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	<updated>2026-04-20T07:56:18Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://gswiki.play.net/index.php?title=Category:Flares&amp;diff=214902</id>
		<title>Category:Flares</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Flares&amp;diff=214902"/>
		<updated>2024-02-28T22:22:12Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Updated magma flares to specify slow instead of RT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Flares&#039;&#039;&#039; are a common attribute that [[armor]], [[shield]]s, and [[weapon]]s throughout [[Elanthia]] possess. They can cause between 1 to 60 damage, averaging about 20 damage per flare. Common flares have a standard rate of 1 per 5 (20%) for weapons and 1 per 8 (12.5%) for [[runestaff]]s.&lt;br /&gt;
&lt;br /&gt;
Standard flares operate on an internal &amp;quot;counter&amp;quot; system to prevent streaks of good or bad luck in triggering them. When triggered, flares that deal damage deliver a single random [[critical]] from the relevant [[critical table]] of a rank between 1 and 5 inclusive. (Note that later critical randomization may cause the observed critical rank to be as low as 0 or as high as 6.) Some flares may have some other effect instead of, or in addition to, dealing damage.&lt;br /&gt;
&lt;br /&gt;
Note that many [[:Category:Mechanical_item_scripts|scripts]] are colloquially referred to as being flares, having flares or providing flares because they randomly deal criticals during combat. Despite this, they are internally distinct from flares, are not affected by things that boost flares and do not prevent items from acquiring flares. For more information, see [[item properties]].&lt;br /&gt;
&lt;br /&gt;
Flare effectiveness may be boosted by [[Flare Affinity]] or by [[item supercharger|supercharging]].&lt;br /&gt;
&lt;br /&gt;
==Types of Flares==&lt;br /&gt;
Flares are often categorized into three groups: common, uncommon, and rare flares. Rare flares are typically only offered through special [[merchant]] services, rather than through the [[treasure system]]. Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]].&lt;br /&gt;
&lt;br /&gt;
===Common Flares===&lt;br /&gt;
:*[[Acuity flares]] 1x-4x - Runestaff-only flares that give temporary bonuses of 5 [[AS]]/3 [[CS]] per X (up to 10X) upon triggering.&lt;br /&gt;
:*[[Cold critical table|Cold flares]] - Also known as &amp;quot;ice&amp;quot; flares, these flares are effective on fire-type creatures.&lt;br /&gt;
:*[[Fire critical table|Heat flares]] - Also known as &amp;quot;fire&amp;quot; flares, effective on cold-type or water-type creatures, as well as [[troll]]s. Most forms of trolls take double damage.&lt;br /&gt;
:*[[Lightning critical table|Lightning flares]] - Effective on most creatures, but when used in water-filled rooms, may conduct back to the user.&lt;br /&gt;
:*[[Mana flare]]s +1(20%) to +3(60%) - Runestaff-only flares that return a percentage of [[mana]] of casting a spell depending on how potent the flares are. Mana-flaring runestaves will flare regardless of the type of spell cast (i.e., defensive spells may beget flares).&lt;br /&gt;
:*[[Vacuum critical table|Vacuum flares]] - Also known as &amp;quot;void&amp;quot; or &amp;quot;air&amp;quot; flares, these flares are found on [[coraesine]] weapons.&lt;br /&gt;
:*[[Impact critical table|Vibration flares]] - Also known as &amp;quot;impact&amp;quot; or &amp;quot;earth&amp;quot; flares, these flares are effective on earth-type creatures, such as [[pyrothag family creatures|pyrothag]]s.&lt;br /&gt;
&lt;br /&gt;
===Uncommon Flares===&lt;br /&gt;
:*[[Acid critical table|Acid flares]] &lt;br /&gt;
:*[[Acuity flare|Acuity flares]] 5x-6x&lt;br /&gt;
:*[[Unbalance_critical_table|Air flares]] - fluffy white EG token - Unbalance critical table.&lt;br /&gt;
:*[[Disintegration critical table|Disintegration flares]] - Similar to the [[Sorcerer]] spell [[Disintegrate (705)]].&lt;br /&gt;
:*[[Dispel flare|Dispel flares]] - resolves before the attack and do disruption damage if there’s nothing to dispel&lt;br /&gt;
:*[[Disruption critical table|Disruption flares]] - Can be found in [[black ora]] weapons.&lt;br /&gt;
:*[[Grapple critical table|Grapple flares]] - Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals.&lt;br /&gt;
:*[[Mana flare|Mana flares]] +4(80%)&lt;br /&gt;
:*[[Plasma critical table|Plasma flares]] - Effective on undead. Also, [[Consecrate (1604)]] bestows plasma flares called [[Consecrate (1604)#Holy Weapons (Guiding Light)|Guiding Light flares]] on non-flaring non-[[weighting|weighted]] weapons.&lt;br /&gt;
:*[[Impact critical table|Sonic flares]] - Sometimes also referred to as &amp;quot;air&amp;quot; flares but is distinct from vacuum flares, using impact criticals instead. Can be found naturally on the [[Bard]] spell [[Sonic Weapon Song (1012)]], alone, or as a part of [[Coraesine]] weapon flares (however coraesine weapons have been seen with other critical tables as well, including the [[Slash critical table]]).&lt;br /&gt;
:*[[Steam critical table|Steam flares]] - Not heavily sought after due to an overall inferior critical table. Effective on undead.&lt;br /&gt;
:*[[Unbalance_critical_table|Unbalance flares]] - Have a very high likelihood of knocking down a target. Some &amp;quot;floating&amp;quot; creatures are immune to unbalancing.&lt;br /&gt;
:*[[Crush_critical_table|Water flares]] - Deals water themed crush damage to a target.&lt;br /&gt;
&lt;br /&gt;
===Rare Flares===&lt;br /&gt;
:*Acuity flares 7x-10x&lt;br /&gt;
:*Death flares from weapons forged from the rare metal [[Xazkruvrixis]]&lt;br /&gt;
:*[[Ghezyte]] - &amp;quot;Intimidation&amp;quot; flare that does not deal raw damage but decreases the target&#039;s defenses. Effect is inherent to the material and can coexist with standard or scripted flares.&lt;br /&gt;
:*Magma flares - Inflicts slow effect on the target in addition to [[Fire critical table|fire]] damage&lt;br /&gt;
:*Mana flares +5(100%)&lt;br /&gt;
:*Mechanical flares - These flares do [[Slash critical table|slashing]], [[Puncture critical table|piercing]], and [[Crush critical table|crushing]] damage, depending on if they are blades, spikes, or rods, respectively.&lt;br /&gt;
:*[[Terror flare]] - Special merchant flares that terrorize living opponents into immobilization and forces them to drop their held equipment&lt;br /&gt;
&lt;br /&gt;
===Blessing Flares===&lt;br /&gt;
Flares created by the Cleric spells [[Bless (304)]] and [[Sanctify (330)]] only affect undead. They can coexist with any other flares or scripts on the item.&lt;br /&gt;
:*Holy Water flares - Available only through [[Bless (304)]], these flares behave as acid on undead and (harmless but visible) water on living creatures.&lt;br /&gt;
:*Holy Fire flares - Available only through the final tier of [[Sanctify (330)]] as an upgrade to Holy Water. Only effective on undead, deals massive raw damage and a fire critical.&lt;br /&gt;
&lt;br /&gt;
===Script Flares===&lt;br /&gt;
These flares occupy the script slot on an item. Some of them enhance the existing flare slot, while others can coexist with a normal flare.&lt;br /&gt;
:*[[Animalistic Spirit]] - Highly customizable flares that scale with affinity from prolonged use, grapple by default&lt;br /&gt;
:*[[Banshee flare]] - Bestows added target defense (TD) and bolt defensive strength (DS) to the wielder when the flare is activated, usually an amount ranging between 10 and 50. It can be applied to shields.&lt;br /&gt;
:*[[Blink weapon]] - Allows the wielder to infuse a spell they are capable of learning into the weapon. Flares cast the spell for no mana. &lt;br /&gt;
:*[[Briar flare]]s -   [[Grapple critical table|Grapple]]-based flares that grow in strength based on influence and weapon tier&lt;br /&gt;
:*[[Bubble flares]] - Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. Padding levels range from heavy to phenomenal.&lt;br /&gt;
:*[[Chronomage dagger|Chronomage flares]] - Chance of a triple strike&lt;br /&gt;
:*[[Daybringer]] - Script-based fire flare on living and plasma on undead, with a chance of a double flare.&lt;br /&gt;
:*[[Ethereal weapon/saved posts|Ethereal Flares]] - [[Puncture critical table|piercing]]-based flares found only on [[Ethereal weapon/saved posts|Ethereal Weapons]] from [[Reim]]&lt;br /&gt;
:*[[Globus Elanthias]] - Runestaff only. Stores spirit energy from defeated enemies, chance to release energy with a double flare. Cold/steam/vacuum depending on the specific weapon.&lt;br /&gt;
:*[[Greater elemental flare]]s - Script, adds a chance for an additional double-flare to certain types of flaring weapons. Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once.  Also a few flashy verb traps and can change eye color temporarily for an hour with a two-hour cooldown. &lt;br /&gt;
:*[[Iasha white ora weapon]] - Enhanced fire flares, occupies both script and flare slot&lt;br /&gt;
:*[[Ironwright&#039;s holy flares]] - Ironwright&#039;s script gives holy flares when an item is blessed (no matter the profession) as well as a selection of two or three other flares (for example, acid/impact/web). The other flares are activated by casting a related spell at the weapon after it has been blessed (e.g. Hurl Boulder for impact). The flares last until the bless wears off. This flare occupies the script slot, not the flare slot.&lt;br /&gt;
:*[[Knockout flare]]s - {{#section:knockout flare|intro}}&lt;br /&gt;
:*[[Nerve staff]] flares - Impact/electrical/paralysis flares, requires affinity from striking foes. Chance of backlash until wielder has full affinity.&lt;br /&gt;
:*[[Nightbringer]] - Script-based disentigrate on living and cold on undead, with a chance of a double flare.&lt;br /&gt;
:*[[Parasitic Weapon|Parasitic Weapon Flares]] - Specialized [[Slash critical table|Slash flares]] that drain the blood of the wielder and can occur more frequently than the standard flare rate based on the tier of the weapon and the affinity with the user.&lt;br /&gt;
:*[[Poisoned|Poison flares]] - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit. Also, there are serpent flares that can have special effects when poisoning the target.&lt;br /&gt;
:*[[Polearm rebalancing flares]] - Also known a &amp;quot;poleaxe flares.&amp;quot; They inflict a critical from the crush table as damage when they flare, and have the potential for a second &amp;quot;flare&amp;quot; which trips the target.  If you have 50 ranks of MOC and the flare activates, you have a 33% chance of also doing the second &amp;quot;flare&amp;quot;.  If you have 100 ranks of MOC and the flare activates, you have a 66% chance of also doing the second &amp;quot;flare&amp;quot;.  It is possible to [[bless]] weapons with this flare (that would be blessable without it).&lt;br /&gt;
:*[[Realm flare]]s - Special merchant flares that change based on where the wielder is hunting.&lt;br /&gt;
:*[[Rotating flare]]s - Special merchant flares that give the wielder a choice of whatever flares are built into the weapon. &lt;br /&gt;
:*[[Rotflares]] - a subscript flares that do disease damage based on a users necromancy lore training&lt;br /&gt;
:*[[ShadowDeath_weapons|Shadowdeath flares]] - These flares do only blood-loss type damage, no wounds. Only found on &amp;quot;black alloy&amp;quot; weapons.&lt;br /&gt;
:*[[Sprite Weapon|Sprite flares]] - Customizable, crush criticals by default, scales with affinity&lt;br /&gt;
:*[[Twisted weapon]] - Tier 3 has a double-flare of the same type as its standard flare. Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once.&lt;br /&gt;
:*[[Convocation_of_Coraesine_Field#Mana_Vial_flares|Vial flares]] - Produces a vial that returns a small amount of mana, [[health]], or [[spirit]] (depending on the type) when triggered.&lt;br /&gt;
&lt;br /&gt;
===Feras Weapons===&lt;br /&gt;
{{main|Feras}}&lt;br /&gt;
Often found on various creatures throughout Elanthia, feras weapons are often deadly weapons that almost always flare when striking. The flares are lightning based and generally start at very high damage and degrade after each use. A feras weapon has several levels of flares and the user can tell what level the weapon is on when the weapon is used.&lt;br /&gt;
&lt;br /&gt;
==Methods of Obtaining Flares==&lt;br /&gt;
Flares can be added to weapons that do not previously have flares by a variety of methods.  There are some methods that do not require a merchant, such as the paladin spell Sanctify (1625), the cleric spell Bless (304) (when cast by a cleric with 40 or more ranks in the [[Cleric Base]]), or the minor elemental spell [[Elemental Blade (411)]]. Each of these spells have restrictions on which weapons they can be cast on and still add the flares. To add flares to a weapon that is magical or non-blessable, one would require the services of a special merchant. A merchant might add standard flares (which would be heat, cold, vibration, lightning, or acid flares). Very rarely will they add other, non-standard flares.&lt;br /&gt;
&lt;br /&gt;
[[Premium subscription|Premium subscribers]] can add one standard flare from awarded [[Premium point]]s at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) [[longsword]] would be 300 + (300 * 5 ) = 1800 premium points.&lt;br /&gt;
&lt;br /&gt;
==Armor Flares==&lt;br /&gt;
Flares can be added to armor, often referred to as reactive flares. Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker.  However, certain [[combat maneuver]]s will implement these flares in an offensive manner, such as [[sweep]], [[bearhug]], and [[Shield Bash|shield bash]].  Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etc.). It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used.  Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses [[Sweep]], the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare.&lt;br /&gt;
&lt;br /&gt;
Flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.&lt;br /&gt;
&lt;br /&gt;
Flares added to shields will trigger when used offensively; e.g, shield bash, shield strike, etc.  They may also flare when an attack is blocked in an aggressive stance (anything forward or higher).&lt;br /&gt;
&lt;br /&gt;
A character with a spiked + flared shield will see the flares activate on a defensive block when in an aggressive stance but will need knowledge of the [[Shield Spike Mastery]] shield maneuver to also enable spikes to flare on a block.&lt;br /&gt;
&lt;br /&gt;
An offensive shield maneuver with a spiked + flared shield can trigger the spike, flare, or both simultaneously.&lt;br /&gt;
&lt;br /&gt;
Warriors with [[Shield Riposte]] [[Martial Stance]] will see shield flares trigger as this is an offensive maneuver (shield bash). It adds the offensive RT and requires the warrior to be hit for [[Shield Riposte]] to activate.&lt;br /&gt;
&lt;br /&gt;
== Flare Identification ==&lt;br /&gt;
Many flares can be identified either through [[Loresinging]], {{boldmono|[[RECALL]]}}ing loresongs, or {{boldmono|[[INSPECT]]}}ing at the pawnshop.  The following is a list of the flare and message combinations produced through loresinging, most of which match the abbreviated recall or inspect output (but not all):&lt;br /&gt;
{{#section:Loresinging|flaresTable}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Item properties]]&lt;br /&gt;
*[[Loresinging#Weapon.2FArmor_Abilities|Flare messaging seen in loresongs]]&lt;br /&gt;
*[[Armor and Weapon Moods (saved post)]]&lt;br /&gt;
*[[Snake flare]]&lt;br /&gt;
*[[Runestaff/saved posts|Runestaff saved posts]]&lt;br /&gt;
* [http://forum.gsplayers.com/showthread.php?t=57362 Briar flares info on Players&#039; Corner]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/18WUtegCdx7HpO2LZzfzMlfStRczC7-nAcPIUnLY35AU/edit#gid=0 Tykus&#039;s Flare Research]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/18WUtegCdx7HpO2LZzfzMlfStRczC7-nAcPIUnLY35AU/edit#gid=0 Player research]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon Enhancements]] [[Category:Armor Enhancements]] [[category:Merchant Services]]&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=207024</id>
		<title>Enchanting potion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchanting_potion&amp;diff=207024"/>
		<updated>2023-09-15T17:06:54Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Update sanctified references to &amp;quot;holy armament&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Much of this page feeds into the Enchant Item page.  Please be aware of the LST tags, and also about repeating information that is already on the spell page.  The purpose of this separate page is to have a potion reference page, not repeat everything about the Enchant Item spell --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enchanting potions&#039;&#039;&#039; are used by [[wizard]]s in the [[enchant]]ing process.  Enchanting projects no longer require  [[#Tempering Potions|tempering potions]] or tempering times.  In the current system, A wizard first pours an [[#Unlock Potions|unlock potion]] on the item to unlock it for enchant. Next, if the project is fusion, sanctified, or enhancive gear, it will also require glowing urven&#039;eth potion before a cast can be successful. Items with some flares also have optional Ilvan&#039;eth flare potions that can reduce the enchant difficulty for the item.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
Enchant Potions no longer require a roll - you simply pour the item on the object and the potion will take effect.&lt;br /&gt;
&lt;br /&gt;
== Potion Order ==&lt;br /&gt;
&amp;lt;section begin=order /&amp;gt;When enchanting items with multiple special properties requiring multiple pre-temper potions, the potions must be applied in the following order:&lt;br /&gt;
&lt;br /&gt;
# Ayan&#039;eth Potion - Color depends on enchant - up to +35, 1 pour unlocks +5, after +35, 1 pour unlocks +1&lt;br /&gt;
# Urven&#039;eth Potion (fusion/holy/enhancive) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
# Ilven&#039;eth Potion - Fiery, Icy, Cloudy, Earthy (flaring) - 1 Pour IMMEDIATELY BEFORE each cast - wears off&lt;br /&gt;
&amp;lt;includeonly&amp;gt; (step 2 [[#Enchanting Process for Plain Items|above]])&amp;lt;/includeonly&amp;gt;&amp;lt;section end=order /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;TEMPERING POTIONS ARE NO LONGER REQUIRED FOR ANY ENCHANTING PROJECTS! ENCHANTING PROJECTS NO LONGER REQUIRE TEMPERING TIMES!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To convert an existing bromin, aleteh, or grenshol potion, {{boldmono|ASK}} the apprentice NPC in a Wizard Guild&#039;s enchanting chamber about {{boldmono|EXCHANGE}}.  The apprentice will convert a bromin potion into a copper ayan&#039;eth potion, an aleteth potion into a silver ayan&#039;eth potion, or a grenshol potion into a gold ayan&#039;eth potion, all with the identical number of pours.&lt;br /&gt;
&lt;br /&gt;
All information below is for historical purposes only: &lt;br /&gt;
&amp;lt;section begin=temper potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=temper potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;Base Enchanting Temper Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=temper potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Enchant (X)&lt;br /&gt;
 !width=65|Pour/&amp;lt;br&amp;gt;Channel&amp;lt;br&amp;gt;Cycles&lt;br /&gt;
 !width=90|Average Time Per Cycle*&lt;br /&gt;
 !width=80|Tempering Potion&lt;br /&gt;
 !width=65|Potion Pour Bonus&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | +0 to +25&lt;br /&gt;
 | 0x-5x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | +5 to +30&lt;br /&gt;
 | 1x-6x&lt;br /&gt;
 | Varies&lt;br /&gt;
 | &lt;br /&gt;
 | [[Sisfu potion|Sisfu]]&lt;br /&gt;
 |&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt; 0&lt;br /&gt;
 | None&lt;br /&gt;
 | &amp;lt;includeonly&amp;gt;[[#Negative Bonus Items|&amp;lt;/includeonly&amp;gt;Special&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | 1&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 | Varies&lt;br /&gt;
 |- &amp;lt;section begin=base /&amp;gt;&lt;br /&gt;
 | 0&lt;br /&gt;
 | 0x&lt;br /&gt;
 | None&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | 1&lt;br /&gt;
 | 1 day&lt;br /&gt;
 | rowspan=2| [[Rohnuru potion|Rohnuru]]&lt;br /&gt;
 | rowspan=2| 0&lt;br /&gt;
 | rowspan=2| 3500&lt;br /&gt;
 |-&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | 2&lt;br /&gt;
 | 2 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +6 to +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | 3&lt;br /&gt;
 | 3 days&lt;br /&gt;
 | rowspan=2| [[Duqnuru potion|Duqnuru]]&lt;br /&gt;
 | rowspan=2| +15&lt;br /&gt;
 | rowspan=2| 5500&lt;br /&gt;
 |-&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | 4&lt;br /&gt;
 | 4 to 5 days&lt;br /&gt;
 |-&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | 5&lt;br /&gt;
 | 5 to 7 days&lt;br /&gt;
 | rowspan=2| [[Dirtokh potion|Dirtokh]]&lt;br /&gt;
 | rowspan=2| +25&lt;br /&gt;
 | rowspan=2| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | 6&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 6 to 9 days&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +26 to +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | 7&lt;br /&gt;
 | 11 to 17 days&lt;br /&gt;
 | [[Mirtokh potion|Mirtokh]]&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt;&lt;br /&gt;
 | +30&lt;br /&gt;
 | 35,000 &amp;lt;section end=temper potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=temper potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +31 to +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | 8&lt;br /&gt;
 | 9 days&lt;br /&gt;
 | [[Bromin potion|Bromin]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | 9&lt;br /&gt;
 | 9 to 12 days&lt;br /&gt;
 | [[Aleteh potion|Aleteh]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | 10&lt;br /&gt;
 | 11 to 13 days&lt;br /&gt;
 | [[Grenshol potion|Grenshol]]&lt;br /&gt;
 |&lt;br /&gt;
 | Special**&lt;br /&gt;
 |-&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | Gold&lt;br /&gt;
 |&lt;br /&gt;
 | colspan=6| Not Further Enchantable&lt;br /&gt;
|}&amp;lt;section end=temper potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=notes /&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;dagger; &#039;&#039;Base prices shown. Enchanting potions are generally sold in units of 4 doses, so the price per cycle is 1/4 of the price shown here. See [[Trading]] for more information on variations in price. Some enchant potions can also be produced via [[Alchemy]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;Δ&amp;lt;/sup&amp;gt; &#039;&#039;Mirtokh potion has a modifier that makes the enchant more difficult.&#039;&#039;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Higher level potions may always be used for lower level enchanting projects; however this is generally not cost effective, and is usually done only when the wizard has a stockpile of high level potions.&amp;lt;section end=notes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
  1d100: 67 + Modifiers: 326 == 393&lt;br /&gt;
&lt;br /&gt;
The faint glow fades from some black and tan full leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips.  Small runic symbols flare to life at various points along the surface of the leather, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface.  When the last of the liquid has vanished, the symbols dissipate and the leather appears faded.  You scrutinize the tan full leather, notice nothing amiss, and conclude that the tempering seems to have been successful.  You estimate that the tan full leather should be ready to enchant in about 13 to 14 days.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unlock Potions==&lt;br /&gt;
&#039;&#039;&#039;IN THE CURRENT SYSTEM, A WIZARD MUST FIRST POUR AN UNLOCK POTION ON THE ITEM BEFORE THEY CAN CAST&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;section begin=unlock potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=unlock potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=unlock potions2 /&amp;gt;&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;New Style Enchanting Unlock Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=unlock potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Unlock Potion&lt;br /&gt;
 !width=110|Potion&amp;lt;br&amp;gt;Cost&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | 0 to +4&lt;br /&gt;
 | 0x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +5 to +9&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +10 to +14&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +15 to +19&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +20 to +24&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted blue ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 25,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +25 to +29&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted indigo ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 50,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +30 to +34&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted violet ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 75,000&amp;lt;section end=unlock potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=unlock potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +35 to +39&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute copper ayan&#039;eth potion**&lt;br /&gt;
 | 20k Bloodscrip***&lt;br /&gt;
 |-&lt;br /&gt;
 | +40 to +44&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute silver ayan&#039;eth potion**&lt;br /&gt;
 | 25k Bloodscrip***&lt;br /&gt;
 |-&lt;br /&gt;
 | +45 to +49&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Golden&lt;br /&gt;
 | +46 to 50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a dilute golden ayan&#039;eth potion**&lt;br /&gt;
 | 30k Bloodscrip***&lt;br /&gt;
 |}&amp;lt;section end=unlock potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlocknotes /&amp;gt;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Dilute potions only provide +1 enchant level unlock, so if the item is unlocked to +35 one pour would raise the unlock level to +36. These potions are not publicly available on a regular basis, and have been distributed only by special event merchants, typically during [[Duskruin]] in the shop [[BVShop:Spellbound|Spellbound]].&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These prices are per potion at [[Duskruin]] and contain 5 pours. &amp;lt;section end=unlocknotes /&amp;gt;&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +5 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +10 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +15 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
R&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your green ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +20 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your blue ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +25 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your indigo ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +30 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;gt;pour pot on my mace&lt;br /&gt;
You pour some of your violet ayan&#039;eth potion onto a bone-hafted iron flanged mace.  The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.&lt;br /&gt;
&lt;br /&gt;
[The iron flanged mace may now be enchanted up to +35 by a skilled wizard.]&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-tempering Potions==&lt;br /&gt;
&#039;&#039;&#039;PRE-TEMPERING POTIONS ARE NOW CALLED POTIONS - TEMPERING ONLY APPLIED TO ENCHANTING, AND IS NO LONGER APPLICABLE WITH THE MOST RECENT ENCHANTING UPDATES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=intro /&amp;gt;&#039;&#039;&#039;Pre-tempering potions&#039;&#039;&#039; are special potions for enchanting items with special properties.  Urven&#039;eth Potion &#039;&#039;&#039;MUST&#039;&#039;&#039; be poured on [[enhancive]] (including socketed fusion) or [[Holy armament]] gear before any enchant cast.  A test cast will tell you there is a power that must be overcome before you can cast; if you get that message, you MUST use glowing urven&#039;eth potion. The other type of pre-enchant potion is Ilvan&#039;eth potion for elemental [[flare|flaring]] items. Ilvan&#039;eth potions remove the -100 enchant penalty from a flaring item for one cast. For both types of potion, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=pre-temper potions /&amp;gt;&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|+&#039;&#039;&#039;Pre-tempering Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Item Property&lt;br /&gt;
!Potion &lt;br /&gt;
!Potion&amp;lt;br&amp;gt;Pour&amp;lt;br&amp;gt;Penalty&lt;br /&gt;
!Starting Enchant&amp;lt;br&amp;gt;Restriction&lt;br /&gt;
!Lore Requirements&amp;lt;br&amp;gt;100 Ranks&amp;lt;br&amp;gt;OLD SYSTEM ONLY&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Enhancive]]&lt;br /&gt;
