amp;lt;section begin=intro /&amp;gt;uncommon &amp;lt;noinclude&amp;gt;[[&amp;lt;/noinclude&amp;gt;flare&amp;lt;noinclude&amp;gt;]]&amp;lt;/noinclude&amp;gt; that can be added to weapons and armor. They occupy the standard flare (category B) slot. Though they occupy the normal flare spot on an item (they are not a &amp;quot;script&amp;quot;), there are some notable differences in how they operate compared to other standard flares.&amp;lt;section end=intro /&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
* Dispel flares have tiers, which corresponds to how many spells they can remove at a maximum in a single activation.&lt;br /&gt;
* On weapons when an attack is performed, the flare occurs BEFORE the attack resolution.&lt;br /&gt;
* If the target has active spells when the flare triggers a random amount of spells up to the tier of the item will be dispelled. For instance if you have a weapon that has tier 3 dispel flares, between 1 and 3 spells will be removed.&lt;br /&gt;
* If the target has NO active spells, in lieu of the spell stripping an SMRv2 check is performed. Currently this is a direct level comparison between yourself and the target (no skills or stats influence it). If successful the target is subject to a standard disruption flare critical.&lt;br /&gt;
&lt;br /&gt;
A core mechanic of dispelling magic from a target is the ability to cause what is called a &#039;&#039;&#039;flux&#039;&#039;&#039; crit. If a target is successfully dispelled there is a small window of time afterwards where if another dispel occurs from a different school of magic the target is subjected to a extra critical damage in addition to having the spell removed. For instance if the you were to remove a spell from a target using Spiritual Dispel (119), and then remove another spell using Elemental Dispel (417) immediately after they would take the flux damage. Whenever a spell is removed from a target using a dispel flare, the sphere of influence of each spell strip is randomized between elemental, spirtual, and mental. This allows triggering the flux effect even on a single flare of the item if it is removing more than spell. The damage type of the flux crit depends upon the type of dispel that triggers the flux.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spiritual:&#039;&#039;&#039; Plasma&lt;br /&gt;
* &#039;&#039;&#039;Mental:&#039;&#039;&#039; Disruption&lt;br /&gt;
* &#039;&#039;&#039;Elemental:&#039;&#039;&#039; A random element&lt;br /&gt;
&lt;br /&gt;
The SMR attack which occurs when a target has no spells is always disruption.&lt;br /&gt;
&lt;br /&gt;
The elemental dispel can, among other things, be lightning or fire. As such it is possible to trigger environmental effects that result from those damage types such as those seen in The Bowels (fire triggering the exploding gas) or Nelemar (electrocuting the room when a lightning crit occurs)&lt;br /&gt;
&lt;br /&gt;
Kroderine weapons and armor innately have dispel flares. The weapons and shields are tier 3, while kroderine armor has tier 5 dispel.&lt;br /&gt;
&lt;br /&gt;
Dispel flares are most often acquired at Duskruin Arena where they can be added via certificate from the high end scrip shop (HESS). The tiers increased further up to tier 3 with a standard dispel boost certificate, and up to tier 5 with the major dispel boost certificate.&lt;br /&gt;
&lt;br /&gt;
They may also be added via rare flare tokens at the annual Ebon Gate festival.&lt;br /&gt;
&lt;br /&gt;
The flares can significantly increase the difficulty of working on items via services such as Enchant and Ensorcell. The difficulty increase is:&lt;br /&gt;
&#039;&#039;&#039;50 + (50 * tier)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This means a tier 3 dispel flare on an item will increase its difficulty by 200.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Dispel flares currently work differently against targets which are significantly (&amp;gt; 10 levels) higher level than the attacker. At present if the target is more than 10 levels above you they are ALWAYS subjected to an SMR check, even for the spell removal. This facet of the flare is currently being reviewed and may change in the near future. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==In Action==&lt;br /&gt;
A target with spells: two spells are removed from the target, 107 and 120 (both the very powerful look and white light come from 120). The second dispel was elemental in nature, which triggered the flux effect and caused a fire critical.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a festering taint.&lt;br /&gt;
 ** Your orase runestaff glows brightly for a moment, consuming the magical energies around the festering taint! **&lt;br /&gt;
The deep blue glow leaves a festering taint.&lt;br /&gt;
A hazy film coats a festering taint.&lt;br /&gt;
The very powerful look leaves a festering taint.&lt;br /&gt;
The white light leaves a festering taint.&lt;br /&gt;
The elemental aura around a festering taint fluxes chaotically!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Burst of flames to left hand fries palm.  Ouch!&lt;br /&gt;
A single dim, grey-green globe springs to life in your left hand.  With a flick of your left wrist, the globe dances through the air toward a festering taint!&lt;br /&gt;
  CS: +417 - TD: +301 + CvA: +25 + d100: +17 == +158&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The orb squarely impacts a festering taint, discharging the grey-green energy over its entire being for 60 points of damage!&lt;br /&gt;
The festering taint chokes on its blood, gurgling noisily before finally dying.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another target with spells. This time the second dispel was spiritual, which caused a plasma flux critical.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a festering taint.&lt;br /&gt;
 ** Your orase runestaff glows brightly for a moment, consuming the magical energies around the festering taint! **&lt;br /&gt;
The very powerful look leaves a festering taint.&lt;br /&gt;
The white light leaves a festering taint.&lt;br /&gt;
The elemental aura around a festering taint wavers.&lt;br /&gt;
The deep blue glow leaves a festering taint.&lt;br /&gt;
The hazy film around a festering taint fluxes chaotically!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   The festering taint is sliced open neatly by a brilliant beam of plasma!&lt;br /&gt;
You focus a lambent beam of divine energy at a festering taint!&lt;br /&gt;
  AS: +419 vs DS: +182 with AvD: +41 + d100 roll: +35 = +313&lt;br /&gt;
   ... and hit for 119 points of damage!&lt;br /&gt;
   Muscle and bone blasted to pieces by powerful bolt of energy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example when a target has no active spells. the SMR attack is triggered and successful, causing the target to receive a standard disruption flare.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a gremlock.&lt;br /&gt;
 ** Your orase runestaff glows brightly for a moment, consuming the magical energies around the gremlock! **&lt;br /&gt;
[SMR result: 128 (Open d100: 20, Bonus: 49)]&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   The gremlock&#039;s intestines knot themselves.  Painful.&lt;br /&gt;
A sickly, violet haze encompasses a gremlock.&lt;br /&gt;
  CS: +417 - TD: +332 + CvA: +25 + d100: +97 == +207&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The violet haze chaotically swirls around the gremlock, the tremendous force causing the victim to crumple inward upon itself!&lt;br /&gt;
The gremlock is hit for 45 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Awesome lash of plasma severs the gremlock&#039;s arm completely!&lt;br /&gt;
A gremlock collapses and her eyes roll up as she dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon Enhancements]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Dispel flare/saved posts]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dispel_flare&amp;diff=162103</id>
		<title>Dispel flare</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dispel_flare&amp;diff=162103"/>
		<updated>2022-02-15T23:05:12Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; are an &amp;lt;section begin=intro /&amp;gt;uncommon &amp;lt;noinclude&amp;gt;[[&amp;lt;/noinclude&amp;gt;flare&amp;lt;noinclude&amp;gt;]]&amp;lt;/noinclude&amp;gt; can be added to weapons and armor. They occupy the standard flare (category B) slot. Though they occupy the normal flare spot on an item (they are not a &amp;quot;script&amp;quot;), there are some notable differences in how they operate compared to other standard flares.&amp;lt;section end=intro /&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
* Dispel flares have tiers, which corresponds to how many spells they can remove at a maximum in a single activation.&lt;br /&gt;
* On weapons when an attack is performed, the flare occurs BEFORE the attack resolution.&lt;br /&gt;
* If the target has active spells when the flare triggers a random amount of spells up to the tier of the item will be dispelled. For instance if you have a weapon that has tier 3 dispel flares, between 1 and 3 spells will be removed.&lt;br /&gt;
* If the target has NO active spells, in lieu of the spell stripping an SMRv2 check is performed. Currently this is a direct level comparison between yourself and the target (no skills or stats influence it). If successful the target is subject to a standard disruption flare critical.&lt;br /&gt;
&lt;br /&gt;
A core mechanic of dispelling magic from a target is the ability to cause what is called a &#039;&#039;&#039;flux&#039;&#039;&#039; crit. If a target is successfully dispelled there is a small window of time afterwards where if another dispel occurs from a different school of magic the target is subjected to a extra critical damage in addition to having the spell removed. For instance if the you were to remove a spell from a target using Spiritual Dispel (119), and then remove another spell using Elemental Dispel (417) immediately after they would take the flux damage. Whenever a spell is removed from a target using a dispel flare, the sphere of influence of each spell strip is randomized between elemental, spirtual, and mental. This allows triggering the flux effect even on a single flare of the item if it is removing more than spell. The damage type of the flux crit depends upon the type of dispel that triggers the flux.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spiritual:&#039;&#039;&#039; Plasma&lt;br /&gt;
* &#039;&#039;&#039;Mental:&#039;&#039;&#039; Disruption&lt;br /&gt;
* &#039;&#039;&#039;Elemental:&#039;&#039;&#039; A random element&lt;br /&gt;
&lt;br /&gt;
The SMR attack which occurs when a target has no spells is always disruption.&lt;br /&gt;
&lt;br /&gt;
The elemental dispel can, among other things, be lightning or fire. As such it is possible to trigger environmental effects that result from those damage types such as those seen in The Bowels (fire triggering the exploding gas) or Nelemar (electrocuting the room when a lightning crit occurs)&lt;br /&gt;
&lt;br /&gt;
Kroderine weapons and armor innately have dispel flares. The weapons and shields are tier 3, while kroderine armor has tier 5 dispel.&lt;br /&gt;
&lt;br /&gt;
Dispel flares are most often acquired at Duskruin Arena where they can be added via certificate from the high end scrip shop (HESS). The tiers increased further up to tier 3 with a standard dispel boost certificate, and up to tier 5 with the major dispel boost certificate.&lt;br /&gt;
&lt;br /&gt;
They may also be added via rare flare tokens at the annual Ebon Gate festival.&lt;br /&gt;
&lt;br /&gt;
The flares can significantly increase the difficulty of working on items via services such as Enchant and Ensorcell. The difficulty increase is:&lt;br /&gt;
&#039;&#039;&#039;50 + (50 * tier)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This means a tier 3 dispel flare on an item will increase its difficulty by 200.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Dispel flares currently work differently against targets which are significantly (&amp;gt; 10 levels) higher level than the attacker. At present if the target is more than 10 levels above you they are ALWAYS subjected to an SMR check, even for the spell removal. This facet of the flare is currently being reviewed and may change in the near future. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==In Action==&lt;br /&gt;
A target with spells: two spells are removed from the target, 107 and 120 (both the very powerful look and white light come from 120). The second dispel was elemental in nature, which triggered the flux effect and caused a fire critical.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a festering taint.&lt;br /&gt;
 ** Your orase runestaff glows brightly for a moment, consuming the magical energies around the festering taint! **&lt;br /&gt;
The deep blue glow leaves a festering taint.&lt;br /&gt;
A hazy film coats a festering taint.&lt;br /&gt;
The very powerful look leaves a festering taint.&lt;br /&gt;
The white light leaves a festering taint.&lt;br /&gt;
The elemental aura around a festering taint fluxes chaotically!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Burst of flames to left hand fries palm.  Ouch!&lt;br /&gt;
A single dim, grey-green globe springs to life in your left hand.  With a flick of your left wrist, the globe dances through the air toward a festering taint!&lt;br /&gt;
  CS: +417 - TD: +301 + CvA: +25 + d100: +17 == +158&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The orb squarely impacts a festering taint, discharging the grey-green energy over its entire being for 60 points of damage!&lt;br /&gt;
The festering taint chokes on its blood, gurgling noisily before finally dying.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another target with spells. This time the second dispel was spiritual, which caused a plasma flux critical.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a festering taint.&lt;br /&gt;
 ** Your orase runestaff glows brightly for a moment, consuming the magical energies around the festering taint! **&lt;br /&gt;
The very powerful look leaves a festering taint.&lt;br /&gt;
The white light leaves a festering taint.&lt;br /&gt;
The elemental aura around a festering taint wavers.&lt;br /&gt;
The deep blue glow leaves a festering taint.&lt;br /&gt;
The hazy film around a festering taint fluxes chaotically!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   The festering taint is sliced open neatly by a brilliant beam of plasma!&lt;br /&gt;
You focus a lambent beam of divine energy at a festering taint!&lt;br /&gt;
  AS: +419 vs DS: +182 with AvD: +41 + d100 roll: +35 = +313&lt;br /&gt;
   ... and hit for 119 points of damage!&lt;br /&gt;
   Muscle and bone blasted to pieces by powerful bolt of energy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example when a target has no active spells. the SMR attack is triggered and successful, causing the target to receive a standard disruption flare.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a gremlock.&lt;br /&gt;
 ** Your orase runestaff glows brightly for a moment, consuming the magical energies around the gremlock! **&lt;br /&gt;
[SMR result: 128 (Open d100: 20, Bonus: 49)]&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   The gremlock&#039;s intestines knot themselves.  Painful.&lt;br /&gt;
A sickly, violet haze encompasses a gremlock.&lt;br /&gt;
  CS: +417 - TD: +332 + CvA: +25 + d100: +97 == +207&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The violet haze chaotically swirls around the gremlock, the tremendous force causing the victim to crumple inward upon itself!&lt;br /&gt;
The gremlock is hit for 45 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Awesome lash of plasma severs the gremlock&#039;s arm completely!&lt;br /&gt;
A gremlock collapses and her eyes roll up as she dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon Enhancements]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Dispel flare/saved posts]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sanctify_(330)&amp;diff=157813</id>
		<title>Sanctify (330)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sanctify_(330)&amp;diff=157813"/>
		<updated>2022-01-11T15:18:49Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = SANCTIFY&lt;br /&gt;
 | duration = Special&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Combat Gear Enhancement&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | navigation = {{cleric base navigation}}&lt;br /&gt;
 | availability = all combat gear&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|10}} &amp;lt;!-- this is to get the table of contents above the opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- the above and below empty line is to get a space between the table of contents and opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After gaining the ability to cast &#039;&#039;&#039;Sanctify&#039;&#039;&#039;, a cleric will begin to acquire devotion as they gain [[experience]]. A skilled cleric can use this devotion to permanently enhance combat armaments for use against the [[undead]]. This enhancement provides both offensive and defensive benefits, and can even be further bestowed with Holy Fire flares. [[F2P subscription | F2P]] clerics cannot modify items with 330.&lt;br /&gt;
&lt;br /&gt;
== Armament Enhancements ==&lt;br /&gt;
&lt;br /&gt;
Undead possess a natural 25% damage resistance to physical attacks, as well as a +25 bonus to defending against [[:Category:Player System Manager | PSM skills]]. Each tier of Sanctify on relevant offensive combat gear negates 20% of these defenses, removing them completely at the fifth tier (T5).&lt;br /&gt;
&lt;br /&gt;
Further, sanctified items gain the following benefits when combating the undead (and only the undead):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Melee and ranged weapons gain a bonus of 2 AS per tier. &lt;br /&gt;
* Runestaves gain a bonus of 2 bolt AS and 1.2 CS per tier.&lt;br /&gt;
* Each tier also has a 20% chance to [[anchor]] non-corporeal undead when defeated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Targets wielding a sanctified shield or torso armor gain a bonus, per tier, of 2 DS, 1.2 TD, and +1 effective level against [[sheer fear]].&lt;br /&gt;
* Targets wielding a sanctified runestaff gain a bonus, per tier, of 1 DS, 0.6 TD, and +0.5 effective level against sheer fear.&lt;br /&gt;
* Runestaff and shield bonuses stack with torso armor, but not with each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Fire Flares&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A cleric with at least 100 ranks of [[Spiritual Lore, Blessings]] can spend 200,000 devotion to attempt to bestow permanent Holy Fire flares to a T5 sanctified armament.&lt;br /&gt;
* Holy Fire flares, in addition to a standard heat critical, will deal a random 50 to 100 concussion damage. The concussion damage is capped at (20 + (creature level / 5))% of the target’s total health.&lt;br /&gt;
** example: a level 40 target the concussion damage would be capped at (20 + (40 / 5)) = 28% of their max health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric-Only Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* An innate cleric bonus to these flares is that the concussion damage is instead 75 to 125.&lt;br /&gt;
* Clerics can EVOKE 330 at items to temporarily grant them Holy Fire flares and non-corporeal undead anchoring. This enhancement functions for clerics only, does not apply any of the other 330 benefits, and lasts for 4 hours.&lt;br /&gt;
* At 90 and 180 ranks of [[Spiritual Lore, Religion]] clerics gain an extra charge of a Holy Fire flare that is guaranteed to trigger on their next attack.&lt;br /&gt;
&lt;br /&gt;
== Skill Formula ==&lt;br /&gt;
&lt;br /&gt;
* [[Level]]: +1 per level&lt;br /&gt;
* [[Cleric Base|Cleric Spell Ranks]]: +2 per rank up to level, +1 per rank above level (&amp;quot;up to level&amp;quot; is based on 1x spell training and thus a level 50 cleric with 100 ranks will have 52 ranks at +2 and 48 ranks at +1)&lt;br /&gt;
* [[Wisdom]]: +1 per stat bonus&lt;br /&gt;
* [[Influence]]: +1 per stat bonus&lt;br /&gt;
* [[Spiritual Mana Control]]: +1 per 2 ranks&lt;br /&gt;
* [[Magic Item Use]]: +1 per 10 ranks&lt;br /&gt;
* [[Arcane Symbols]]: +1 per 10 ranks&lt;br /&gt;
* Shrine Bonus: +20 for matching [[CONVERT (verb)|{{boldmono|CONVERT}}]] exactly, +10 for same {{boldmono|CONVERT}} pantheon (bonuses do not stack)&lt;br /&gt;
* Being wounded and under a penalty from low spirit will hinder sanctification attempts&lt;br /&gt;
&lt;br /&gt;
=== Shrine Bonus ===&lt;br /&gt;
&lt;br /&gt;
[[Holy places]] that show through [[SENSE (verb)|{{boldmono|SENSE}}]] a deity that you are converted to will give a +20 bonus. If you are not converted to that deity, but are in the same pantheon (Liabo, Lornon, and Neutral) it will give a +10 bonus.&lt;br /&gt;
&lt;br /&gt;
Holy places that show multiple deities will not give the +20 deity bonus, but instead the +10 pantheon bonus. An example of this would be if you were converted to Lorminstra, and in a location that senses as &amp;quot;Lorminstra, Imaera, Phoen, and Oleani.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An omnishrine, a location that senses as having the &amp;quot;harmonized presence of multiple deities&#039; influence,&amp;quot; will give the +20 deity bonus to all clerics, regardless of deity selection (including other, forsaken, and not yet chosen).&lt;br /&gt;
&lt;br /&gt;
A location that senses as having the &amp;quot;influence of an indiscernible higher power&amp;quot; is an unknown, but specific deity in the Neutral pantheon. A forsaken cleric received a +10 bonus while a Lorminstra cleric received +0.&lt;br /&gt;
&lt;br /&gt;
=== Incomplete List of Omnishrines ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Icemule Trace]]&#039;&#039;&#039;&lt;br /&gt;
*Icemule Temple, Foyer - 2334, 4047001&lt;br /&gt;
*Icemule Temple, Chancel Nexus - 2336, 4047005&lt;br /&gt;
*Hall of the Holy Struggle - 2341, 4047024&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wehnimer&#039;s Landing]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[House Sovyn]], Paladin&#039;s Lounge - 14617, 210010 (publicly accessible)&lt;br /&gt;
*[[Rone Academy]], Cathedral - 24484, 217033 (publicly accessible)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Zul Logoth]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[DragonSpine Fane]], Altar Chamber - 26068, 679031 (all 3 obelisk Chambers are also omnishrines)&lt;br /&gt;
&lt;br /&gt;
== Devotion Costs and Gear Difficulty Modifiers ==&lt;br /&gt;
&lt;br /&gt;
=== Devotion Costs ===&lt;br /&gt;
&lt;br /&gt;
* Tier 1: 50k&lt;br /&gt;
* Tier 2: 75k&lt;br /&gt;
* Tier 3: 100k&lt;br /&gt;
* Tier 4: 125k&lt;br /&gt;
* Tier 5: 150k&lt;br /&gt;
* Holy Fire: 200k&lt;br /&gt;
* A failed Sanctify cast consumes 10% of the devotion necessary to perform that task.&lt;br /&gt;
&lt;br /&gt;
=== Gear Difficulty Modifiers ===&lt;br /&gt;
&lt;br /&gt;
* Every tier of Sanctify adds a penalty of -20. This penalty is applied to the cast being done (IE: an item that has a difficulty of -500 will actually be -520 when you cast 330 on it).&lt;br /&gt;
* Holy Fire flares add a penalty of -50.&lt;br /&gt;
&lt;br /&gt;
==== Material Gear Difficulty Modifiers ====&lt;br /&gt;
&lt;br /&gt;
* [[Eonake]], [[white ora]], [[faewood]], and [[white alloy]] all have a bonus of +50 to the success roll. This bonus is not shown in the gear difficulty score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-material_gear_difficulty_modifiers&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Material Gear Difficulty Modifiers Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-material_gear_difficulty_modifiers&amp;quot;&amp;gt;&lt;br /&gt;
{{Material_Gear_Difficulty_Modifier}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Script Gear Difficulty Modifiers ====&lt;br /&gt;
&lt;br /&gt;
* [[Voln armor]] gets a bonus of +50 to the success roll. This bonus is not shown in the gear difficulty score. Of note is that this bonus is an added +50 and does not function like [[Elven Armor]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-script_gear_difficulty_modifiers&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Script Gear Difficulty Modifiers Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-script_gear_difficulty_modifiers&amp;quot;&amp;gt;&lt;br /&gt;
{{Script_Gear_Difficulty_Modifier}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Other Gear Difficulty Modifiers ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-other_gear_difficulty_modifiers&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Other Gear Difficulty Modifiers Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-other_gear_difficulty_modifiers&amp;quot;&amp;gt;&lt;br /&gt;
{{Other_Gear_Difficulty_Modifier}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pre-temper Potions ===&lt;br /&gt;
Applying Sanctify to gear requires a [[Enchanting potion#Pre-tempering Potions | pre-temper potion]] if the item has enhancive or ensorcelled properties, which also factor into the item&#039;s difficulty rating: &lt;br /&gt;
&lt;br /&gt;
* [[Enhancive]]: an [[urven&#039;eth potion]]&lt;br /&gt;
* [[Ensorcell]]: an [[inky black potion]]&lt;br /&gt;
&lt;br /&gt;
Note: [[Enchant | Enchanting]] and Ensorcelling sanctified gear requires an urven&#039;eth potion.&lt;br /&gt;
&lt;br /&gt;
== Sanctification Process ==&lt;br /&gt;
&lt;br /&gt;
{{boldmono|CAST &amp;lt;object&amp;gt;}} will provide an estimate of difficulty.&lt;br /&gt;
&lt;br /&gt;
{{boldmono|CHANNEL &amp;lt;object&amp;gt;}} will perform the permanent application.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Make sure you have the necessary devotion stored up using the {{boldmono|RESOURCE}} verb.&lt;br /&gt;
* Step 2: Make sure you have the necessary bonuses to successfully perform the sanctification.&lt;br /&gt;
* Step 3: Apply any [[Sanctify_(330)#Pre-temper_potions|pre-temper potions]] required.&lt;br /&gt;
* Step 4: {{boldmono|CHANNEL &amp;lt;object&amp;gt;}} to profit.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
{{ServiceMessaging}}&lt;br /&gt;
&lt;br /&gt;
== Suffusion ==&lt;br /&gt;
&lt;br /&gt;
A cleric can [[Suffusion | suffuse]] devotion at the rate of 1 point of energy per 2,000 devotion. Each point of suffused energy used in a sanctification attempt is equivalent to a +1 bonus. &amp;lt;!-- eventually the link will change to this: [[Verb:SUFFUSE | suffuse]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Post Name Titles ==&lt;br /&gt;
&lt;br /&gt;
After spending 50 full weeks of devotion (2.5 million) the cleric will gain access to the Sanctifier [[Title system | title]]. After bestowing 15 items with Holy Fire (3 million devotion) the cleric will gain access to the Holy Flame title. Devotion spent on bestowing Holy Fire counts for devotion spent towards the Sanctifier title. The [[SPELL (verb)|{{boldmono|SPELL}}]] command will show the lifetime amount of both devotion spent and armaments bestowed with Holy Fire.&lt;br /&gt;
&lt;br /&gt;
The titles are listed in the skill section of the title list ({{boldmono|TITLE LIST SKILL}}) and these titles also work with the {{boldmono|SET SHOWDEITYTITLE ON}} setting to create a title of: &amp;lt;character name&amp;gt; the &amp;lt;title&amp;gt; of &amp;lt;deity&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Talk:Sanctify (330) | The Discussion Page]]&lt;br /&gt;
* [https://docs.google.com/document/d/1dHwFm8BQidYis6DwsLSR2Ue3CkzXjHOaFh_PObdJQJc/edit# Bless System Proposal v2.0]&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/870437349388071012/930478683020488704 Update for concussion damage cap]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Weapon_table_light_crossbow&amp;diff=152722</id>
		<title>Template:Weapon table light crossbow</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Weapon_table_light_crossbow&amp;diff=152722"/>
		<updated>2021-08-20T16:05:25Z</updated>