|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&amp;lt;br&amp;gt; formerly [[Ayveneh potion|Ayveneh]]&lt;br /&gt;
|rowspan=2|-200&lt;br /&gt;
|rowspan=2|≤+30&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Holy armament]]&lt;br /&gt;
|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&amp;lt;br&amp;gt; formerly [[Eoveneh potion|Eoveneh]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=7|[[flare|Flaring]]&lt;br /&gt;
|[[impact critical table|Earth]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Gorveneh potion|Gorveneh]]&lt;br /&gt;
|rowspan=7| -100&lt;br /&gt;
|rowspan=7|N/A&lt;br /&gt;
|[[Elemental Lore, Earth|Earth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[fire critical table|Fire]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Draveneh potion|Draveneh]]&lt;br /&gt;
|[[Elemental Lore, Fire|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold critical table|Ice]]&lt;br /&gt;
|[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[vacuum critical table|Vacuum]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Zorveneh potion|Zorveneh]]&lt;br /&gt;
|[[Elemental Lore, Air|Air]]&lt;br /&gt;
|-&lt;br /&gt;
|[[acid critical table|Acid]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Gorveneh potion|Gorveneh]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Earth|Earth]] and/or [[Elemental Lore, Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[lightning critical table|Lightning]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Zorveneh potion|Zorveneh]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Air|Air]] and/or [[Elemental Lore, Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[steam critical table|Steam]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Draveneh potion|Draveneh]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Fire|Fire]] and/or [[Elemental Lore, Water|Water]]&lt;br /&gt;
|} &amp;lt;section end=pre-temper potions /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other types of flares do not have a corresponding pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
=== Messaging ===&lt;br /&gt;
&lt;br /&gt;
The messaging for a pre-temper potion follows a standard form, with each type of pre-temper having a different glow description: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pour my pot on my lea&lt;br /&gt;
You pour your potion on the leather.&lt;br /&gt;
As the liquid coats the surface of the tan full leather, you murmur a few words of power while gesturing over the leather.  The liquid quickly seeps into the tan full leather and leaves nothing behind but a faint glow.  You examine the leather closely and, though the faint glow appears to be fading rapidly, are satisfied that it is ready to take a standard tempering potion.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 4 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the chain.&lt;br /&gt;
&lt;br /&gt;
The liquid absorbs into the green imflass chain too quickly as you fumble to begin your chant and gestures, and the chain is dry in a moment&#039;s notice leaving no noticable change.&lt;br /&gt;
Roundtime: 20 sec.&lt;br /&gt;
You have 3 doses left.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After 5 minutes the pre-temper effect will fade and must be re-poured. This messaging also takes a standard form with the same glow description as the pre-temper message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The faint glow fades from the green imflass chain.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enchanting potions| ]]&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=207023</id>
		<title>Enchant (925)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=207023"/>
		<updated>2023-09-15T17:01:18Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Point &amp;quot;holy armament&amp;quot; link to the right place&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant&lt;br /&gt;
 | number = 925&lt;br /&gt;
 | mnemonic = ENCHANT&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Permanent Enchantment&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = [[Enchanting potions]]&lt;br /&gt;
 | availability = Channel at held item&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}} &lt;br /&gt;
:&#039;&#039;{{Redirect|Enchant}}&#039;&#039;&lt;br /&gt;
:&#039;&#039;This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
The &#039;&#039;&#039;Enchant&#039;&#039;&#039; spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent +1 bonus to the item&#039;s [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. &lt;br /&gt;
&lt;br /&gt;
==Essence==&lt;br /&gt;
Enchanting now requires the gathering of essence by a wizard and expending it to increase the enchantment of an item. You can {{boldmono|[[SENSE (verb)|SENSE]]}} how much essence you have accumulated and how strong of an enchantment you can complete.  &lt;br /&gt;
&lt;br /&gt;
For every point of experience a wizard earns, they will obtain an equal point of essence. Free to play accounts cannot collect essence.&lt;br /&gt;
&lt;br /&gt;
You can now also see your resources via the {{boldmono|[[RESOURCE (verb)|RESOURCE]]}} verb which shows how much essence you&#039;ve fully absorbed toward your 50,000 weekly cap and how close you are to the 200,000 maximum cap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Health: 100/100     Mana: 200/200     Stamina: 50/50     Spirit: 10/10&lt;br /&gt;
Essence: 50,000/50,000 (Weekly)     200,000/200,000 (Total)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cost to Enchant===&lt;br /&gt;
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is TRUNC(100 * 3.125) essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 7500 essence plus 7500 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 7500 essence; from +49 to +50 costs 195,000 essence; from +0 to +1 costs zero essence. &lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Essence Cost to Enchant per Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +0 to +1||0&lt;br /&gt;
|-&lt;br /&gt;
| +1 to +2||312&lt;br /&gt;
|-&lt;br /&gt;
| +2 to +3||625&lt;br /&gt;
|-&lt;br /&gt;
| +3 to +4||937&lt;br /&gt;
|-&lt;br /&gt;
| +4 to +5||1250&lt;br /&gt;
|-&lt;br /&gt;
| +5 to +6||1562&lt;br /&gt;
|-&lt;br /&gt;
| +6 to +7||1875&lt;br /&gt;
|-&lt;br /&gt;
| +7 to +8||2187&lt;br /&gt;
|-&lt;br /&gt;
| +8 to +9||2500&lt;br /&gt;
|-&lt;br /&gt;
| +9 to +10||2812&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +10 to +11||3125&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +12||3437&lt;br /&gt;
|-&lt;br /&gt;
| +12 to +13||3750&lt;br /&gt;
|-&lt;br /&gt;
| +13 to +14||4062&lt;br /&gt;
|-&lt;br /&gt;
| +14 to +15||4375&lt;br /&gt;
|-&lt;br /&gt;
| +15 to +16||4687&lt;br /&gt;
|-&lt;br /&gt;
| +16 to +17||5000&lt;br /&gt;
|-&lt;br /&gt;
| +17 to +18||5312&lt;br /&gt;
|-&lt;br /&gt;
| +18 to +19||5625&lt;br /&gt;
|-&lt;br /&gt;
| +19 to +20||5937&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +20 to +21||6250&lt;br /&gt;
|-&lt;br /&gt;
| +21 to +22||6562&lt;br /&gt;
|-&lt;br /&gt;
| +22 to +23||6875&lt;br /&gt;
|-&lt;br /&gt;
| +23 to +24||7187&lt;br /&gt;
|-&lt;br /&gt;
| +24 to +25||7500&lt;br /&gt;
|-&lt;br /&gt;
| +25 to +26||15000&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +27||22500&lt;br /&gt;
|-&lt;br /&gt;
| +27 to +28||30000&lt;br /&gt;
|-&lt;br /&gt;
| +28 to +29||37500&lt;br /&gt;
|-&lt;br /&gt;
| +29 to +30||45000&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +30 to +31||52500&lt;br /&gt;
|-&lt;br /&gt;
| +31 to +32||60000&lt;br /&gt;
|-&lt;br /&gt;
| +32 to +33||67500&lt;br /&gt;
|-&lt;br /&gt;
| +33 to +34||75000&lt;br /&gt;
|-&lt;br /&gt;
| +34 to +35||82500&lt;br /&gt;
|-&lt;br /&gt;
| +35 to +36||90000&lt;br /&gt;
|-&lt;br /&gt;
| +36 to +37||97500&lt;br /&gt;
|-&lt;br /&gt;
| +37 to +38||105000&lt;br /&gt;
|-&lt;br /&gt;
| +38 to +39||112500&lt;br /&gt;
|-&lt;br /&gt;
| +39 to +40||120000&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +40 to +41||127500&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +42||135000&lt;br /&gt;
|-&lt;br /&gt;
| +42 to +43||142500&lt;br /&gt;
|-&lt;br /&gt;
| +43 to +44||150000&lt;br /&gt;
|-&lt;br /&gt;
| +44 to +45||157500&lt;br /&gt;
|-&lt;br /&gt;
| +45 to +46||165000&lt;br /&gt;
|-&lt;br /&gt;
| +46 to +47||172500&lt;br /&gt;
|-&lt;br /&gt;
| +47 to +48||180000&lt;br /&gt;
|-&lt;br /&gt;
| +48 to +49||187500&lt;br /&gt;
|-&lt;br /&gt;
| +49 to +50||195000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Essence &amp;amp; Weekly Cost for Full Enchant Tier&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 3124 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 1x to 2x || 10937|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 2x to 3x || 18750|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 3x to 4x || 26562|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 4x to 5x || 34375|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 5x to 6x || 150000|| 3&lt;br /&gt;
|-&lt;br /&gt;
| 6x to 7x || 337500|| 6.75&lt;br /&gt;
|-&lt;br /&gt;
| 7x to 8x || 525000|| 10.5&lt;br /&gt;
|-&lt;br /&gt;
| 8x to 9x || 712500|| 14.25&lt;br /&gt;
|-&lt;br /&gt;
| 9x to 10x || 900000|| 18&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 3124 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 2x || 14062|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 3x || 32812|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 4x || 59375|| 1.1875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 5x || 93750|| 1.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 6x || 243750 || 4.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 7x || 581250|| 11.625&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 8x || 1106250|| 22.125&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 9x || 1818750 || 36.375&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 10x || 2718750|| 54.375&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Using Essence to Enchant===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you begin any project with the new style enchanting system, you will NOT be able to use the old style enchant system again!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item.  This is done via the various color ayan&#039;eth potions now available at the various wizard guild shops.  The color of each potion corresponds to the ROYGBIV colors associated with the [[AI crystal]], where green equates up to +20 and so on.&lt;br /&gt;
&lt;br /&gt;
Unlock potions must be used in order, starting with green.  Green ayan&#039;eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20.  So, if enchanting a steel weapon, the green ayan&#039;eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour.  After that, a single pour of the blue ayan&#039;eth potion will unlock its maximum enchant further to +25.&lt;br /&gt;
&lt;br /&gt;
The current maximum enchant unlock can be checked by a wizard via 405:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body...&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20.&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A wizard can cast also use 405 to determine the precise current enchant.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Color intensity&lt;br /&gt;
 !Enchant value&lt;br /&gt;
 |-&lt;br /&gt;
 | faint&lt;br /&gt;
 | color value -4&lt;br /&gt;
 |-&lt;br /&gt;
 | muted&lt;br /&gt;
 | color value -3&lt;br /&gt;
 |-&lt;br /&gt;
 | hazy&lt;br /&gt;
 | color value -2&lt;br /&gt;
 |-&lt;br /&gt;
 | soft&lt;br /&gt;
 | color value -1&lt;br /&gt;
 |-&lt;br /&gt;
 | vibrant&lt;br /&gt;
 | full color value&lt;br /&gt;
|}&lt;br /&gt;
Thus, an item that registers as yellow with the AI crystal (+11 to +15) would have a faint yellow aura if +11, a hazy yellow aura if +13, and a vibrant yellow aura if a full +15.  Once it reaches +16, the item then has a faint green aura.&lt;br /&gt;
&lt;br /&gt;
There is no tempering time associated with maximum enchant potential unlocks.  As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it.  The maximum unlock is permanent and never fades.  The item can be used in combat at any point during new style enchanting process.  The item cannot be &amp;quot;locked&amp;quot; as with old style enchants, and it cannot be destroyed in a catastrophic failure.  The item is not associated with any individual wizard&#039;s project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.&lt;br /&gt;
&lt;br /&gt;
Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using {{boldmono|[[CHANNEL (verb)|CHANNEL]]}} on the item.  Each enchant channel increases the item&#039;s enchant by +1.  Each channel enchant also reduces the wizard&#039;s available essence by that individual step amount, referenced in the above essence charts.  If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.&lt;br /&gt;
&lt;br /&gt;
==Difficulty Detection==&lt;br /&gt;
A wizard&#039;s chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item.  This can be done without first unlocking the item for enchantment.&lt;br /&gt;
&lt;br /&gt;
:{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable|1=font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||97% (will only fail on a &#039;&#039;&#039;[[#Fumble|fumble]]&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| you should be able to enchant it easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side to successfully complete the enchantment||75+%&lt;br /&gt;
|-&lt;br /&gt;
| you are more likely than not to succeed on your cast, but you will need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| that this enchantment will be nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle to complete this enchantment||-100+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment is completely beyond your abilities||less than -100%&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable|1=font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly good attempt!||100+ ([[Open roll]])&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||2+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||1&lt;br /&gt;
|-&lt;br /&gt;
| Something doesn&#039;t seem right... ||Fumble&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Penalty Modifier Formula ===&lt;br /&gt;
&lt;br /&gt;
*Your current skill will be evaluated against the base difficulty provided by a Bard Loresong &#039;&#039;&#039;plus&#039;&#039;&#039; the difficulty penalty modifier.&lt;br /&gt;
*Each +1 of enchant has a difficulty penalty modifier based upon the current enchant and the desired enchant.&lt;br /&gt;
&lt;br /&gt;
*When attempting to increase the enchant of an item from +X to +Y, the +Y number of the item will used to determine the difficulty penalty modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
*The formula for the difficulty penalty modifier uses +X to +Y.&lt;br /&gt;
*((+Y - 2)^2)/9 (truncate)&lt;br /&gt;
&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
*Current Enchant: +25&lt;br /&gt;
**((25-2)^2)/9 = 58&lt;br /&gt;
&lt;br /&gt;
*Desired Enchant: +26&lt;br /&gt;
**((26-2)^2)/9 = 64&lt;br /&gt;
&lt;br /&gt;
*Difference in values = 6&lt;br /&gt;
**(6 would be the difficulty penalty modifier added to the base difficulty provided by Bard Loresong.)&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! +Y Enchant Value|| Difficulty Penalty Modifier (Estimates - exact values below)&lt;br /&gt;
|- &lt;br /&gt;
| 20-22 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 23-27 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 28-33 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 34-36 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 37-42 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 43-45 || 9&lt;br /&gt;
|-&lt;br /&gt;
| 46-49 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Enchant Target||Total Difficulty||Incremental Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|3||0||0&lt;br /&gt;
|-&lt;br /&gt;
|4||0||0&lt;br /&gt;
|-&lt;br /&gt;
|5||1||1&lt;br /&gt;
|-&lt;br /&gt;
|6||1||0&lt;br /&gt;
|-&lt;br /&gt;
|7||2||1&lt;br /&gt;
|-&lt;br /&gt;
|8||4||2&lt;br /&gt;
|-&lt;br /&gt;
|9||5||1&lt;br /&gt;
|-&lt;br /&gt;
|10||7||2&lt;br /&gt;
|-&lt;br /&gt;
|11||9||2&lt;br /&gt;
|-&lt;br /&gt;
|12||11||2&lt;br /&gt;
|-&lt;br /&gt;
|13||13||2&lt;br /&gt;
|-&lt;br /&gt;
|14||16||3&lt;br /&gt;
|-&lt;br /&gt;
|15||18||2&lt;br /&gt;
|-&lt;br /&gt;
|16||21||3&lt;br /&gt;
|-&lt;br /&gt;
|17||25||4&lt;br /&gt;
|-&lt;br /&gt;
|18||28||3&lt;br /&gt;
|-&lt;br /&gt;
|19||32||4&lt;br /&gt;
|-&lt;br /&gt;
|20||36||4&lt;br /&gt;
|-&lt;br /&gt;
|21||40||4&lt;br /&gt;
|-&lt;br /&gt;
|22||44||4&lt;br /&gt;
|-&lt;br /&gt;
|23||49||5&lt;br /&gt;
|-&lt;br /&gt;
|24||53||4&lt;br /&gt;
|-&lt;br /&gt;
|25||58||5&lt;br /&gt;
|-&lt;br /&gt;
|26||64||6&lt;br /&gt;
|-&lt;br /&gt;
|27||69||5&lt;br /&gt;
|-&lt;br /&gt;
|28||75||6&lt;br /&gt;
|-&lt;br /&gt;
|29||81||6&lt;br /&gt;
|-&lt;br /&gt;
|30||87||6&lt;br /&gt;
|-&lt;br /&gt;
|31||93||6&lt;br /&gt;
|-&lt;br /&gt;
|32||100||7&lt;br /&gt;
|-&lt;br /&gt;
|33||106||6&lt;br /&gt;
|-&lt;br /&gt;
|34||113||7&lt;br /&gt;
|-&lt;br /&gt;
|35||121||8&lt;br /&gt;
|-&lt;br /&gt;
|36||128||7&lt;br /&gt;
|-&lt;br /&gt;
|37||136||8&lt;br /&gt;
|-&lt;br /&gt;
|38||144||8&lt;br /&gt;
|-&lt;br /&gt;
|39||152||8&lt;br /&gt;
|-&lt;br /&gt;
|40||160||8&lt;br /&gt;
|-&lt;br /&gt;
|41||169||9&lt;br /&gt;
|-&lt;br /&gt;
|42||177||8&lt;br /&gt;
|-&lt;br /&gt;
|43||186||9&lt;br /&gt;
|-&lt;br /&gt;
|44||196||10&lt;br /&gt;
|-&lt;br /&gt;
|45||205||9&lt;br /&gt;
|-&lt;br /&gt;
|46||215||10&lt;br /&gt;
|-&lt;br /&gt;
|47||225||10&lt;br /&gt;
|-&lt;br /&gt;
|48||235||10&lt;br /&gt;
|-&lt;br /&gt;
|49||245||10&lt;br /&gt;
|-&lt;br /&gt;
|50||256||11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following tables lists all known factors (positive or negative), in no particular order.  &#039;&#039;&#039;At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 |Positive Factors&lt;br /&gt;
 |Bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Wizard Base]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +2 per rank, up to 1x (level + 1)&amp;lt;br&amp;gt;+1 per rank, above 1x&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Level]] of enchanter&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per level&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magic Item Use]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;|+1 per 10 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Arcane Symbols]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per 10 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]]&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per stat bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per 2 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Workshop]]&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +25 Public&amp;lt;br&amp;gt;+50 MHO/CHE/Guild&amp;lt;br&amp;gt;+75 Private&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +25&lt;br /&gt;
|}&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 |Negative Factors&lt;br /&gt;
 |-&lt;br /&gt;
 |Existing enchant bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Ensorcell (735)|Ensorcell]] tier&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Material]] of the item&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Resistance]]s (Penalty = sum of all resist/2)&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Bane weapon|Creature bane]]&lt;br /&gt;
 |-&lt;br /&gt;
 |Holy&lt;br /&gt;
 |-&lt;br /&gt;
 |[[WPS|Weighting, Padding, and/or Sighting]] (Penalty = CER*CER)&lt;br /&gt;
 |-&lt;br /&gt;
 |Health or Spirit Loss, Injuries&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Flares]], [[TD bonus]], AS/DS bonus (Flare Penalty = Nearly all -100) , (TD Penalty = TD*TD)&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Enhancive item]], [[Fusion]], Scripted item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gear Difficulty Modifiers===&lt;br /&gt;
{{Material_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Script_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Other_Gear_Difficulty_Modifier}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Weighting/Padding Difficulty====&lt;br /&gt;
Difficulty is the square of CER, truncated, i.e. trunc(CER²).  Whatever the percent to reach the next CER level is also used.  Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty.  Mixed types are the sum of each type&#039;s square - i.e.  [crit trunc(CER²)] + [dmg trunc(CER²)]&lt;br /&gt;
&lt;br /&gt;
====Permanent Resist Penalty Difficulty====&lt;br /&gt;
&lt;br /&gt;
[Total Resist % / 2]&lt;br /&gt;
&lt;br /&gt;
==Failures==&lt;br /&gt;
It is not possible to destroy an item during the enchanting process.  Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.&lt;br /&gt;
&lt;br /&gt;
==Pre-enchanting Potions==&lt;br /&gt;
Pre-enchanting potions are used by wizards in the enchanting process to unlock the item for enchantment or reduce difficulty. &#039;&#039;&#039;Under the updated enchanting system, enchanting projects do not require tempering potions or tempering times.&#039;&#039;&#039; The process is as follows:&lt;br /&gt;
&lt;br /&gt;
# A wizard first pours an unlock potion (aya&#039;neth) on the item to unlock it for enchant. Undiluted aya&#039;neth potions unlock a full +5 with one pour. Diluted aya&#039;neth potions only unlock +1 for each pour. See the chart below to see which potion is needed to unlock the item to be enchanted.&lt;br /&gt;
# Next, if the project is fusion, holy, or enhancive gear, it will also require a glowing urven&#039;eth potion before a cast can be successful. You&#039;ll know urven&#039;eth is required if the item shows a power that must be overcome on the test cast.  &lt;br /&gt;
# Items with some flares also have &#039;&#039;&#039;OPTIONAL&#039;&#039;&#039; ilvan&#039;eth flare potions that can reduce the enchant difficulty for the item by 100. &#039;&#039;&#039;It is no longer REQUIRED to use pre-enchant potions to enchant flaring items; it&#039;s an optional tool to remove 100 difficulty from the item.&#039;&#039;&#039;&lt;br /&gt;
# All of these potions are poured prior to [[channel]]ing the Enchant spell.&lt;br /&gt;
&lt;br /&gt;
For urven&#039;eth &amp;amp; ilvan&#039;eth Potions, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlock potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=unlock potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=unlock potions2 /&amp;gt;&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;New Style Enchanting Unlock Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=unlock potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Unlock Potion&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | 0 to +4&lt;br /&gt;
 | 0x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +5 to +9&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +10 to +14&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +15 to +19&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +20 to +24&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted blue ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 25,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +25 to +29&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted indigo ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 50,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +30 to +34&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted violet ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 75,000&amp;lt;section end=unlock potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=unlock potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +35 to +39&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a diluted copper ayan&#039;eth potion**&lt;br /&gt;
 | 20,000 Bloodscrip***&lt;br /&gt;
 |-&lt;br /&gt;
 | +40 to +44&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a diluted silver ayan&#039;eth potion**&lt;br /&gt;
 | 25,000 Bloodscrip***&lt;br /&gt;
 |-&lt;br /&gt;
 | +45 to +49&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Golden&lt;br /&gt;
 | +46 to 50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a diluted golden ayan&#039;eth potion**&lt;br /&gt;
 | 30,000 Bloodscrip***&lt;br /&gt;
 |}&amp;lt;section end=unlock potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlocknotes /&amp;gt;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Dilute potions only provide +1 enchant level unlock, so if the item is unlocked to +35 one pour would raise the unlock level to +36.These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&amp;lt;section end=unlocknotes /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=pre-temper potions /&amp;gt;&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|+&#039;&#039;&#039;Pre-tempering Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Item Property&lt;br /&gt;
!Potion &lt;br /&gt;
!Potion&amp;lt;br&amp;gt;Pour&amp;lt;br&amp;gt;Penalty&lt;br /&gt;
!Starting Enchant&amp;lt;br&amp;gt;Restriction&lt;br /&gt;
!Lore Requirements&amp;lt;br&amp;gt;100 Ranks&amp;lt;br&amp;gt;OLD SYSTEM ONLY&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Enhancive]]&lt;br /&gt;
|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&amp;lt;br&amp;gt; formerly [[Ayveneh potion|Ayveneh]]&lt;br /&gt;
|rowspan=2|-200&lt;br /&gt;
|rowspan=2|≤+30&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Holy armament]]&lt;br /&gt;
|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&amp;lt;br&amp;gt; formerly [[Eoveneh potion|Eoveneh]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=7|[[flare|Flaring]]&lt;br /&gt;
|[[impact critical table|Earth]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Gorveneh potion|Gorveneh]]&lt;br /&gt;
|rowspan=7| -100&lt;br /&gt;
|rowspan=7|N/A&lt;br /&gt;
|[[Elemental Lore, Earth|Earth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[fire critical table|Fire]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Draveneh potion|Draveneh]]&lt;br /&gt;
|[[Elemental Lore, Fire|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold critical table|Ice]]&lt;br /&gt;
|[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[vacuum critical table|Vacuum]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Zorveneh potion|Zorveneh]]&lt;br /&gt;
|[[Elemental Lore, Air|Air]]&lt;br /&gt;
|-&lt;br /&gt;
|[[acid critical table|Acid]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Gorveneh potion|Gorveneh]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Earth|Earth]] and/or [[Elemental Lore, Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[lightning critical table|Lightning]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Zorveneh potion|Zorveneh]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Air|Air]] and/or [[Elemental Lore, Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[steam critical table|Steam]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Draveneh potion|Draveneh]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Fire|Fire]] and/or [[Elemental Lore, Water|Water]]&lt;br /&gt;
|} &amp;lt;section end=pre-temper potions /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other types of flares do not have a corresponding pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
[[Permabless]]ed items can similarly be further enchanted, with a difficulty modifier, through the use of the [[urven&#039;eth potion]].&lt;br /&gt;
&lt;br /&gt;
Special Note: Unlike ayveneh and eoveneh potions, urven&#039;eth potions are not restricted to 35 and lower enchants.&lt;br /&gt;
&lt;br /&gt;
{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
==Enchant Unlocking==&lt;br /&gt;
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is permanently unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item.&lt;br /&gt;
&lt;br /&gt;
==Rewards for Enchanting==&lt;br /&gt;
Successful enchantments earn the wizard experience, and while the enchantment process does not directly reward the enchanter in [[silver]], many items are enchanted with the intent of sale.  By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.&lt;br /&gt;
&lt;br /&gt;
==Negative Bonus Items==&lt;br /&gt;
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.&lt;br /&gt;
&lt;br /&gt;
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan&#039;eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.&lt;br /&gt;
&lt;br /&gt;
== Functional Item Scripts ==&lt;br /&gt;
:&#039;&#039;Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted.  Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;These are player-created lists and are not complete.  [[:Category: Functional Scripts|See here]] for more functional scripts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CAN be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)&lt;br /&gt;
*[[Blink_weapon|Blink Weapons]]&lt;br /&gt;
*[[Briar_flare|Briar Flaring Weapons]]&lt;br /&gt;
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]&lt;br /&gt;
*[[Ethereal weapon]]&lt;br /&gt;
*[[Forest armor]]&lt;br /&gt;
*[[Fusion]]&lt;br /&gt;
*[[Greater elemental flare]]s (appropriate pre-temper potion required)&lt;br /&gt;
*[[Ironwright|Ironwright Weapons]]&lt;br /&gt;
*[[Ithziri_armor|Ithziri Armor]]&lt;br /&gt;
*[[Black ora weapon|Pure/Greater black ora weapons]] - must be uncursed&lt;br /&gt;
*[[Shock_Weapon|Shock Weapons]]&lt;br /&gt;
*[[Sprite_Weapon|Sprite Weapons]]&lt;br /&gt;
*[[Stalwart Resilience]] (bubble flares)&lt;br /&gt;
*[[Vial flare]]s&lt;br /&gt;
*[[Voln armor]]&lt;br /&gt;
*[[Iasha_white_ora_weapon|Iasha Weapons]]&lt;br /&gt;
*[[Realm_flare|Realm flares]]&lt;br /&gt;
*Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Need to re-verify these since Spring Spectacular 2019 release&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CANNOT be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Gem-eating runestaff]]&lt;br /&gt;
*[[Gem-eating weapon]]&lt;br /&gt;
*[[Nebular Weapon]]s&lt;br /&gt;
*[[ShadowDeath weapons]]&lt;br /&gt;
*[[Snake flare]]s&lt;br /&gt;
*[[Solar Weapon]]s&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Other Items Marked for No Enchanting==&lt;br /&gt;
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to &amp;quot;not take any magic&amp;quot;[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible sortable&amp;quot; width=75%&lt;br /&gt;
!Specific Items Marked for No Enchanting ||Origin&lt;br /&gt;
|-&lt;br /&gt;
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the fel-hafted waraxes||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the rolaren longsword (ruby, sapphire, and one other)||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the pryothag hide brigandine||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the white ora warmaces||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.&lt;br /&gt;
&lt;br /&gt;
==Potion Tables==&lt;br /&gt;
{{main|Enchanting potions}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{#section:Enchanting potions|unlock potions1}}&lt;br /&gt;
{{#section:Enchanting potions|unlock potions2}}&lt;br /&gt;
{{#section:Enchanting potions|unlock potions3}}&lt;br /&gt;
{{#section:Enchanting potions|pre-temper potions}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Enchant Item (925)|Old Enchant Item (925)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[/history|Spell history]]&lt;br /&gt;
*[[Magical workshop/saved posts|Magical workshop saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]&lt;br /&gt;
*[[User:ZHEPHEN|Zhephen&#039;s Enchant (925) Research Notes]]&lt;br /&gt;
{{top}}&lt;br /&gt;
{{wizard}}&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=207022</id>
		<title>Enchant (925)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=207022"/>
		<updated>2023-09-15T16:58:44Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Remove &amp;quot;sanctified&amp;quot; from potions table (holy armament was already added)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant&lt;br /&gt;
 | number = 925&lt;br /&gt;
 | mnemonic = ENCHANT&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Permanent Enchantment&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = [[Enchanting potions]]&lt;br /&gt;
 | availability = Channel at held item&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}} &lt;br /&gt;
:&#039;&#039;{{Redirect|Enchant}}&#039;&#039;&lt;br /&gt;
:&#039;&#039;This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
The &#039;&#039;&#039;Enchant&#039;&#039;&#039; spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent +1 bonus to the item&#039;s [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. &lt;br /&gt;
&lt;br /&gt;
==Essence==&lt;br /&gt;
Enchanting now requires the gathering of essence by a wizard and expending it to increase the enchantment of an item. You can {{boldmono|[[SENSE (verb)|SENSE]]}} how much essence you have accumulated and how strong of an enchantment you can complete.  &lt;br /&gt;
&lt;br /&gt;
For every point of experience a wizard earns, they will obtain an equal point of essence. Free to play accounts cannot collect essence.&lt;br /&gt;
&lt;br /&gt;
You can now also see your resources via the {{boldmono|[[RESOURCE (verb)|RESOURCE]]}} verb which shows how much essence you&#039;ve fully absorbed toward your 50,000 weekly cap and how close you are to the 200,000 maximum cap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Health: 100/100     Mana: 200/200     Stamina: 50/50     Spirit: 10/10&lt;br /&gt;
Essence: 50,000/50,000 (Weekly)     200,000/200,000 (Total)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cost to Enchant===&lt;br /&gt;
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is TRUNC(100 * 3.125) essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 7500 essence plus 7500 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 7500 essence; from +49 to +50 costs 195,000 essence; from +0 to +1 costs zero essence. &lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Essence Cost to Enchant per Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +0 to +1||0&lt;br /&gt;
|-&lt;br /&gt;
| +1 to +2||312&lt;br /&gt;
|-&lt;br /&gt;
| +2 to +3||625&lt;br /&gt;
|-&lt;br /&gt;
| +3 to +4||937&lt;br /&gt;
|-&lt;br /&gt;
| +4 to +5||1250&lt;br /&gt;
|-&lt;br /&gt;
| +5 to +6||1562&lt;br /&gt;
|-&lt;br /&gt;
| +6 to +7||1875&lt;br /&gt;
|-&lt;br /&gt;
| +7 to +8||2187&lt;br /&gt;
|-&lt;br /&gt;
| +8 to +9||2500&lt;br /&gt;
|-&lt;br /&gt;
| +9 to +10||2812&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +10 to +11||3125&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +12||3437&lt;br /&gt;
|-&lt;br /&gt;
| +12 to +13||3750&lt;br /&gt;
|-&lt;br /&gt;
| +13 to +14||4062&lt;br /&gt;
|-&lt;br /&gt;
| +14 to +15||4375&lt;br /&gt;
|-&lt;br /&gt;
| +15 to +16||4687&lt;br /&gt;
|-&lt;br /&gt;
| +16 to +17||5000&lt;br /&gt;
|-&lt;br /&gt;
| +17 to +18||5312&lt;br /&gt;
|-&lt;br /&gt;
| +18 to +19||5625&lt;br /&gt;
|-&lt;br /&gt;
| +19 to +20||5937&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +20 to +21||6250&lt;br /&gt;
|-&lt;br /&gt;
| +21 to +22||6562&lt;br /&gt;
|-&lt;br /&gt;
| +22 to +23||6875&lt;br /&gt;
|-&lt;br /&gt;
| +23 to +24||7187&lt;br /&gt;
|-&lt;br /&gt;
| +24 to +25||7500&lt;br /&gt;
|-&lt;br /&gt;
| +25 to +26||15000&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +27||22500&lt;br /&gt;
|-&lt;br /&gt;
| +27 to +28||30000&lt;br /&gt;
|-&lt;br /&gt;
| +28 to +29||37500&lt;br /&gt;
|-&lt;br /&gt;
| +29 to +30||45000&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +30 to +31||52500&lt;br /&gt;
|-&lt;br /&gt;
| +31 to +32||60000&lt;br /&gt;
|-&lt;br /&gt;
| +32 to +33||67500&lt;br /&gt;
|-&lt;br /&gt;
| +33 to +34||75000&lt;br /&gt;
|-&lt;br /&gt;
| +34 to +35||82500&lt;br /&gt;
|-&lt;br /&gt;
| +35 to +36||90000&lt;br /&gt;
|-&lt;br /&gt;
| +36 to +37||97500&lt;br /&gt;
|-&lt;br /&gt;
| +37 to +38||105000&lt;br /&gt;
|-&lt;br /&gt;
| +38 to +39||112500&lt;br /&gt;
|-&lt;br /&gt;
| +39 to +40||120000&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +40 to +41||127500&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +42||135000&lt;br /&gt;
|-&lt;br /&gt;
| +42 to +43||142500&lt;br /&gt;
|-&lt;br /&gt;
| +43 to +44||150000&lt;br /&gt;
|-&lt;br /&gt;
| +44 to +45||157500&lt;br /&gt;
|-&lt;br /&gt;
| +45 to +46||165000&lt;br /&gt;
|-&lt;br /&gt;
| +46 to +47||172500&lt;br /&gt;
|-&lt;br /&gt;
| +47 to +48||180000&lt;br /&gt;
|-&lt;br /&gt;
| +48 to +49||187500&lt;br /&gt;
|-&lt;br /&gt;
| +49 to +50||195000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Essence &amp;amp; Weekly Cost for Full Enchant Tier&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 3124 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 1x to 2x || 10937|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 2x to 3x || 18750|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 3x to 4x || 26562|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 4x to 5x || 34375|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 5x to 6x || 150000|| 3&lt;br /&gt;
|-&lt;br /&gt;
| 6x to 7x || 337500|| 6.75&lt;br /&gt;
|-&lt;br /&gt;
| 7x to 8x || 525000|| 10.5&lt;br /&gt;
|-&lt;br /&gt;
| 8x to 9x || 712500|| 14.25&lt;br /&gt;
|-&lt;br /&gt;
| 9x to 10x || 900000|| 18&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 3124 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 2x || 14062|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 3x || 32812|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 4x || 59375|| 1.1875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 5x || 93750|| 1.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 6x || 243750 || 4.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 7x || 581250|| 11.625&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 8x || 1106250|| 22.125&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 9x || 1818750 || 36.375&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 10x || 2718750|| 54.375&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Using Essence to Enchant===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you begin any project with the new style enchanting system, you will NOT be able to use the old style enchant system again!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item.  This is done via the various color ayan&#039;eth potions now available at the various wizard guild shops.  The color of each potion corresponds to the ROYGBIV colors associated with the [[AI crystal]], where green equates up to +20 and so on.&lt;br /&gt;
&lt;br /&gt;
Unlock potions must be used in order, starting with green.  Green ayan&#039;eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20.  So, if enchanting a steel weapon, the green ayan&#039;eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour.  After that, a single pour of the blue ayan&#039;eth potion will unlock its maximum enchant further to +25.&lt;br /&gt;
&lt;br /&gt;
The current maximum enchant unlock can be checked by a wizard via 405:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body...&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20.&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A wizard can cast also use 405 to determine the precise current enchant.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Color intensity&lt;br /&gt;
 !Enchant value&lt;br /&gt;
 |-&lt;br /&gt;
 | faint&lt;br /&gt;
 | color value -4&lt;br /&gt;
 |-&lt;br /&gt;
 | muted&lt;br /&gt;
 | color value -3&lt;br /&gt;
 |-&lt;br /&gt;
 | hazy&lt;br /&gt;
 | color value -2&lt;br /&gt;
 |-&lt;br /&gt;
 | soft&lt;br /&gt;
 | color value -1&lt;br /&gt;
 |-&lt;br /&gt;
 | vibrant&lt;br /&gt;
 | full color value&lt;br /&gt;
|}&lt;br /&gt;
Thus, an item that registers as yellow with the AI crystal (+11 to +15) would have a faint yellow aura if +11, a hazy yellow aura if +13, and a vibrant yellow aura if a full +15.  Once it reaches +16, the item then has a faint green aura.&lt;br /&gt;
&lt;br /&gt;
There is no tempering time associated with maximum enchant potential unlocks.  As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it.  The maximum unlock is permanent and never fades.  The item can be used in combat at any point during new style enchanting process.  The item cannot be &amp;quot;locked&amp;quot; as with old style enchants, and it cannot be destroyed in a catastrophic failure.  The item is not associated with any individual wizard&#039;s project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.&lt;br /&gt;
&lt;br /&gt;
Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using {{boldmono|[[CHANNEL (verb)|CHANNEL]]}} on the item.  Each enchant channel increases the item&#039;s enchant by +1.  Each channel enchant also reduces the wizard&#039;s available essence by that individual step amount, referenced in the above essence charts.  If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.&lt;br /&gt;
&lt;br /&gt;
==Difficulty Detection==&lt;br /&gt;
A wizard&#039;s chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item.  This can be done without first unlocking the item for enchantment.&lt;br /&gt;
&lt;br /&gt;
:{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable|1=font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||97% (will only fail on a &#039;&#039;&#039;[[#Fumble|fumble]]&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| you should be able to enchant it easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side to successfully complete the enchantment||75+%&lt;br /&gt;
|-&lt;br /&gt;
| you are more likely than not to succeed on your cast, but you will need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| that this enchantment will be nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle to complete this enchantment||-100+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment is completely beyond your abilities||less than -100%&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable|1=font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly good attempt!||100+ ([[Open roll]])&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||2+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||1&lt;br /&gt;
|-&lt;br /&gt;
| Something doesn&#039;t seem right... ||Fumble&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Penalty Modifier Formula ===&lt;br /&gt;
&lt;br /&gt;
*Your current skill will be evaluated against the base difficulty provided by a Bard Loresong &#039;&#039;&#039;plus&#039;&#039;&#039; the difficulty penalty modifier.&lt;br /&gt;
*Each +1 of enchant has a difficulty penalty modifier based upon the current enchant and the desired enchant.&lt;br /&gt;
&lt;br /&gt;
*When attempting to increase the enchant of an item from +X to +Y, the +Y number of the item will used to determine the difficulty penalty modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
*The formula for the difficulty penalty modifier uses +X to +Y.&lt;br /&gt;
*((+Y - 2)^2)/9 (truncate)&lt;br /&gt;
&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
*Current Enchant: +25&lt;br /&gt;
**((25-2)^2)/9 = 58&lt;br /&gt;
&lt;br /&gt;
*Desired Enchant: +26&lt;br /&gt;
**((26-2)^2)/9 = 64&lt;br /&gt;
&lt;br /&gt;
*Difference in values = 6&lt;br /&gt;
**(6 would be the difficulty penalty modifier added to the base difficulty provided by Bard Loresong.)&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! +Y Enchant Value|| Difficulty Penalty Modifier (Estimates - exact values below)&lt;br /&gt;
|- &lt;br /&gt;
| 20-22 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 23-27 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 28-33 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 34-36 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 37-42 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 43-45 || 9&lt;br /&gt;
|-&lt;br /&gt;
| 46-49 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Enchant Target||Total Difficulty||Incremental Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|3||0||0&lt;br /&gt;
|-&lt;br /&gt;
|4||0||0&lt;br /&gt;
|-&lt;br /&gt;
|5||1||1&lt;br /&gt;
|-&lt;br /&gt;
|6||1||0&lt;br /&gt;
|-&lt;br /&gt;
|7||2||1&lt;br /&gt;
|-&lt;br /&gt;
|8||4||2&lt;br /&gt;
|-&lt;br /&gt;
|9||5||1&lt;br /&gt;
|-&lt;br /&gt;
|10||7||2&lt;br /&gt;
|-&lt;br /&gt;
|11||9||2&lt;br /&gt;
|-&lt;br /&gt;
|12||11||2&lt;br /&gt;
|-&lt;br /&gt;
|13||13||2&lt;br /&gt;
|-&lt;br /&gt;
|14||16||3&lt;br /&gt;
|-&lt;br /&gt;
|15||18||2&lt;br /&gt;
|-&lt;br /&gt;
|16||21||3&lt;br /&gt;
|-&lt;br /&gt;
|17||25||4&lt;br /&gt;
|-&lt;br /&gt;
|18||28||3&lt;br /&gt;
|-&lt;br /&gt;
|19||32||4&lt;br /&gt;
|-&lt;br /&gt;
|20||36||4&lt;br /&gt;
|-&lt;br /&gt;
|21||40||4&lt;br /&gt;
|-&lt;br /&gt;
|22||44||4&lt;br /&gt;
|-&lt;br /&gt;
|23||49||5&lt;br /&gt;
|-&lt;br /&gt;
|24||53||4&lt;br /&gt;
|-&lt;br /&gt;
|25||58||5&lt;br /&gt;
|-&lt;br /&gt;
|26||64||6&lt;br /&gt;
|-&lt;br /&gt;
|27||69||5&lt;br /&gt;
|-&lt;br /&gt;
|28||75||6&lt;br /&gt;
|-&lt;br /&gt;
|29||81||6&lt;br /&gt;
|-&lt;br /&gt;
|30||87||6&lt;br /&gt;
|-&lt;br /&gt;
|31||93||6&lt;br /&gt;
|-&lt;br /&gt;
|32||100||7&lt;br /&gt;
|-&lt;br /&gt;
|33||106||6&lt;br /&gt;
|-&lt;br /&gt;
|34||113||7&lt;br /&gt;
|-&lt;br /&gt;
|35||121||8&lt;br /&gt;
|-&lt;br /&gt;
|36||128||7&lt;br /&gt;
|-&lt;br /&gt;
|37||136||8&lt;br /&gt;
|-&lt;br /&gt;
|38||144||8&lt;br /&gt;
|-&lt;br /&gt;
|39||152||8&lt;br /&gt;
|-&lt;br /&gt;
|40||160||8&lt;br /&gt;
|-&lt;br /&gt;
|41||169||9&lt;br /&gt;
|-&lt;br /&gt;
|42||177||8&lt;br /&gt;
|-&lt;br /&gt;
|43||186||9&lt;br /&gt;
|-&lt;br /&gt;
|44||196||10&lt;br /&gt;
|-&lt;br /&gt;
|45||205||9&lt;br /&gt;
|-&lt;br /&gt;
|46||215||10&lt;br /&gt;
|-&lt;br /&gt;
|47||225||10&lt;br /&gt;
|-&lt;br /&gt;
|48||235||10&lt;br /&gt;
|-&lt;br /&gt;
|49||245||10&lt;br /&gt;
|-&lt;br /&gt;
|50||256||11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following tables lists all known factors (positive or negative), in no particular order.  &#039;&#039;&#039;At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 |Positive Factors&lt;br /&gt;
 |Bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Wizard Base]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +2 per rank, up to 1x (level + 1)&amp;lt;br&amp;gt;+1 per rank, above 1x&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Level]] of enchanter&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per level&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magic Item Use]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;|+1 per 10 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Arcane Symbols]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per 10 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]]&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per stat bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per 2 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Workshop]]&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +25 Public&amp;lt;br&amp;gt;+50 MHO/CHE/Guild&amp;lt;br&amp;gt;+75 Private&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +25&lt;br /&gt;
|}&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 |Negative Factors&lt;br /&gt;
 |-&lt;br /&gt;
 |Existing enchant bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Ensorcell (735)|Ensorcell]] tier&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Material]] of the item&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Resistance]]s (Penalty = sum of all resist/2)&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Bane weapon|Creature bane]]&lt;br /&gt;
 |-&lt;br /&gt;
 |Holy&lt;br /&gt;
 |-&lt;br /&gt;
 |[[WPS|Weighting, Padding, and/or Sighting]] (Penalty = CER*CER)&lt;br /&gt;
 |-&lt;br /&gt;
 |Health or Spirit Loss, Injuries&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Flares]], [[TD bonus]], AS/DS bonus (Flare Penalty = Nearly all -100) , (TD Penalty = TD*TD)&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Enhancive item]], [[Fusion]], Scripted item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gear Difficulty Modifiers===&lt;br /&gt;
{{Material_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Script_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Other_Gear_Difficulty_Modifier}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Weighting/Padding Difficulty====&lt;br /&gt;
Difficulty is the square of CER, truncated, i.e. trunc(CER²).  Whatever the percent to reach the next CER level is also used.  Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty.  Mixed types are the sum of each type&#039;s square - i.e.  [crit trunc(CER²)] + [dmg trunc(CER²)]&lt;br /&gt;
&lt;br /&gt;
====Permanent Resist Penalty Difficulty====&lt;br /&gt;
&lt;br /&gt;
[Total Resist % / 2]&lt;br /&gt;
&lt;br /&gt;
==Failures==&lt;br /&gt;
It is not possible to destroy an item during the enchanting process.  Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.&lt;br /&gt;
&lt;br /&gt;
==Pre-enchanting Potions==&lt;br /&gt;
Pre-enchanting potions are used by wizards in the enchanting process to unlock the item for enchantment or reduce difficulty. &#039;&#039;&#039;Under the updated enchanting system, enchanting projects do not require tempering potions or tempering times.&#039;&#039;&#039; The process is as follows:&lt;br /&gt;
&lt;br /&gt;
# A wizard first pours an unlock potion (aya&#039;neth) on the item to unlock it for enchant. Undiluted aya&#039;neth potions unlock a full +5 with one pour. Diluted aya&#039;neth potions only unlock +1 for each pour. See the chart below to see which potion is needed to unlock the item to be enchanted.&lt;br /&gt;
# Next, if the project is fusion, holy, or enhancive gear, it will also require a glowing urven&#039;eth potion before a cast can be successful. You&#039;ll know urven&#039;eth is required if the item shows a power that must be overcome on the test cast.  &lt;br /&gt;
# Items with some flares also have &#039;&#039;&#039;OPTIONAL&#039;&#039;&#039; ilvan&#039;eth flare potions that can reduce the enchant difficulty for the item by 100. &#039;&#039;&#039;It is no longer REQUIRED to use pre-enchant potions to enchant flaring items; it&#039;s an optional tool to remove 100 difficulty from the item.&#039;&#039;&#039;&lt;br /&gt;
# All of these potions are poured prior to [[channel]]ing the Enchant spell.&lt;br /&gt;
&lt;br /&gt;
For urven&#039;eth &amp;amp; ilvan&#039;eth Potions, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlock potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=unlock potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=unlock potions2 /&amp;gt;&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;New Style Enchanting Unlock Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=unlock potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Unlock Potion&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | 0 to +4&lt;br /&gt;
 | 0x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +5 to +9&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +10 to +14&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +15 to +19&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +20 to +24&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted blue ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 25,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +25 to +29&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted indigo ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 50,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +30 to +34&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted violet ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 75,000&amp;lt;section end=unlock potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=unlock potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +35 to +39&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a diluted copper ayan&#039;eth potion**&lt;br /&gt;
 | 20,000 Bloodscrip***&lt;br /&gt;
 |-&lt;br /&gt;
 | +40 to +44&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a diluted silver ayan&#039;eth potion**&lt;br /&gt;
 | 25,000 Bloodscrip***&lt;br /&gt;
 |-&lt;br /&gt;
 | +45 to +49&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Golden&lt;br /&gt;
 | +46 to 50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a diluted golden ayan&#039;eth potion**&lt;br /&gt;
 | 30,000 Bloodscrip***&lt;br /&gt;
 |}&amp;lt;section end=unlock potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlocknotes /&amp;gt;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Dilute potions only provide +1 enchant level unlock, so if the item is unlocked to +35 one pour would raise the unlock level to +36.These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&amp;lt;section end=unlocknotes /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=pre-temper potions /&amp;gt;&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|+&#039;&#039;&#039;Pre-tempering Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Item Property&lt;br /&gt;
!Potion &lt;br /&gt;
!Potion&amp;lt;br&amp;gt;Pour&amp;lt;br&amp;gt;Penalty&lt;br /&gt;
!Starting Enchant&amp;lt;br&amp;gt;Restriction&lt;br /&gt;
!Lore Requirements&amp;lt;br&amp;gt;100 Ranks&amp;lt;br&amp;gt;OLD SYSTEM ONLY&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Enhancive]]&lt;br /&gt;
|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&amp;lt;br&amp;gt; formerly [[Ayveneh potion|Ayveneh]]&lt;br /&gt;
|rowspan=2|-200&lt;br /&gt;
|rowspan=2|≤+30&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Holy Weapon]]&lt;br /&gt;
|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&amp;lt;br&amp;gt; formerly [[Eoveneh potion|Eoveneh]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=7|[[flare|Flaring]]&lt;br /&gt;
|[[impact critical table|Earth]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Gorveneh potion|Gorveneh]]&lt;br /&gt;
|rowspan=7| -100&lt;br /&gt;
|rowspan=7|N/A&lt;br /&gt;
|[[Elemental Lore, Earth|Earth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[fire critical table|Fire]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Draveneh potion|Draveneh]]&lt;br /&gt;
|[[Elemental Lore, Fire|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold critical table|Ice]]&lt;br /&gt;
|[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[vacuum critical table|Vacuum]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Zorveneh potion|Zorveneh]]&lt;br /&gt;
|[[Elemental Lore, Air|Air]]&lt;br /&gt;
|-&lt;br /&gt;
|[[acid critical table|Acid]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Gorveneh potion|Gorveneh]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Earth|Earth]] and/or [[Elemental Lore, Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[lightning critical table|Lightning]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Zorveneh potion|Zorveneh]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Air|Air]] and/or [[Elemental Lore, Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[steam critical table|Steam]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Draveneh potion|Draveneh]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Fire|Fire]] and/or [[Elemental Lore, Water|Water]]&lt;br /&gt;
|} &amp;lt;section end=pre-temper potions /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other types of flares do not have a corresponding pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
[[Permabless]]ed items can similarly be further enchanted, with a difficulty modifier, through the use of the [[urven&#039;eth potion]].&lt;br /&gt;
&lt;br /&gt;
Special Note: Unlike ayveneh and eoveneh potions, urven&#039;eth potions are not restricted to 35 and lower enchants.&lt;br /&gt;
&lt;br /&gt;
{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
==Enchant Unlocking==&lt;br /&gt;
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is permanently unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item.&lt;br /&gt;
&lt;br /&gt;
==Rewards for Enchanting==&lt;br /&gt;
Successful enchantments earn the wizard experience, and while the enchantment process does not directly reward the enchanter in [[silver]], many items are enchanted with the intent of sale.  By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.&lt;br /&gt;
&lt;br /&gt;
==Negative Bonus Items==&lt;br /&gt;
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.&lt;br /&gt;
&lt;br /&gt;
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan&#039;eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.&lt;br /&gt;
&lt;br /&gt;
== Functional Item Scripts ==&lt;br /&gt;
:&#039;&#039;Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted.  Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;These are player-created lists and are not complete.  [[:Category: Functional Scripts|See here]] for more functional scripts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CAN be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)&lt;br /&gt;
*[[Blink_weapon|Blink Weapons]]&lt;br /&gt;
*[[Briar_flare|Briar Flaring Weapons]]&lt;br /&gt;
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]&lt;br /&gt;
*[[Ethereal weapon]]&lt;br /&gt;
*[[Forest armor]]&lt;br /&gt;
*[[Fusion]]&lt;br /&gt;
*[[Greater elemental flare]]s (appropriate pre-temper potion required)&lt;br /&gt;
*[[Ironwright|Ironwright Weapons]]&lt;br /&gt;
*[[Ithziri_armor|Ithziri Armor]]&lt;br /&gt;
*[[Black ora weapon|Pure/Greater black ora weapons]] - must be uncursed&lt;br /&gt;
*[[Shock_Weapon|Shock Weapons]]&lt;br /&gt;
*[[Sprite_Weapon|Sprite Weapons]]&lt;br /&gt;
*[[Stalwart Resilience]] (bubble flares)&lt;br /&gt;
*[[Vial flare]]s&lt;br /&gt;
*[[Voln armor]]&lt;br /&gt;
*[[Iasha_white_ora_weapon|Iasha Weapons]]&lt;br /&gt;
*[[Realm_flare|Realm flares]]&lt;br /&gt;
*Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Need to re-verify these since Spring Spectacular 2019 release&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CANNOT be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Gem-eating runestaff]]&lt;br /&gt;