		<summary type="html">&lt;p&gt;MATIC: as per Naijin in discord, crossbows are 4 (hand), 6 (light), 7 (heavy) for base RT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=center bgcolor=#dddddd&lt;br /&gt;
!bgcolor=#cccccc width=100 rowspan=2|&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
!width=30 bgcolor=#cccccc|AG&lt;br /&gt;
!width=30|Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 width=40|[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 width=40|Min RT&lt;br /&gt;
!rowspan=2 width=125|Damage Type&lt;br /&gt;
!rowspan=2 width=50|STR/DU&lt;br /&gt;
|- align=center bgcolor=#dddddd&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
&amp;lt;!-- Leather --&amp;gt;|width=20|  5 ||width=20|  6 ||width=20|  7 ||width=20|  8&lt;br /&gt;
&amp;lt;!--  Scale  --&amp;gt;|width=20|  9 ||width=20| 10 ||width=20| 11 ||width=20| 12&lt;br /&gt;
&amp;lt;!--  Chain  --&amp;gt;|width=20| 13 ||width=20| 14 ||width=20| 15 ||width=20| 16&lt;br /&gt;
&amp;lt;!--  Plate  --&amp;gt;|width=20| 17 ||width=20| 18 ||width=20| 19 ||width=20| 20&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{{weapon table simple&lt;br /&gt;
|[[Light crossbow]]&lt;br /&gt;
|.350|.300 |.325 |.275 |.150&lt;br /&gt;
|6 |4 |[[Puncture critical table|Puncture]]/[[Slash critical table|Slash]]|50/285&lt;br /&gt;
|25|31|30|29|28|25|23|21|19|39|35|31|27|32|26|20|14}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Weapon table templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Weapon_table_heavy_crossbow&amp;diff=152721</id>
		<title>Template:Weapon table heavy crossbow</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Weapon_table_heavy_crossbow&amp;diff=152721"/>
		<updated>2021-08-20T16:04:54Z</updated>

		<summary type="html">&lt;p&gt;MATIC: as per Naijin in discord, crossbows are 4 (hand), 6 (light), 7 (heavy) for base RT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=center bgcolor=#dddddd&lt;br /&gt;
!bgcolor=#cccccc width=100 rowspan=2|&#039;&#039;Weapon&#039;&#039;&lt;br /&gt;
!width=30 bgcolor=#cccccc|AG&lt;br /&gt;
!width=30|Cloth&lt;br /&gt;
!colspan=4|Leather&lt;br /&gt;
!colspan=4|Scale&lt;br /&gt;
!colspan=4|Chain&lt;br /&gt;
!colspan=4|Plate&lt;br /&gt;
!rowspan=2 width=40|[[Roundtime|RT]]&lt;br /&gt;
!rowspan=2 width=40|Min RT&lt;br /&gt;
!rowspan=2 width=125|Damage Type&lt;br /&gt;
!rowspan=2 width=50|STR/DU&lt;br /&gt;
|- align=center bgcolor=#dddddd&lt;br /&gt;
|bgcolor=#cccccc|&#039;&#039;&#039;AsG&#039;&#039;&#039;||1&lt;br /&gt;
&amp;lt;!-- Leather --&amp;gt;|width=20|  5 ||width=20|  6 ||width=20|  7 ||width=20|  8&lt;br /&gt;
&amp;lt;!--  Scale  --&amp;gt;|width=20|  9 ||width=20| 10 ||width=20| 11 ||width=20| 12&lt;br /&gt;
&amp;lt;!--  Chain  --&amp;gt;|width=20| 13 ||width=20| 14 ||width=20| 15 ||width=20| 16&lt;br /&gt;
&amp;lt;!--  Plate  --&amp;gt;|width=20| 17 ||width=20| 18 ||width=20| 19 ||width=20| 20&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{{weapon table simple&lt;br /&gt;
|[[Heavy crossbow]]&lt;br /&gt;
|.425|.325|.375|.285|.175&lt;br /&gt;
|7|5|[[Puncture critical table|Puncture]]/[[Slash critical table|Slash]]|60/315&lt;br /&gt;
|30|36|35|34|33|31|29|27|25|46|42|38|34|40|34|28|22}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Weapon table templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Martial_Mastery&amp;diff=139392</id>
		<title>Martial Mastery</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Martial_Mastery&amp;diff=139392"/>
		<updated>2020-10-30T15:08:29Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Martial Mastery is a passive AS boost that incentivizes training in multiple weapon types and is an alternative to going for 425. This bonus requires training 2x in a primary weapon skill, and is lost entirely at known 25 spell ranks. These restrictions effectively limit the bonus to squares.&lt;br /&gt;
&lt;br /&gt;
Secondary and Tertiary weapon ranks are the weapons you have the most training in after you primary weapon skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;margin-left:2em; margin-top:1em; margin-bottom:1em; padding-left:0; padding-top:0; padding-bottom:0; border:none; background:none&amp;quot;&amp;gt;&lt;br /&gt;
AS Bonus = MIN(50, FLOOR(Secondary Weapon Ranks / Tertiary Weapon Ranks) / 8))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This AS Bonus is reduced by 5% for every spell known over 5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;margin-left:2em; margin-top:1em; margin-bottom:1em; padding-left:0; padding-top:0; padding-bottom:0; border:none; background:none&amp;quot;&amp;gt;&lt;br /&gt;
Spell Penalty = MAX(FLOOR((0, ((AS Bonus * (((Spells Known - 5) * 5)) / 100))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Skills ==&lt;br /&gt;
&lt;br /&gt;
The following skills qualify for secondary/tertiary weapon ranks.&lt;br /&gt;
&lt;br /&gt;
* Edged Weapons&lt;br /&gt;
* Blunt Weapons&lt;br /&gt;
* Brawling&lt;br /&gt;
* Two-Handed Weapons&lt;br /&gt;
* Ranged Weapons&lt;br /&gt;
* Thrown Weapons&lt;br /&gt;
* Polearm Weapons&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Blessing&amp;diff=138616</id>
		<title>Blessing</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Blessing&amp;diff=138616"/>
		<updated>2020-10-12T02:15:18Z</updated>