*[[Gem-eating weapon]]&lt;br /&gt;
*[[Nebular Weapon]]s&lt;br /&gt;
*[[ShadowDeath weapons]]&lt;br /&gt;
*[[Snake flare]]s&lt;br /&gt;
*[[Solar Weapon]]s&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Other Items Marked for No Enchanting==&lt;br /&gt;
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to &amp;quot;not take any magic&amp;quot;[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible sortable&amp;quot; width=75%&lt;br /&gt;
!Specific Items Marked for No Enchanting ||Origin&lt;br /&gt;
|-&lt;br /&gt;
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the fel-hafted waraxes||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the rolaren longsword (ruby, sapphire, and one other)||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the pryothag hide brigandine||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the white ora warmaces||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.&lt;br /&gt;
&lt;br /&gt;
==Potion Tables==&lt;br /&gt;
{{main|Enchanting potions}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{#section:Enchanting potions|unlock potions1}}&lt;br /&gt;
{{#section:Enchanting potions|unlock potions2}}&lt;br /&gt;
{{#section:Enchanting potions|unlock potions3}}&lt;br /&gt;
{{#section:Enchanting potions|pre-temper potions}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Enchant Item (925)|Old Enchant Item (925)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[/history|Spell history]]&lt;br /&gt;
*[[Magical workshop/saved posts|Magical workshop saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]&lt;br /&gt;
*[[User:ZHEPHEN|Zhephen&#039;s Enchant (925) Research Notes]]&lt;br /&gt;
{{top}}&lt;br /&gt;
{{wizard}}&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Energy_Shield&amp;diff=206260</id>
		<title>Energy Shield</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Energy_Shield&amp;diff=206260"/>
		<updated>2023-08-31T04:05:22Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
{{TOC limit|2}}&lt;br /&gt;
&#039;&#039;&#039;Energy Shields&#039;&#039;&#039; were introduced at [[Duskruin Arena]] in Jan 2021 in the shop [[BVShop:Currents_and_Safeguards|Currents and Safeguards]] by [[User:GS4-RETSER|GM Retser]]. These shields can be [[Enchant (925)|enchanted]], [[Ensorcell (735)|ensorcelled]], and [[Sanctify_(330)|sanctified]].&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 0&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= This is the off-the-shelf offering. At this tier, Energy Shields have the default Reactive Energy Flare upon blocking, &#039;&#039;in any stance&#039;&#039;, and Energy flares when striking with the shield.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze=&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You analyze the ora shield and sense that the creator has provided the following information:&lt;br /&gt;
                           ENERGY SHIELDS&lt;br /&gt;
  Energy Flares:  Turn them on to let your Shield Flare.&lt;br /&gt;
  Surged Flares:  These drain mana and stored energy to increase flare strength.  You cannot&lt;br /&gt;
                  store mana during surged flares.&lt;br /&gt;
  Drained Flares: These reduce the strength of your flare to bond and store energy.&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 Verb&lt;br /&gt;
  PROD     ON/OFF Energy Flares&lt;br /&gt;
   Currently: ON&lt;br /&gt;
  PULL     ON/OFF Drained Flares (Store Energy)&lt;br /&gt;
   Currently: OFF&lt;br /&gt;
  PUSH     ON/OFF Surged Flares (Increases flare strength at the cost of energy)&lt;br /&gt;
   Currently: OFF&lt;br /&gt;
  PUNCH     UnAttunes the ora shield.  This is permanent.&lt;br /&gt;
&lt;br /&gt;
Unlocked Abilities&lt;br /&gt;
&lt;br /&gt;
General Information&lt;br /&gt;
 Tier: 0                                  Affinity Level: 0&lt;br /&gt;
 Total Energy Bound (Bonding): 0&lt;br /&gt;
 Total Energy Stored: 0/100&lt;br /&gt;
 Flare Type: Impact&lt;br /&gt;
 Daily Energy Cap: 0/1000&lt;br /&gt;
 22 Hour Energy Tracker: Expired&lt;br /&gt;
 Energy Reverb: Locked&lt;br /&gt;
 Energy Barrier: Locked&lt;br /&gt;
 Energy Wave: Locked&lt;br /&gt;
&lt;br /&gt;
Customization&lt;br /&gt;
 Energy Color: white         Accent Color: black&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} &lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|PRAY&lt;br /&gt;
| You push your thumb down firmly and hear a small clicking noise.  Several mechanical arms and apparatuses spin around the brown steel mantlet before settling into secret compartments.  You also notice a few small levers.&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|PROD&lt;br /&gt;
| You tighten your grip on the brown steel mantlet, a flickering trail of white light falls from it. [EnergyFlares are now turned OFF.]&lt;br /&gt;
You swing your brown steel mantlet in a wide arc, sending a wave of white energy outward. [EnergyFlares are now turned ON.]&lt;br /&gt;
| XXX tightens his grip on the brown steel mantlet, a flickering trail of white light falls from it.&lt;br /&gt;
XXX swings his brown steel mantlet in a wide arc, sending a wave of white energy outward.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|PULL&lt;br /&gt;
| You lift your brown steel mantlet above your head as if bracing for an aerial assault. A small, white mechanism flips itself away into a small hidden compartment. [Flare Storage is now turned OFF.]&lt;br /&gt;
You lift your brown steel mantlet above your head as if bracing for an aerial assault. A small compartment on the mantlet opens up to deploy a white mechanism. [Flare Storage is now turned ON.]&lt;br /&gt;
| XXX lifts his brown steel mantlet above his head as if bracing for an aerial assault.  A small, white mechanism flips itself away into a small hidden compartment.&lt;br /&gt;
XXX lifts his brown steel mantlet above his head as if bracing for an aerial assault.  A small compartment on the mantlet opens up to deploy a white mechanism.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|PUNCH&lt;br /&gt;
| You smash your fist down onto the brown steel mantlet, sending a wave of energy into the surroundings.&lt;br /&gt;
| XXX smashes his fist down onto the brown steel mantlet, sending a wave of energy into the surroundings.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|PUSH&lt;br /&gt;
| You place the palm of your hand against the surface of your brown steel mantlet and chant quietly.  A crystal chamber embedded in your mantlet stops glowing. [Surged Flares are now turned OFF.]&lt;br /&gt;
You place the palm of your hand against the surface of your brown steel mantlet and chant quietly.  In a sudden flash of light, a crystal chamber embedded in the mantlet glows black. [Surged Flares are now turned ON.]&lt;br /&gt;
| XXX places the palm of his hand against the surface of his brown steel mantlet and chants quietly.  A crystal chamber embedded in the mantlet stops glowing.&lt;br /&gt;
XXX places the palm of his hand against the surface of his brown steel mantlet and chants quietly.  In a sudden flash of light, a crystal chamber embedded in the mantlet glows black.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Affinity Levels==&lt;br /&gt;
Every time the weapon handles its script flare the bond increases. The strength of the flares increase with the affinity of the weapon, and maximum affinity is limited by unlock tier. Abilities unlocked at each tier will not be available until the required affinity is gained, and will show as Locked even after the certificate is used. To unlock the ability, gain the required Bound Energy for the affinity tier.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|background:#F0F8FF;height:15px;}} &lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
!TIER !!AFFINITY&amp;lt;br&amp;gt;LEVEL !!style=&amp;quot;white-space:nowrap&amp;quot;| ENERGY BOUND !! STORAGE !!NOTES&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2 style=&amp;quot;white-space:nowrap;&amp;quot;| &#039;&#039;Tier 0&amp;lt;br&amp;gt;Off-the-Shelf&lt;br /&gt;
!Level 0&lt;br /&gt;
!0&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!Level 1&lt;br /&gt;
!1,000&lt;br /&gt;
!100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2|&#039;&#039;Tier 1&lt;br /&gt;
!Level 2&lt;br /&gt;
!2,500&lt;br /&gt;
!150&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Level 3&lt;br /&gt;
!5,000&lt;br /&gt;
!200&lt;br /&gt;
|Energy Reverb unlocked&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=3|&#039;&#039;Tier 2&lt;br /&gt;
!Level 4&lt;br /&gt;
!10,000&lt;br /&gt;
!250&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!Level 5&lt;br /&gt;
!25,000&lt;br /&gt;
!300&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Level 6&lt;br /&gt;
!40,000&lt;br /&gt;
!350&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=3|&#039;&#039;Tier 3&lt;br /&gt;
!Level 7&lt;br /&gt;
!60,000&lt;br /&gt;
!400&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!Level 8&lt;br /&gt;
!80,000&lt;br /&gt;
!450&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Level 9&lt;br /&gt;
!100,000&lt;br /&gt;
!500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 1 &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &#039;&#039;&#039;[[Energy Shield#Energy Flare|Energy Flare]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Energy Shield#Energy Reverb|Energy Reverb]]&#039;&#039;&#039; are unlocked at this tier.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable=Yes &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} &lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|RUB&lt;br /&gt;
| You rub at the surface of your grey steel mantlet.  Tendrils of white energy lash out against your touch.&lt;br /&gt;
| XXX rubs at the surface of his grey steel mantlet.  Tendrils of white energy lash out against his touch.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|TAP&lt;br /&gt;
| You rap your finger against the surface of your grey steel mantlet.&lt;br /&gt;
| XXX raps his finger against the surface of his grey steel mantlet.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|APPLAUD&lt;br /&gt;
| You hit your forearm against your grey steel mantlet in an attempt to give a round of applause.&lt;br /&gt;
| XXX hits his forearm against his grey steel mantlet in an attempt to give a round of applause.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|GAZE&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|COVER&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|TINKER&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|RAISE&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|TICKLE&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|HUG&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- These verbs need sorted out to their appropriate tiers. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Energy Flare===&lt;br /&gt;
Upon blocking an attack, &#039;&#039;in any stance&#039;&#039;, or launching an offensive shield attack you have a chance to strike your enemy with energy.  These are the default flares of the energy shields.  &lt;br /&gt;
&lt;br /&gt;
Each flare will fill the affinity for the process of attuning.  The strength of the flare increases per affinity gained.&lt;br /&gt;
&lt;br /&gt;
====Energy Storage====&lt;br /&gt;
{{boldmono|[[PULL]]}} (DRAINED FLARES) will allow you to turn ON or OFF the storage of Energy at the cost of reduced flared strength.  This energy is used to empower flares later.&lt;br /&gt;
&lt;br /&gt;
{{boldmono|[[PUSH]]}} (SURGED FLARES) turns on or off the surged flares.  Surged flares are increased in power at the cost of energy stored from DRAINED flares.&lt;br /&gt;
&lt;br /&gt;
You cannot have both drained and surged flares on at the same time.&lt;br /&gt;
&lt;br /&gt;
;Standard flare on shield attack or incoming attack&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An Ithzir adept swings a closed fist at you!&lt;br /&gt;
The vultite greatshield glows dimly as it unleashes a weakened blast of energy!&lt;br /&gt;
&#039;&#039;&#039;A pulse of white-colored energy spirals outward from your vultite greatshield and collides with an Ithzir adept&#039;s back!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
... 20 points of damage!&lt;br /&gt;
Flesh ripped from back, muscles exposed.&lt;br /&gt;
With no room to spare, you block the attack with your vultite greatshield!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;shield bash adept&lt;br /&gt;
You lunge forward at an Ithzir adept with your vultite greatshield and attempt a shield bash!&lt;br /&gt;
[SMR result: 229 (Open d100: 70, Bonus: 45)]&lt;br /&gt;
Awesome bash, but an Ithzir adept is already knocked over.&lt;br /&gt;
... 20 points of damage!&lt;br /&gt;
Left kneecap smashed into pulp.&lt;br /&gt;
The vultite greatshield glows dimly as it unleashes a weakened blast of energy!&lt;br /&gt;
&#039;&#039;&#039;A pulse of white-colored energy spirals outward from your vultite greatshield and collides with an Ithzir adept&#039;s left hand!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
... 20 points of damage!&lt;br /&gt;
Left hand smashed into a pulpy mass.&lt;br /&gt;
Roundtime: 3 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Energy Reverb===&lt;br /&gt;
Upon blocking an attack, the shield has a chance to empower the wielder&#039;s attack strength on their next attack. The amount of attack strength granted scales up with affinity from 4 to 12. Unlocked at affinity level 3.&lt;br /&gt;
* Cooldown: 60 seconds.&lt;br /&gt;
* Duration: Next attack or 20 seconds&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An Ithzir adept swings a closed fist at you!&lt;br /&gt;
You bristle with black energy as you position your vultite greatshield against an Ithzir adept&#039;s attack!&lt;br /&gt;
Amazingly, you manage to block the attack with your greatshield!&lt;br /&gt;
&lt;br /&gt;
You swing a broadsword at an Ithzir adept!&lt;br /&gt;
AS: +443 vs DS: +359 with AvD: +36 + d100 roll: +76 = +196&lt;br /&gt;
... and hit for 78 points of damage!&lt;br /&gt;
Awesome shot shatters ribs and punctures lung!&lt;br /&gt;
You are no longer bristling with energy.&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 2&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &#039;&#039;&#039;[[Energy Shield#Energy Flare|Energy Flare]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Energy Shield#Energy Reverb|Energy Reverb]]&#039;&#039;&#039;,  and &#039;&#039;&#039;[[Energy Shield#Energy Barrier|Energy Barrier]]&#039;&#039;&#039; are  unlocked at this tier. &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= YES&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Verb&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Verb&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Energy Barrier===&lt;br /&gt;
The wooden shield provides a chance to reactively provide {{mono|(Affinity * 3)}} TD and bolt defense.  This effect can only occur once every 15 minutes and will last for 30 seconds.&lt;br /&gt;
* Cooldown: 15 minutes.&lt;br /&gt;
* Duration: 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An Ithzir adept gestures at you.&lt;br /&gt;
CS: +401 - TD: +317 + CvA: +8 + d100: +37 - -5 == +134&lt;br /&gt;
Warding failed!&lt;br /&gt;
Blood gushes from your neck!&lt;br /&gt;
The &amp;quot;blood gates&amp;quot; open wider.&lt;br /&gt;
&lt;br /&gt;
An Ithzir adept gestures and utters a phrase of magic.&lt;br /&gt;
&lt;br /&gt;
An Ithzir adept gestures at you.&lt;br /&gt;
Your vultite greatshield glows white as its surface extends with crackling black energy.&lt;br /&gt;
CS: +401 - TD: +344 + CvA: +8 + d100: +100 - -5 == +170&lt;br /&gt;
Warding failed!&lt;br /&gt;
Blood gushes from your neck!&lt;br /&gt;
The &amp;quot;blood gates&amp;quot; open wider.&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 3&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &#039;&#039;&#039;[[Energy Shield#Energy Flare|Energy Flare]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Energy Shield#Energy Reverb|Energy Reverb]]&#039;&#039;&#039;,  &#039;&#039;&#039;[[Energy Shield#Energy Barrier|Energy Barrier]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Energy Shield#Energy Wave|Energy Wave]]&#039;&#039;&#039; are unlocked at this tier. &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= YES&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} &lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Verb&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Verb&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Energy Wave===&lt;br /&gt;
Twice per 24 hours the shield will attempt to protect the wielder when they&#039;re left in an incapacitated state or low on health.  This effect will grant 25 DS, 12 TD, and send out a minor elemental wave.&lt;br /&gt;
* Cooldown: 24 hours.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Your vultite greatshield emits a bright white light as the Ithzir adept attacks you!&lt;br /&gt;
A wave of black energy moves outward from you.&lt;br /&gt;
An Ithzir adept is buffeted by the black energy waves and is knocked to the ground.&lt;br /&gt;
An Ithzir adept swings a closed fist at you!&lt;br /&gt;
AS: +220 vs DS: +254 with AvD: +4 + d100 roll: +96 = +91&lt;br /&gt;
A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Energy Weapon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type= Mechanical &amp;lt;!-- REQUIRED: Mechanical or Fluff. --&amp;gt;&lt;br /&gt;
|type2= &amp;lt;!-- OPTIONAL: If an item is feature altering, please enter &amp;quot;Feature altering&amp;quot;. --&amp;gt;&lt;br /&gt;
|itemclass= &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Clothing, Accessory, Container, Miscellaneous. --&amp;gt;&lt;br /&gt;
|itemclass2= &amp;lt;!-- OPTIONAL: If a script can be applied to more than one classification.  An example would be scripts that can be applied to clothing and accessories. --&amp;gt;&lt;br /&gt;
|itemclass3=&lt;br /&gt;
|itemtype= &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified. --&amp;gt;&lt;br /&gt;
|itemtype2=&lt;br /&gt;
|itemtype3=&lt;br /&gt;
|itemtype4=&lt;br /&gt;
|itemtype5=&lt;br /&gt;
|itemtype6=&lt;br /&gt;
|itemtype7=&lt;br /&gt;
|itemtype8=&lt;br /&gt;
|alter= Yes&amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|ld= Yes&amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered --&amp;gt;&lt;br /&gt;
|feature2=&lt;br /&gt;
|feature3=&lt;br /&gt;
|feature4=&lt;br /&gt;
|feature5=&lt;br /&gt;
|feature6=&lt;br /&gt;
|feature7=&lt;br /&gt;
|feature8=&lt;br /&gt;
|customize=Yes &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= Energy Color &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;--&amp;gt;&lt;br /&gt;
|custom2=Accent Color&lt;br /&gt;
|custom3=&lt;br /&gt;
|custom4=&lt;br /&gt;
|custom5=&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If not, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue= Duskruin Arena &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|tiered= Yes &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= 4 &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= Certificate&amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot; or &amp;quot;Certificate&amp;quot; ONLY. If both, enter at unlock2.--&amp;gt;&lt;br /&gt;
|unlock2=&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity=Yes &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hideable= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if an item is hideable in inventory.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hide= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable.  This should indicate HOW it hides, whether by a verb or simply by being WORN. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell2=&lt;br /&gt;
|spell3=&lt;br /&gt;
|spell4=&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb=APPLAUD &amp;lt;!-- Verbs MUST be capitalized when entered. --&amp;gt;&lt;br /&gt;
|verb2= COVER &lt;br /&gt;
|verb3= GAZE&lt;br /&gt;
|verb4= HUG&lt;br /&gt;
|verb5= PRAY&lt;br /&gt;
|verb6= PROD&lt;br /&gt;
|verb7= PULL&lt;br /&gt;
|verb8= PUNCH&lt;br /&gt;
|verb9= PUSH&lt;br /&gt;
|verb10= RAISE&lt;br /&gt;
|verb11= RUB&lt;br /&gt;
|verb12= TAP&lt;br /&gt;
|verb13= TICKLE&lt;br /&gt;
|verb14= TINKER&lt;br /&gt;
|verb15=&lt;br /&gt;
|verb16=&lt;br /&gt;
|verb17=&lt;br /&gt;
|verb18=&lt;br /&gt;
|verb19=&lt;br /&gt;
|verb20=&lt;br /&gt;
|verb21=&lt;br /&gt;
|verb22=&lt;br /&gt;
|verb23=&lt;br /&gt;
|verb24=&lt;br /&gt;
|verb25=&lt;br /&gt;
|verb26=&lt;br /&gt;
|verb27=&lt;br /&gt;
|verb28=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Energy_Shield&amp;diff=206259</id>
		<title>Energy Shield</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Energy_Shield&amp;diff=206259"/>
		<updated>2023-08-31T04:04:28Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Added sanctified to list of available services.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
{{TOC limit|2}}&lt;br /&gt;
&#039;&#039;&#039;Energy Shields&#039;&#039;&#039; were introduced at [[Duskruin Arena]] in Jan 2021 in the shop [[BVShop:Currents_and_Safeguards|Currents and Safeguards]] by [[User:GS4-RETSER|GM Retser]]. These shields can be [[Enchant (925)|enchanted]], [[Ensorcell (735)|ensorcelled]], and [[Sanctify_(330)|sanctified]]. Abilities unlocked at each tier will not be available until the required affinity is gained, and will show as Locked even after the certificate is used. To unlock the ability, gain the required Bound Energy for the affinity tier.&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 0&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= This is the off-the-shelf offering. At this tier, Energy Shields have the default Reactive Energy Flare upon blocking, &#039;&#039;in any stance&#039;&#039;, and Energy flares when striking with the shield.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze=&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You analyze the ora shield and sense that the creator has provided the following information:&lt;br /&gt;
                           ENERGY SHIELDS&lt;br /&gt;
  Energy Flares:  Turn them on to let your Shield Flare.&lt;br /&gt;
  Surged Flares:  These drain mana and stored energy to increase flare strength.  You cannot&lt;br /&gt;
                  store mana during surged flares.&lt;br /&gt;
  Drained Flares: These reduce the strength of your flare to bond and store energy.&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 Verb&lt;br /&gt;
  PROD     ON/OFF Energy Flares&lt;br /&gt;
   Currently: ON&lt;br /&gt;
  PULL     ON/OFF Drained Flares (Store Energy)&lt;br /&gt;
   Currently: OFF&lt;br /&gt;
  PUSH     ON/OFF Surged Flares (Increases flare strength at the cost of energy)&lt;br /&gt;
   Currently: OFF&lt;br /&gt;
  PUNCH     UnAttunes the ora shield.  This is permanent.&lt;br /&gt;
&lt;br /&gt;
Unlocked Abilities&lt;br /&gt;
&lt;br /&gt;
General Information&lt;br /&gt;
 Tier: 0                                  Affinity Level: 0&lt;br /&gt;
 Total Energy Bound (Bonding): 0&lt;br /&gt;
 Total Energy Stored: 0/100&lt;br /&gt;
 Flare Type: Impact&lt;br /&gt;
 Daily Energy Cap: 0/1000&lt;br /&gt;
 22 Hour Energy Tracker: Expired&lt;br /&gt;
 Energy Reverb: Locked&lt;br /&gt;
 Energy Barrier: Locked&lt;br /&gt;
 Energy Wave: Locked&lt;br /&gt;
&lt;br /&gt;
Customization&lt;br /&gt;
 Energy Color: white         Accent Color: black&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} &lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|PRAY&lt;br /&gt;
| You push your thumb down firmly and hear a small clicking noise.  Several mechanical arms and apparatuses spin around the brown steel mantlet before settling into secret compartments.  You also notice a few small levers.&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|PROD&lt;br /&gt;
| You tighten your grip on the brown steel mantlet, a flickering trail of white light falls from it. [EnergyFlares are now turned OFF.]&lt;br /&gt;
You swing your brown steel mantlet in a wide arc, sending a wave of white energy outward. [EnergyFlares are now turned ON.]&lt;br /&gt;
| XXX tightens his grip on the brown steel mantlet, a flickering trail of white light falls from it.&lt;br /&gt;
XXX swings his brown steel mantlet in a wide arc, sending a wave of white energy outward.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|PULL&lt;br /&gt;
| You lift your brown steel mantlet above your head as if bracing for an aerial assault. A small, white mechanism flips itself away into a small hidden compartment. [Flare Storage is now turned OFF.]&lt;br /&gt;
You lift your brown steel mantlet above your head as if bracing for an aerial assault. A small compartment on the mantlet opens up to deploy a white mechanism. [Flare Storage is now turned ON.]&lt;br /&gt;
| XXX lifts his brown steel mantlet above his head as if bracing for an aerial assault.  A small, white mechanism flips itself away into a small hidden compartment.&lt;br /&gt;
XXX lifts his brown steel mantlet above his head as if bracing for an aerial assault.  A small compartment on the mantlet opens up to deploy a white mechanism.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|PUNCH&lt;br /&gt;
| You smash your fist down onto the brown steel mantlet, sending a wave of energy into the surroundings.&lt;br /&gt;
| XXX smashes his fist down onto the brown steel mantlet, sending a wave of energy into the surroundings.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|PUSH&lt;br /&gt;
| You place the palm of your hand against the surface of your brown steel mantlet and chant quietly.  A crystal chamber embedded in your mantlet stops glowing. [Surged Flares are now turned OFF.]&lt;br /&gt;
You place the palm of your hand against the surface of your brown steel mantlet and chant quietly.  In a sudden flash of light, a crystal chamber embedded in the mantlet glows black. [Surged Flares are now turned ON.]&lt;br /&gt;
| XXX places the palm of his hand against the surface of his brown steel mantlet and chants quietly.  A crystal chamber embedded in the mantlet stops glowing.&lt;br /&gt;
XXX places the palm of his hand against the surface of his brown steel mantlet and chants quietly.  In a sudden flash of light, a crystal chamber embedded in the mantlet glows black.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Affinity Levels==&lt;br /&gt;
Every time the weapon handles its script flare the bond increases. The strength of the flares increase with the affinity of the weapon, and maximum affinity is limited by unlock tier.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|background:#F0F8FF;height:15px;}} &lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
!TIER !!AFFINITY&amp;lt;br&amp;gt;LEVEL !!style=&amp;quot;white-space:nowrap&amp;quot;| ENERGY BOUND !! STORAGE !!NOTES&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2 style=&amp;quot;white-space:nowrap;&amp;quot;| &#039;&#039;Tier 0&amp;lt;br&amp;gt;Off-the-Shelf&lt;br /&gt;
!Level 0&lt;br /&gt;
!0&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!Level 1&lt;br /&gt;
!1,000&lt;br /&gt;
!100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2|&#039;&#039;Tier 1&lt;br /&gt;
!Level 2&lt;br /&gt;
!2,500&lt;br /&gt;
!150&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Level 3&lt;br /&gt;
!5,000&lt;br /&gt;
!200&lt;br /&gt;
|Energy Reverb unlocked&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=3|&#039;&#039;Tier 2&lt;br /&gt;
!Level 4&lt;br /&gt;
!10,000&lt;br /&gt;
!250&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!Level 5&lt;br /&gt;
!25,000&lt;br /&gt;
!300&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Level 6&lt;br /&gt;
!40,000&lt;br /&gt;
!350&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=3|&#039;&#039;Tier 3&lt;br /&gt;
!Level 7&lt;br /&gt;
!60,000&lt;br /&gt;
!400&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!Level 8&lt;br /&gt;
!80,000&lt;br /&gt;
!450&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Level 9&lt;br /&gt;
!100,000&lt;br /&gt;
!500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 1 &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &#039;&#039;&#039;[[Energy Shield#Energy Flare|Energy Flare]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Energy Shield#Energy Reverb|Energy Reverb]]&#039;&#039;&#039; are unlocked at this tier.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable=Yes &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} &lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|RUB&lt;br /&gt;
| You rub at the surface of your grey steel mantlet.  Tendrils of white energy lash out against your touch.&lt;br /&gt;
| XXX rubs at the surface of his grey steel mantlet.  Tendrils of white energy lash out against his touch.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|TAP&lt;br /&gt;
| You rap your finger against the surface of your grey steel mantlet.&lt;br /&gt;
| XXX raps his finger against the surface of his grey steel mantlet.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|APPLAUD&lt;br /&gt;
| You hit your forearm against your grey steel mantlet in an attempt to give a round of applause.&lt;br /&gt;
| XXX hits his forearm against his grey steel mantlet in an attempt to give a round of applause.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|GAZE&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|COVER&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|TINKER&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|RAISE&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|TICKLE&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|HUG&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- These verbs need sorted out to their appropriate tiers. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Energy Flare===&lt;br /&gt;
Upon blocking an attack, &#039;&#039;in any stance&#039;&#039;, or launching an offensive shield attack you have a chance to strike your enemy with energy.  These are the default flares of the energy shields.  &lt;br /&gt;
&lt;br /&gt;
Each flare will fill the affinity for the process of attuning.  The strength of the flare increases per affinity gained.&lt;br /&gt;
&lt;br /&gt;
====Energy Storage====&lt;br /&gt;
{{boldmono|[[PULL]]}} (DRAINED FLARES) will allow you to turn ON or OFF the storage of Energy at the cost of reduced flared strength.  This energy is used to empower flares later.&lt;br /&gt;
&lt;br /&gt;
{{boldmono|[[PUSH]]}} (SURGED FLARES) turns on or off the surged flares.  Surged flares are increased in power at the cost of energy stored from DRAINED flares.&lt;br /&gt;
&lt;br /&gt;
You cannot have both drained and surged flares on at the same time.&lt;br /&gt;
&lt;br /&gt;
;Standard flare on shield attack or incoming attack&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An Ithzir adept swings a closed fist at you!&lt;br /&gt;
The vultite greatshield glows dimly as it unleashes a weakened blast of energy!&lt;br /&gt;
&#039;&#039;&#039;A pulse of white-colored energy spirals outward from your vultite greatshield and collides with an Ithzir adept&#039;s back!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
... 20 points of damage!&lt;br /&gt;
Flesh ripped from back, muscles exposed.&lt;br /&gt;
With no room to spare, you block the attack with your vultite greatshield!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;shield bash adept&lt;br /&gt;
You lunge forward at an Ithzir adept with your vultite greatshield and attempt a shield bash!&lt;br /&gt;
[SMR result: 229 (Open d100: 70, Bonus: 45)]&lt;br /&gt;
Awesome bash, but an Ithzir adept is already knocked over.&lt;br /&gt;
... 20 points of damage!&lt;br /&gt;
Left kneecap smashed into pulp.&lt;br /&gt;
The vultite greatshield glows dimly as it unleashes a weakened blast of energy!&lt;br /&gt;
&#039;&#039;&#039;A pulse of white-colored energy spirals outward from your vultite greatshield and collides with an Ithzir adept&#039;s left hand!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
... 20 points of damage!&lt;br /&gt;
Left hand smashed into a pulpy mass.&lt;br /&gt;
Roundtime: 3 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Energy Reverb===&lt;br /&gt;
Upon blocking an attack, the shield has a chance to empower the wielder&#039;s attack strength on their next attack. The amount of attack strength granted scales up with affinity from 4 to 12. Unlocked at affinity level 3.&lt;br /&gt;
* Cooldown: 60 seconds.&lt;br /&gt;
* Duration: Next attack or 20 seconds&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An Ithzir adept swings a closed fist at you!&lt;br /&gt;
You bristle with black energy as you position your vultite greatshield against an Ithzir adept&#039;s attack!&lt;br /&gt;
Amazingly, you manage to block the attack with your greatshield!&lt;br /&gt;
&lt;br /&gt;
You swing a broadsword at an Ithzir adept!&lt;br /&gt;
AS: +443 vs DS: +359 with AvD: +36 + d100 roll: +76 = +196&lt;br /&gt;
... and hit for 78 points of damage!&lt;br /&gt;
Awesome shot shatters ribs and punctures lung!&lt;br /&gt;
You are no longer bristling with energy.&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 2&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &#039;&#039;&#039;[[Energy Shield#Energy Flare|Energy Flare]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Energy Shield#Energy Reverb|Energy Reverb]]&#039;&#039;&#039;,  and &#039;&#039;&#039;[[Energy Shield#Energy Barrier|Energy Barrier]]&#039;&#039;&#039; are  unlocked at this tier. &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= YES&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Verb&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Verb&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Energy Barrier===&lt;br /&gt;
The wooden shield provides a chance to reactively provide {{mono|(Affinity * 3)}} TD and bolt defense.  This effect can only occur once every 15 minutes and will last for 30 seconds.&lt;br /&gt;
* Cooldown: 15 minutes.&lt;br /&gt;
* Duration: 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An Ithzir adept gestures at you.&lt;br /&gt;
CS: +401 - TD: +317 + CvA: +8 + d100: +37 - -5 == +134&lt;br /&gt;
Warding failed!&lt;br /&gt;
Blood gushes from your neck!&lt;br /&gt;
The &amp;quot;blood gates&amp;quot; open wider.&lt;br /&gt;
&lt;br /&gt;
An Ithzir adept gestures and utters a phrase of magic.&lt;br /&gt;
&lt;br /&gt;
An Ithzir adept gestures at you.&lt;br /&gt;
Your vultite greatshield glows white as its surface extends with crackling black energy.&lt;br /&gt;
CS: +401 - TD: +344 + CvA: +8 + d100: +100 - -5 == +170&lt;br /&gt;
Warding failed!&lt;br /&gt;
Blood gushes from your neck!&lt;br /&gt;
The &amp;quot;blood gates&amp;quot; open wider.&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 3&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &#039;&#039;&#039;[[Energy Shield#Energy Flare|Energy Flare]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Energy Shield#Energy Reverb|Energy Reverb]]&#039;&#039;&#039;,  &#039;&#039;&#039;[[Energy Shield#Energy Barrier|Energy Barrier]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Energy Shield#Energy Wave|Energy Wave]]&#039;&#039;&#039; are unlocked at this tier. &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= YES&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} &lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Verb&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Verb&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Energy Wave===&lt;br /&gt;
Twice per 24 hours the shield will attempt to protect the wielder when they&#039;re left in an incapacitated state or low on health.  This effect will grant 25 DS, 12 TD, and send out a minor elemental wave.&lt;br /&gt;
* Cooldown: 24 hours.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Your vultite greatshield emits a bright white light as the Ithzir adept attacks you!&lt;br /&gt;
A wave of black energy moves outward from you.&lt;br /&gt;
An Ithzir adept is buffeted by the black energy waves and is knocked to the ground.&lt;br /&gt;
An Ithzir adept swings a closed fist at you!&lt;br /&gt;
AS: +220 vs DS: +254 with AvD: +4 + d100 roll: +96 = +91&lt;br /&gt;
A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Energy Weapon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type= Mechanical &amp;lt;!-- REQUIRED: Mechanical or Fluff. --&amp;gt;&lt;br /&gt;
|type2= &amp;lt;!-- OPTIONAL: If an item is feature altering, please enter &amp;quot;Feature altering&amp;quot;. --&amp;gt;&lt;br /&gt;
|itemclass= &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Clothing, Accessory, Container, Miscellaneous. --&amp;gt;&lt;br /&gt;
|itemclass2= &amp;lt;!-- OPTIONAL: If a script can be applied to more than one classification.  An example would be scripts that can be applied to clothing and accessories. --&amp;gt;&lt;br /&gt;
|itemclass3=&lt;br /&gt;
|itemtype= &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified. --&amp;gt;&lt;br /&gt;
|itemtype2=&lt;br /&gt;
|itemtype3=&lt;br /&gt;
|itemtype4=&lt;br /&gt;
|itemtype5=&lt;br /&gt;
|itemtype6=&lt;br /&gt;
|itemtype7=&lt;br /&gt;
|itemtype8=&lt;br /&gt;
|alter= Yes&amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|ld= Yes&amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered --&amp;gt;&lt;br /&gt;
|feature2=&lt;br /&gt;
|feature3=&lt;br /&gt;
|feature4=&lt;br /&gt;
|feature5=&lt;br /&gt;
|feature6=&lt;br /&gt;
|feature7=&lt;br /&gt;
|feature8=&lt;br /&gt;
|customize=Yes &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= Energy Color &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;--&amp;gt;&lt;br /&gt;
|custom2=Accent Color&lt;br /&gt;
|custom3=&lt;br /&gt;
|custom4=&lt;br /&gt;
|custom5=&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If not, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue= Duskruin Arena &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|tiered= Yes &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= 4 &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= Certificate&amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot; or &amp;quot;Certificate&amp;quot; ONLY. If both, enter at unlock2.--&amp;gt;&lt;br /&gt;
|unlock2=&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity=Yes &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hideable= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if an item is hideable in inventory.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hide= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable.  This should indicate HOW it hides, whether by a verb or simply by being WORN. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell2=&lt;br /&gt;
|spell3=&lt;br /&gt;
|spell4=&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb=APPLAUD &amp;lt;!-- Verbs MUST be capitalized when entered. --&amp;gt;&lt;br /&gt;
|verb2= COVER &lt;br /&gt;
|verb3= GAZE&lt;br /&gt;
|verb4= HUG&lt;br /&gt;
|verb5= PRAY&lt;br /&gt;
|verb6= PROD&lt;br /&gt;
|verb7= PULL&lt;br /&gt;
|verb8= PUNCH&lt;br /&gt;
|verb9= PUSH&lt;br /&gt;
|verb10= RAISE&lt;br /&gt;
|verb11= RUB&lt;br /&gt;
|verb12= TAP&lt;br /&gt;
|verb13= TICKLE&lt;br /&gt;
|verb14= TINKER&lt;br /&gt;
|verb15=&lt;br /&gt;
|verb16=&lt;br /&gt;
|verb17=&lt;br /&gt;
|verb18=&lt;br /&gt;
|verb19=&lt;br /&gt;
|verb20=&lt;br /&gt;
|verb21=&lt;br /&gt;
|verb22=&lt;br /&gt;
|verb23=&lt;br /&gt;
|verb24=&lt;br /&gt;
|verb25=&lt;br /&gt;
|verb26=&lt;br /&gt;
|verb27=&lt;br /&gt;
|verb28=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Energy_Shield&amp;diff=206258</id>
		<title>Energy Shield</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Energy_Shield&amp;diff=206258"/>
		<updated>2023-08-31T04:03:00Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Add some explanation of the process to gain unlocked abilities, including affinity tier for T1 unlocks. Add some verb text for T1 unlock&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
{{TOC limit|2}}&lt;br /&gt;
&#039;&#039;&#039;Energy Shields&#039;&#039;&#039; were introduced at [[Duskruin Arena]] in Jan 2021 in the shop [[BVShop:Currents_and_Safeguards|Currents and Safeguards]] by [[User:GS4-RETSER|GM Retser]]. These shields can be [[Enchant (925)|enchanted]] and [[Ensorcell (735)|ensorcelled]]. Abilities unlocked at each tier will not be available until the required affinity is gained, and will show as Locked even after the certificate is used. To unlock the ability, gain the required Bound Energy for the affinity tier.&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 0&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= This is the off-the-shelf offering. At this tier, Energy Shields have the default Reactive Energy Flare upon blocking, &#039;&#039;in any stance&#039;&#039;, and Energy flares when striking with the shield.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze=&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You analyze the ora shield and sense that the creator has provided the following information:&lt;br /&gt;
                           ENERGY SHIELDS&lt;br /&gt;
  Energy Flares:  Turn them on to let your Shield Flare.&lt;br /&gt;
  Surged Flares:  These drain mana and stored energy to increase flare strength.  You cannot&lt;br /&gt;
                  store mana during surged flares.&lt;br /&gt;
  Drained Flares: These reduce the strength of your flare to bond and store energy.&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 Verb&lt;br /&gt;
  PROD     ON/OFF Energy Flares&lt;br /&gt;
   Currently: ON&lt;br /&gt;
  PULL     ON/OFF Drained Flares (Store Energy)&lt;br /&gt;
   Currently: OFF&lt;br /&gt;
  PUSH     ON/OFF Surged Flares (Increases flare strength at the cost of energy)&lt;br /&gt;
   Currently: OFF&lt;br /&gt;
  PUNCH     UnAttunes the ora shield.  This is permanent.&lt;br /&gt;
&lt;br /&gt;
Unlocked Abilities&lt;br /&gt;
&lt;br /&gt;
General Information&lt;br /&gt;
 Tier: 0                                  Affinity Level: 0&lt;br /&gt;
 Total Energy Bound (Bonding): 0&lt;br /&gt;
 Total Energy Stored: 0/100&lt;br /&gt;
 Flare Type: Impact&lt;br /&gt;
 Daily Energy Cap: 0/1000&lt;br /&gt;
 22 Hour Energy Tracker: Expired&lt;br /&gt;
 Energy Reverb: Locked&lt;br /&gt;
 Energy Barrier: Locked&lt;br /&gt;
 Energy Wave: Locked&lt;br /&gt;
&lt;br /&gt;
Customization&lt;br /&gt;
 Energy Color: white         Accent Color: black&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} &lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|PRAY&lt;br /&gt;
| You push your thumb down firmly and hear a small clicking noise.  Several mechanical arms and apparatuses spin around the brown steel mantlet before settling into secret compartments.  You also notice a few small levers.&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|PROD&lt;br /&gt;
| You tighten your grip on the brown steel mantlet, a flickering trail of white light falls from it. [EnergyFlares are now turned OFF.]&lt;br /&gt;
You swing your brown steel mantlet in a wide arc, sending a wave of white energy outward. [EnergyFlares are now turned ON.]&lt;br /&gt;
| XXX tightens his grip on the brown steel mantlet, a flickering trail of white light falls from it.&lt;br /&gt;
XXX swings his brown steel mantlet in a wide arc, sending a wave of white energy outward.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|PULL&lt;br /&gt;
| You lift your brown steel mantlet above your head as if bracing for an aerial assault. A small, white mechanism flips itself away into a small hidden compartment. [Flare Storage is now turned OFF.]&lt;br /&gt;
You lift your brown steel mantlet above your head as if bracing for an aerial assault. A small compartment on the mantlet opens up to deploy a white mechanism. [Flare Storage is now turned ON.]&lt;br /&gt;
| XXX lifts his brown steel mantlet above his head as if bracing for an aerial assault.  A small, white mechanism flips itself away into a small hidden compartment.&lt;br /&gt;
XXX lifts his brown steel mantlet above his head as if bracing for an aerial assault.  A small compartment on the mantlet opens up to deploy a white mechanism.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|PUNCH&lt;br /&gt;
| You smash your fist down onto the brown steel mantlet, sending a wave of energy into the surroundings.&lt;br /&gt;
| XXX smashes his fist down onto the brown steel mantlet, sending a wave of energy into the surroundings.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|PUSH&lt;br /&gt;
| You place the palm of your hand against the surface of your brown steel mantlet and chant quietly.  A crystal chamber embedded in your mantlet stops glowing. [Surged Flares are now turned OFF.]&lt;br /&gt;
You place the palm of your hand against the surface of your brown steel mantlet and chant quietly.  In a sudden flash of light, a crystal chamber embedded in the mantlet glows black. [Surged Flares are now turned ON.]&lt;br /&gt;
| XXX places the palm of his hand against the surface of his brown steel mantlet and chants quietly.  A crystal chamber embedded in the mantlet stops glowing.&lt;br /&gt;
XXX places the palm of his hand against the surface of his brown steel mantlet and chants quietly.  In a sudden flash of light, a crystal chamber embedded in the mantlet glows black.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Affinity Levels==&lt;br /&gt;
Every time the weapon handles its script flare the bond increases. The strength of the flares increase with the affinity of the weapon, and maximum affinity is limited by unlock tier.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|background:#F0F8FF;height:15px;}} &lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
!TIER !!AFFINITY&amp;lt;br&amp;gt;LEVEL !!style=&amp;quot;white-space:nowrap&amp;quot;| ENERGY BOUND !! STORAGE !!NOTES&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2 style=&amp;quot;white-space:nowrap;&amp;quot;| &#039;&#039;Tier 0&amp;lt;br&amp;gt;Off-the-Shelf&lt;br /&gt;
!Level 0&lt;br /&gt;
!0&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!Level 1&lt;br /&gt;
!1,000&lt;br /&gt;
!100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2|&#039;&#039;Tier 1&lt;br /&gt;
!Level 2&lt;br /&gt;
!2,500&lt;br /&gt;
!150&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Level 3&lt;br /&gt;
!5,000&lt;br /&gt;
!200&lt;br /&gt;
|Energy Reverb unlocked&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=3|&#039;&#039;Tier 2&lt;br /&gt;
!Level 4&lt;br /&gt;
!10,000&lt;br /&gt;
!250&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!Level 5&lt;br /&gt;
!25,000&lt;br /&gt;
!300&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Level 6&lt;br /&gt;
!40,000&lt;br /&gt;
!350&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=3|&#039;&#039;Tier 3&lt;br /&gt;
!Level 7&lt;br /&gt;
!60,000&lt;br /&gt;
!400&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!Level 8&lt;br /&gt;
!80,000&lt;br /&gt;
!450&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Level 9&lt;br /&gt;
!100,000&lt;br /&gt;
!500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 1 &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &#039;&#039;&#039;[[Energy Shield#Energy Flare|Energy Flare]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Energy Shield#Energy Reverb|Energy Reverb]]&#039;&#039;&#039; are unlocked at this tier.&amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable=Yes &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} &lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|RUB&lt;br /&gt;
| You rub at the surface of your grey steel mantlet.  Tendrils of white energy lash out against your touch.&lt;br /&gt;
| XXX rubs at the surface of his grey steel mantlet.  Tendrils of white energy lash out against his touch.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|TAP&lt;br /&gt;
| You rap your finger against the surface of your grey steel mantlet.&lt;br /&gt;
| XXX raps his finger against the surface of his grey steel mantlet.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|APPLAUD&lt;br /&gt;
| You hit your forearm against your grey steel mantlet in an attempt to give a round of applause.&lt;br /&gt;
| XXX hits his forearm against his grey steel mantlet in an attempt to give a round of applause.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|GAZE&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|COVER&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|TINKER&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|RAISE&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|TICKLE&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|HUG&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- These verbs need sorted out to their appropriate tiers. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Energy Flare===&lt;br /&gt;
Upon blocking an attack, &#039;&#039;in any stance&#039;&#039;, or launching an offensive shield attack you have a chance to strike your enemy with energy.  These are the default flares of the energy shields.  &lt;br /&gt;
&lt;br /&gt;
Each flare will fill the affinity for the process of attuning.  The strength of the flare increases per affinity gained.&lt;br /&gt;
&lt;br /&gt;
====Energy Storage====&lt;br /&gt;
{{boldmono|[[PULL]]}} (DRAINED FLARES) will allow you to turn ON or OFF the storage of Energy at the cost of reduced flared strength.  This energy is used to empower flares later.&lt;br /&gt;
&lt;br /&gt;
{{boldmono|[[PUSH]]}} (SURGED FLARES) turns on or off the surged flares.  Surged flares are increased in power at the cost of energy stored from DRAINED flares.&lt;br /&gt;
&lt;br /&gt;
You cannot have both drained and surged flares on at the same time.&lt;br /&gt;
&lt;br /&gt;
;Standard flare on shield attack or incoming attack&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An Ithzir adept swings a closed fist at you!&lt;br /&gt;
The vultite greatshield glows dimly as it unleashes a weakened blast of energy!&lt;br /&gt;
&#039;&#039;&#039;A pulse of white-colored energy spirals outward from your vultite greatshield and collides with an Ithzir adept&#039;s back!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
... 20 points of damage!&lt;br /&gt;
Flesh ripped from back, muscles exposed.&lt;br /&gt;
With no room to spare, you block the attack with your vultite greatshield!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;shield bash adept&lt;br /&gt;
You lunge forward at an Ithzir adept with your vultite greatshield and attempt a shield bash!&lt;br /&gt;
[SMR result: 229 (Open d100: 70, Bonus: 45)]&lt;br /&gt;
Awesome bash, but an Ithzir adept is already knocked over.&lt;br /&gt;
... 20 points of damage!&lt;br /&gt;
Left kneecap smashed into pulp.&lt;br /&gt;
The vultite greatshield glows dimly as it unleashes a weakened blast of energy!&lt;br /&gt;
&#039;&#039;&#039;A pulse of white-colored energy spirals outward from your vultite greatshield and collides with an Ithzir adept&#039;s left hand!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
... 20 points of damage!&lt;br /&gt;
Left hand smashed into a pulpy mass.&lt;br /&gt;
Roundtime: 3 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Energy Reverb===&lt;br /&gt;
Upon blocking an attack, the shield has a chance to empower the wielder&#039;s attack strength on their next attack. The amount of attack strength granted scales up with affinity from 4 to 12. Unlocked at affinity level 3.&lt;br /&gt;
* Cooldown: 60 seconds.&lt;br /&gt;
* Duration: Next attack or 20 seconds&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An Ithzir adept swings a closed fist at you!&lt;br /&gt;
You bristle with black energy as you position your vultite greatshield against an Ithzir adept&#039;s attack!&lt;br /&gt;
Amazingly, you manage to block the attack with your greatshield!&lt;br /&gt;
&lt;br /&gt;
You swing a broadsword at an Ithzir adept!&lt;br /&gt;
AS: +443 vs DS: +359 with AvD: +36 + d100 roll: +76 = +196&lt;br /&gt;
... and hit for 78 points of damage!&lt;br /&gt;
Awesome shot shatters ribs and punctures lung!&lt;br /&gt;
You are no longer bristling with energy.&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 2&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &#039;&#039;&#039;[[Energy Shield#Energy Flare|Energy Flare]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Energy Shield#Energy Reverb|Energy Reverb]]&#039;&#039;&#039;,  and &#039;&#039;&#039;[[Energy Shield#Energy Barrier|Energy Barrier]]&#039;&#039;&#039; are  unlocked at this tier. &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= YES&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Verb&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Verb&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Energy Barrier===&lt;br /&gt;
The wooden shield provides a chance to reactively provide {{mono|(Affinity * 3)}} TD and bolt defense.  This effect can only occur once every 15 minutes and will last for 30 seconds.&lt;br /&gt;
* Cooldown: 15 minutes.&lt;br /&gt;
* Duration: 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An Ithzir adept gestures at you.&lt;br /&gt;
CS: +401 - TD: +317 + CvA: +8 + d100: +37 - -5 == +134&lt;br /&gt;
Warding failed!&lt;br /&gt;
Blood gushes from your neck!&lt;br /&gt;
The &amp;quot;blood gates&amp;quot; open wider.&lt;br /&gt;
&lt;br /&gt;
An Ithzir adept gestures and utters a phrase of magic.&lt;br /&gt;
&lt;br /&gt;
An Ithzir adept gestures at you.&lt;br /&gt;
Your vultite greatshield glows white as its surface extends with crackling black energy.&lt;br /&gt;
CS: +401 - TD: +344 + CvA: +8 + d100: +100 - -5 == +170&lt;br /&gt;
Warding failed!&lt;br /&gt;
Blood gushes from your neck!&lt;br /&gt;
The &amp;quot;blood gates&amp;quot; open wider.&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= Tier 3&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= &#039;&#039;&#039;[[Energy Shield#Energy Flare|Energy Flare]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Energy Shield#Energy Reverb|Energy Reverb]]&#039;&#039;&#039;,  &#039;&#039;&#039;[[Energy Shield#Energy Barrier|Energy Barrier]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Energy Shield#Energy Wave|Energy Wave]]&#039;&#039;&#039; are unlocked at this tier. &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= YES&amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}} &lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Verb&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Verb&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Energy Wave===&lt;br /&gt;
Twice per 24 hours the shield will attempt to protect the wielder when they&#039;re left in an incapacitated state or low on health.  This effect will grant 25 DS, 12 TD, and send out a minor elemental wave.&lt;br /&gt;
* Cooldown: 24 hours.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Your vultite greatshield emits a bright white light as the Ithzir adept attacks you!&lt;br /&gt;
A wave of black energy moves outward from you.&lt;br /&gt;
An Ithzir adept is buffeted by the black energy waves and is knocked to the ground.&lt;br /&gt;
An Ithzir adept swings a closed fist at you!&lt;br /&gt;
AS: +220 vs DS: +254 with AvD: +4 + d100 roll: +96 = +91&lt;br /&gt;
A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Energy Weapon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type= Mechanical &amp;lt;!-- REQUIRED: Mechanical or Fluff. --&amp;gt;&lt;br /&gt;
|type2= &amp;lt;!-- OPTIONAL: If an item is feature altering, please enter &amp;quot;Feature altering&amp;quot;. --&amp;gt;&lt;br /&gt;
|itemclass= &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Clothing, Accessory, Container, Miscellaneous. --&amp;gt;&lt;br /&gt;
|itemclass2= &amp;lt;!-- OPTIONAL: If a script can be applied to more than one classification.  An example would be scripts that can be applied to clothing and accessories. --&amp;gt;&lt;br /&gt;
|itemclass3=&lt;br /&gt;
|itemtype= &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified. --&amp;gt;&lt;br /&gt;
|itemtype2=&lt;br /&gt;
|itemtype3=&lt;br /&gt;
|itemtype4=&lt;br /&gt;
|itemtype5=&lt;br /&gt;
|itemtype6=&lt;br /&gt;
|itemtype7=&lt;br /&gt;
|itemtype8=&lt;br /&gt;
|alter= Yes&amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|ld= Yes&amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered --&amp;gt;&lt;br /&gt;
|feature2=&lt;br /&gt;
|feature3=&lt;br /&gt;
|feature4=&lt;br /&gt;
|feature5=&lt;br /&gt;
|feature6=&lt;br /&gt;
|feature7=&lt;br /&gt;
|feature8=&lt;br /&gt;
|customize=Yes &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= Energy Color &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;--&amp;gt;&lt;br /&gt;
|custom2=Accent Color&lt;br /&gt;
|custom3=&lt;br /&gt;
|custom4=&lt;br /&gt;
|custom5=&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If not, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue= Duskruin Arena &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|tiered= Yes &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= 4 &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= Certificate&amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot; or &amp;quot;Certificate&amp;quot; ONLY. If both, enter at unlock2.--&amp;gt;&lt;br /&gt;
|unlock2=&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity=Yes &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hideable= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if an item is hideable in inventory.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hide= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable.  This should indicate HOW it hides, whether by a verb or simply by being WORN. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell2=&lt;br /&gt;
|spell3=&lt;br /&gt;
|spell4=&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb=APPLAUD &amp;lt;!-- Verbs MUST be capitalized when entered. --&amp;gt;&lt;br /&gt;
|verb2= COVER &lt;br /&gt;
|verb3= GAZE&lt;br /&gt;
|verb4= HUG&lt;br /&gt;
|verb5= PRAY&lt;br /&gt;