		<summary type="html">&lt;p&gt;MATIC: adjust labels to be slightly more correct for weighting reduction formula (was off by 1)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;This article is about blessing items to use against the undead.&#039;&#039;&lt;br /&gt;
:&#039;&#039;For the cleric ability related to [[Holy Receptacle (325)]], see [[BLESS (verb)]].&#039;&#039;&lt;br /&gt;
:&#039;&#039;For the lore skill, see [[Spiritual Lore, Blessings]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessed&#039;&#039;&#039; weapons, shields, and armor are capable of harming the [[undead]], who are otherwise immune to ordinary physical attacks.&lt;br /&gt;
&lt;br /&gt;
Common methods of blessing an item include:&lt;br /&gt;
*[[Bless (304)]] cast by a [[Cleric]]&lt;br /&gt;
*[[Symbol of Blessing]] by a member of the [[Order of Voln]]&lt;br /&gt;
*[[POUR]] a [[pure potion]] on the item&lt;br /&gt;
&lt;br /&gt;
Armaments with an [[enchantment]] bonus require the casting cleric to have at least 40 ranks in the [[Cleric Base]] spell circle, or the Voln member to have rank at least half the enchantment bonus (for example, a rank 10 member can bless items of up to +20 bonus). Pure potions work regardless of enchantment.&lt;br /&gt;
&lt;br /&gt;
Items with inherent [[flare]]s &#039;&#039;&#039;cannot&#039;&#039;&#039; be blessed. Certain materials with antimagic properties such as [[veil iron]] are also not usually blessable, though there are some rare exceptions.  &lt;br /&gt;
&lt;br /&gt;
Weapons with [[weighting]] will receive a bless of shorter duration. The number of swings reduced by weighting is derived from the total number of services (not CER) the item has. If an item has multiple types of WPS services, they are summed for the purposes of the calculation (i.e. 150 crit and 50 damage services would be treated as 200)&lt;br /&gt;
&amp;lt;section begin=bless1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! services&lt;br /&gt;
! swings per service&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 150&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 300&lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;section end=bless1 /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
50 crit service: 50 swing reduction  &lt;br /&gt;
&lt;br /&gt;
200 damage services: 150 + (1.5 * 50) = 225 swing reduction  &lt;br /&gt;
&lt;br /&gt;
200 crit services and 500 damage services: 700 combined services = 150 + (150 * 1.5) + (400 * 3) = 1575 swing reduction  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Sanctified items ==&lt;br /&gt;
{{main|Sanctified}}&lt;br /&gt;
{{#section:Sanctified|sanctified}}&lt;br /&gt;
&lt;br /&gt;
== Permabless ==&lt;br /&gt;
&lt;br /&gt;
[[Permablessed]] and [[undead bane]] items are considered blessed for anyone who wields them, and are extremely rare.&lt;br /&gt;
&lt;br /&gt;
== Demons ==&lt;br /&gt;
&lt;br /&gt;
[[Demon]]s can only be harmed by blessed weapons with at least +40 enchantment bonus, or [[extraplanar bane]]. If the demon is [[phase]]d, +20 blessed weapons will suffice. The enchantment threshold for archery is lower (confirmed with +30 bow and master-fletched blessed +25 arrows).&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
*[[Kai&#039;s Strike]]&lt;br /&gt;
*[[Consecrate (1604)]]&lt;br /&gt;
*[[Sanctify (1625)]]&lt;br /&gt;
*[[Blessing and eblading arrows (guide)]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[https://discordapp.com/channels/226045346399256576/387271714012135425/707727901356982302 Oscuro discussing weighting swing reduction (discord)]&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fletching&amp;diff=136823</id>
		<title>Fletching</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fletching&amp;diff=136823"/>
		<updated>2020-09-05T20:07:57Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fletching is the art of creating arrows, bolts, and darts for use in combat.  &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Tools==&lt;br /&gt;
Some tools are required, others are not.&lt;br /&gt;
&lt;br /&gt;
===Required===&lt;br /&gt;
* A handaxe-based OHE weapon&lt;br /&gt;
* A dagger-based OHE weapon or hook-knife based brawling weapon&lt;br /&gt;
* A short, composite or long bow for arrows&lt;br /&gt;
* A light or heavy crossbow for light or heavy bolts&lt;br /&gt;
* A completed dart for darts&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
* A drill&lt;br /&gt;
* A fletching razor&lt;br /&gt;
* A scriber&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
This is a list of the available Materials used in Fletching.  Some materials are required, while others are not.&lt;br /&gt;
&lt;br /&gt;
===Required===&lt;br /&gt;
* A source of [[List of woods and skins usable|wood]]&lt;br /&gt;
* Fletching glue&lt;br /&gt;
* Fletchings&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
* Paint&lt;br /&gt;
* Paintsticks&lt;br /&gt;
* Arrowheads&lt;br /&gt;
* Caps&lt;br /&gt;
&lt;br /&gt;
==Tool Usage==&lt;br /&gt;
Tools are available at your local fletching shop and weapon shop.&lt;br /&gt;
&lt;br /&gt;
===Handaxe===&lt;br /&gt;
The handaxe is an OHE based weapon used to pare down an item made of wood to create the shafts needed to make your projectile.  There are four current possible projectiles created from fletching: Arrow, Light Crossbow Bolt, Heavy Crossbow Bolt, and Dart.  Any OHE weapon that INSPECTs as a handaxe base weapon should be compatible for fletching.&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
The dagger is an OHE based weapon that is used for more fine and precise tasks not possible with a handaxe.  Paring the shaft down further, cutting nocks in the end of the arrow, making the projectile the proper length, and whittling a tip are all steps requiring the use of the dagger.  Any OHE weapon that INSPECTs as a dagger base weapon should be compatible for fletching.&lt;br /&gt;
&lt;br /&gt;
===Bow, Crossbow, or Dart===&lt;br /&gt;
A Ranged weapon is used in the fletching process in order to measure the proper length of the projectile.  Current ranged weapons include: Short, Composite, and Long Bows, Light and Heavy Crossbows.  A completed Dart is required to measure the correct length of a dart shaft.&lt;br /&gt;
&lt;br /&gt;
===Fletching Razor===&lt;br /&gt;
The fletching razor is a tool that cuts fletchings from feathers found from creatures in the wilds of Elanthia.  Though fletchings are easily purchased from the local fletching shop, the fletching razor allows the Fletcher to customize their arrows with fletchings not available in your local shop.  Make sure that your fletching razor is OPEN so that you can use it. Occasionally, a merchant will sell [[Fletching razor|razors that can imbue your freshly-made fletchings with a flare]].&lt;br /&gt;
&lt;br /&gt;
Usage: cut feather&lt;br /&gt;
&lt;br /&gt;
===Drill=== &lt;br /&gt;
The drill is a tool used to make a hole in the end of the projectile, which allows it to receive an arrowhead.  Arrowheads are not required for a fletching projectile to work, but allows the Fletcher to customize an arrow to their liking.&lt;br /&gt;
&lt;br /&gt;
===Scriber===&lt;br /&gt;
There are other tools around Elanthia to further improve your enjoyment of fletching.  Scribers are used to etch different designs into the wood of your projectile.  There are even rare scribers that can etch your name.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
There are also other various items and tools that have been released throughout Elanthia.  Keep your eyes peeled and you never know what you may find.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
===Wood===&lt;br /&gt;
&lt;br /&gt;
The first and most important material required is the wood material needed to make the projectile.  There are several different kinds of woods available for fletching, from a variety of sources.  Your two main sources of wood will either be plain wood or magical wood.&lt;br /&gt;
&lt;br /&gt;
====Plain Wood====&lt;br /&gt;
&lt;br /&gt;
Plain wood is the most frequent and easily attainable material that you can get your hands on.  You can get plain wood by purchasing them from town fletching shops or FORAGEing for them in the wilds.  Certain creatures also can provide a skin that can be used as a shaft material, mainly bones.  You even have the option of purchasing large pole-arm weapons that you can cut down into shafts as well, just visit your local weapon shop to see their selection. (See: [[List_of_woods_and_skins_usable|List of Woods and Skins Usable]] for a list of non-purchased base materials.)&lt;br /&gt;
&lt;br /&gt;
====Magical Wood====&lt;br /&gt;
&lt;br /&gt;
Magical woods are woods that have inherent bonuses in them that can be used to increase your Ranged AS.  Click on the material in the table below to see applicable information about each one.  You can also refer to the [https://www.play.net/gs4/info/armory/materials.asp Materials Guide] on the GemStone IV website if any of the information happens to be missing.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these woods can only be purchased either by having back-room access at town fletching shops, or by traveling/event merchants.&lt;br /&gt;
&lt;br /&gt;
Below is a table showing you the different woods available at town fletching shops.  These woods come in three sizes: stick (S), branch (B), or limb (L), where stick is the smallest and limb is the largest.&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 |- &lt;br /&gt;
 | bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Wood, Offensive Bonus&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid; border-left:1px solid;&amp;quot;| &#039;&#039;&#039;Landing&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Solhaven&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Ice Mule&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Ta&#039;Vaalor&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Sylvarraend&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;River&#039;s Rest&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Teras Isle&#039;&#039;&#039;&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Carmiln]]&#039;&#039;&#039;, +6&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Deringo]]&#039;&#039;&#039;, +8&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Faewood]]&#039;&#039;&#039;, +20&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Ironwood]]&#039;&#039;&#039;, +0&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Kakore]]&#039;&#039;&#039;, +10&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Mesille]]&#039;&#039;&#039;, +15&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Mossbark]]&#039;&#039;&#039;, +15&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Rowan]]&#039;&#039;&#039;, +5&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Villswood]]&#039;&#039;&#039;, +18&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Fletchings===&lt;br /&gt;
&lt;br /&gt;
Another essential material needed are fletchings.  Fletchings are glued to the back of the projectile to ensure a true and steady flight to its target.  Without fletchings, the arrow would become very inaccurate and useless.  Fletchings can be purchased from the local fletching shop or made from creature feathers by way of a fletching razor.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Animal (level):&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Feather:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Fletching:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| lost penguin chick (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Icemule Trace: wanders&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a soft grey penguin feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| penguin fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;!-- Need Appearance on Projectile --&amp;gt;&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice (6)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Upper Trollfang&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a cockatrice feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| plumed cockatrice (13)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Vaalor&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a cockatrice plume&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| snowy cockatrice (6)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Icemule Trace: South Gate&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a snowy cockatrice tailfeather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cold flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| black-winged daggerbeak (1)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Solhaven: Caravansary&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a daggerbeak wing&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| daggerbeak fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with dull black feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood eagle (7)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| River&#039;s Rest: Citadel &amp;amp; Town Environs&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood red eagle feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood red eagle fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blood red feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| storm griffin (73)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Illistim: Skull Temple&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a soft blue griffin feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| blue griffin fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blue griffin feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| lightning flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| dreadnought raptor (43)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Illistim: Gyldemar Green&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a ruff of raptor feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| raptor fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with glossy black raptor feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| vacuum flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| raven (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Wehnimer&#039;s Landing: Ravenswood neighborhood&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| raven&#039;s feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| jet black fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blue griffin feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| colossus vulture (34)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Illistim: Sylvarraend&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;!-- Need Feather Description --&amp;gt;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| black vulture fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with black vulture feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| winged viper (60?)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Vaalor: Red Forest&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a pure white feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| pure white fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with pure white feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| blunt-beaked emerald green parrot (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Four Winds Isle: wanders&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| an emerald green parrot feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| emerald parrot fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;!-- Need Appearance on Projectile --&amp;gt;&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a [[firebird]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[The FEyrie]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a red firebird feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| red firebird fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with red firebird feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| fire flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |- &amp;lt;!-- COPY AND PASTE THE NEXT TWO SECTIONS TO ADD MORE DATA TO TABLE --&amp;gt;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center|&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Fletching Glue===&lt;br /&gt;
&lt;br /&gt;
You need a way to attach those fletchings to the projectile, right?  Well, a nice, &amp;quot;tasty&amp;quot; bottle of fletching glue is the answer.  Fletching glue is available at your local fletching shop.&lt;br /&gt;
&lt;br /&gt;
===Paint===&lt;br /&gt;
&lt;br /&gt;
Tired of that dull, &amp;quot;wood&amp;quot; look?  Spice up your arrows with some color! The local fletching shops have a variety of colored vials of paint available all the time for your hearts content.  Other rare colors can be found from the treasure system or purchased from special merchants throughout the year.&lt;br /&gt;
&lt;br /&gt;
(Note: Painting the projectile with vials of paint coats the entire shaft.  The color should show up in the description of the arrow or the show description if applicable.)&lt;br /&gt;
&lt;br /&gt;
===Paintsticks===&lt;br /&gt;
&lt;br /&gt;
Want to add just a band of color to your arrow, or add a band of color over top of your current arrow color?  Well, a paintstick is what you are looking for.  Using a paintstick will add a small band of color near the end of the arrow.  You can add a maximum of two color bands, of the same or different colors.  As with paints, a paintstick can be purchased at the local fletching shops, found from the treasure system, or purchased from special merchants.&lt;br /&gt;
&lt;br /&gt;
(Note: Painting the projectile with a paintstick will NOT paint the entire shaft.  This will also affect the GATHER verb, as you will not be able to use the paintstick band color as a means of gathering the arrow.  Example: a blue faewood arrow can be gathered by using the syntax: gather blue arrow.  A blue-banded faewood arrow can be gathered by using the syntax: gather faewood arrow.  Other help with the GATHER verb will be provided in the [[Fletching#Fletching_Commands|Fletching Commands]] Section.)&lt;br /&gt;
&lt;br /&gt;
===Arrowheads and Caps===&lt;br /&gt;
&lt;br /&gt;
Annoyed with those wimpy-looking tips that you whittle at the end of your arrow or bolt?  An arrowhead or cap is just the right thing for you.  When using an arrowhead, you will need a drill to make a hole.  If using a cap, just screw it on to the end of the shaft.  Arrowheads and caps can be purchased from your local fletching shop, with various materials at your disposal.  There are also arrowheads and caps that can be obtained from special merchants as well.  Arrows can only accept arrowheads, while Darts can only accept caps.  Bolts, however, can accept either an arrowhead or cap, which is up to the Fletcher to decide.&lt;br /&gt;
&lt;br /&gt;
==Fletching Walk-Through==&lt;br /&gt;
Tools? Check. Materials? Check.  Ready to get started? Check.  Now that you have your tools and materials, it is time to begin your journey in the art of fletching.  This portion of the guide is an extensive walk-through to help you create projectiles step-by-step.&lt;br /&gt;
&lt;br /&gt;
===Making Shafts===&lt;br /&gt;
Cutting the rough shafts from a source of wood.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a source of wood and a handaxe-based OHE&lt;br /&gt;
&lt;br /&gt;
With a source of wood in your right hand, and a handaxe in your left, enter the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT &amp;lt;PROJECTILE&amp;gt; FROM MY &amp;lt;WOOD&amp;gt; WITH MY &amp;lt;HANDAXE&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: cut arrows from my branch with my handaxe, cut heavy bolts from my log with my hatchet.&lt;br /&gt;
&lt;br /&gt;
This command will take the source of wood and cut it into several shafts of the specified projectile style.  The amount of shafts created is somewhat random.  Larger sources of wood will provide you with larger quantities of shafts.&lt;br /&gt;
&lt;br /&gt;
This step is not required before every projectile, as this step provides you with several rough shafts for use.  It may be preferred to cut several sources of wood in succession to create large bundles at once for ease of use.&lt;br /&gt;
&lt;br /&gt;
===Paring the Shaft===&lt;br /&gt;
Whittling the rough projectile down to size.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a single rough shaft and dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a single rough shaft in your right hand and a dagger in your left, enter the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will take the rough shaft and whittle it down to its general shape for use.  Skilled fletchers should see a very straight and smooth shaft, while unskilled fletchers may create wavy and curved shafts.  High quality shafts will see an increased AS bonus when completed, while low quality shafts will see a negative AS bonus.&lt;br /&gt;
&lt;br /&gt;
===Applying Paint===&lt;br /&gt;
Painting the projectile to your desired color scheme.  This step is optional for arrows, bolts, and darts.  If you do not wish to paint your shaft with any paint, please skip on to the next step.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a vial of paint or paintstick&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand, and a vial of paint or paintstick in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PAINT MY SHAFT WITH MY &amp;lt;PAINT/PAINTSTICK&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will either paint the entire shaft if you are using a vial of paint, or add a band of paint if you are using a paintstick.  If you want to paint the entire shaft a particular color, this must be done before any bands are painted on.  Once applying the paint or band of paint to the shaft, you will have to wait for the paint to dry before continuing on.  A quick LOOK at the shaft will tell you if the paint is dried or not.  There is also an in-game message indicating when the paint is dry.&lt;br /&gt;
&lt;br /&gt;
===Nocking the Shaft===&lt;br /&gt;
Nocking the end of the shaft for placement in a bow.  This step is required for arrows only. If you are making a Bolt or Dart, please skip on to the next step.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in the left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT NOCKS IN MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command cuts a slot at the end of the shaft where the bowstring will be placed when reaching back to fire.&lt;br /&gt;
&lt;br /&gt;
===Measuring the Shaft===&lt;br /&gt;
Measuring the shaft for correct length.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a bow, crossbow, or dart used for measuring.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand, and a bow, crossbow or dart in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MEASURE MY SHAFT WITH MY &amp;lt;BOW, CROSSBOW OR DART&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command uses your bow, crossbow or dart to measure the correct length of your shaft.  For arrows you can use a short, composite or long bow for measurement.  The arrow will be able to work with all three bow types.  For bolts, you must measure it using either a light crossbow for light bolts, or heavy crossbow for heavy bolts.  The light/heavy crossbow must be cocked in order to measure the bolt correctly.  Darts can only be measured by using another completed dart to get the correct measurement.&lt;br /&gt;
&lt;br /&gt;
===Cutting the Shaft to Length===&lt;br /&gt;
Cutting the shaft down to the length that was measured.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will take the dagger and cut your shaft to the length measured in the previous step.&lt;br /&gt;
&lt;br /&gt;
===Applying the Fletchings===&lt;br /&gt;
Attaching fletchings to the end of your projectile.  This step is required for arrows, bolts and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft, fletching glue and fletchings.&lt;br /&gt;
&lt;br /&gt;
(Note: You are required to use three fletchings to attach to the end of the arrow.  Remove a bundle of three fletchings and then attach them)&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a bottle of fletching glue in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PUT MY GLUE ON MY SHAFT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will apply a small amount of glue to the end of your arrow, bolt or dart.  The glue is used to apply the fletchings and keep them in place on your projectile.  Quickly stow your glue away and then remove three fletchings.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a bundle of fletchings in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PUT MY FLETCHING ON MY SHAFT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will make you apply the fletchings to the glue that is on the shaft.  If you do not attach the fletchings quickly after applying the glue, you run a chance of the glue drying before you can put them on.  Once the fletchings are attached to the projectile, you will have to wait for the glue to dry before moving on to the next step.  A quick LOOK at the shaft will tell you if the glue is dried yet.  There will also be in-game messaging to indicate when the glue is dry.&lt;br /&gt;
&lt;br /&gt;
===Making the Tip===&lt;br /&gt;
Finally, yet importantly, you need to sharpen the other side of the arrow so that you may pierce that annoying Troll in plate armor.  This step is divided into two sections.  The first section is for whittling the end of the shaft to a point, while the other section is for adding an arrowhead or cap to the end of the arrow, bolt, or dart.&lt;br /&gt;
&lt;br /&gt;
====Whittle the Tip====&lt;br /&gt;
Whittling the end of the shaft to a point to complete your project.  This step is required for arrows, bolts or darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will make you whittle the end of the shaft to a point, therefore completing your projectile shaft into the specified projectile style: arrow, light/heavy bolt or dart.&lt;br /&gt;
&lt;br /&gt;
The point obtained after this step will tell the quality of the arrow or bolt.&lt;br /&gt;
&lt;br /&gt;
====Attach Arrowhead or Cap====&lt;br /&gt;
Drilling a hole in the end of the projectile shaft to accept an arrowhead or screwing on the cap.  If you are using a cap, you do not need to drill a hole in the end of the shaft.  Skip ahead past the drill portion of this step and remove your cap to put it on.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft, dril, and an arrowhead.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a drill in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TURN MY DRILL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will place your drill at the end of the shaft, and drill a hole suitable for accepting an arrowhead.  Stow your drill away and then remove an arrowhead.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and an arrowhead/cap in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TURN MY ARROWHEAD/CAP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will then make you screw your arrowhead in the shaft or screw your cap onto the end of the shaft until it is nice and tight.  Once the arrowhead or cap is attached completely, your projectile is now a completed arrow, light/heavy bolt or dart.&lt;br /&gt;
&lt;br /&gt;
===Additional Steps===&lt;br /&gt;
Once your projectile is completed, there are a few additional options that you can do to it.  If you own a scriber, you can now use it by RUBing it on your projectile for your desired effect, whether it be symbols or your name.  There are also several different items throughout the game that interact with completed projectiles, but of course are optional.  Now stow away your projectile and start over with a new one.  Enjoy the art of fletching!&lt;br /&gt;
&lt;br /&gt;
==Fletching Commands==&lt;br /&gt;
There are a few commands that any Fletcher should be familiar with.  Each of these verbs will be explained below, but you can also find out even more details about each of these verbs in-game.  Just type in the command prompt: &amp;lt;verb&amp;gt; help.&lt;br /&gt;
&lt;br /&gt;
===Bundle===&lt;br /&gt;
The [[BUNDLE]] verb is one that any Fletcher or skinner is very familiar with.  Instead of having fifty separate arrows sitting in a container, you can use the [[BUNDLE]] verb to collect them all together.  If there are several of your arrows on the ground, you can also make use of the [[GATHER]] verb, which will bundle all the arrows into a bundle that you can then add to an existing bundle of arrows in a container.&lt;br /&gt;
&lt;br /&gt;
===Flip===&lt;br /&gt;
The [[FLIP]] verb allows the Fletcher to customize the order in which the material, color, and projectile style look.  For example, you can have your arrow look like this: a forest green [[faewood]] arrow, or a faewood hunter green arrow, etc...&lt;br /&gt;
&lt;br /&gt;
Usage is [[FLIP]] my shaft, you must do this [[before]] you tip it or drill it, and after you Fletch the shaft&lt;br /&gt;
&lt;br /&gt;
===Gather===&lt;br /&gt;
The [[GATHER]] verb allows the Fletcher to collect identical arrows from the ground at once and bundle them together in one action.  This saves the user from having to pick up each individual arrow separately and stow away.&lt;br /&gt;
&lt;br /&gt;
===Glance===&lt;br /&gt;
The [[GLANCE]] verb is a tool to help you know your status with the [[FLIP]] verb.  Can’t remember how many times you flipped the arrow, bolt, or dart.  A quick [[GLANCE]] will solve that.&lt;br /&gt;
&lt;br /&gt;
==FAQS==&lt;br /&gt;
# &#039;&#039;&#039;I just started fletching, and I cannot seem to make an arrow/bolt/dart to save my life.  I always seem to mess up.  What am I doing wrong?&#039;&#039;&#039;&lt;br /&gt;
#* When you begin the art of fletching, you are going to be unskilled.  Through practice, you will gain fletching ranks and become more skilled in this craft.&lt;br /&gt;
# &#039;&#039;&#039;What are “fletching ranks”?&#039;&#039;&#039;&lt;br /&gt;
#* Fletching ranks, or Artisan Ranks, are an in-game way of showing your abilities in the art of an Artisan skill.  There are a total of 500 total ranks in fletching, with 500 ranks meaning that you are a Master Fletcher.&lt;br /&gt;
# &#039;&#039;&#039;How do I find out how many “ranks” in fletching I have?&#039;&#039;&#039;&lt;br /&gt;
#* You can find out how many ranks you have with the ARTISAN SKILL command.&lt;br /&gt;
# &#039;&#039;&#039;How do I know when I have gained a “rank” in fletching?&#039;&#039;&#039;&lt;br /&gt;
#* There is an in-game message that notifies you when you have earned a rank.  You will know it when you see it.&lt;br /&gt;
#* That was a little easier.  Perhaps you are growing more skillful?&lt;br /&gt;
# &#039;&#039;&#039;I have been making arrows/bolts/darts, but they do not want to bundle even though they look the same.  What gives?&#039;&#039;&#039;&lt;br /&gt;
#* Some arrows/bolts may have inherent differences not seen by the player.  This common occurrence will happen throughout your fletching career.  Though it is annoying, you can look forward to this not happening when you begin to make master quality arrows/bolts, when each arrow/bolt will be the same in every way.  Darts however cannot be bundled.&lt;br /&gt;
# &#039;&#039;&#039;I have heard that arrows/bolts/darts made by a master Fletcher have a bonus of some sort, what kind of bonus is there?&#039;&#039;&#039;&lt;br /&gt;
#* Every arrow/bolt/dart made from fletching will have a bonus, whether it is a negative or positive one.  Poorly made arrows/bolts/darts can have a -5 bonus to your AS, while a master-fletched arrow/bolt/dart will carry a +5 bonus to AS.  Other arrows/bolts/darts will have a bonus somewhere in between.  This bonus is stacked on top of any bonus provided by materials used to make the arrow.&lt;br /&gt;
# &#039;&#039;&#039;You mentioned that materials can also add an AS bonus, what materials do what and how exactly does it work?&#039;&#039;&#039;&lt;br /&gt;
#* A bonus to your AS can be determined by the enchant bonus of the wood you use, or the enchant bonus of the metal you use for the arrowhead or cap.  To find out what materials give what bonuses, please refer to the materials guide from the main web site to see your options.  Please note that if an enchanted wood is combined with an enchanted arrowhead or cap, that these enchant bonuses do not stack.  The fletching system will use the greater enchant of the two materials and use that as the normal bonus.  When using a faewood arrow (+20 bonus) with an imflass arrowhead (+12 bonus), only the +20 bonus of the faewood will be used.  If this arrow is made by a master, it will have an added bonus of +5 since the master bonus &amp;quot;stacks&amp;quot; with the enchant bonus, making the arrow +25.&lt;br /&gt;
# &#039;&#039;&#039;What about the enchant bonus of the bow/crossbow?  Does that stack with the bonus of the arrow?&#039;&#039;&#039;&lt;br /&gt;
#* Yes, the enchant bonus of the bow/crossbow will stack with the arrow.  The combined bonus, however, will never exceed +50, and is capped at twice your character&#039;s level.&lt;br /&gt;
# &#039;&#039;&#039;I have talked with a few fletchers, and some have told me not to bother with expensive materials.  They say to use plain wood and have your arrows “e-bladed”.  What does “e-bladed” mean?&#039;&#039;&#039;&lt;br /&gt;
#* “E-Bladed” is referring to the Minor Elemental spell [[Elemental Blade (411)]].  Specifics of this spell are in the spells section of the Gemstone web site.  The spell will be prepared and cast at your bundle of arrows/bolts.  Depending on the casters skill and ATTUNEment, your bundle will receive a set of “charges”.  These “charges” add a +20 bonus to the AS of the arrow and adds a chance of an elemental flare to go off.  The flare is determined either by the ATTUNEment of the caster or by random chance.  A glance at the bundle will show you a color of light, with the color corresponding to a particular type of flare.&lt;br /&gt;
#* You can have a bundle of arrows/bolts with a maximum of 100 qty, and a bundle of arrows/bolts can hold a maximum of 999 charges of 411.  When you remove an arrow/bolt from the bundle, two charges will go with it.  When you fire the arrow/bolt and successfully use up a charge, there will be one charge remaining in the arrow/bolt.  The reason for this, is so that when you pick the arrow/bolt back up, you will be able to return it to the bundle.  If both charges are used, the arrow/bolt will not be able to return to the bundle because it is no longer the same in every way as the arrows in the bundle.&lt;br /&gt;
#* Blessing arrows for use against undead work in the same manor as E-blading, but does not add an AS bonus to the arrow/bolt.&lt;br /&gt;
# &#039;&#039;&#039;I fired my arrow/bolt and something strange happened.  The game said it “was lost in the local environs”.  What does that mean?&#039;&#039;&#039;&lt;br /&gt;
#* Several things can cause this to happen, but when that message appears, your arrow/bolt is hidden somewhere in the room.  Doing a quick [[SEARCH]] should help you find your lost ammunition.&lt;br /&gt;
# &#039;&#039;&#039;Ok, what do I do now?  I fired my arrow/bolt and I got the message &amp;quot;streaks off into the distance&amp;quot;.  I searched for it but could not find it.  What is the deal?&#039;&#039;&#039;&lt;br /&gt;
#* In this situation, your arrow/bolt is lost forever.  This mechanic is in place to simulate how a projectile can sometimes go somewhere that you cannot find for whatever reason.  Do not bother searching, you will not find it.&lt;br /&gt;
# &#039;&#039;&#039;Ok, now I am confused.  After attacking a creature, my arrows are on the ground but I cannot pick them up.  I can tap them, poke at them, even drag them to another room, but cannot pick them up.  I get the message “out of reach”.  What is going on now?&#039;&#039;&#039;&lt;br /&gt;
#* In this situation, you are falling victim to another game mechanic.  Not being able to pick up the arrow/bolt because it is out of reach is to simulate distance between you and the arrow.  If you fired an arrow/bolt 20 feet away from you, it does not make much sense for you to be able to pick it up immediately.  Conversely, it does not make much sense to be able to interact with it in other ways, like dragging it, but not be able to pick it up.  This mechanic is somewhat buggy, but there really is no easy way to fix it.  Just something you will have to deal with for now. It is possible to retrieve your arrow by using GO ARROW, this may need to be repeated several times to get close enough to pick it up.&lt;br /&gt;
# &#039;&#039;&#039;I made my arrow/bolt with all this nifty stuff, but when I finished the arrow all of it was gone, where did it go?&#039;&#039;&#039;&lt;br /&gt;
#* When making an arrow/bolt, you can only take up 98 total characters of space before the arrow changes from a long description to a show description.  Be sure to remember that even spaces count as characters as well.  Try LOOKing at your arrow, and all your work should be there.&lt;br /&gt;
# &#039;&#039;&#039;Some fletchers I&#039;ve met have arrows that occasionally produce a lightning flare.  How do they do that?&#039;&#039;&#039;&lt;br /&gt;
#* Lightning flares can be produced by making the arrows using blue griffin fletchings.  A blue griffin fletching can be obtained by killing a storm griffin — if you&#039;re actually skilled enough to kill a storm griffin — or can be purchased from some player shops. Since this will add flares, you cannot bless arrows fletched with blue griffin fletchings. &lt;br /&gt;
# &#039;&#039;&#039;Some fletchers I&#039;ve met have arrows that occasionally produce a non-lightning flare!  How do they do &#039;&#039;that?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#* Cutting feathers with specially-enchanted [[fletching razor]]s can create fletchings imbued with flares. These razors are occasionally sold at special merchant events, and generally have a limited lifespan.&lt;br /&gt;
# &#039;&#039;&#039;Do you have the list of the qualities?&#039;&#039;&#039;&lt;br /&gt;
#* Why, yes! I do, heh. Not necessarily in this order since it&#039;s a guess so far.. barely serviceable, crude, rough, average, decent, very serviceable, relatively sharp, extremely sharp and perfect.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
Experience is gained from fletching, making it appealing even to characters not using ranged or thrown weapons.  Because the materials are inexpensively sold by town merchants, there are no restrictions on where fletching must be performed, and there is zero risk of injury, fletching is one of the easiest and safest ways to gain experience in Elanthia.  One can gain experience in two different ways, depending on whether or not one is working towards mastering fletching or has already mastered the skill.&lt;br /&gt;
* &#039;&#039;&#039;Not mastered&#039;&#039;&#039;: Each and every time a character gains a rank in fletching, s/he also gains experience of an amount equal to the rank just earned.  For example, when one earns the 1st rank of fletching, one also receive 1 point of experience.  When one earns the 458th rank of fletching, one earns 458 experience points.  Thus, mastering fletching from start to finish provides up to 125,250 experience points if a character absorbs it all (ie: not fletching when already fried).  The sum is easy to calculate, by observing that of the 500 ranks, 250 pairs of numbers exist which each sum to 501 (1+500, 2+499, 3+498 ... 250+251).  A maximum of one rank can be learned per each arrow/bolt, so anyone fletching specifically for experience or to master more quickly can discard the item and begin a new one as soon as a rank is obtained.  The irony of this is that one can master fletching without ever once completing a finished product!  Furthermore, not all the required steps provide an opportunity to gain a new rank, so some people work on only the first two steps, which have less material requirements and total roundtime involved.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mastered&#039;&#039;&#039;: Once one has 500 ranks of fletching, one is a Master Fletcher and cannot gain more ranks, thus further experience cannot be gained by the above method.  Instead, any projectile completed by a master fletcher will yield 5 experience points. There is, however, a cap on the amount of experience which can be gained during a particular time period by completing arrows as a master.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039;  This is only true if Fletching is a character&#039;s only artisan skill.  Reference [[Artisan Skill Experience]] to see the complete details.&lt;br /&gt;
&lt;br /&gt;
As a result, fletching is a common hobby among those sitting around quieter towns not wishing to hunt for whatever reason, such as [[empath]]s, [[cleric]]s and locksmiths.  This may be as much because of boredom, but certainly the experience is a nice perk.&lt;br /&gt;
&lt;br /&gt;
==Fame==&lt;br /&gt;
The fame obtained is equal to the experience gained.&lt;br /&gt;
&lt;br /&gt;
==Finished Product Examples==&lt;br /&gt;
This arrow has been crafted from dark green faewood.  A single colored band of black encircles the back end of the arrow.  At the very back end, glossy black raptor fletchings stand out and ensure a steady flight towards its target.  At the business end of the arrow, a steel triangle-bladed arrowhead glints in the ambient light.  You also notice a small enchanter&#039;s glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
There appears to be something written on it.&amp;lt;br&amp;gt;&lt;br /&gt;
In the Common language, it reads:&amp;lt;br&amp;gt;&lt;br /&gt;
Scribed into the shaft is the personal mark of XXXXXX.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of fletching materials]]&lt;br /&gt;
&lt;br /&gt;
==Reference Links==&lt;br /&gt;
[http://www.play.net/gs4/info/artisan_skills/fletching_home.asp Official Simutronics Guide] - This is somewhat out of date because it does not include the most recent changes to fletching.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artisan Skills]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fletching&amp;diff=136822</id>
		<title>Fletching</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fletching&amp;diff=136822"/>
		<updated>2020-09-05T20:06:36Z</updated>