|verb6= PROD&lt;br /&gt;
|verb7= PULL&lt;br /&gt;
|verb8= PUNCH&lt;br /&gt;
|verb9= PUSH&lt;br /&gt;
|verb10= RAISE&lt;br /&gt;
|verb11= RUB&lt;br /&gt;
|verb12= TAP&lt;br /&gt;
|verb13= TICKLE&lt;br /&gt;
|verb14= TINKER&lt;br /&gt;
|verb15=&lt;br /&gt;
|verb16=&lt;br /&gt;
|verb17=&lt;br /&gt;
|verb18=&lt;br /&gt;
|verb19=&lt;br /&gt;
|verb20=&lt;br /&gt;
|verb21=&lt;br /&gt;
|verb22=&lt;br /&gt;
|verb23=&lt;br /&gt;
|verb24=&lt;br /&gt;
|verb25=&lt;br /&gt;
|verb26=&lt;br /&gt;
|verb27=&lt;br /&gt;
|verb28=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Realm&amp;diff=205864</id>
		<title>Realm</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Realm&amp;diff=205864"/>
		<updated>2023-08-23T03:55:01Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Added &amp;quot;Traveling from West to East&amp;quot; section about gold rings and transport rooms.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Realms&#039;&#039;&#039; are typically set up around the major towns (Wehnimer&#039;s Landing, Icemule Trace, Pinefar, Solhaven, Teras Isle, Zul Logoth, Ta&#039;Illistim, Ta&#039;Vaalor) or hunting grounds (The Rift, Old Ta&#039;Faendryl, The Moon/Sheru Monastery).  There are about twenty realms typically accessible in Elanith, as seen in [[Planar_Shift_(guide)#Room_Rune_System|Kastrel&#039;s Planar Shifting guide]], although special merchants or storyline areas may be treated as their own realms, as well.&lt;br /&gt;
&lt;br /&gt;
The concept of realms is important for [[:Category: Transport|transportation means]] (e.g., spells such as [[Spirit Guide (130)]] and items such as [[gold ring]]s) and for the spell [[Locate Person (116)]].&lt;br /&gt;
&lt;br /&gt;
Within realms, each individual room possesses a unique [[flow pattern]] which appears in a [[rune book]] as a series of [[Arcane language key (planar shift)|archaic runes]], these can be detected by [[sorcerer]]s using {{boldmono|[[SENSE]] PATTERN}}. Flows from the same general vicinities possess similar traits, expressed by a particular color. Generally, each [[town]] and its surrounding environs are considered a single &amp;quot;realm,&amp;quot; as the individual patterns found in the area all share the same color. Oftentimes the areas between major towns consist of multiple realms, or the patterns are unrecognizable altogether. &lt;br /&gt;
&lt;br /&gt;
== Teleportation Zones ==&lt;br /&gt;
The 2016 [[Teleportation review (saved posts)|Teleportation Review]] divided the lands into two distinctive local travel zones where gold rings could be used between the listed locations within each zone, regardless of traditional realm borders.  Isolated realms remain subject to the same rules as previously applied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zone 1:&#039;&#039;&#039;&lt;br /&gt;
*[[Wehnimer&#039;s Landing]]&lt;br /&gt;
*[[Solhaven]]&lt;br /&gt;
*[[Icemule Trace]]&lt;br /&gt;
*[[Pinefar]]&lt;br /&gt;
*[[Khazar&#039;s Hold]]&lt;br /&gt;
* Most traveling and hunting areas between these towns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zone 2:&#039;&#039;&#039;&lt;br /&gt;
*[[Cysaegir]]&lt;br /&gt;
*[[Ta&#039;Illistim]]&lt;br /&gt;
*[[Ta&#039;Vaalor]]&lt;br /&gt;
*[[Zhindel&#039;s Post]]&lt;br /&gt;
* Most traveling and hunting areas between these towns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isolated:&#039;&#039;&#039;&lt;br /&gt;
*[[Teras Isle]]&lt;br /&gt;
*[[River&#039;s Rest]] (the boot returned Apr. 2018)&lt;br /&gt;
*[[Kraken&#039;s Fall]]&lt;br /&gt;
*[[Zul Logoth]]&lt;br /&gt;
*Special Hunting Regions: [[The Broken Lands]], [[Elemental Confluence]], [[The Rift]], [[Shadow Valley]], [[Old Ta&#039;Faendryl]], [[Sanctum of Scales]], etc.&lt;br /&gt;
&lt;br /&gt;
== Traveling from West to East (and back again) ==&lt;br /&gt;
Folks with multi-setting transporters (or several gold rings) who want to travel back and forth between say, Wehnimer&#039;s Landing and Ta&#039;Illistim, can do so with four destinations set. First, the western-most destination like TSC in Wehnimer&#039;s Landing (lich room 228), second a room near the carts in Khazar&#039;s Hold (lich room 1014), third a room near the carts in Zhindel&#039;s Post (lich room 990), and finally the eastern-most destination like the dais in Ta&#039;Illistim (lich room 188).&lt;br /&gt;
&lt;br /&gt;
To go from the Landing end, this person would transport to Khazar&#039;s Hold, take the bypass cart to go around Zul Lugoth, then once far enough away from the carts in Zhindel&#039;s Post could transport to their eastern destination. The process works in reverse as well.&lt;br /&gt;
&lt;br /&gt;
[[category:Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Aganjira&amp;diff=205850</id>
		<title>Aganjira</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Aganjira&amp;diff=205850"/>
		<updated>2023-08-22T05:24:44Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Added section header &amp;#039;==&amp;#039; around &amp;quot;Greater Aganjira&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
 |bonus=+20&lt;br /&gt;
 |str=?&lt;br /&gt;
 |dur=?&lt;br /&gt;
 |weight=Unknown&lt;br /&gt;
 |use=Armor&lt;br /&gt;
 |rarity=Extremely Rare&lt;br /&gt;
 |special=Reduces the d100 against warding and bolt spells&lt;br /&gt;
 |color=Light Brown&lt;br /&gt;
 |dye=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
By soaking the agan beetle&#039;s carapaces in an undisclosed solution, it becomes malleable and can be woven into what is being called aganjira. The name literally means &amp;quot;old protection,&amp;quot; with the &amp;quot;agan&amp;quot; most likely referencing the aforementioned agan beetle as well as the use of old alchemy tomes to aid in its creation (one must note that which tomes and what solutions is a carefully guarded secret). This material improves the wearer&#039;s chances against bolts and warding attacks and absorbs some of the attack as mana or stamina.&lt;br /&gt;
&lt;br /&gt;
Aganjira can only be made from the agan beetles. Attempts to recreate using normal beetle carapaces always fail. Erithi principles, including respect of life, are a large part of the process. The agan beetle must naturally complete its lifecycle; the carapaces are gathered after they die. A visiting weaver suggested forcing a bark beetle to eat from the surita then prematurely killing it after the carapace softened in order to increase production of aganjira. This being the very antithesis of erithi nature, the weaver was firmly and quickly escorted out of Rumor Woods and banned from returning.&lt;br /&gt;
&lt;br /&gt;
Thus, aganjira&#039;s production is inextricably tied to both the agan beetle and the surita tree, making it a sought after and rare material. The cloth is amenable to most dyes and is naturally light in hue with bark-brown striations.&lt;br /&gt;
&lt;br /&gt;
==Greater Aganjira==&lt;br /&gt;
Treating aganjira with a specialized blend of alchemical ingredients, including a tincture of chrysanthemum blossoms, serves to improve the material and its inherent properties. Typically known simply as greater aganjira, it is sometimes colloquially known as x&#039;aganjira. While the etymology of aganjira is quite clear, the addition of &amp;quot;x&amp;quot; is less so. There are some historical Erithi examples of similar usages with no reason or definition as to what was truncated to arrive at the x. It may be that someone long ago simply liked the way it looked. Linguists spend decades arguing over such anomalies; adding a newer term to the mix shall keep many a tavern in business as after-hours scholars drink and debate.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Mana cascades across your x&#039;aganjira tunic, causing the fabric to shiver against your skin as it draws the scattered power into it and transforms it into mana.  [You gain 10 mana!]&lt;br /&gt;
  CS: +442 - TD: +471 + CvA: +7 + d90: +47 == +25&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note the D100 was changed into a D90 in the above example.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Aganjira was released in 2021 [[Rumor Woods]] and sold at [[RWShop:The_Greater_of_Two_Weevils|The Greater of Two Weevils]]&lt;br /&gt;
&lt;br /&gt;
[[Armor|Robes]] only&lt;br /&gt;
&lt;br /&gt;
*Improves chances against bolts and warding attacks when wearing the armor and for the wearer to gain mana or stamina from the attack&lt;br /&gt;
*Lesser aganjira: Reduces the d100 against warding and bolt spells by 1d10 for the wearer, and (2d10)% chance to gain 1d10 mana or stamina, -60 material penalty&lt;br /&gt;
*Greater aganjira: Reduces the d100 against warding and bolt spells by 1d25 for the wearer, and (2d25)% chance to gain 1d25 mana or stamina, -150 material penalty&lt;br /&gt;
*Prioritizes mana or stamina based upon whichever you&#039;re missing the most of (in terms of absolute number, not percent)&lt;br /&gt;
*An alteration merchant can update the name of greater aganjira to x&#039;aganjira if desired (normal alteration rules/restrictions apply, and it will be confirmed the item has the greater properties)&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[Aganjira_and_Shadarl|Offical Lore Document]]&lt;br /&gt;
* [[/saved posts| Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Fabric]]&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Duskruin/saved_posts_August_2023&amp;diff=204835</id>
		<title>Duskruin/saved posts August 2023</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Duskruin/saved_posts_August_2023&amp;diff=204835"/>
		<updated>2023-08-06T20:04:00Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Undo revision 204834 by MEDDEL (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
&amp;lt;section begin=dates2023 /&amp;gt;&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://ptb.discord.com/channels/226045346399256576/594009933763051549/1050636678420779070]&lt;br /&gt;
| author = GM Thandiwe&lt;br /&gt;
| date = 12/9/2022&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;2023 Duskruin Dates&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; February 10th - 28th - Duskruin Arena&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; August 11th - 31st - Duskruin Arena&amp;lt;section end=dates2023 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shop List==&lt;br /&gt;
&lt;br /&gt;
: {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:15em;&amp;quot; |Reopening Shops&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:10em;&amp;quot; |Refreshed Shops&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|New Shops&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Last Run Shops&lt;br /&gt;
|-&lt;br /&gt;
|	A Pirate Looks at Four Teas	||	All You Knead	||	Paranormal Pages	||	A Kraet Deal&lt;br /&gt;
|-&lt;br /&gt;
|	Alchemical Attractions	||	Be Still My Hops	||	Tome Raiders	||	Cut and Dried&lt;br /&gt;
|-&lt;br /&gt;
|	Art of Lore, The	||	Be Warez	||	Volatile Storage	||	Kraet Aim&lt;br /&gt;
|-&lt;br /&gt;
|	At The Ready	||	Beyond Barriers	||	-	||	Krate Lengths&lt;br /&gt;
|-&lt;br /&gt;
|	Best Foot Forward	||	Bundle Up	||	-	||	Madder Hats Tea Room&lt;br /&gt;
|-&lt;br /&gt;
|	Best Tressed, The	||	Fatal Afflares	||	-	||	Metrognomies&lt;br /&gt;
|-&lt;br /&gt;
|	Blades of Glory	||	Knifery, The	||	-	||	Peashirmen, The&lt;br /&gt;
|-&lt;br /&gt;
|	Blood Red Rose, The	||	Librarium, The (Study, Sanctuary, Laboratory)	||	-	||	Pinned and Pleated&lt;br /&gt;
|-&lt;br /&gt;
|	Bloody Lotus, The	||	Secretive Sips	||	-	||	Potation Parlor&lt;br /&gt;
|-&lt;br /&gt;
|	Bloodbenders	||	Trapper&#039;s Shack	||	-	||	Sable Quietus, The&lt;br /&gt;
|-&lt;br /&gt;
|	Bloodriven Bowery	||	-	||	-	||	Stay Vigilant&lt;br /&gt;
|-&lt;br /&gt;
|	Bolt From The Blue	||	-	||	-	||	Vambrace Yourself&lt;br /&gt;
|-&lt;br /&gt;
|	Broken Coin, the	||	-	||	-	||	You&#039;re So Vain&lt;br /&gt;
|-&lt;br /&gt;
|	Burning Twilight	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Certifiable	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Currents and Safeguards	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Curved Cuts	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Deep Within Darkness	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Diskovery	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Dunh&#039;s Lab	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Eonak Arms	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Essencetials	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Fairy Ring, The	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Fireside Supplies	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	First Rule, The	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Gamac&#039;s Goods	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Gilded Gladiator, The	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Good In-Tent-ions	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Heady Spirits	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Herbal Huntsman, The	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Hide and Fur Depot, The	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	I See You	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Icy Disposition	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Just for Kicks	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Knit One, Punch Two	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Make Your Mark	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Mar and Scar, the	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Mind Your Manas	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Modern Morph, The	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Mystic Phrases	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Ode To Resistance	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	On The Other Hand	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Preening Plover, The	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Rock Solid	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Scoria and Dross	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Shadowed Light	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Shield Thyself	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Sigil Shop	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Sparrow&#039;s Dance	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Spellbound	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Sprite Club	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Stay Awhile and Glisten	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Temple of Tentacles	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Tiles of Chance	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Twinkling Twilight	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Twist of Briars, A	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Untamed Spirit	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Vaalin Rose, The	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Wild Instinct	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|	Yarrrpee Shoppe, The	||	-	||	-	||	-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Teaser 1==&lt;br /&gt;
Portable Alcohol Still - New Updates/Features!&lt;br /&gt;
&lt;br /&gt;
Some new features are being released for the portable alcohol stills at Duskruin this August.  This includes new recipes, new adjectives, new possible flavors, and a new ability to let you create chocolate liqueurs (yes, the edible candy kind).  Please read the forum post for more details for what&#039;s on tap!&lt;br /&gt;
&lt;br /&gt;
Forum Discussion: https://discord.com/channels/226045346399256576/1136079155021238342&lt;br /&gt;
&lt;br /&gt;
== Teaser 2==&lt;br /&gt;
This run of Duskruin, the Trapper&#039;s Shack will have a new nook that sells somnis armor and armor accessories.  These armor pieces will have a standard flare chance to put the attacker to sleep on a successful strike to an area that is covered by the armor.  That is to say, a head shot to someone wearing a somnis helm will have the chance to put the attacker to sleep.&lt;br /&gt;
&lt;br /&gt;
Full armor sets for the metal armors will be available (no leather armors or lower), as will helms, greathelms (neck &amp;amp; head), arm greaves, and leg greaves.&lt;br /&gt;
&lt;br /&gt;
Greater somnis upgrades for armor may be made available, and a separate announcement will be sent if/when that occurs.&lt;br /&gt;
&lt;br /&gt;
Forum Discussion: ⁠https://discord.com/channels/226045346399256576/1136710688128122971&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Duskruin/saved_posts_August_2023&amp;diff=204834</id>
		<title>Duskruin/saved posts August 2023</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Duskruin/saved_posts_August_2023&amp;diff=204834"/>
		<updated>2023-08-06T20:00:33Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Fix post date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
&amp;lt;section begin=dates2023 /&amp;gt;&lt;br /&gt;
{{saved-discord-post&lt;br /&gt;
| messagelink = [https://ptb.discord.com/channels/226045346399256576/594009933763051549/1050636678420779070]&lt;br /&gt;
| author = GM Thandiwe&lt;br /&gt;
| date = 8/6/2023&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;2023 Duskruin Dates&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; February 10th - 28th - Duskruin Arena&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; August 11th - 31st - Duskruin Arena&amp;lt;section end=dates2023 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shop List==&lt;br /&gt;
&lt;br /&gt;
: {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:15em;&amp;quot; |Reopening Shops&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:10em;&amp;quot; |Refreshed Shops&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|New Shops&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Last Run Shops&lt;br /&gt;
|-&lt;br /&gt;
|	A Pirate Looks at Four Teas	||	All You Knead	||	Paranormal Pages	||	A Kraet Deal&lt;br /&gt;
|-&lt;br /&gt;
|	Alchemical Attractions	||	Be Still My Hops	||	Tome Raiders	||	Cut and Dried&lt;br /&gt;
|-&lt;br /&gt;
|	Art of Lore, The	||	Be Warez	||	Volatile Storage	||	Kraet Aim&lt;br /&gt;
|-&lt;br /&gt;
|	At The Ready	||	Beyond Barriers	||	-	||	Krate Lengths&lt;br /&gt;
|-&lt;br /&gt;
|	Best Foot Forward	||	Bundle Up	||	-	||	Madder Hats Tea Room&lt;br /&gt;
|-&lt;br /&gt;
|	Best Tressed, The	||	Fatal Afflares	||	-	||	Metrognomies&lt;br /&gt;
|-&lt;br /&gt;
|	Blades of Glory	||	Knifery, The	||	-	||	Peashirmen, The&lt;br /&gt;
|-&lt;br /&gt;
|	Blood Red Rose, The	||	Librarium, The (Study, Sanctuary, Laboratory)	||	-	||	Pinned and Pleated&lt;br /&gt;
|-&lt;br /&gt;
|	Bloody Lotus, The	||	Secretive Sips	||	-	||	Potation Parlor&lt;br /&gt;
|-&lt;br /&gt;
|	Bloodbenders	||	Trapper&#039;s Shack	||	-	||	Sable Quietus, The&lt;br /&gt;
|-&lt;br /&gt;
|	Bloodriven Bowery	||	-	||	-	||	Stay Vigilant&lt;br /&gt;
|-&lt;br /&gt;
|	Bolt From The Blue	||	-	||	-	||	Vambrace Yourself&lt;br /&gt;
|-&lt;br /&gt;
|	Broken Coin, the	||	-	||	-	||	You&#039;re So Vain&lt;br /&gt;
|-&lt;br /&gt;
|	Burning Twilight	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Certifiable	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Currents and Safeguards	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Curved Cuts	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Deep Within Darkness	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Diskovery	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Dunh&#039;s Lab	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Eonak Arms	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Essencetials	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Fairy Ring, The	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Fireside Supplies	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	First Rule, The	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Gamac&#039;s Goods	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Gilded Gladiator, The	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Good In-Tent-ions	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Heady Spirits	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Herbal Huntsman, The	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Hide and Fur Depot, The	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	I See You	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Icy Disposition	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Just for Kicks	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Knit One, Punch Two	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Make Your Mark	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Mar and Scar, the	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Mind Your Manas	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Modern Morph, The	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Mystic Phrases	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Ode To Resistance	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	On The Other Hand	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Preening Plover, The	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Rock Solid	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Scoria and Dross	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Shadowed Light	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Shield Thyself	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Sigil Shop	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Sparrow&#039;s Dance	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Spellbound	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Sprite Club	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Stay Awhile and Glisten	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Temple of Tentacles	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Tiles of Chance	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Twinkling Twilight	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Twist of Briars, A	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Untamed Spirit	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Vaalin Rose, The	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|	Wild Instinct	||	-	||	-	||	-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|	Yarrrpee Shoppe, The	||	-	||	-	||	-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Teaser 1==&lt;br /&gt;
Portable Alcohol Still - New Updates/Features!&lt;br /&gt;
&lt;br /&gt;
Some new features are being released for the portable alcohol stills at Duskruin this August.  This includes new recipes, new adjectives, new possible flavors, and a new ability to let you create chocolate liqueurs (yes, the edible candy kind).  Please read the forum post for more details for what&#039;s on tap!&lt;br /&gt;
&lt;br /&gt;
Forum Discussion: https://discord.com/channels/226045346399256576/1136079155021238342&lt;br /&gt;
&lt;br /&gt;
== Teaser 2==&lt;br /&gt;
This run of Duskruin, the Trapper&#039;s Shack will have a new nook that sells somnis armor and armor accessories.  These armor pieces will have a standard flare chance to put the attacker to sleep on a successful strike to an area that is covered by the armor.  That is to say, a head shot to someone wearing a somnis helm will have the chance to put the attacker to sleep.&lt;br /&gt;
&lt;br /&gt;
Full armor sets for the metal armors will be available (no leather armors or lower), as will helms, greathelms (neck &amp;amp; head), arm greaves, and leg greaves.&lt;br /&gt;
&lt;br /&gt;
Greater somnis upgrades for armor may be made available, and a separate announcement will be sent if/when that occurs.&lt;br /&gt;
&lt;br /&gt;
Forum Discussion: ⁠https://discord.com/channels/226045346399256576/1136710688128122971&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Moonsedge_creatures&amp;diff=201216</id>
		<title>Category:Moonsedge creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Moonsedge_creatures&amp;diff=201216"/>
		<updated>2023-07-02T00:22:52Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Updated for Auchand&amp;#039;s change to Creeping Dread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
[[Image:Moonsedge.png|thumb|Moonsedge]]&lt;br /&gt;
This category lists all creatures found in the Moonsedge hunting area. The Moonsedge hunting area is nearest to the town of [[Icemule Trace]] and contains creatures beyond level 100.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&#039;&#039;&#039;Moonsedge&#039;&#039;&#039; is a farming community located off the [[Olbin Pass]] near [[Icemule Trace]]. The area is represented by Marquis [[Barlan Kane]]. &lt;br /&gt;
&lt;br /&gt;
In 5122, Moonsedge, and its immediate vicinity, was stricken by an unknown illness.&lt;br /&gt;
&lt;br /&gt;
The ancestors of Barlan Kane, the current Marquis of Moonsedge, were minor local lords who ruled over territory that once included [[Briarmoon Cove]]. As Briarmoon surged in wealth, power, and popularity, their line faded and their town became a bit of a shambolic backwater. [[Zeban]] used an ancient gigas tablet to create new undead under his command. He was trying to craft the perfect undead body for himself. In doing so, he created bloodsucking strigoi from the half-krolvin who lived along the Crawling Shore. For reasons unknown, the Marquis of Moonsedge became obsessed with eternal life. After his scouts found one of these undead, he had it brought back to town and experimented upon by his conjurers and somehow it allowed him to turn him and his aristocrats into vampires.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
An informational recap from [[Opalina (prime)|Opalina]]&#039;s perspective can be found at [[Opalina&#039;s Diary#Exploration of Moonsedge|Exploration of Moonsedge]].&lt;br /&gt;
&lt;br /&gt;
The Castle area was built as a level 100-107 focused expansion and is an [[Ascension]] level area.&lt;br /&gt;
&lt;br /&gt;
The vampires are obviously his favored aristocrats. Ghasts are the commonfolk who did not have enchanted strigoi blood to help guide their transformation into undead.&lt;br /&gt;
&lt;br /&gt;
Death knights and their dreadsteeds are Barlan&#039;s guards. &lt;br /&gt;
==Area Mechanics==&lt;br /&gt;
&lt;br /&gt;
===Dread===&lt;br /&gt;
After 10 stacks of Creeping Dread, you&#039;ll start accumulating stacks of Crushing Dread. Crushing Dread stacks are -5AS / -3CS.&lt;br /&gt;
&lt;br /&gt;
===Spell sever===&lt;br /&gt;
{{#section:Spell sever|description}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Icemule Trace Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=196104</id>
		<title>Ensorcell (735)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ensorcell_(735)&amp;diff=196104"/>
		<updated>2023-05-02T05:47:58Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Clarified the difficulty added per tier.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
| name = Ensorcell&lt;br /&gt;
| number = 735&lt;br /&gt;
| mnemonic = ENSORCELL&lt;br /&gt;
| duration = 4 hours real time (temporary)&amp;lt;br&amp;gt;or permanent&lt;br /&gt;
| type = Utility&lt;br /&gt;
| subtype = Weapon/Armor Enhancement &lt;br /&gt;
| skill = None&lt;br /&gt;
| components = None&lt;br /&gt;
| availability = Weapon, Armor, Shield, Runestaff&lt;br /&gt;
| navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&#039;&#039;&#039;Ensorcell&#039;&#039;&#039; allows [[sorcerer]]s to enhance [[weapon]]s, [[Runestaff|runestaves]], [[shield]]s, and [[armor]] by infusing necrotic energy into them. Items may be either temporarily or permanently ensorcelled, with varying benefits depending on the nature of the item and the strength of the ensorcellment. Most weapons, runestaves, shields, and armor are able to accept an ensorcellment (provided they do not resist magic in general), though the difficulty of the skill check increases based on the item&#039;s exact properties. One thing of note is that an ensorcelled weapon may also be blessed.&lt;br /&gt;
&lt;br /&gt;
==Temporary Ensorcellment==&lt;br /&gt;
*{{boldmono|[[PREP]] 735 {{!}} [[EVOKE]] {item} }}with the item in hand&lt;br /&gt;
Temporary ensorcellment allows sorcerers (and sorcerers only) to gain temporary necrotic (life channeling) flares on their weapons and runestaves.  There is no skill check or necrotic energy requirement for adding a temporary ensorcellment, though an item&#039;s properties may prevent it. The flares from temporary and permanent ensorcelled items are exactly the same (see table below).  &lt;br /&gt;
&lt;br /&gt;
According to the official spell description, non-sorcerers may benefit from temporarily ensorcelled gear to perform certain combat and shield maneuvers that require an ensorcelled or anti magic weapon or shield.  Temporarily ensorcelling armor has no current benefit to any profession.&lt;br /&gt;
&lt;br /&gt;
Higher level sorcerers can temporarily ensorcell a weapon/runestaff for lower level sorcerers who cannot yet cast the spell.&lt;br /&gt;