		<summary type="html">&lt;p&gt;MATIC: Added new fire flaring fletchings after ranged review (dreadnaught raptors, snowy cockatrice, firebirds)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fletching is the art of creating arrows, bolts, and darts for use in combat.  &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Tools==&lt;br /&gt;
Some tools are required, others are not.&lt;br /&gt;
&lt;br /&gt;
===Required===&lt;br /&gt;
* A handaxe-based OHE weapon&lt;br /&gt;
* A dagger-based OHE weapon or hook-knife based brawling weapon&lt;br /&gt;
* A short, composite or long bow for arrows&lt;br /&gt;
* A light or heavy crossbow for light or heavy bolts&lt;br /&gt;
* A completed dart for darts&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
* A drill&lt;br /&gt;
* A fletching razor&lt;br /&gt;
* A scriber&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
This is a list of the available Materials used in Fletching.  Some materials are required, while others are not.&lt;br /&gt;
&lt;br /&gt;
===Required===&lt;br /&gt;
* A source of [[List of woods and skins usable|wood]]&lt;br /&gt;
* Fletching glue&lt;br /&gt;
* Fletchings&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
* Paint&lt;br /&gt;
* Paintsticks&lt;br /&gt;
* Arrowheads&lt;br /&gt;
* Caps&lt;br /&gt;
&lt;br /&gt;
==Tool Usage==&lt;br /&gt;
Tools are available at your local fletching shop and weapon shop.&lt;br /&gt;
&lt;br /&gt;
===Handaxe===&lt;br /&gt;
The handaxe is an OHE based weapon used to pare down an item made of wood to create the shafts needed to make your projectile.  There are four current possible projectiles created from fletching: Arrow, Light Crossbow Bolt, Heavy Crossbow Bolt, and Dart.  Any OHE weapon that INSPECTs as a handaxe base weapon should be compatible for fletching.&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
The dagger is an OHE based weapon that is used for more fine and precise tasks not possible with a handaxe.  Paring the shaft down further, cutting nocks in the end of the arrow, making the projectile the proper length, and whittling a tip are all steps requiring the use of the dagger.  Any OHE weapon that INSPECTs as a dagger base weapon should be compatible for fletching.&lt;br /&gt;
&lt;br /&gt;
===Bow, Crossbow, or Dart===&lt;br /&gt;
A Ranged weapon is used in the fletching process in order to measure the proper length of the projectile.  Current ranged weapons include: Short, Composite, and Long Bows, Light and Heavy Crossbows.  A completed Dart is required to measure the correct length of a dart shaft.&lt;br /&gt;
&lt;br /&gt;
===Fletching Razor===&lt;br /&gt;
The fletching razor is a tool that cuts fletchings from feathers found from creatures in the wilds of Elanthia.  Though fletchings are easily purchased from the local fletching shop, the fletching razor allows the Fletcher to customize their arrows with fletchings not available in your local shop.  Make sure that your fletching razor is OPEN so that you can use it. Occasionally, a merchant will sell [[Fletching razor|razors that can imbue your freshly-made fletchings with a flare]].&lt;br /&gt;
&lt;br /&gt;
Usage: cut feather&lt;br /&gt;
&lt;br /&gt;
===Drill=== &lt;br /&gt;
The drill is a tool used to make a hole in the end of the projectile, which allows it to receive an arrowhead.  Arrowheads are not required for a fletching projectile to work, but allows the Fletcher to customize an arrow to their liking.&lt;br /&gt;
&lt;br /&gt;
===Scriber===&lt;br /&gt;
There are other tools around Elanthia to further improve your enjoyment of fletching.  Scribers are used to etch different designs into the wood of your projectile.  There are even rare scribers that can etch your name.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
There are also other various items and tools that have been released throughout Elanthia.  Keep your eyes peeled and you never know what you may find.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
===Wood===&lt;br /&gt;
&lt;br /&gt;
The first and most important material required is the wood material needed to make the projectile.  There are several different kinds of woods available for fletching, from a variety of sources.  Your two main sources of wood will either be plain wood or magical wood.&lt;br /&gt;
&lt;br /&gt;
====Plain Wood====&lt;br /&gt;
&lt;br /&gt;
Plain wood is the most frequent and easily attainable material that you can get your hands on.  You can get plain wood by purchasing them from town fletching shops or FORAGEing for them in the wilds.  Certain creatures also can provide a skin that can be used as a shaft material, mainly bones.  You even have the option of purchasing large pole-arm weapons that you can cut down into shafts as well, just visit your local weapon shop to see their selection. (See: [[List_of_woods_and_skins_usable|List of Woods and Skins Usable]] for a list of non-purchased base materials.)&lt;br /&gt;
&lt;br /&gt;
====Magical Wood====&lt;br /&gt;
&lt;br /&gt;
Magical woods are woods that have inherent bonuses in them that can be used to increase your Ranged AS.  Click on the material in the table below to see applicable information about each one.  You can also refer to the [https://www.play.net/gs4/info/armory/materials.asp Materials Guide] on the GemStone IV website if any of the information happens to be missing.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these woods can only be purchased either by having back-room access at town fletching shops, or by traveling/event merchants.&lt;br /&gt;
&lt;br /&gt;
Below is a table showing you the different woods available at town fletching shops.  These woods come in three sizes: stick (S), branch (B), or limb (L), where stick is the smallest and limb is the largest.&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 |- &lt;br /&gt;
 | bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Wood, Offensive Bonus&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid; border-left:1px solid;&amp;quot;| &#039;&#039;&#039;Landing&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Solhaven&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Ice Mule&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Ta&#039;Vaalor&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Sylvarraend&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;River&#039;s Rest&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Teras Isle&#039;&#039;&#039;&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Carmiln]]&#039;&#039;&#039;, +6&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Deringo]]&#039;&#039;&#039;, +8&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Faewood]]&#039;&#039;&#039;, +20&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Ironwood]]&#039;&#039;&#039;, +0&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Kakore]]&#039;&#039;&#039;, +10&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Mesille]]&#039;&#039;&#039;, +15&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Mossbark]]&#039;&#039;&#039;, +15&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Rowan]]&#039;&#039;&#039;, +5&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Villswood]]&#039;&#039;&#039;, +18&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Fletchings===&lt;br /&gt;
&lt;br /&gt;
Another essential material needed are fletchings.  Fletchings are glued to the back of the projectile to ensure a true and steady flight to its target.  Without fletchings, the arrow would become very inaccurate and useless.  Fletchings can be purchased from the local fletching shop or made from creature feathers by way of a fletching razor.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Animal (level):&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Feather:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Fletching:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| lost penguin chick (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Icemule Trace: wanders&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a soft grey penguin feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| penguin fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;!-- Need Appearance on Projectile --&amp;gt;&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice (6)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Upper Trollfang&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a cockatrice feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cold flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| plumed cockatrice (13)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Vaalor&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a cockatrice plume&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| snowy cockatrice (6)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Icemule Trace: South Gate&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a snowy cockatrice tailfeather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| black-winged daggerbeak (1)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Solhaven: Caravansary&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a daggerbeak wing&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| daggerbeak fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with dull black feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood eagle (7)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| River&#039;s Rest: Citadel &amp;amp; Town Environs&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood red eagle feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood red eagle fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blood red feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| storm griffin (73)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Illistim: Skull Temple&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a soft blue griffin feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| blue griffin fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blue griffin feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| lightning flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| dreadnought raptor (43)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Illistim: Gyldemar Green&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a ruff of raptor feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| raptor fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with glossy black raptor feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| vacuum flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| raven (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Wehnimer&#039;s Landing: Ravenswood neighborhood&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| raven&#039;s feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| jet black fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blue griffin feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| colossus vulture (34)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Illistim: Sylvarraend&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;!-- Need Feather Description --&amp;gt;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| black vulture fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with black vulture feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| winged viper (60?)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Vaalor: Red Forest&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a pure white feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| pure white fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with pure white feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| blunt-beaked emerald green parrot (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Four Winds Isle: wanders&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| an emerald green parrot feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| emerald parrot fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;!-- Need Appearance on Projectile --&amp;gt;&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a [[firebird]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[The FEyrie]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a red firebird feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| red firebird fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;projectile&amp;lt;/nowiki&amp;gt; fletched with red firebird feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| fire flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |- &amp;lt;!-- COPY AND PASTE THE NEXT TWO SECTIONS TO ADD MORE DATA TO TABLE --&amp;gt;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center|&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Fletching Glue===&lt;br /&gt;
&lt;br /&gt;
You need a way to attach those fletchings to the projectile, right?  Well, a nice, &amp;quot;tasty&amp;quot; bottle of fletching glue is the answer.  Fletching glue is available at your local fletching shop.&lt;br /&gt;
&lt;br /&gt;
===Paint===&lt;br /&gt;
&lt;br /&gt;
Tired of that dull, &amp;quot;wood&amp;quot; look?  Spice up your arrows with some color! The local fletching shops have a variety of colored vials of paint available all the time for your hearts content.  Other rare colors can be found from the treasure system or purchased from special merchants throughout the year.&lt;br /&gt;
&lt;br /&gt;
(Note: Painting the projectile with vials of paint coats the entire shaft.  The color should show up in the description of the arrow or the show description if applicable.)&lt;br /&gt;
&lt;br /&gt;
===Paintsticks===&lt;br /&gt;
&lt;br /&gt;
Want to add just a band of color to your arrow, or add a band of color over top of your current arrow color?  Well, a paintstick is what you are looking for.  Using a paintstick will add a small band of color near the end of the arrow.  You can add a maximum of two color bands, of the same or different colors.  As with paints, a paintstick can be purchased at the local fletching shops, found from the treasure system, or purchased from special merchants.&lt;br /&gt;
&lt;br /&gt;
(Note: Painting the projectile with a paintstick will NOT paint the entire shaft.  This will also affect the GATHER verb, as you will not be able to use the paintstick band color as a means of gathering the arrow.  Example: a blue faewood arrow can be gathered by using the syntax: gather blue arrow.  A blue-banded faewood arrow can be gathered by using the syntax: gather faewood arrow.  Other help with the GATHER verb will be provided in the [[Fletching#Fletching_Commands|Fletching Commands]] Section.)&lt;br /&gt;
&lt;br /&gt;
===Arrowheads and Caps===&lt;br /&gt;
&lt;br /&gt;
Annoyed with those wimpy-looking tips that you whittle at the end of your arrow or bolt?  An arrowhead or cap is just the right thing for you.  When using an arrowhead, you will need a drill to make a hole.  If using a cap, just screw it on to the end of the shaft.  Arrowheads and caps can be purchased from your local fletching shop, with various materials at your disposal.  There are also arrowheads and caps that can be obtained from special merchants as well.  Arrows can only accept arrowheads, while Darts can only accept caps.  Bolts, however, can accept either an arrowhead or cap, which is up to the Fletcher to decide.&lt;br /&gt;
&lt;br /&gt;
==Fletching Walk-Through==&lt;br /&gt;
Tools? Check. Materials? Check.  Ready to get started? Check.  Now that you have your tools and materials, it is time to begin your journey in the art of fletching.  This portion of the guide is an extensive walk-through to help you create projectiles step-by-step.&lt;br /&gt;
&lt;br /&gt;
===Making Shafts===&lt;br /&gt;
Cutting the rough shafts from a source of wood.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a source of wood and a handaxe-based OHE&lt;br /&gt;
&lt;br /&gt;
With a source of wood in your right hand, and a handaxe in your left, enter the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT &amp;lt;PROJECTILE&amp;gt; FROM MY &amp;lt;WOOD&amp;gt; WITH MY &amp;lt;HANDAXE&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: cut arrows from my branch with my handaxe, cut heavy bolts from my log with my hatchet.&lt;br /&gt;
&lt;br /&gt;
This command will take the source of wood and cut it into several shafts of the specified projectile style.  The amount of shafts created is somewhat random.  Larger sources of wood will provide you with larger quantities of shafts.&lt;br /&gt;
&lt;br /&gt;
This step is not required before every projectile, as this step provides you with several rough shafts for use.  It may be preferred to cut several sources of wood in succession to create large bundles at once for ease of use.&lt;br /&gt;
&lt;br /&gt;
===Paring the Shaft===&lt;br /&gt;
Whittling the rough projectile down to size.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a single rough shaft and dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a single rough shaft in your right hand and a dagger in your left, enter the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will take the rough shaft and whittle it down to its general shape for use.  Skilled fletchers should see a very straight and smooth shaft, while unskilled fletchers may create wavy and curved shafts.  High quality shafts will see an increased AS bonus when completed, while low quality shafts will see a negative AS bonus.&lt;br /&gt;
&lt;br /&gt;
===Applying Paint===&lt;br /&gt;
Painting the projectile to your desired color scheme.  This step is optional for arrows, bolts, and darts.  If you do not wish to paint your shaft with any paint, please skip on to the next step.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a vial of paint or paintstick&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand, and a vial of paint or paintstick in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PAINT MY SHAFT WITH MY &amp;lt;PAINT/PAINTSTICK&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will either paint the entire shaft if you are using a vial of paint, or add a band of paint if you are using a paintstick.  If you want to paint the entire shaft a particular color, this must be done before any bands are painted on.  Once applying the paint or band of paint to the shaft, you will have to wait for the paint to dry before continuing on.  A quick LOOK at the shaft will tell you if the paint is dried or not.  There is also an in-game message indicating when the paint is dry.&lt;br /&gt;
&lt;br /&gt;
===Nocking the Shaft===&lt;br /&gt;
Nocking the end of the shaft for placement in a bow.  This step is required for arrows only. If you are making a Bolt or Dart, please skip on to the next step.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in the left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT NOCKS IN MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command cuts a slot at the end of the shaft where the bowstring will be placed when reaching back to fire.&lt;br /&gt;
&lt;br /&gt;
===Measuring the Shaft===&lt;br /&gt;
Measuring the shaft for correct length.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a bow, crossbow, or dart used for measuring.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand, and a bow, crossbow or dart in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MEASURE MY SHAFT WITH MY &amp;lt;BOW, CROSSBOW OR DART&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command uses your bow, crossbow or dart to measure the correct length of your shaft.  For arrows you can use a short, composite or long bow for measurement.  The arrow will be able to work with all three bow types.  For bolts, you must measure it using either a light crossbow for light bolts, or heavy crossbow for heavy bolts.  The light/heavy crossbow must be cocked in order to measure the bolt correctly.  Darts can only be measured by using another completed dart to get the correct measurement.&lt;br /&gt;
&lt;br /&gt;
===Cutting the Shaft to Length===&lt;br /&gt;
Cutting the shaft down to the length that was measured.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will take the dagger and cut your shaft to the length measured in the previous step.&lt;br /&gt;
&lt;br /&gt;
===Applying the Fletchings===&lt;br /&gt;
Attaching fletchings to the end of your projectile.  This step is required for arrows, bolts and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft, fletching glue and fletchings.&lt;br /&gt;
&lt;br /&gt;
(Note: You are required to use three fletchings to attach to the end of the arrow.  Remove a bundle of three fletchings and then attach them)&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a bottle of fletching glue in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PUT MY GLUE ON MY SHAFT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will apply a small amount of glue to the end of your arrow, bolt or dart.  The glue is used to apply the fletchings and keep them in place on your projectile.  Quickly stow your glue away and then remove three fletchings.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a bundle of fletchings in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PUT MY FLETCHING ON MY SHAFT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will make you apply the fletchings to the glue that is on the shaft.  If you do not attach the fletchings quickly after applying the glue, you run a chance of the glue drying before you can put them on.  Once the fletchings are attached to the projectile, you will have to wait for the glue to dry before moving on to the next step.  A quick LOOK at the shaft will tell you if the glue is dried yet.  There will also be in-game messaging to indicate when the glue is dry.&lt;br /&gt;
&lt;br /&gt;
===Making the Tip===&lt;br /&gt;
Finally, yet importantly, you need to sharpen the other side of the arrow so that you may pierce that annoying Troll in plate armor.  This step is divided into two sections.  The first section is for whittling the end of the shaft to a point, while the other section is for adding an arrowhead or cap to the end of the arrow, bolt, or dart.&lt;br /&gt;