&lt;br /&gt;
===Duration===&lt;br /&gt;
&lt;br /&gt;
A temporary ensorcell lasts four real time hours.  Should the player log off with an active temporary ensorcell and return more than four hours later, the ensorcell will dispel after the first cast/attack.  Temporary ensorcellment can be refreshed without dispelling first.  &lt;br /&gt;
&lt;br /&gt;
===Flare Rate===&lt;br /&gt;
&lt;br /&gt;
Magical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 7 attacks.  Physical attack flares from temporary ensorcellment occur randomly and have an average rate of 1 flare per 5 attacks. This is the same rate as an [[Elemental Blade (411)|ebladed weapon]].&lt;br /&gt;
&lt;br /&gt;
==Permanent Ensorcellment==&lt;br /&gt;
{{side box|The items that are difficult/impossible are by design. [Ensorcell] will never be offered as a future merchant service. Not all items are intended to be ensorcelled, especially if they already have a number of high end properties. ~GM Estild August 2017}}&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} [[CHANNEL]] {item} }} (must be done twice (until 4/1/2021, at which point you only need to channel once))&lt;br /&gt;
Permanent ensorcellment can be put on a weapon, armor, shield, or runestaff with the benefits dependent on the type of item ensorcelled, and can be used by members of any profession.  Permanently ensorcelling an item requires necrotic energy, which is gained by absorbing experience. &lt;br /&gt;
&lt;br /&gt;
To permanently ensorcell an item, {{boldmono|PREP 735}} and {{boldmono|CAST}} at the item while holding it.  This will give a message saying how difficult it will be to place a permanent ensorcellment on the item as well as the current tier of ensorcellment already on that item.  Then {{boldmono|CHANNEL}} 735 at the item within 30 seconds to make the Ensorcell attempt.  Enhancive and holy items require the use of a special potion prior to the attempt.  See below for a more detailed [[#Process|process]].&lt;br /&gt;
&lt;br /&gt;
An item that has been permanently ensorcelled will have a strange necrotic haze radiating from it when {{boldmono|[[LOOK]]}}ed at.  The level of ensorcellment can be detected with a cast of [[Elemental Detection (405)]].  Or a bard can determine the sorcerer and ensorcellment by [[Loresinging]] to the item.&lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
&lt;br /&gt;
There are 5 permanent ensorcellment tiers with each tier requiring a separate {{boldmono|[[CHANNEL (verb)|CHANNEL]]}} of 735. Both the [[#Necrotic energy|necrotic energy]] cost and ensorcell benefits increase incrementally with each higher tier. Sorcerers (only) wielding permanently ensorcelled weapons or runestaves also receive a phantom &#039;bonus&#039; tier (for purposes of calculating the flare strength only). For example, a sorcerer with a Tier 5 weapon or runestaff will have an effective tier 6 flare strength (+30 AS/+18 CS).&lt;br /&gt;
&lt;br /&gt;
===Weapons and Runestaves===&lt;br /&gt;
&lt;br /&gt;
Weapons and runestaves that have been permanently ensorcelled gain permanent necrotic (life channeling) flares which can be used by members of any profession (unlike temporary ensorcellment, which can, for the most part, only be used by sorcerers).  The strength of these flares is based on the tier of ensorcellment. &lt;br /&gt;
&lt;br /&gt;
There is no increase in flare frequency with higher tiers as had been previously described in the official spell documentation.&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons are infused with necrotic energy that will flare and affect the wielder in one of four ways: [[Attack strength|attack]]/[[Casting strength|casting]] strength increase (+5/+3 per tier, respectively - [[acuity]]), [[health]], [[mana]] (runestaves) or [[stamina]] (weapons), or [[spirit]], based mostly on random chance.  However, health flares will have a much higher chance of flaring than the others when the wielder is missing health points.  If the runestaff would flare for something that the wielder is already full of (health, mana, stamina, spirit), the runestaff flares for AS/CS instead instead; this is the only way to get the acuity-like flare. Runestaves also gain 2 lower CvA per tier of ensorcellment so long as the wielder&#039;s left hand is empty; unlike normal Runestaff defense, this CvA adjustment is NOT applied while holding a magical implement (wand, scroll, trinket).&lt;br /&gt;
&lt;br /&gt;
Ensorcelled weapons will trigger flares when the weapon is swung at or used on (IE: a bow) an enemy while ensorcelled [[runestaff|runestaves]] will flare when attack spells are cast (successful hits required).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Flare&lt;br /&gt;
!  bgcolor = lightgrey | Message&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Health]]&lt;br /&gt;
| You feel healed!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Mana]]&lt;br /&gt;
| You feel empowered!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Spirit]]&lt;br /&gt;
| You feel rejuvenated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Stamina]]&lt;br /&gt;
| You feel reinvigorated!&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[acuity flare|Acuity]] (+AS/CS)&lt;br /&gt;
| You feel energized!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Amount Recovered by Tier====&lt;br /&gt;
&lt;br /&gt;
The below information was provided by GM Naijin on Discord:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
! Tier||Stamina returned||Average&lt;br /&gt;
|-&lt;br /&gt;
| T1&lt;br /&gt;
| 6 to 12&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| T2&lt;br /&gt;
| 7 to 14&lt;br /&gt;
| 10.5&lt;br /&gt;
|-&lt;br /&gt;
| T3&lt;br /&gt;
| 8 to 16&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| T4&lt;br /&gt;
| 9 to 18&lt;br /&gt;
| 13.5&lt;br /&gt;
|-&lt;br /&gt;
| T5&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15&lt;br /&gt;
|}&lt;br /&gt;
It is the same amount for mana and health.  Sorcerers&#039; phantom bonus applies as well using the same scaling - a sorcerer with a T5 ensorcelled item will recover 11 to 22 health/mana/stamina.&lt;br /&gt;
&lt;br /&gt;
Flares are predominantly health flares - they make up about 77.5% of all flares.  Mana/stamina flares come up about 17.5% of the time, and spirit flares trigger about 5% of the time.&lt;br /&gt;
&lt;br /&gt;
===Shields and Armor===&lt;br /&gt;
&lt;br /&gt;
Shields and armor that are permanently ensorcelled provide the bearer with 2 lower [[CvA]] per tier of ensorcellment.  This bonus is permanent and no flare is required to activate.  Armor accessories can be permanently ensorcelled for no benefit, similar to their capability to receive an enchant.&lt;br /&gt;
&lt;br /&gt;
===Combat and Shield Maneuvers===&lt;br /&gt;
&lt;br /&gt;
[[Shield Use|Shield]] Maneuvers requiring an ensorcelled shield are [[Spell Block]] and [[Shield Mind]].&lt;br /&gt;
&lt;br /&gt;
[[Combat Maneuvers]] requiring an ensorcelled weapon are [[Spell Cleaving]], [[Spell Thieve]], and [[Spell Parry]].  [[Tainted Bond]] does not require one, but users of ensorcelled weapons receive the benefit of one extra attack before expending the periodic attack boost.&lt;br /&gt;
&lt;br /&gt;
==Success Factors (&amp;amp; Mana Control Benefit)==&lt;br /&gt;
:&#039;&#039;Numbers provided in this section, except for the material difficulty chart, are player research. A bard may loresing an item to determine a base difficulty value, your skill will be evaluated against the base difficulty value &#039;&#039;&#039;plus&#039;&#039;&#039; a difficulty penalty modifier.&lt;br /&gt;
&lt;br /&gt;
===Difficulty Penalty Modifier===&lt;br /&gt;
&lt;br /&gt;
*Your current skill will be evaluated against the base difficulty provided by a Bard Loresong &#039;&#039;&#039;plus&#039;&#039;&#039; the difficulty penalty modifier.&lt;br /&gt;
*Each tier of ensorcelling adds a difficulty penalty modifier of -50, no matter which tier is reached.&lt;br /&gt;
*The total difficulty added for taking something from T0 to T5 is 250 (50 for each tier).&lt;br /&gt;
&lt;br /&gt;
Primary:&lt;br /&gt;
*[[Level]]: +1 per level&lt;br /&gt;
*[[Sorcerer Base|Sorcerer Spell Ranks]]: +2 per rank up to level, +1 per rank above level (uncapped)&lt;br /&gt;
*[[Wisdom]]: +1 per stat bonus&lt;br /&gt;
*[[Intuition]] +1 per stat bonus&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
*[[Elemental Mana Control]]: +1 per 2 ranks if higher than SMC, otherwise +1 per 4 ranks&lt;br /&gt;
*[[Spiritual Mana Control]]: +1 per 2 ranks if higher than EMC, otherwise +1 per 4 ranks&lt;br /&gt;
*[[Arcane Symbols]]: +1 per 10 ranks&lt;br /&gt;
*[[Magic Item Use]]: +1 per 10 ranks&lt;br /&gt;
*[[Magical workshop]]: +20 bonus&lt;br /&gt;
*Applicable skill and stat [[enhancive]]s (helps)&lt;br /&gt;
*[[Gift of Eonak]] (helps)&lt;br /&gt;
&lt;br /&gt;
===Other:===&lt;br /&gt;
*[[Wound]]s (hinders)&lt;br /&gt;
*[[Spirit]] (having less then full spirit hinders)&lt;br /&gt;
*ebows, silver, [[krodera]], [[coraesine]] and [[veil iron]] cannot be ensorcelled&lt;br /&gt;
*Some [[:category: Functional Scripts|item scripts]] can outright reject ensorcell (see above), or add to difficulty.&lt;br /&gt;
*Armor resistance does not appear to add to difficulty&lt;br /&gt;
*Forged weapons do not seem to be any more difficult than regular weapons when everything else is equal&lt;br /&gt;
*Properties of the item (including the item&#039;s [[enchantment]], whether it is [[enhancive]], [[sanctified]], [[padding|padded]]/[[weighting|weighted]], if it [[flares]], what material it is, etc.)&lt;br /&gt;
*{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
===Gear Difficulty Modifiers===&lt;br /&gt;
&lt;br /&gt;
{{Material_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Script_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Other_Gear_Difficulty_Modifier}}&lt;br /&gt;
&lt;br /&gt;
====Ensorcell Formula====&lt;br /&gt;
&lt;br /&gt;
Formula based on player research is located [[Research:Ensorcell (735) Formula|here]].&lt;br /&gt;
&lt;br /&gt;
===Paladin bonded weapons===&lt;br /&gt;
&lt;br /&gt;
[[Holy Weapon (1625)]], the spell that bonds a weapon to a [[Paladin]], can make a weapon extremely difficult to ensorcell since the spell adds [[Holy_armament|holy armament]] and maybe [[flare|flaring]] and enhancive properties to weapons.  Depending on the properties of the weapon, the spell might take the weapon from possible to ensorcell to beyond the capabilities of even the most experienced sorcerer.  Should the weapon become very difficult or impossible to ensorcell, it is recommended that the Paladin remove the bond from the weapon, especially at higher tiers.  Bonded weapons always require the use of an [[inky black potion]] before an ensorcell difficulty test or channel attempt.&lt;br /&gt;
&lt;br /&gt;
===Failure===&lt;br /&gt;
&lt;br /&gt;
*A failed attempt costs 5% of the amount of necrotic energy that would have been required for a successful attempt&lt;br /&gt;
*There is no chance of losing or damaging an item due to a failed attempt&lt;br /&gt;
*A sorcerer may make another attempt immediately after a failed attempt, provided they still have the required amount of necrotic energy&lt;br /&gt;
&lt;br /&gt;
==Necrotic Energy==&lt;br /&gt;
*{{boldmono|PREP 735 {{!}} CAST }}or{{boldmono| INCANT 735 }}to check a sorcerer&#039;s energy level.&lt;br /&gt;
Necrotic energy is the fuel source used to permanently ensorcell an item. All sorcerers with knowledge of Ensorcell (735) and able to cast the spell, will acquire energy by killing like-[[level]] creatures.  The amount of energy required to successfully ensorcell an item depends on the [[#Tiers|tier]] being attempted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In this context a like-level creature is any creature that, when killed, confers [[experience]] on the sorcerer. There is no energy gain with creatures 10 or more levels below the sorcerer&#039;s level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Necrotic Energy Limits===&lt;br /&gt;
&lt;br /&gt;
The limit for how much necrotic energy can be gathered per week is capped at 50,000 units. This is equal to the energy needed for a successful Tier 1 ensorcellment. The energy required for Tiers 2 to 5 increases in increments of 25,000 units. The maximum amount of energy a sorcerer can store at any given time is capped at 200,000 units. After gathering this amount, a sorcerer must attempt an ensorcellment to accumulate energy again.&lt;br /&gt;
&lt;br /&gt;
While there is a cap on both weekly and total necrotic energy gained, a sorcerer will only lose necrotic energy if they attempt to permanently ensorcell an item.&lt;br /&gt;
&lt;br /&gt;
===Gaining Necrotic Energy===&lt;br /&gt;
&lt;br /&gt;
A sorcerer will gain a point of necrotic energy per each point of experience they absorb.&lt;br /&gt;
&lt;br /&gt;
===Checking Stored Energy===&lt;br /&gt;
Sorcerers may check their level of necrotic energy stored by self-casting ensorcell or simply using the [[SENSE]] verb or the [[RESOURCE]] verb.  When a sorcerer has reached his/her maximum for the week, the following message will appear below the accumulated amount:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Your rapid build up of necrotic energy has left you feeling overwhelmed and temporarily unable to absorb any new necrotic power.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The weekly cap resets when the first experience is gained after the [[Gift of Lumnis]] has begun.&lt;br /&gt;
&lt;br /&gt;
When a sorcerer is completely full of energy the energy detection will be as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You sense the build up of necrotic energy within you has reached its limits.  You have enough energy to permanently ensorcell an item for the fifth and final time.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Energy Cost per Tier===&lt;br /&gt;
&lt;br /&gt;
The table below details the energy requirement for each ensorcellment tier.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
! bgcolor = lightgrey | Energy Units&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 75,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 125,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To permanently ensorcell an item from Tier 0 to Tier 5 requires 500,000 energy units and takes a minimum of 10 weeks to gain that amount, barring any failed casts.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
&lt;br /&gt;
Sorcerers training in [[Sorcerous Lore, Necromancy]] receive additional charges of Ensorcell flares:&amp;lt;ref&amp;gt;Baswab, a non-sorcerer, tested 90 ranks of necromancy in Shattered and it did not work to give him multiple strikes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=right|Sorcerous Lore, Necromancy ranks||90||180&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Total acuity flare attacks (You feel energized!)||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
&lt;br /&gt;
The ensorcelling process is very straight forward. &lt;br /&gt;
&lt;br /&gt;
#Gather energy, by gaining experience, until a self-cast of Ensorcell (735) gives you the message that you have &#039;&#039;&#039;reached the point necessary to permanently ensorcell an item&#039;&#039;&#039; for whichever tier you are casting.&lt;br /&gt;
#Do a preliminary 735 channel on the item to check for difficulty.  If you (a) get a reading, (b) get the easiest difficulty message of &#039;&#039;&#039;you can only fail if you are horribly unlucky&#039;&#039;&#039;, and (c) are outside of a workshop, skip to the last step.&lt;br /&gt;
#If you do not get a reading (the item resists), or if you know the item is enhanced or [[Holy_armament|a holy armament]], you will need to pour an inky black potion on it (not required for difficulty testing).  Repeat preliminary channel to get a reading.  Potion pours last approximately 30 minutes.&lt;br /&gt;
#If the item is at all difficult, wear as many applicable skill and stat [[enhancive]]s that you have available to you. &lt;br /&gt;
#Go to a [[magical workshop]] (use the [[sense|SENSE]] verb to check). &lt;br /&gt;
#Prep and channel at the item again.  You may have to repeat if you did any of steps 3-5 above. (Note: if the item is blessed, then you will receive the message &amp;quot;You sense a strange aura of power from within the &amp;lt;item&amp;gt; that disrupts the power of your spell!&amp;quot; In this case you can cast 119 at the item to remove the bless and try again.)&lt;br /&gt;
&lt;br /&gt;
Sorcerers successfully completing an ensorcell receive [[experience]] and [[fame]].&lt;br /&gt;
&lt;br /&gt;
===Difficulties===&lt;br /&gt;
&amp;lt;!-- The difficulty chart is formatted to transclude on the Enchant page only --&amp;gt;&lt;br /&gt;
Sorcerers doing an initial channel on an item will get a reading for one of the following levels of difficulty (from easiest to hardest):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tables provided by GM Estild&#039;&#039;&amp;lt;section begin=difficulty chart /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||~99% (will only fail on a fumble)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you should be able to ensorcell it &amp;lt;/noinclude&amp;gt;easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side&amp;lt;noinclude&amp;gt; to successfully complete the ensorcellment&amp;lt;/noinclude&amp;gt;||75+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;you are &amp;lt;/noinclude&amp;gt;more likely than not to succeed&amp;lt;noinclude&amp;gt; on your cast&amp;lt;/noinclude&amp;gt;, but&amp;lt;noinclude&amp;gt; you will&amp;lt;/noinclude&amp;gt; need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment will be &amp;lt;/noinclude&amp;gt;very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;that this ensorcellment will be &amp;lt;/noinclude&amp;gt;nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle&amp;lt;noinclude&amp;gt; to complete this ensorcellment&amp;lt;/noinclude&amp;gt;||Need an open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;this ensorcellment is &amp;lt;/noinclude&amp;gt;completely beyond your abilities||0%&lt;br /&gt;
|}&amp;lt;section end=difficulty chart /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=miracle /&amp;gt;When an item &#039;&#039;&#039;needs a miracle&#039;&#039;&#039;, the &amp;lt;noinclude&amp;gt;sorcerer&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;wizard&amp;lt;/includeonly&amp;gt; must roll a 100 on the attempt, after which another [[d100]] roll is made to add to the first result.  The chance of successfully &amp;lt;noinclude&amp;gt;ensorcelling&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;enchanting&amp;lt;/includeonly&amp;gt; a miracle item is between approximately .01-.99%.&amp;lt;section end=miracle /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attempts===&lt;br /&gt;
&lt;br /&gt;
From best to worst, here are the rolls possible on any permanent ensorcell attempt:&lt;br /&gt;
&amp;lt;section begin=attempt table /&amp;gt;&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly good attempt!||High open roll&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||1+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||Low open roll&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;noinclude&amp;gt;You make the most horribly incompetent attempt possible!&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Something doesn&#039;t seem right...&amp;lt;/includeonly&amp;gt; ||Fumble&lt;br /&gt;
|}&amp;lt;section end=attempt table /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ensorcell Pricing==&lt;br /&gt;
&lt;br /&gt;
Because of the weekly time increments, many sorcerers price their ensorcell casts by the week, instead of by the tier, not knowing what tier the next customer might need.  Below is a table showing the costs for sorcerers charging 1 million, 2 million, 3 million, and 4 million silvers per week:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Weeks&lt;br /&gt;
!  bgcolor = lightgrey | Tier&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 1m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 2m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 3m/wk&lt;br /&gt;
!  bgcolor = lightgrey | Cost: 4m/wk&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1m&lt;br /&gt;
| 2m&lt;br /&gt;
| 3m&lt;br /&gt;
| 4m&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1.5&amp;lt;br&amp;gt;2&lt;br /&gt;
| 2&amp;lt;br&amp;gt;3&lt;br /&gt;
| 1.5m T2&amp;lt;br&amp;gt;2m T3&lt;br /&gt;
| 3m T2&amp;lt;br&amp;gt;4m T3&lt;br /&gt;
| 4.5m T2&amp;lt;br&amp;gt;6m T3&lt;br /&gt;
| 6m T2&amp;lt;br&amp;gt;8m T3&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2.5&amp;lt;br&amp;gt;3&lt;br /&gt;
| 4&amp;lt;br&amp;gt;5&lt;br /&gt;
| 2.5m T4&amp;lt;br&amp;gt;3m T5&lt;br /&gt;
| 5m T4&amp;lt;br&amp;gt;6m T5&lt;br /&gt;
| 7.5m T4&amp;lt;br&amp;gt;9m T5&lt;br /&gt;
| 10m T4&amp;lt;br&amp;gt;12m T5&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;small&amp;gt;Total for&amp;lt;br&amp;gt;5 casts&amp;lt;br&amp;gt;(10 weeks)&lt;br /&gt;
| 1-5&lt;br /&gt;
| 10m&lt;br /&gt;
| 20m&lt;br /&gt;
| 30m&lt;br /&gt;
| 40m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sorcerers charging around 1 million per week might be just starting out with the spell, working on easier items.  Sorcerers charging 2 million per week will be working on mid range items.  Sorcerers charging 3 million per week and more might have full enhancive sets and/or use [[Strong Potions of Accelerated Unlearning]] (fixskills), and only work on the most difficult items.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
===Bonuses===&lt;br /&gt;
;The flares appear basically similar, besides their respective messages of feeling.  For example, an acuity flare:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt; ** Necrotic energy from your &amp;lt;weapon&amp;gt; overflows into you! **&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
    You feel energized!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Acuity is the only flare which also wears off (whether used or unused):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel the unnatural surge of necrotic power wane away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will take the hit when dispel magic and hex [[715|curses]] are cast at you (spells without warding rolls):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A hooded figure gestures at you!&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
The elemental aura around you wavers.&lt;br /&gt;
&lt;br /&gt;
An eidolon points a spectral finger at you!&lt;br /&gt;
As the tendril of swirling gray magic leaves the eidolon, it is deflected away from you and dissipates harmlessly into the air.&lt;br /&gt;
You feel the unnatural surge of necrotic power wane away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unused acuity flares will be applied to the hidden CS roll of [[Pestilence (716)]] reactive flares&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
;Temporary Ensorcell success:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast at my staff&lt;br /&gt;
You gesture at a drakar-runed ebonwood staff.&lt;br /&gt;
Necrotic energy materializes around your ebonwood staff and sinks onto it like an ethereal film.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of permanently ensorcelled item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my leather&lt;br /&gt;
You gesture at some vruul skin casting leathers.&lt;br /&gt;
Necrotic energy materializes around your casting leathers before being repelled by the stronger necrotic energy already present.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure from temporary ensorcellment of cursed item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cast my claidhmore&lt;br /&gt;
You gesture at a black steel claidhmore.&lt;br /&gt;
Necrotic energy materializes around your black steel claidhmore before being disrupted and fading away.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Probable success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the rune-carved crosier has not yet been permanently ensorcelled and that you should be able to ensorcell it easily enough, barring bad luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Success for a Tier 1 permanent item (CHANNEL):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;channel my crosier&lt;br /&gt;
You channel at a tiny rune-carved crosier.&lt;br /&gt;
Having probed the rune-carved crosier already, you begin to channel your stored necrotic energy at it.  You carefully regulate the flow of energy in order to attempt to overcome its natural resistance while not simultaneously overwhelming yourself...&lt;br /&gt;
&lt;br /&gt;
You make an outstanding attempt!&lt;br /&gt;
&lt;br /&gt;
Success!  You manage to breach the rune-carved crosier&#039;s defenses and pour in enough of your stored necrotic energy to permanently fuse it to the rune-carved crosier&#039;s very structure.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wearing Off===&lt;br /&gt;
;Temporary item ensorcellment wearing off.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The ethereal necrotic film covering your hoarbeam runestaff shrivels away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Failures===&lt;br /&gt;
;Failure message for testing a permanent item (7x @ lvl 36):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at an ice blue tapered faewood runestaff tipped with a smooth bone wand.&lt;br /&gt;
You sense that the tapered faewood runestaff has not yet been permanently ensorcelled and that this ensorcellment will be nearly impossible.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Possible failure for testing (5x @ lvl 37):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the faewood runestaff has not yet been permanently ensorcelled and that you are more likely than not to succeed on your cast, but you will need some luck.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for permanent item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You make an excellent attempt!&lt;br /&gt;
Failure!  You are unable to overcome the tapered faewood runestaff&#039;s defenses, wasting some of your stored necrotic energy in the fruitless attempt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a sanctified/enhancive item without first pouring an inky black potion:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a double bit eonake handaxe.&lt;br /&gt;
You sense a strange aura of power from within the eonake handaxe that disrupts the power of your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure message for a magic resistant item:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at a dented veil iron war hammer.&lt;br /&gt;
Your veil iron war hammer resists your spell!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Alchemy]] [[recipes|Recipes]]==&lt;br /&gt;
===Inky Black Potion===&lt;br /&gt;
{{:inky black potion}}&lt;br /&gt;
&lt;br /&gt;
===Glimmering Sanguine Potion===&lt;br /&gt;
{{#section:Glimmering sanguine potion|intro}}&lt;br /&gt;
{{#section:Glimmering sanguine potion|formula}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[The Courtesan: A Reflection on Necrotic Energy]]&lt;br /&gt;
*[http://gsguide.wikia.com/wiki/Ensorcell Dergoatean&#039;s Guide]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?83562-Ensorcell-data-blame-Goat PC: Ensorcell Data Thread]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?80647-I-checked-t1-ensorcell-difficulty-on-a-few-items PC: Item Difficulty Checking Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;br /&gt;
[[category:Weapon Enhancements]]&lt;br /&gt;
[[Category:Armor Enhancements]]&lt;br /&gt;
[[Category:Shield Enhancements]]&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=The_Rift&amp;diff=192844</id>
		<title>The Rift</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=The_Rift&amp;diff=192844"/>
		<updated>2023-03-28T17:09:19Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Added movement style note to sphere directions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[The Rift]] is located past [[Drake&#039;s Shrine]] which is at the top of [[Aenatumgana]].  The Rift is a magical location -- a tear in dimensional space that was designed to contain the [[The Vvrael| Vvrael]]. There are rumors of numerous strange things inside the Rift.  Notably, there was a mechanical beast with lights for eyes that zooms past every once in a while (which is likely a modern car).  Also on the fifth plane was a location known as the Heart of The Rift, which is a large, irregularly-beating heart infested with worms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Your character must be level 66 or higher to enter the rift. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Indigenous creatures==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|width=20%|&#039;&#039;&#039;Plane One&lt;br /&gt;