&lt;br /&gt;
====Whittle the Tip====&lt;br /&gt;
Whittling the end of the shaft to a point to complete your project.  This step is required for arrows, bolts or darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will make you whittle the end of the shaft to a point, therefore completing your projectile shaft into the specified projectile style: arrow, light/heavy bolt or dart.&lt;br /&gt;
&lt;br /&gt;
The point obtained after this step will tell the quality of the arrow or bolt.&lt;br /&gt;
&lt;br /&gt;
====Attach Arrowhead or Cap====&lt;br /&gt;
Drilling a hole in the end of the projectile shaft to accept an arrowhead or screwing on the cap.  If you are using a cap, you do not need to drill a hole in the end of the shaft.  Skip ahead past the drill portion of this step and remove your cap to put it on.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft, dril, and an arrowhead.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a drill in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TURN MY DRILL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will place your drill at the end of the shaft, and drill a hole suitable for accepting an arrowhead.  Stow your drill away and then remove an arrowhead.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and an arrowhead/cap in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TURN MY ARROWHEAD/CAP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will then make you screw your arrowhead in the shaft or screw your cap onto the end of the shaft until it is nice and tight.  Once the arrowhead or cap is attached completely, your projectile is now a completed arrow, light/heavy bolt or dart.&lt;br /&gt;
&lt;br /&gt;
===Additional Steps===&lt;br /&gt;
Once your projectile is completed, there are a few additional options that you can do to it.  If you own a scriber, you can now use it by RUBing it on your projectile for your desired effect, whether it be symbols or your name.  There are also several different items throughout the game that interact with completed projectiles, but of course are optional.  Now stow away your projectile and start over with a new one.  Enjoy the art of fletching!&lt;br /&gt;
&lt;br /&gt;
==Fletching Commands==&lt;br /&gt;
There are a few commands that any Fletcher should be familiar with.  Each of these verbs will be explained below, but you can also find out even more details about each of these verbs in-game.  Just type in the command prompt: &amp;lt;verb&amp;gt; help.&lt;br /&gt;
&lt;br /&gt;
===Bundle===&lt;br /&gt;
The [[BUNDLE]] verb is one that any Fletcher or skinner is very familiar with.  Instead of having fifty separate arrows sitting in a container, you can use the [[BUNDLE]] verb to collect them all together.  If there are several of your arrows on the ground, you can also make use of the [[GATHER]] verb, which will bundle all the arrows into a bundle that you can then add to an existing bundle of arrows in a container.&lt;br /&gt;
&lt;br /&gt;
===Flip===&lt;br /&gt;
The [[FLIP]] verb allows the Fletcher to customize the order in which the material, color, and projectile style look.  For example, you can have your arrow look like this: a forest green [[faewood]] arrow, or a faewood hunter green arrow, etc...&lt;br /&gt;
&lt;br /&gt;
Usage is [[FLIP]] my shaft, you must do this [[before]] you tip it or drill it, and after you Fletch the shaft&lt;br /&gt;
&lt;br /&gt;
===Gather===&lt;br /&gt;
The [[GATHER]] verb allows the Fletcher to collect identical arrows from the ground at once and bundle them together in one action.  This saves the user from having to pick up each individual arrow separately and stow away.&lt;br /&gt;
&lt;br /&gt;
===Glance===&lt;br /&gt;
The [[GLANCE]] verb is a tool to help you know your status with the [[FLIP]] verb.  Can’t remember how many times you flipped the arrow, bolt, or dart.  A quick [[GLANCE]] will solve that.&lt;br /&gt;
&lt;br /&gt;
==FAQS==&lt;br /&gt;
# &#039;&#039;&#039;I just started fletching, and I cannot seem to make an arrow/bolt/dart to save my life.  I always seem to mess up.  What am I doing wrong?&#039;&#039;&#039;&lt;br /&gt;
#* When you begin the art of fletching, you are going to be unskilled.  Through practice, you will gain fletching ranks and become more skilled in this craft.&lt;br /&gt;
# &#039;&#039;&#039;What are “fletching ranks”?&#039;&#039;&#039;&lt;br /&gt;
#* Fletching ranks, or Artisan Ranks, are an in-game way of showing your abilities in the art of an Artisan skill.  There are a total of 500 total ranks in fletching, with 500 ranks meaning that you are a Master Fletcher.&lt;br /&gt;
# &#039;&#039;&#039;How do I find out how many “ranks” in fletching I have?&#039;&#039;&#039;&lt;br /&gt;
#* You can find out how many ranks you have with the ARTISAN SKILL command.&lt;br /&gt;
# &#039;&#039;&#039;How do I know when I have gained a “rank” in fletching?&#039;&#039;&#039;&lt;br /&gt;
#* There is an in-game message that notifies you when you have earned a rank.  You will know it when you see it.&lt;br /&gt;
#* That was a little easier.  Perhaps you are growing more skillful?&lt;br /&gt;
# &#039;&#039;&#039;I have been making arrows/bolts/darts, but they do not want to bundle even though they look the same.  What gives?&#039;&#039;&#039;&lt;br /&gt;
#* Some arrows/bolts may have inherent differences not seen by the player.  This common occurrence will happen throughout your fletching career.  Though it is annoying, you can look forward to this not happening when you begin to make master quality arrows/bolts, when each arrow/bolt will be the same in every way.  Darts however cannot be bundled.&lt;br /&gt;
# &#039;&#039;&#039;I have heard that arrows/bolts/darts made by a master Fletcher have a bonus of some sort, what kind of bonus is there?&#039;&#039;&#039;&lt;br /&gt;
#* Every arrow/bolt/dart made from fletching will have a bonus, whether it is a negative or positive one.  Poorly made arrows/bolts/darts can have a -5 bonus to your AS, while a master-fletched arrow/bolt/dart will carry a +5 bonus to AS.  Other arrows/bolts/darts will have a bonus somewhere in between.  This bonus is stacked on top of any bonus provided by materials used to make the arrow.&lt;br /&gt;
# &#039;&#039;&#039;You mentioned that materials can also add an AS bonus, what materials do what and how exactly does it work?&#039;&#039;&#039;&lt;br /&gt;
#* A bonus to your AS can be determined by the enchant bonus of the wood you use, or the enchant bonus of the metal you use for the arrowhead or cap.  To find out what materials give what bonuses, please refer to the materials guide from the main web site to see your options.  Please note that if an enchanted wood is combined with an enchanted arrowhead or cap, that these enchant bonuses do not stack.  The fletching system will use the greater enchant of the two materials and use that as the normal bonus.  When using a faewood arrow (+20 bonus) with an imflass arrowhead (+12 bonus), only the +20 bonus of the faewood will be used.  If this arrow is made by a master, it will have an added bonus of +5 since the master bonus &amp;quot;stacks&amp;quot; with the enchant bonus, making the arrow +25.&lt;br /&gt;
# &#039;&#039;&#039;What about the enchant bonus of the bow/crossbow?  Does that stack with the bonus of the arrow?&#039;&#039;&#039;&lt;br /&gt;
#* Yes, the enchant bonus of the bow/crossbow will stack with the arrow.  The combined bonus, however, will never exceed +50, and is capped at twice your character&#039;s level.&lt;br /&gt;
# &#039;&#039;&#039;I have talked with a few fletchers, and some have told me not to bother with expensive materials.  They say to use plain wood and have your arrows “e-bladed”.  What does “e-bladed” mean?&#039;&#039;&#039;&lt;br /&gt;
#* “E-Bladed” is referring to the Minor Elemental spell [[Elemental Blade (411)]].  Specifics of this spell are in the spells section of the Gemstone web site.  The spell will be prepared and cast at your bundle of arrows/bolts.  Depending on the casters skill and ATTUNEment, your bundle will receive a set of “charges”.  These “charges” add a +20 bonus to the AS of the arrow and adds a chance of an elemental flare to go off.  The flare is determined either by the ATTUNEment of the caster or by random chance.  A glance at the bundle will show you a color of light, with the color corresponding to a particular type of flare.&lt;br /&gt;
#* You can have a bundle of arrows/bolts with a maximum of 100 qty, and a bundle of arrows/bolts can hold a maximum of 999 charges of 411.  When you remove an arrow/bolt from the bundle, two charges will go with it.  When you fire the arrow/bolt and successfully use up a charge, there will be one charge remaining in the arrow/bolt.  The reason for this, is so that when you pick the arrow/bolt back up, you will be able to return it to the bundle.  If both charges are used, the arrow/bolt will not be able to return to the bundle because it is no longer the same in every way as the arrows in the bundle.&lt;br /&gt;
#* Blessing arrows for use against undead work in the same manor as E-blading, but does not add an AS bonus to the arrow/bolt.&lt;br /&gt;
# &#039;&#039;&#039;I fired my arrow/bolt and something strange happened.  The game said it “was lost in the local environs”.  What does that mean?&#039;&#039;&#039;&lt;br /&gt;
#* Several things can cause this to happen, but when that message appears, your arrow/bolt is hidden somewhere in the room.  Doing a quick [[SEARCH]] should help you find your lost ammunition.&lt;br /&gt;
# &#039;&#039;&#039;Ok, what do I do now?  I fired my arrow/bolt and I got the message &amp;quot;streaks off into the distance&amp;quot;.  I searched for it but could not find it.  What is the deal?&#039;&#039;&#039;&lt;br /&gt;
#* In this situation, your arrow/bolt is lost forever.  This mechanic is in place to simulate how a projectile can sometimes go somewhere that you cannot find for whatever reason.  Do not bother searching, you will not find it.&lt;br /&gt;
# &#039;&#039;&#039;Ok, now I am confused.  After attacking a creature, my arrows are on the ground but I cannot pick them up.  I can tap them, poke at them, even drag them to another room, but cannot pick them up.  I get the message “out of reach”.  What is going on now?&#039;&#039;&#039;&lt;br /&gt;
#* In this situation, you are falling victim to another game mechanic.  Not being able to pick up the arrow/bolt because it is out of reach is to simulate distance between you and the arrow.  If you fired an arrow/bolt 20 feet away from you, it does not make much sense for you to be able to pick it up immediately.  Conversely, it does not make much sense to be able to interact with it in other ways, like dragging it, but not be able to pick it up.  This mechanic is somewhat buggy, but there really is no easy way to fix it.  Just something you will have to deal with for now. It is possible to retrieve your arrow by using GO ARROW, this may need to be repeated several times to get close enough to pick it up.&lt;br /&gt;
# &#039;&#039;&#039;I made my arrow/bolt with all this nifty stuff, but when I finished the arrow all of it was gone, where did it go?&#039;&#039;&#039;&lt;br /&gt;
#* When making an arrow/bolt, you can only take up 98 total characters of space before the arrow changes from a long description to a show description.  Be sure to remember that even spaces count as characters as well.  Try LOOKing at your arrow, and all your work should be there.&lt;br /&gt;
# &#039;&#039;&#039;Some fletchers I&#039;ve met have arrows that occasionally produce a lightning flare.  How do they do that?&#039;&#039;&#039;&lt;br /&gt;
#* Lightning flares can be produced by making the arrows using blue griffin fletchings.  A blue griffin fletching can be obtained by killing a storm griffin — if you&#039;re actually skilled enough to kill a storm griffin — or can be purchased from some player shops. Since this will add flares, you cannot bless arrows fletched with blue griffin fletchings. &lt;br /&gt;
# &#039;&#039;&#039;Some fletchers I&#039;ve met have arrows that occasionally produce a non-lightning flare!  How do they do &#039;&#039;that?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#* Cutting feathers with specially-enchanted [[fletching razor]]s can create fletchings imbued with flares. These razors are occasionally sold at special merchant events, and generally have a limited lifespan.&lt;br /&gt;
# &#039;&#039;&#039;Do you have the list of the qualities?&#039;&#039;&#039;&lt;br /&gt;
#* Why, yes! I do, heh. Not necessarily in this order since it&#039;s a guess so far.. barely serviceable, crude, rough, average, decent, very serviceable, relatively sharp, extremely sharp and perfect.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
Experience is gained from fletching, making it appealing even to characters not using ranged or thrown weapons.  Because the materials are inexpensively sold by town merchants, there are no restrictions on where fletching must be performed, and there is zero risk of injury, fletching is one of the easiest and safest ways to gain experience in Elanthia.  One can gain experience in two different ways, depending on whether or not one is working towards mastering fletching or has already mastered the skill.&lt;br /&gt;
* &#039;&#039;&#039;Not mastered&#039;&#039;&#039;: Each and every time a character gains a rank in fletching, s/he also gains experience of an amount equal to the rank just earned.  For example, when one earns the 1st rank of fletching, one also receive 1 point of experience.  When one earns the 458th rank of fletching, one earns 458 experience points.  Thus, mastering fletching from start to finish provides up to 125,250 experience points if a character absorbs it all (ie: not fletching when already fried).  The sum is easy to calculate, by observing that of the 500 ranks, 250 pairs of numbers exist which each sum to 501 (1+500, 2+499, 3+498 ... 250+251).  A maximum of one rank can be learned per each arrow/bolt, so anyone fletching specifically for experience or to master more quickly can discard the item and begin a new one as soon as a rank is obtained.  The irony of this is that one can master fletching without ever once completing a finished product!  Furthermore, not all the required steps provide an opportunity to gain a new rank, so some people work on only the first two steps, which have less material requirements and total roundtime involved.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mastered&#039;&#039;&#039;: Once one has 500 ranks of fletching, one is a Master Fletcher and cannot gain more ranks, thus further experience cannot be gained by the above method.  Instead, any projectile completed by a master fletcher will yield 5 experience points. There is, however, a cap on the amount of experience which can be gained during a particular time period by completing arrows as a master.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039;  This is only true if Fletching is a character&#039;s only artisan skill.  Reference [[Artisan Skill Experience]] to see the complete details.&lt;br /&gt;
&lt;br /&gt;
As a result, fletching is a common hobby among those sitting around quieter towns not wishing to hunt for whatever reason, such as [[empath]]s, [[cleric]]s and locksmiths.  This may be as much because of boredom, but certainly the experience is a nice perk.&lt;br /&gt;
&lt;br /&gt;
==Fame==&lt;br /&gt;
The fame obtained is equal to the experience gained.&lt;br /&gt;
&lt;br /&gt;
==Finished Product Examples==&lt;br /&gt;
This arrow has been crafted from dark green faewood.  A single colored band of black encircles the back end of the arrow.  At the very back end, glossy black raptor fletchings stand out and ensure a steady flight towards its target.  At the business end of the arrow, a steel triangle-bladed arrowhead glints in the ambient light.  You also notice a small enchanter&#039;s glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
There appears to be something written on it.&amp;lt;br&amp;gt;&lt;br /&gt;
In the Common language, it reads:&amp;lt;br&amp;gt;&lt;br /&gt;
Scribed into the shaft is the personal mark of XXXXXX.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of fletching materials]]&lt;br /&gt;
&lt;br /&gt;
==Reference Links==&lt;br /&gt;
[http://www.play.net/gs4/info/artisan_skills/fletching_home.asp Official Simutronics Guide] - This is somewhat out of date because it does not include the most recent changes to fletching.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artisan Skills]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Teras_Isle&amp;diff=136818</id>
		<title>Template:Teras Isle</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Teras_Isle&amp;diff=136818"/>
		<updated>2020-09-05T19:06:57Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin:0.5em auto; clear:both; text-align:center; width:80%&amp;quot; align=center class=&amp;quot;toccolours&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#ccccff&amp;quot;| [[Teras Isle]]&amp;lt;small class=&amp;quot;editlink noprint plainlinksneverexpand&amp;quot;&amp;gt; - [{{SERVER}}{{localurl:Template:Teras_Isle|action=edit}} edit]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hunting Areas:&#039;&#039;&#039; [[:Category:Eye of V&#039;Tull creatures|Eye of V&#039;Tull]] | [[:Category:FEyrie creatures|The FEyrie]] | [[:Category:Fhorian Village creatures|Fhorian Village]] | [[:Category:Greymist Wood creatures|Greymist Wood]] | [[:Category:Kharam Dzu creatures|Kharam Dzu]] | [[:Category:Lava Flows creatures|Lava Flows]] | [[:Category:Temple of Luukos creatures|Temple of Luukos]] | [[:Category:Wraithenmist creatures|Wraithenmist]] | [[:Category:Ruined Temple creatures|Ruined Temple]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Teras_Isle&amp;diff=136817</id>
		<title>Template:Teras Isle</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Teras_Isle&amp;diff=136817"/>
		<updated>2020-09-05T19:06:09Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin:0.5em auto; clear:both; text-align:center; width:80%&amp;quot; align=center class=&amp;quot;toccolours&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#ccccff&amp;quot;| [[Teras Isle]]&amp;lt;small class=&amp;quot;editlink noprint plainlinksneverexpand&amp;quot;&amp;gt; - [{{SERVER}}{{localurl:Template:Teras_Isle|action=edit}} edit]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hunting Areas:&#039;&#039;&#039; [[:Category:Eye of V&#039;Tull creatures|Eye of V&#039;Tull]] | [[:Category:F&#039;Eyrie creatures|The FEyrie]] | [[:Category:Fhorian Village creatures|Fhorian Village]] | [[:Category:Greymist Wood creatures|Greymist Wood]] | [[:Category:Kharam Dzu creatures|Kharam Dzu]] | [[:Category:Lava Flows creatures|Lava Flows]] | [[:Category:Temple of Luukos creatures|Temple of Luukos]] | [[:Category:Wraithenmist creatures|Wraithenmist]] | [[:Category:Ruined Temple creatures|Ruined Temple]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Blazing_red_phoenix&amp;diff=136816</id>
		<title>Blazing red phoenix</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Blazing_red_phoenix&amp;diff=136816"/>
		<updated>2020-09-05T19:05:27Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &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 =  90&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 =  bird&amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Avian&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 =  The FEyrie&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Flying}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
Composed entirely of elemental flame, the majestic blazing red phoenix resembles a deadly bird of prey, with a short hooked beak, a compact muscular frame, wide wingspan, and sharp talons.  Its unearthly form is a constant wreathing of elemental fire that is at once blinding as it is scalding.&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Will attempt a rebirth maneuver, resurrecting itself when killed. The chance to successfully perform this is increased substantially if there is a living [[Ash Guardian]] in the room.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt;&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 87&lt;br /&gt;
|levelm1 = 88&lt;br /&gt;
|level = 90&lt;br /&gt;
|levelp1 = 91&lt;br /&gt;
|levelp2 = 92&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ash_guardian&amp;diff=136815</id>
		<title>Ash guardian</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ash_guardian&amp;diff=136815"/>
		<updated>2020-09-05T19:04:50Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &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 =  87&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = elemental&amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = 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 =  The FEyrie&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Guards any phoenix killed in the room as it attempts its rebirth}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
Distinct features are difficult to determine as clouds of ash obscure the form of the ash guardian.  What is visible is a towering humanoid shadow that drifts through the ash clouds.&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Should be dealt with before killing any Blazing Red Phoenix in the same room. The Guardian will protect the phoenix allowing it to perform its rebirth more easily.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt;&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 85&lt;br /&gt;
|levelm1 = 86&lt;br /&gt;
|level = 87&lt;br /&gt;
|levelp1 = 88&lt;br /&gt;
|levelp2 = 89&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=The_F%27Eyrie&amp;diff=136814</id>
		<title>The F&#039;Eyrie</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=The_F%27Eyrie&amp;diff=136814"/>
		<updated>2020-09-05T19:04:01Z</updated>

		<summary type="html">&lt;p&gt;MATIC: Redirected page to The FEyrie&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The_FEyrie]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ash_guardian&amp;diff=136813</id>
		<title>Ash guardian</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ash_guardian&amp;diff=136813"/>
		<updated>2020-09-05T18:59:44Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &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 =  87&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = elemental&amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = 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 =  The F&#039;Eyrie&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Guards any phoenix killed in the room as it attempts its rebirth}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
Distinct features are difficult to determine as clouds of ash obscure the form of the ash guardian.  What is visible is a towering humanoid shadow that drifts through the ash clouds.&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Should be dealt with before killing any Blazing Red Phoenix in the same room. The Guardian will protect the phoenix allowing it to perform its rebirth more easily.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt;&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 85&lt;br /&gt;
|levelm1 = 86&lt;br /&gt;
|level = 87&lt;br /&gt;
|levelp1 = 88&lt;br /&gt;
|levelp2 = 89&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Firebird&amp;diff=136812</id>
		<title>Firebird</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Firebird&amp;diff=136812"/>
		<updated>2020-09-05T18:59:28Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &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 =  85&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 = bird&amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Avian&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 =  The FEyrie&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Flying}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = a red firebird feather&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
Smoldering black eyes and a sharp golden beak display the fury of the firebird.  A golden crest of feathers adorn the head of this large but nimble avian that continues down its long craning neck, transitioning to orange around its sleek body, then deep red along its narrow legs that end in wickedly sharp black talons.  Flames dance from the firebird&#039;s wide arcing wings that leave a trail with its long tail feathers in its wake.&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
The red firebird feathers attained from skinning the firebird can be used in [[fletching]] and confer fire flares to the bolts / arrows created with it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt;&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 83&lt;br /&gt;
|levelm1 = 84&lt;br /&gt;
|level = 85&lt;br /&gt;
|levelp1 = 86&lt;br /&gt;
|levelp2 = 87&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Blazing_red_phoenix&amp;diff=136811</id>
		<title>Blazing red phoenix</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Blazing_red_phoenix&amp;diff=136811"/>
		<updated>2020-09-05T18:58:18Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &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 =  90&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 =  bird&amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Avian&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 =  The F&#039;Eyrie&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Flying}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
Composed entirely of elemental flame, the majestic blazing red phoenix resembles a deadly bird of prey, with a short hooked beak, a compact muscular frame, wide wingspan, and sharp talons.  Its unearthly form is a constant wreathing of elemental fire that is at once blinding as it is scalding.&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Will attempt a rebirth maneuver, resurrecting itself when killed. The chance to successfully perform this is increased substantially if there is a living [[Ash Guardian]] in the room.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt;&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 87&lt;br /&gt;
|levelm1 = 88&lt;br /&gt;
|level = 90&lt;br /&gt;
|levelp1 = 91&lt;br /&gt;
|levelp2 = 92&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Level_90_creatures&amp;diff=136810</id>
		<title>Template:Level 90 creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Level_90_creatures&amp;diff=136810"/>
		<updated>2020-09-05T18:29:09Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[::Category:Level 90 Creatures|Level 90]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[blazing red phoenix]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Level X creatures templates| ]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Blazing_Red_Phoenix&amp;diff=136809</id>
		<title>Blazing Red Phoenix</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Blazing_Red_Phoenix&amp;diff=136809"/>
		<updated>2020-09-05T18:28:21Z</updated>

		<summary type="html">&lt;p&gt;MATIC: MATIC moved page Blazing Red Phoenix to Blazing red phoenix: capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Blazing red phoenix]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Blazing_red_phoenix&amp;diff=136808</id>
		<title>Blazing red phoenix</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Blazing_red_phoenix&amp;diff=136808"/>
		<updated>2020-09-05T18:28:21Z</updated>

		<summary type="html">&lt;p&gt;MATIC: MATIC moved page Blazing Red Phoenix to Blazing red phoenix: capitalization&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 =  90&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Avian&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 =  The F&#039;Eyrie&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Flying}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
Composed entirely of elemental flame, the majestic blazing red phoenix resembles a deadly bird of prey, with a short hooked beak, a compact muscular frame, wide wingspan, and sharp talons.  Its unearthly form is a constant wreathing of elemental fire that is at once blinding as it is scalding.&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Will attempt a rebirth maneuver, resurrecting itself when killed. The chance to successfully perform this is increased substantially if there is a living [[Ash Guardian]] in the room.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt;&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 87&lt;br /&gt;
|levelm1 = 88&lt;br /&gt;
|level = 90&lt;br /&gt;
|levelp1 = 91&lt;br /&gt;
|levelp2 = 92&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ash_Guardian&amp;diff=136807</id>
		<title>Ash Guardian</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ash_Guardian&amp;diff=136807"/>
		<updated>2020-09-05T18:27:19Z</updated>

		<summary type="html">&lt;p&gt;MATIC: MATIC moved page Ash Guardian to Ash guardian: fix capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ash guardian]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ash_guardian&amp;diff=136806</id>
		<title>Ash guardian</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ash_guardian&amp;diff=136806"/>
		<updated>2020-09-05T18:27:18Z</updated>

		<summary type="html">&lt;p&gt;MATIC: MATIC moved page Ash Guardian to Ash guardian: fix capitalization&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 =  87&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = 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 =  The F&#039;Eyrie&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Guards any phoenix killed in the room as it attempts its rebirth}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
Distinct features are difficult to determine as clouds of ash obscure the form of the ash guardian.  What is visible is a towering humanoid shadow that drifts through the ash clouds.&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Should be dealt with before killing any Blazing Red Phoenix in the same room. The Guardian will protect the phoenix allowing it to perform its rebirth more easily.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt;&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 85&lt;br /&gt;
|levelm1 = 86&lt;br /&gt;
|level = 87&lt;br /&gt;
|levelp1 = 88&lt;br /&gt;
|levelp2 = 89&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Level_87_creatures&amp;diff=136805</id>
		<title>Template:Level 87 creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Level_87_creatures&amp;diff=136805"/>
		<updated>2020-09-05T18:26:19Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[::Category:Level 87 Creatures|Level 87]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[n&#039;ecare]]&lt;br /&gt;
* [[ash guardian]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Level X creatures templates| ]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Level_85_creatures&amp;diff=136804</id>
		<title>Template:Level 85 creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Level_85_creatures&amp;diff=136804"/>
		<updated>2020-09-05T18:25:56Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[::Category:Level 85 Creatures|Level 85]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[firebird]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Level X creatures templates| ]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Firebird&amp;diff=136803</id>
		<title>Firebird</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Firebird&amp;diff=136803"/>
		<updated>2020-09-05T18:24:47Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &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 =  85&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Avian&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 =  The FEyrie&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Flying}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = a red firebird feather&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
Smoldering black eyes and a sharp golden beak display the fury of the firebird.  A golden crest of feathers adorn the head of this large but nimble avian that continues down its long craning neck, transitioning to orange around its sleek body, then deep red along its narrow legs that end in wickedly sharp black talons.  Flames dance from the firebird&#039;s wide arcing wings that leave a trail with its long tail feathers in its wake.&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
The red firebird feathers attained from skinning the firebird can be used in [[fletching]] and confer fire flares to the bolts / arrows created with it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt;&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 83&lt;br /&gt;
|levelm1 = 84&lt;br /&gt;
|level = 85&lt;br /&gt;
|levelp1 = 86&lt;br /&gt;
|levelp2 = 87&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Firebird/saved_posts&amp;diff=136802</id>
		<title>Firebird/saved posts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Firebird/saved_posts&amp;diff=136802"/>
		<updated>2020-09-05T18:18:58Z</updated>

		<summary type="html">&lt;p&gt;MATIC: MATIC moved page Firebird/saved posts to The Firebird/saved posts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Firebird/saved posts]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=The_Firebird/saved_posts&amp;diff=136801</id>
		<title>The Firebird/saved posts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=The_Firebird/saved_posts&amp;diff=136801"/>
		<updated>2020-09-05T18:18:58Z</updated>

		<summary type="html">&lt;p&gt;MATIC: MATIC moved page Firebird/saved posts to The Firebird/saved posts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = The Firebird&lt;br /&gt;
| messagenum = 3&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 03/14/2015 04:15 PM EDT&lt;br /&gt;
| subject = Flight of the Firebird&lt;br /&gt;
}}Elanthia&#039;s newest [[merchant]] aircraft has landed in [[Wehnimer&#039;s Landing]]!&lt;br /&gt;
&lt;br /&gt;
The Firebird is an experimental [[airship]], originally built by the [[Turamzzyrian Empire]], that has been... ah, repurposed as a merchant craft by its wayward captain, Sir Brashton Rainsbourne. Now flying under agreement with the Empire as an envoy to encourage trade and friendlier relations with its neighbors, the ship will be making regular trips between Elanthian towns once it is finished refueling in Wehnimer&#039;s Landing.&lt;br /&gt;
&lt;br /&gt;
What does that mean for you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchants&#039;&#039;&#039;: The Firebird will occasionally play host to alterers and other merchant NPCs to help you change your schtuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shops&#039;&#039;&#039;: The ship will have a shifting roster of shops with keen wares for you to find.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Arena&#039;&#039;&#039;: [[Spirit beast]] aficionados are able to battle NPC trainers for rare and powerful prizes, plus a few other things discussed here: http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Spirit%20Beasts/view/56&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Events&#039;&#039;&#039;: There&#039;ll routinely be merchant events on the Firebird as she comes into your town. Who knows what&#039;s next?&lt;br /&gt;
&lt;br /&gt;
This is a pilot (hah) program for me, and just as experimental as the Firebird herself. If you want to see certain services (within reason) or wares (within even more reason) on the Firebird, let me know here!&lt;br /&gt;
&lt;br /&gt;
Auchand&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Firebird&amp;diff=136800</id>
		<title>Firebird</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Firebird&amp;diff=136800"/>
		<updated>2020-09-05T18:18:57Z</updated>

		<summary type="html">&lt;p&gt;MATIC: MATIC moved page Firebird to The Firebird over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Firebird]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=The_Firebird&amp;diff=136799</id>
		<title>The Firebird</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=The_Firebird&amp;diff=136799"/>
		<updated>2020-09-05T18:18:56Z</updated>

		<summary type="html">&lt;p&gt;MATIC: MATIC moved page Firebird to The Firebird over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Firebird&#039;&#039;&#039; was introduced in 5115 (2015) as a merchant ship and place to battle [[Spirit Beast]]s.  These battles take place in [[Talondown Arena]].&lt;br /&gt;
&lt;br /&gt;
The Firebird frequently travels from place to place, and may take off at any time, taking any passengers with it.  The ship will send three signals before it takes off, and transport spells and [[society]] abilities can be used to escape should the ship embark with passengers aboard. &lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==The Firebird Landing Locations==&lt;br /&gt;
*Icemule Trace - Outside North Gate NE&lt;br /&gt;
*Pinefar - One south, one southeast of Pinefar Preserve neighborhood (Lich #2771)&lt;br /&gt;
*River&#039;s Rest (Torre) - River Road, Drawbridge (Lich #10840)&lt;br /&gt;
*Solhaven - Outside Falcon&#039;s Nest (private home) (Lich #1536)&lt;br /&gt;
*Teras - Silver and Sapphire, one south of Terasian Seating Emporium (Lich #1865)&lt;br /&gt;
*Ta&#039;Vaalor - West end of Shimaraern Var, outside the locksmith shop (Lich #3502)&lt;br /&gt;
*Wehnimer&#039;s Landing - One east of North Gate, outside town (Lich #411)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Firebird&#039;s Present Locations==&lt;br /&gt;
&lt;br /&gt;
*Icemule Trace - One east of South Gate (Lich #3055) &#039;&#039;&#039;(open for spirit beast purchases)&#039;&#039;&#039;&lt;br /&gt;
*River&#039;s Rest - Not present at above location&lt;br /&gt;
*Solhaven - Not present at above location&lt;br /&gt;
*Wehnimer&#039;s Landing - One east of North Gate (Lich #411) (CLOSED)&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
&#039;&#039;&#039;NOTE: The passage from Talondown Arena will lead back to the originating town portal if you did not enter from The Firebird.&lt;br /&gt;
[[Image:Firebird.png|750px]]&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&#039;&#039;&#039;A gleaming fireleaf airship&lt;br /&gt;
&lt;br /&gt;
The hull of the airship is adorned in red brass and gold leaf, and ambient light flickers off of the filigree metal like tiny sparks of flame.  A massive phoenix figurehead stares defiantly out from the prow over a windowed lounge at the ship&#039;s fore.  Sharp tongues of fire are etched into the hull around a gangway in the port side.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/World%20Events,%20Festivals,%20and%20Storylines/The%20Firebird/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
===Covenants Kept===&lt;br /&gt;
[[Arkati]] symbols - 35k each&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
;White Room&lt;br /&gt;
On the white velvet you see:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a green-flecked seaglass Charl symbol&lt;br /&gt;
|-&lt;br /&gt;
| a gold-dappled sapphire Tonis symbol&lt;br /&gt;
|-&lt;br /&gt;
| a gilt-traced red spinel Cholen symbol&lt;br /&gt;
|-&lt;br /&gt;
| a hammered copper Eonak symbol&lt;br /&gt;
|-&lt;br /&gt;
| a silvery crystal Jastev symbol&lt;br /&gt;
|-&lt;br /&gt;
| a blood red ruby Oleani symbol&lt;br /&gt;
|-&lt;br /&gt;
| a riveted silver Kai symbol&lt;br /&gt;
|-&lt;br /&gt;
| a gilded sunstone Phoen symbol&lt;br /&gt;
|-&lt;br /&gt;
| an unhewn jadeite Imaera symbol&lt;br /&gt;
|-&lt;br /&gt;
| an antiqued gold Lorminstra symbol&lt;br /&gt;
|-&lt;br /&gt;
| a silver-edged black opal Ronan symbol&lt;br /&gt;
|-&lt;br /&gt;
| a rainbow agate Lumnis symbol&lt;br /&gt;
|-&lt;br /&gt;
| a gold and ivory Koar symbol&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
;Grey Room&lt;br /&gt;
On the grey velvet you see:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a jagged mithril Huntress symbol&lt;br /&gt;
|-&lt;br /&gt;
| a shaded white jade Aeia symbol&lt;br /&gt;
|-&lt;br /&gt;
| a burnished golden Kuon symbol&lt;br /&gt;
|-&lt;br /&gt;
| a yellowed moonstone Zelia symbol&lt;br /&gt;
|-&lt;br /&gt;
| a murky amethyst Laethe symbol&lt;br /&gt;
|-&lt;br /&gt;
| a clouded garnet Voaris symbol&lt;br /&gt;
|-&lt;br /&gt;
| a speckled diopside Jaston symbol&lt;br /&gt;
|-&lt;br /&gt;
| a white-veined malachite Gosaena symbol&lt;br /&gt;
|-&lt;br /&gt;
| a wavy aquamarine Niima symbol&lt;br /&gt;
|-&lt;br /&gt;
| a pale blue tourmaline Leya symbol&lt;br /&gt;
|-&lt;br /&gt;
| a copper-traced turquoise Tilamaire symbol&lt;br /&gt;
|-&lt;br /&gt;
| a black-lacquered ora Voln symbol&lt;br /&gt;
|-&lt;br /&gt;
| a silver-traced emerald L&#039;Naere symbol&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
;Black Room&lt;br /&gt;
On the black velvet you see:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a cabochon honey beryl Fash&#039;lo&#039;nae symbol &lt;br /&gt;
|-&lt;br /&gt;
| a blackened steel Eorgina symbol&lt;br /&gt;
|-&lt;br /&gt;
| an occluded amber Sheru symbol&lt;br /&gt;
|-&lt;br /&gt;
| a sinuous chrysoberyl Luukos symbol&lt;br /&gt;
|-&lt;br /&gt;
| a red-lacquered vultite V&#039;tull symbol&lt;br /&gt;
|-&lt;br /&gt;
| a flawed alexandrite Mularos symbol&lt;br /&gt;
|-&lt;br /&gt;
| a variegated peridot Ivas symbol&lt;br /&gt;
|-&lt;br /&gt;
| a warped black stone Marlu symbol&lt;br /&gt;
|-&lt;br /&gt;
| an etched tiger&#039;s eye Andelas symbol&lt;br /&gt;
|-&lt;br /&gt;
| a scarlet-cored onyx Arachne symbol&lt;br /&gt;
|-&lt;br /&gt;
| a spiraled bloodstone Amasalen symbol&lt;br /&gt;
|-&lt;br /&gt;
| a bleached bone Onar symbol&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Marks of the Beast===&lt;br /&gt;
;Blank Spirit Beast talismans - 25k each&lt;br /&gt;
In the flowstone bowl you see a small copper pendant, a small silver pendant, and a small brass pendant.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l pend&amp;lt;br&amp;gt;&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&lt;br /&gt;
On the widowwood rack you see:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=&amp;quot;darkgrey&amp;quot;&lt;br /&gt;
!Item ||Info||Price&lt;br /&gt;
|-&lt;br /&gt;
| a small crystal vial||blood vial, goes on syringe||1k&lt;br /&gt;
|-&lt;br /&gt;
| a thin silver syringe||holds vial, use to collect blood||15k&lt;br /&gt;
|-&lt;br /&gt;
| a twisted glass flacon  (black)||clear enhancives||60k&lt;br /&gt;
|-&lt;br /&gt;
| a spiraled glass flacon (violet)||insight||45k&lt;br /&gt;
|-&lt;br /&gt;
| a beveled glass flacon (indigo)||power||45k&lt;br /&gt;
|-&lt;br /&gt;
| a warped glass flacon (emerald)||defense||45k&lt;br /&gt;
|-&lt;br /&gt;
| a clouded glass flacon (gold)||speed||45k&lt;br /&gt;
|-&lt;br /&gt;
| an etched glass flacon (mauve)||accuracy||45k&lt;br /&gt;
|-&lt;br /&gt;
| a frosted glass flacon (crimson)||health||45k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As of 2020, there do not appear to be any flacons for sale in Marks of the Beats--only the three talismans, the vial, and the syringe.&lt;br /&gt;
&lt;br /&gt;
===Sold Souls===&lt;br /&gt;
Replacement beasts, 250k per&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
:&amp;gt;look at ampoule&lt;br /&gt;
:There is a spectral bobcat floating within a bas-relief bobcat ampoule.  POURing this ampoule on a suitable Spirit Beast talisman will replace the spirit within with the bobcat&#039;s essence, provided that the beast it is used upon is of like rarity.  &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the ebony stand you see:&lt;br /&gt;
;A bas-relief {beast} ampoule&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| aardvark||alleycat||bat||bobcat||capuchin monkey&lt;br /&gt;
|-&lt;br /&gt;
| chimera||cinder wasp||daggerbeak||fanged rodent||fenghai&lt;br /&gt;
|-&lt;br /&gt;
| fire elemental||fox||glacei||goblin||great tortoise&lt;br /&gt;
|-&lt;br /&gt;
| griffin||hawk||hound||hyena||jackal&lt;br /&gt;
|-&lt;br /&gt;
| kiramon||kobold||krolvin||krynch||lobster&lt;br /&gt;
|-&lt;br /&gt;
| manticore||mare||moulis sapling||pale crab||penguin&lt;br /&gt;
|-&lt;br /&gt;
| pirate||pony||rat||roa&#039;ter||rolton&lt;br /&gt;
|-&lt;br /&gt;
| seagull||seeker||shan||silverback orc||snapping turtle&lt;br /&gt;
|-&lt;br /&gt;
| snowy owl||stallion||striped snowcat||thrak||thyril&lt;br /&gt;
|-&lt;br /&gt;
| timber wolf||tsark||urgh||vereri||water elemental&lt;br /&gt;
|-&lt;br /&gt;
| whelk||wind wraith||wolfshade||wolverine||yeti&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;See [[Spirit Beast stats]] for beast-specific stats.&#039;&#039;&lt;br /&gt;
===Spheres and Steel===&lt;br /&gt;
&#039;&#039;Closed since mid-May 2015&#039;&#039;&lt;br /&gt;
*[[Fusion Shaman]] services are marked up&lt;br /&gt;
&lt;br /&gt;
[[Category: Festivals]] [[Category: Ships of Elanthia]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Blazing_red_phoenix&amp;diff=136798</id>
		<title>Blazing red phoenix</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Blazing_red_phoenix&amp;diff=136798"/>
		<updated>2020-09-05T18:16:30Z</updated>

		<summary type="html">&lt;p&gt;MATIC: &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 =  90&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Avian&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 =  The F&#039;Eyrie&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Flying}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
Composed entirely of elemental flame, the majestic blazing red phoenix resembles a deadly bird of prey, with a short hooked beak, a compact muscular frame, wide wingspan, and sharp talons.  Its unearthly form is a constant wreathing of elemental fire that is at once blinding as it is scalding.&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Will attempt a rebirth maneuver, resurrecting itself when killed. The chance to successfully perform this is increased substantially if there is a living [[Ash Guardian]] in the room.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt;&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 87&lt;br /&gt;
|levelm1 = 88&lt;br /&gt;
|level = 90&lt;br /&gt;
|levelp1 = 91&lt;br /&gt;
|levelp2 = 92&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Blazing_red_phoenix&amp;diff=136797</id>
		<title>Blazing red phoenix</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Blazing_red_phoenix&amp;diff=136797"/>
		<updated>2020-09-05T18:14:51Z</updated>

		<summary type="html">&lt;p&gt;MATIC: Initial info&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 =  90&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Avian&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 =  The F&#039;Eyrie&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Guards any phoenix killed in the room as it attempts its rebirth}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
Composed entirely of elemental flame, the majestic blazing red phoenix resembles a deadly bird of prey, with a short hooked beak, a compact muscular frame, wide wingspan, and sharp talons.  Its unearthly form is a constant wreathing of elemental fire that is at once blinding as it is scalding.&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Will attempt a rebirth maneuver, resurrecting itself when killed. The chance to successfully perform this is increased substantially if there is a living [[Ash Guardian]] in the room.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt;&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 87&lt;br /&gt;
|levelm1 = 88&lt;br /&gt;
|level = 90&lt;br /&gt;
|levelp1 = 91&lt;br /&gt;
|levelp2 = 92&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ash_guardian&amp;diff=136796</id>
		<title>Ash guardian</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ash_guardian&amp;diff=136796"/>
		<updated>2020-09-05T18:08:39Z</updated>

		<summary type="html">&lt;p&gt;MATIC: Initial information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  87&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = 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 =  The F&#039;Eyrie&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Guards any phoenix killed in the room as it attempts its rebirth}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
Distinct features are difficult to determine as clouds of ash obscure the form of the ash guardian.  What is visible is a towering humanoid shadow that drifts through the ash clouds.&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Should be dealt with before killing any Blazing Red Phoenix in the same room. The Guardian will protect the phoenix allowing it to perform its rebirth more easily.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt;&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 85&lt;br /&gt;
|levelm1 = 86&lt;br /&gt;
|level = 87&lt;br /&gt;
|levelp1 = 88&lt;br /&gt;
|levelp2 = 89&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bless_(304)&amp;diff=131445</id>
		<title>Bless (304)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bless_(304)&amp;diff=131445"/>
		<updated>2020-05-08T18:04:56Z</updated>

		<summary type="html">&lt;p&gt;MATIC: Added info from Oscuro about weighting swing reduction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = BLESS&lt;br /&gt;
 | base_dur = 20+3 swings per [[Cleric Base]] rank&lt;br /&gt;
 | add_dur = +1 swing per [[Spiritual Lore, Blessings|SL-B]] rank&lt;br /&gt;
 | span = [[Solid Block]]&lt;br /&gt;
 | type = Offensive&lt;br /&gt;
 | subtype = Weapon Enhancement&lt;br /&gt;
 | weapon = [[Bless]]&lt;br /&gt;
 | enhancement = None&lt;br /&gt;
 | requirements = [[Bless|Blessable]] Weapon&lt;br /&gt;
 | navigation = {{cleric base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Bless&#039;&#039;&#039; is used to prepare weapons to fight the [[undead]], which are immune to the attacks of normal weapons.  Weapons with [[flare|flares]] cannot be blessed, though many special scripts applied to weapons and armor (such as [[ensorcell]]) do not prevent a bless.  Weapons with [[critical weighting]] or [[damage weighting]] may be blessed by a sufficiently skilled [[cleric]] with reduced efficiency.  Any weapon assessed at heavy or higher weighting will require an extremely skilled [[cleric]] to bless, if it is possible at all.  A [[cleric]] with 25 [[Cleric Base]] ranks can add holy water flares to a weapon.  A cleric with 40 ranks can bless magic metal weapons (such as [[vultite]]) or [[enchant]]ed weapons.&lt;br /&gt;
&lt;br /&gt;
Blesses last for {{boldmono|20 + (3 &amp;amp;times; [[Cleric Base]] ranks) swings}}.  Overtraining in the Cleric Base beyond the caster&#039;s level will continue to add to duration.  Training in [[Spiritual Lore, Blessings]] will add one swing per rank.  An item can be blessed for a maximum of 998 uses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;&amp;lt;center&amp;gt;{{boldmono|# of swings &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 20 + (3 &amp;amp;times; [[Cleric Base]] ranks) + Blessings Lore ranks}}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When casting from a magical item or scroll, every two skill ranks (for the appropriate activation method) count as 1 spell rank.&lt;br /&gt;
&lt;br /&gt;
Weapons with [[weighting]] will receive a bless of shorter duration. The number of swings reduced by weighting is derived from the total number of services (not CER) the item has. If an item has multiple types of WPS services, they are summed for the purposes of the calculation (i.e. 150 crit and 50 damage services would be treated as 200)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! services&lt;br /&gt;
! swings per service&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 150&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 150 - 300&lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 300+&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
50 crit service: 50 swing reduction&lt;br /&gt;
&lt;br /&gt;
200 damage services: 150 + (1.5 * 50) = 225 swing reduction&lt;br /&gt;
&lt;br /&gt;
200 crit services and 500 damage services: 700 combined services = 150 + (150 * 1.5) + (400 * 3) = 1575 swing reduction&lt;br /&gt;
&lt;br /&gt;
This spell also opens the gate to the Graveyard near [[Wehnimer&#039;s Landing]].&lt;br /&gt;
&lt;br /&gt;
{{Usage&lt;br /&gt;
|s= 304&lt;br /&gt;
|1= cast this spell.  The target must have a blessable weapon in hand}}&lt;br /&gt;
&lt;br /&gt;
==Use with [[Consecrate (1604)]]==&lt;br /&gt;
For weapons, the paladin spell, Consecrate, can increase the duration of Bless or Symbol of Blessing. Consecrate is cast at the weapon first, and then the blessing must be performed within 10 minutes, which is extended by a variable percentage (50% to 100%, based on the lore training of the Consecrate caster).&lt;br /&gt;
&lt;br /&gt;
==Removing a Bless==&lt;br /&gt;
If desired, an active bless can be removed using [[Spirit Dispel (119)]], but not [[Elemental Dispel (417)]] or [[Mental Dispel (1218)]]. Blesses must be removed prior to most other modifications of the weapon or armor, such as [[enchanting]] or [[Elemental Blade (411)|eblading]].&lt;br /&gt;
&lt;br /&gt;
==Lore Benefit==&lt;br /&gt;
Training in [[Spiritual Lore, Blessings]] will add one swing per rank.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A searing white light enfolds the WEAPON for a moment and then appears to become incorporated into it.&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{AR}}&lt;br /&gt;
{{:minor holy oil}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
2019-04-29: Name changed from Bless Item to Bless and graveyard gate functionality added&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Blessing and eblading arrows (guide)]]&lt;br /&gt;
*[[Cleric Base (saved posts)#Bless (304)|Saved Posts]]&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#304 Cleric Base Spells: Bless Item], on Play.net&lt;br /&gt;
*[[Permabless]]&lt;br /&gt;
*[https://discordapp.com/channels/226045346399256576/387271714012135425/707727901356982302 Oscuro discussing weighting swing reduction (discord)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon Enhancements]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Blessing&amp;diff=131399</id>
		<title>Symbol of Blessing</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Symbol_of_Blessing&amp;diff=131399"/>
		<updated>2020-05-06T23:30:22Z</updated>

		<summary type="html">&lt;p&gt;MATIC: Added swing reduction information per Oscuro on discord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
&#039;&#039;&#039;Step 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Symbol of Blessing&#039;&#039;&#039;, governed by [[Eonak]], is obtained at the second rank of the [[Order of Voln]]. Members will be able to use this symbol to [[Bless (304)|bless]] combat gear with an [[Enchant Item (925)|enchantment]] bonus equal to their (Voln rank &amp;amp;times; 2).&lt;br /&gt;
&lt;br /&gt;
For example, a rank 2 member will be able to bless weapons with a +4 enchantment bonus, a rank 10 member will be able to bless +20 enchant bonus items ([[Vultite]]), and at rank 25 members will be able to bless any blessable magical metal. Maximum item enchant bonus is +50. These items are commonly referred to as 10x.&lt;br /&gt;
&lt;br /&gt;
*Weapon must be blessable and free of any bless. Will not function with flared weapons.&lt;br /&gt;
*Each swing will reduce the number of blesses remaining by one. This includes swings that do not connect with a target.&lt;br /&gt;
*Is not effective on [[aquamarine wand]]s.&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
&lt;br /&gt;
* Hold (WEAPON) in right hand and type SYMBOL OF BLESSING MY &amp;lt;WEAPON NAME&amp;gt; to employ the symbol.&lt;br /&gt;
&lt;br /&gt;
==Number of Blesses==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=50%}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Number of blesses = [[level]] + (2 &amp;amp;times; voln rank).&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example for a level 20 member at voln rank 18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=80%}}&amp;gt;20 + (2 &amp;amp;times; 18) = 56 blesses&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapons with [[weighting]] will receive a bless of shorter duration. The number of swings reduced by weighting is derived from the total number of services (not CER) the item has. If an item has multiple types of WPS services, they are summed for the purposes of the calculation (i.e. 150 crit and 50 damage services would be treated as 200)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! services&lt;br /&gt;
! swings per service&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 150&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 150 - 300&lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 300+&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
50 crit service: 50 swing reduction  &lt;br /&gt;
&lt;br /&gt;
200 damage services: 150 + (1.5 * 50) = 225 swing reduction  &lt;br /&gt;
&lt;br /&gt;
200 crit services and 500 damage services: 700 combined services = 150 + (150 * 1.5) + (400 * 3) = 1575 swing reduction  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Symbol Use [[Favor]] Cost==&lt;br /&gt;
Favor cost is based on the member&#039;s level. See [[Favor#Symbol Use Favor Cost|Table]] for specific examples. The favor cost for blessing magical items is approximately 5x greater than non-magical items.&lt;br /&gt;
&lt;br /&gt;
Q. How does this work for low level characters? Will they run out of favor blessing their own weapon?&lt;br /&gt;
&lt;br /&gt;
A. Very likely not. A level 4 character is granted the ability to perform one Sym of Blessing (non magical item) for each level 1 undead creature released.&lt;br /&gt;
&lt;br /&gt;
Q. How many swings is that?&lt;br /&gt;
&lt;br /&gt;
A. 8 swings for a level 4, rank 2 member.&amp;lt;br&amp;gt;&lt;br /&gt;
:Number of blesses = (level + (Rank * 2)&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
First person usage:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;symbol of blessing my broadsword&lt;br /&gt;
A wave of power flows outward from you towards a golden vultite broadsword.&lt;br /&gt;
A brilliant white light wraps around the broadsword for a moment and then quickly seeps into its surface, leaving a soft white afterglow.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Third person observation:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A wave of power flows out of (Person) and toward a golden vultite broadsword.&lt;br /&gt;
A brilliant white light wraps around the broadsword for a moment and then quickly seeps into its surface, leaving a soft white afterglow.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[https://discordapp.com/channels/226045346399256576/387271714012135425/707727901356982302 Oscuro discussing weighting swing reduction (discord)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Obtaining Symbol of Blessing ==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
Talk to the second monk on the [[Path to Enlightenment]] for instructions. Upon obtaining the requisite favor and completing the assigned task, the monk will teach the member the Symbol of Blessing.&lt;br /&gt;
&lt;br /&gt;
===Favor Required to Obtain Symbol of Blessing===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Formula: 100 + (( level&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;amp;times; 5 ) &amp;amp;divide; 3 )&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example 1 &lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;level 5 member: 100 + ((5 &amp;amp;times; 5 &amp;amp;times; 5) &amp;amp;divide; 3) = 141 favor&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example 2 &lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;level 10 member: 100 + ((10 &amp;amp;times; 10 &amp;amp;times; 5) &amp;amp;divide; 3) = 266 favor&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monk&#039;s Teaching and Instruction Highlights===&lt;br /&gt;
&lt;br /&gt;
*Each step along the Path to Enlightenment is governed by a Lord or Lady of Liabo.&lt;br /&gt;
*Each of the thirteen Lords and Ladies governs two steps along the Path.&lt;br /&gt;
*[[Voln]] is an immortal power serving the Lady [[Lorminstra]].&lt;br /&gt;
*Normal weapons do not have any effect on [[undead]]. They require a bless. &lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] Task ===&lt;br /&gt;
&lt;br /&gt;
* First, craft a [[heavy slab of iron]].&lt;br /&gt;
* From the entrance to the kobold mines on the Old Mine Road, go: SE, S, S, SW, SW, S, SW, S, S, SE, SW, CLIMB BANK, GO BRIDGE, W, W, NW, SW, S, SE, S, SE, S, S, S, SW, E, NE. (Lich Room #451)&lt;br /&gt;
* Now, type: PUT IRON IN LAKE.&lt;br /&gt;
* Return to the monk to receive your symbol.&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] Task ===&lt;br /&gt;
&lt;br /&gt;
* Start at the Victory Gate, and go: SW, SW, SW, SW, SW, S, GO TRACK, N, GO DOOR, E.&lt;br /&gt;
* Now, search the machinery until a piece of metal is found.&lt;br /&gt;
* To return, go: W, GO DOOR, S, GO TRACK, N, NE, NE, GO BRIDGE, NE, NE, GO GATE, E, E, E, E, E, E, N, E, N, GO WEAPON.&lt;br /&gt;
* [[GIVE (verb)]] the metal to the shop owner, Aerhseth.&lt;br /&gt;
* Return to the monk to receive your symbol.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Symbols]]&lt;br /&gt;
[[Category:Order of Voln]]&lt;/div&gt;</summary>
		<author><name>MATIC</name></author>
	</entry>
</feed>