*[[naisirc]] U-NC (75)&lt;br /&gt;
*[[raving lunatic]] (77)&lt;br /&gt;
*[[seraceris]] U-NC (78)&lt;br /&gt;
*[[Vvrael witch]] (80)&lt;br /&gt;
|width=20%|&#039;&#039;&#039;Plane Two&lt;br /&gt;
*[[raving lunatic]] (77)&lt;br /&gt;
*[[csetairi]] (81)&lt;br /&gt;
*[[caedera]] (82)&lt;br /&gt;
*[[Vvrael warlock]] (84)&lt;br /&gt;
|width=20%|&#039;&#039;&#039;Plane Three&lt;br /&gt;
*[[Vvrael warlock]] (84)&lt;br /&gt;
*[[aivren]] (86)&lt;br /&gt;
*[[n&#039;ecare]] U (87)&lt;br /&gt;
|width=20%|&#039;&#039;&#039;Plane Four&lt;br /&gt;
*[[fallen crusader]] U-NC (97)&lt;br /&gt;
*[[glistening cerebralite]] (100)&lt;br /&gt;
*[[enormous rift crawler]] (103)&lt;br /&gt;
|width=20%|&#039;&#039;&#039;Plane Five&lt;br /&gt;
*[[n&#039;ecare]] U (87)&lt;br /&gt;
*[[lost soul]] U-NC (91)&lt;br /&gt;
*[[vaespilon]] U (93)&lt;br /&gt;
|}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;The Scatter (North Side)&lt;br /&gt;
*[[glistening cerebralite]] (100)&lt;br /&gt;
*[[darkly inked fetish master]] (104)&lt;br /&gt;
*[[murky soul siphon]] U (106)&lt;br /&gt;
*[[Vvrael destroyer]] (108)&lt;br /&gt;
|&#039;&#039;&#039;The Scatter (South Side)&lt;br /&gt;
*[[glistening cerebralite]] (100)&lt;br /&gt;
*[[darkly inked fetish master]] (104)&lt;br /&gt;
*[[murky soul siphon]] U (106)&lt;br /&gt;
*[[Vvrael destroyer]] (108)&lt;br /&gt;
*[[infernal lich]] U (110)&lt;br /&gt;
*[[frostborne lich]] U (110)&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note: U ([[Undead]]), NC ([[Non-corporeal]])&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Landmarks and other information==&lt;br /&gt;
[[Image:IMT-rift.png|thumb|right|Map of the Rift updated with scatter changes]]&lt;br /&gt;
[[Image:The_Rift_Scatter.png|thumb|right|Map of the Scatter]]&lt;br /&gt;
&lt;br /&gt;
Entering the Rift is done through the sphere at the south end of the Cavern of Ages. A drain of 1 to 2 spirit can occur upon entry for each group member, but no longer occurs while moving within the maze. To enter Plane 1, continually go north.  To enter Plane 2, continually go west.  To enter Plane 3, continually go east.  If a character has a movement style set, destinations from the sphere may be unpredictable.  Some players will choose to rest inside the sphere area while their spirit recovers.  &lt;br /&gt;
&lt;br /&gt;
Navigating within and exiting the Rift involves various moving objects.  There are doors and mirrors on Planes 1, 2, and 3 that will exit the Rift.  There are threads on Planes 1-4 that can be climbed to bring you to the next higher Plane.  Plane 4 is accessed by climbing the thread from 3.  Plane 5 is entered either by the maw on Plane 1 or by climbing the thread on Plane 4.  The thread on plane 5 leads back to plane 1.&lt;br /&gt;
&lt;br /&gt;
Exiting the Rift through a door or mirror while holding 10,000 silvers or more will result in all silvers being taken.  In exchange, your head will be filled with mana.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel the presence of the Great Drake folding you into himself.  Pleased that you have brought a tithe, the Great Drake restores your power unto you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are travelling voids on Planes 1 to 3 that will cause damaging wounds that can give lengthy stuns if a person or critter is in the room with it or in an adjacent room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The air begins to thin rapidly.&lt;br /&gt;
&lt;br /&gt;
Air is sucked away from you!&lt;br /&gt;
 ... 1 point of damage!&lt;br /&gt;
 Fingernail explodes!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All spells (except Arcane circle) that cannot be learned by the player will be dispelled at random while inside the Rift.  Mana drains or gains also occur at random.&lt;br /&gt;
&lt;br /&gt;
Dead bodies on Plane 5 can be removed by putting them in the box, and turning the crank.  This turns all their wounds into scars and sends them directly to the Cavern of Ages.  Bodies on Plane 4 can be dragged through the chute, which takes them to Plane 2.  Bodies on Planes 1-3 can be dragged out through the doors.  Bodies in The Scatter must be dragged through the fissure, which will deposit them in a random location in the rift.  The person doing the dragging may or may not land at the same location.&lt;br /&gt;
&lt;br /&gt;
The air inside the Scatter is very cold and has a chance to injure occupants and leave an ice patch:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The temperature plummets precipitously, until every breath sits in your lungs like a block of ice.&lt;br /&gt;
The chill wind ravages &#039;s flesh!&lt;br /&gt;
 ... 10 points of damage!&lt;br /&gt;
 Person looks as if a hot foot would feel good about now!&lt;br /&gt;
The chill wind ravages &#039;s flesh!&lt;br /&gt;
 ... 10 points of damage!&lt;br /&gt;
 Ouch! What a stiff neck.&lt;br /&gt;
 He is stunned!&lt;br /&gt;
&lt;br /&gt;
A sudden wave of intense cold gnaws at your flesh!&lt;br /&gt;
 ... 5 points of damage!&lt;br /&gt;
 Chilly blast to the head. Where is that cap Mom knitted for you!?&lt;br /&gt;
&lt;br /&gt;
A frigid mist gathers around you and quickly spreads to cover much of the surrounding room. When the mist dissipates, you notice the floor has become an uninterrupted slick surface stretching in all directions.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The ice patch melts away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleportation ==&lt;br /&gt;
* [[Bards]] can anchor [[Traveler&#039;s Song (1020)]] to the Cavern of Ages. &lt;br /&gt;
* [[Cleric]]s&#039; [[nexus]] gems can be set to the Cavern of Ages and used to return there from within the Rift and the Scatter. &lt;br /&gt;
* Most teleport spells used within the rift will return casters to the Cavern of Ages instead of other random Rift areas. &lt;br /&gt;
&lt;br /&gt;
== [[:Category:The Rift gems|Gems]] ==&lt;br /&gt;
{|&lt;br /&gt;
| width = 33.3% valign = top |&lt;br /&gt;
*a swirling [[aetherstone]]&lt;br /&gt;
*a brilliant wyrm&#039;s-tooth [[amethyst]]&lt;br /&gt;
*a faceted black [[diamond]]&lt;br /&gt;
*a glossy black [[doomstone]]&lt;br /&gt;
*[[emerald#an eye-of-Koar emerald|an Eye-of-Koar emerald]]&lt;br /&gt;
*a brass [[fang]]&lt;br /&gt;
*a copper fang&lt;br /&gt;
*a gold fang&lt;br /&gt;
*an iron fang&lt;br /&gt;
*a mithril fang&lt;br /&gt;
| width = 33.3% valign = top |&lt;br /&gt;
*a platinum fang&lt;br /&gt;
*a silver fang&lt;br /&gt;
*a steel fang&lt;br /&gt;
*an urglaes fang&lt;br /&gt;
*a sanguine wyrm&#039;s-eye [[garnet]]&lt;br /&gt;
*an aster [[opal]]&lt;br /&gt;
*a murky shadowglass [[orb]]&lt;br /&gt;
*a golden firemote orb&lt;br /&gt;
*an oblivion [[quartz]]&lt;br /&gt;
*a blue star-shaped [[riftshard]]&lt;br /&gt;
| width = 33.3% valign = top |&lt;br /&gt;
*a pale violet [[riftstone]]&lt;br /&gt;
*a faceted midnight blue riftstone&lt;br /&gt;
*a sparkling emerald [[talon]]&lt;br /&gt;
*a deep blue sapphire talon&lt;br /&gt;
*a fiery ruby talon&lt;br /&gt;
*a glistening onyx talon&lt;br /&gt;
*a swirling purple [[thunderstone]]&lt;br /&gt;
*a small crystal-spoked [[wheel]]&lt;br /&gt;
*a multi-colored [[wyrdshard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following gems have special properties: shadowglass orbs, firemote orbs, urglaes fangs, faceted black diamonds, black doomstones, oblivion quartz, aster opals, faceted midnight blue riftstones and Eye-of-Koar emeralds.&lt;br /&gt;
&lt;br /&gt;
Eye-of-Koar emeralds are notable for their use as an exit from the Rift; when a character raises the emerald anywhere within the Rift, the emerald will be consumed and the character&#039;s group will be transported to [[Icemule Trace]]. &lt;br /&gt;
&lt;br /&gt;
==Herbs==&lt;br /&gt;
All foragables are found outside, except for slime.  Rooms will change outside/inside designation regularly.  There is ambient messaging for when the rooms change from outside/inside, but the easiest way is to look for the obvious exits.  If you see &amp;quot;exits&amp;quot;, you are in an inside room.  If you see &amp;quot;paths&amp;quot;, you are in an outside room.&lt;br /&gt;
&lt;br /&gt;
*discolored fleshbinder bud &#039;&#039;(cursed)&#039;&#039;&lt;br /&gt;
*oozing fleshsore bulb &#039;&#039;(cursed)&#039;&#039;&lt;br /&gt;
*mass of congealed slime &#039;&#039;(foraged in inside rooms)&#039;&#039;&lt;br /&gt;
*rotting bile green fleshbulb &#039;&#039;(cursed)&#039;&#039;&lt;br /&gt;
*slime-covered grave blossom&lt;br /&gt;
*twisted black mawflower&lt;br /&gt;
*withered deathblossom&lt;br /&gt;
&lt;br /&gt;
==Ambient messaging==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Suddenly, the shadows cloaking the area in darkness fray into nothing, releasing the light like a prisoner freed from a dank cell.&lt;br /&gt;
&lt;br /&gt;
A haze of shadow descends, cloaking the area in a twilight that obscures sight.&lt;br /&gt;
&lt;br /&gt;
A burst of ethereal light above your head brightens the area considerably.&lt;br /&gt;
&lt;br /&gt;
You feel a gentle breath of fresh air brush across your face.&lt;br /&gt;
&lt;br /&gt;
A blast of wind whips through the area!&lt;br /&gt;
&lt;br /&gt;
The air undulates with a dizzying intensity!&lt;br /&gt;
&lt;br /&gt;
A swirling breeze blows through the area!&lt;br /&gt;
&lt;br /&gt;
The air crackles with potent energy!&lt;br /&gt;
&lt;br /&gt;
A flurry of air blows by you!&lt;br /&gt;
&lt;br /&gt;
A strong gust of wind blows by you!&lt;br /&gt;
&lt;br /&gt;
The air ripples in sickening waves, distorting the surroundings!&lt;br /&gt;
&lt;br /&gt;
A spectral fog rolls through the area.&lt;br /&gt;
&lt;br /&gt;
Spectral bursts of energy erupt in the air!&lt;br /&gt;
&lt;br /&gt;
The ground shudders and shakes, jostling everything furiously!&lt;br /&gt;
&lt;br /&gt;
The atmosphere crackles and sparks of energy snap across the area!&lt;br /&gt;
&lt;br /&gt;
Black tendrils of anti-mana climb over you as you sense your mana being drained away!&lt;br /&gt;
&lt;br /&gt;
The ground roils tumultuously beneath your feet, jolting everything wildly!&lt;br /&gt;
&lt;br /&gt;
A fine red mist rolls through the area covering everything with a sticky red goo.&lt;br /&gt;
&lt;br /&gt;
Waves of black anti-mana wash through the area.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Rift expansion preview (saved post)]]&lt;br /&gt;
* [[Hunting areas/saved posts | Hunting Areas saved posts]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[http://www.play.net/gs4/info/geography/area.asp?area=421 The Rift], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Icemule Trace]]&lt;br /&gt;
[[Category:Icemule Trace Hunting Areas]]&lt;br /&gt;
[[Category:The Rift| ]]&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Essence_Belt&amp;diff=191147</id>
		<title>Essence Belt</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Essence_Belt&amp;diff=191147"/>
		<updated>2023-03-11T00:44:10Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Added some verb messaging.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Essence Belts&#039;&#039;&#039; were first introduced at [[Duskruin]] in August 2022 at the [[BVShop:Essencetials|Essencetials]] shop.&lt;br /&gt;
The essence belts will unlock special abilities and magical benefits depending on which essences are loaded into their pockets. The belt will hold one essence off the shelf, two essences at Tier 2, and a total of three essences at Tier 3.&lt;br /&gt;
&lt;br /&gt;
The current essences allowed are: Air, Earth, Fire, and Water.&lt;br /&gt;
&lt;br /&gt;
The belts may hold up to 1000 charges of each essence. (i.e 1000 fire, 1000 air, etc). &#039;&#039;&#039;Regular elemental essences will add 25 charges&#039;&#039;&#039;. Greater elemental essences will add 250 charges.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt; Tier 1&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;The dark mithril belt may be freely altered, but it must make sense that it can have pockets/compartments of some kind, and must include the description of runes along its surface, in either the short or long or show description to match the item&#039;s messaging.&lt;br /&gt;
&lt;br /&gt;
The dark mithril belt is an Essence Belt, which can be charged by DROPping specific alchemy ingredient essences into it to grant its bearer unique abilities.  The belt will accept the following essences: air, earth, fire, water.&lt;br /&gt;
  slot 1: none&lt;br /&gt;
Once fueled, the active element can be set by WHISPERing to the belt with the name of the essence.  The active element will determine the behavior of the belt&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
The belt is currently tier 1 of 4, which means that it can accommodate up to 1 essence slot.  An essence slot can be cleared via POKE, though this will remove all charges of that essence once confirmed.  The belt currently has access to the following abilities: reactive flares, PUSH (resistance), PULL (attack strength bonus), RUB (special).  It will also respond to the following verbs: TAP.&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;Yes&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable|90}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|DROP&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|WHISPER&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|POKE&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|PUSH&lt;br /&gt;
| You brush a finger along your belt, quickly tracing a faint rune.  Flecks of &amp;lt;color&amp;gt; energy swirl up and churn around you before dissolving into your skin.&lt;br /&gt;
| Flecks of &amp;lt;color&amp;gt; energy swirl up and churn around &amp;lt;Name&amp;gt; before dissolving into &amp;lt;his/her&amp;gt; skin.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|PULL&lt;br /&gt;
| You touch your belt and an arc of &amp;lt;color&amp;gt; energy leaps up from a rune along its edge and flows into your hands.&lt;br /&gt;
| An arc of &amp;lt;color&amp;gt; energy suddenly leaps up from &amp;lt;Name&amp;gt;&#039;s belt and flows into &amp;lt;his/her&amp;gt; hands.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|RUB&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
| {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|TAP&lt;br /&gt;
| You tap a rune on your dark leather belt and suddenly a myriad of &amp;lt;color&amp;gt; energy swirls up and around you, crackling all along your arms and hands before dissolving.&lt;br /&gt;
| A myriad of &amp;lt;color&amp;gt; energy springs to life around &amp;lt;Name&amp;gt;, crackling all along &amp;lt;his/her&amp;gt; arms and hands before dissolving.&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt; Tier 2&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;slot 1: none&lt;br /&gt;
  slot 2: none&lt;br /&gt;
Once fueled, the active element can be set by WHISPERing to the belt with the name of the essence.  The active element will determine the behavior of the belt&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
The belt is currently tier 2 of 4, which means that it can accommodate up to 2 essence slots.  An essence slot can be cleared via POKE, though this will remove all charges of that essence once confirmed.  The belt currently has access to the following abilities: reactive flares, PUSH (resistance), PULL (attack strength bonus), RUB (special).  It will also respond to the following verbs: TAP, TOUCH.&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;Yes&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable|90}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|TOUCH&lt;br /&gt;
| You touch a rune on your dark leather belt and your hands begin to glow with a &amp;lt;color&amp;gt; light, pulsing with intensity.&lt;br /&gt;
| &amp;lt;Name&amp;gt;&#039;s hands spark with a &amp;lt;color&amp;gt; light and begin to glow with intensity.&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt; Tier 3&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;slot 1: none&lt;br /&gt;
  slot 2: none&lt;br /&gt;
  slot 3: none&lt;br /&gt;
Once fueled, the active element can be set by WHISPERing to the belt with the name of the essence.  The active element will determine the behavior of the belt&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
The belt is currently tier 3 of 4, which means that it can accommodate up to 3 essence slots.  An essence slot can be cleared via POKE, though this will remove all charges of that essence once confirmed.  The belt currently has access to the following abilities: reactive flares, PUSH (resistance), PULL (attack strength bonus), RUB (special).  It will also respond to the following verbs: TAP, TOUCH, TURN.&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;Yes&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|TURN&lt;br /&gt;
| You touch a rune on your dark leather belt and wild tendrils of &amp;lt;color&amp;gt; energy thrash around your body, whipping about and causing the air to crackle.&lt;br /&gt;
| Suddenly, wild tendrils of &amp;lt;color&amp;gt; energy thrash around &amp;lt;Name&amp;gt;&#039;s body, whipping about and causing the air to crackle.&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier= &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt; Tier 4&lt;br /&gt;
|itemsummary= &amp;lt;!-- Brief explanation of what this tier does, if any. --&amp;gt;&lt;br /&gt;
|analyze= &amp;lt;!-- Only necessary if there are drastic changes in ANALYZE between tiers/trees. --&amp;gt;The dark mithril belt may be freely altered, but it must make sense that it can have pockets/compartments of some kind, and must include the description of runes along its surface, in either the short or long or show description to match the item&#039;s messaging.&lt;br /&gt;
&lt;br /&gt;
The dark mithril belt is an Essence Belt, which can be charged by DROPping specific alchemy ingredient essences into it to grant its bearer unique abilities.  The belt will accept the following essences: air, earth, fire, water, regeneration, vitality, body, mind, soul.&lt;br /&gt;
  slot 1: none&lt;br /&gt;
  slot 2: none&lt;br /&gt;
  slot 3: none&lt;br /&gt;
  slot 4: none&lt;br /&gt;
Once fueled, the active element can be set by WHISPERing to the belt with the name of the essence.  The active element will determine the behavior of the belt&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
The belt is currently tier 4 of 4, which means that it can accommodate up to 4 essence slots, the last of which can be occupied by a superior essence (regeneration, vitality, body, mind, soul).  An essence slot can be cleared via POKE, though this will remove all charges of that essence once confirmed.  The belt currently has access to the following abilities: reactive flares, PUSH (resistance), PULL (attack strength bonus), RUB (special).  It will also respond to the following verbs: TAP, TOUCH, TURN.&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&#039;&#039;&#039;Air Essence Benefits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Reactive Lightning Flares - Cost: 5 Air charges per flare instance.&lt;br /&gt;
* Resistance (Push) – 50% Lightning Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Air charges.&lt;br /&gt;
* Magic Bonus (Pull) – AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Air charges per activation (5/10/15). This AS bonus applies to the following: Minor Shock, Major Shock, Hand of Tonis, and Physical Ranged Attack.&lt;br /&gt;
* Ability: Hover (Rub) – Temporarily allows user to hover in the air. It is a AoE SMR attack that applies Disengaged status up to 10 enemies. * Duration: 20 seconds. Cooldown: 60 minutes. Cost: 20 Air charges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth Essence Benefits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Reactive Vibration Flares - Cost: 5 Earth charges per flare instance.&lt;br /&gt;
* Resistance (Push) - 50% Impact Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Earth charges.&lt;br /&gt;
* Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Earth charges per activation (5/10/15). This AS bonus applies to the following: Hurl Boulder, Physical Melee Attack&lt;br /&gt;
* Ability: Field of Dirt (Rub) – This ability summons a field of spinning dirt and rock around the wearer, blocking the next 1/2/3 (increased per Tier) instances of damage against the user. Duration: 30 seconds (T1), 60 seconds (T2), 90 seconds (T3). Cooldown: 60 minutes. Cost: 20 Earth charges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Essence Benefits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Reactive Fire Flares - Cost: 5 Fire charges per flare instance.&lt;br /&gt;
* Resistance (Push) - 50% Fire Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Fire charges.&lt;br /&gt;
* Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Fire charges per activation (5/10/15). This AS bonus applies to the following: Minor Fire, Major Fire, Fire Spirit, Balefire.&lt;br /&gt;
* Ability: Cauterize (Rub) – This ability summons a wave of fire essence to wash over the user’s body and remove all bleeding effects while restoring 20 HP at T1, 40 HP at T2, and 60 HP at T3. It does not remove the wounds. Duration: Instant. Cooldown: 60 minutes (T1), 45 minutes (T2), 30 minutes (T3). Cost: 10 Fire charges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Essence Benefits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Reactive Cold Flares - Cost: 5 Water charges per flare instance.&lt;br /&gt;
* Resistance (Push) - 50% Cold Resistance for 30 seconds. Cooldown is 60 minutes at T1, 45 minutes at T2, and 30 minutes at T3. Cost: 15 Water charges.&lt;br /&gt;
* Magic Bonus (Pull) - AS Bonus Equal to +10 per tier (+30 max). Duration: 120 seconds. Cooldown: 30 minutes. Cost: AS bonuses / 2 Water charges per activation (5/10/15). This AS bonus applies to the following: Minor Water, Minor Cold, Major Cold, Minor Steam, Holy Bolt, Moonbeam.&lt;br /&gt;
* Ability: Frozen Crest (Rub) – This summons a wave of jagged ice that is an AoE SMR knockdown/damage attack. Duration: Instant. Cooldown: 5 minutes (T1), 4 minutes (T2), 3 minutes (T3). Cost: 20 Water charges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essence of Body Benefits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Reactive Unbalance Flares – Cost: 5 Body charges per flare instance.&lt;br /&gt;
* Resistance (Push) – +25% Damage Resistance (Crush, Slash, Puncture) for 30 seconds. Cooldown: 30 mins. Cost: 15 Body charges.&lt;br /&gt;
* Magic Bonus (Pull) – +10 Stamina Regeneration. Duration: 120 Seconds. Cooldown: 30 mins. Cost: 10 Body charges.&lt;br /&gt;
* Ability: Body Heat (Rub) – This ability allows the wearer to create sudden burst of fiery energy, causing it to explode outward around them and towards several targets (up to 5). SMR attack with 65% chance of causing Immolation damage over time effect. Cooldown: 60 mins. Cost: 15 body charges&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essence of Mind Benefits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Reactive Grapple Flares – Cost: 5 Mind charges per flare instance.&lt;br /&gt;
* Resistance (Push) – +10 points of Crit Padding for 30 seconds. Cooldown: 30 mins. Cost: 15 mind charges.&lt;br /&gt;
* Magic Bonus (Pull) – +30 AS to Telekinesis (1206) and +18 CS to Thought Lash (1210), Mindwipe (1225) and Torment (718). Duration: 120 seconds. Cooldown: 30 minutes. Cost: 10 Mind charges.&lt;br /&gt;
* Ability: Mind Over Matter (Rub) – This ability is an SMR attack which will let loose a radius blast of mental essence energy and has a chance of Sleeping, Stunning, or Blinding up to 5 targets as it assaults their mental functions. Cooldown: 60 mins. Cost: 15 Mind charges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essence of Soul Benefits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Reactive Disruption Flares – Cost: 5 Soul charges per flare instance.&lt;br /&gt;
* Resistance (Push) - +50% Disruption Resistance. Duration: 30 seconds. Cooldown: 30 mins. Cost: 15 Soul charges.&lt;br /&gt;
* Magic Bonus (Pull) - +20 Mana Regeneration. Duration: 120 seconds. Cooldown: 30 mins. Cost: 10 Soul charges.&lt;br /&gt;
* Ability – Mana Well (Rub) – This ability allows the wearer to call forth a sudden burst of mana from all around them, tapping into the flows of essence and absorbing it. The wearer gets a boost of +50 Mana. Cooldown: 60 mins. Cost: 15 Soul charges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essence of Vitality Benefit:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Reactive Vacuum Flares – Cost: 5 Vitality charges per flare instance.&lt;br /&gt;
* Resistance (Push) - +50 Unbalance Resistance. Duration: 30 seconds. Cooldown: 30 mins. Cost: 15 Vitality charges.&lt;br /&gt;
* Magic Bonus (Pull) - +10 bonus to STR and CON. Duration: 120 seconds. Cooldown: 60 mins. Cost: 10 Vitality charges.&lt;br /&gt;
* Ability – Spark of Life (Rub) – This ability allows for the wearer to have full restoration of Health, Mana, and Spirit upon activation once Resurrected. This only applies if resurrected or decays, not if the wearer departs. Cooldown: 120 mins. Cost: 20 Vitality charges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essence of Regeneration Benefit:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Reactive Plasma Flares – Cost: 5 Regeneration charges per flare instance.&lt;br /&gt;
* Resistance (Push) - +50 Plasma Resistance for 30 seconds. Cooldown: 30 mins. Cost: 15 Regeneration charges.&lt;br /&gt;
* Magic Bonus (Pull) - +20 HP Regeneration. Duration: 120 seconds. Cooldown: 60 mins. Cost: 10 Regeneration charges.&lt;br /&gt;
* Ability – Baptism of Fire (Rub) – This ability allows the wearer to send a soothing wave of heat that washes over the wearer and their entire group. It will restore 20 HP every 2 seconds for 10 seconds, for a total of 100 HP. Cooldown: 60 mins. Cost: 20 Regeneration charges.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Hand-held Pylon]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type= &amp;lt;!-- REQUIRED: Mechanical or Fluff.  OPTIONAL: If an item is feature altering or crafting, as well, please enter &amp;quot;Feature altering&amp;quot; or &amp;quot;crafting&amp;quot; below this line for &amp;quot;type2=&amp;quot; --&amp;gt; Mechanical&lt;br /&gt;
|itemclass= &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creatures (Pets/Mounts), or Miscellaneous.  If more than one classification, additional lines can be added with &amp;quot;itemclass2=&amp;quot; &amp;amp; &amp;quot;itemclass3=&amp;quot; --&amp;gt; Accessory&lt;br /&gt;
|itemtype= &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified by setting &amp;quot;itemtype2&amp;quot; - &amp;quot;itemtype8&amp;quot;. --&amp;gt; Waist-worn belt&lt;br /&gt;
|alter= &amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --&amp;gt; Unknown&lt;br /&gt;
|ld= &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt; Unknown&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting &amp;quot;feature2=&amp;quot; - &amp;quot;feature8=&amp;quot;. --&amp;gt;&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered with &amp;quot;custom2=&amp;quot; - &amp;quot;custom5=&amp;quot;. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;.--&amp;gt;&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter &amp;quot;Quest&amp;quot; ONLY.  Otherwise, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue= &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue and year, if known. If not, leave blank. --&amp;gt; Duskruin Arena&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, leave blank.  --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt; Yes&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt; 3&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt; Certificate&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|corrscript= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants).  Additional slots can be added with &amp;quot;corrscript2=&amp;quot; - &amp;quot;corrscript5&amp;quot;= --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hideable= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if an item is hideable in inventory.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hide= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable.  This should indicate HOW it hides, whether by a verb or simply by being WORN. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified with &amp;quot;spell2=&amp;quot; - &amp;quot;spell4=&amp;quot;. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb= &amp;lt;!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with &amp;quot;verb2=&amp;quot; - &amp;quot;verb28=&amp;quot;.  Verbs should be listed in alphabetical order, not by tier.--&amp;gt; DROP&lt;br /&gt;
|verb2= POKE&lt;br /&gt;
|verb3= PULL&lt;br /&gt;
|verb4= PUSH&lt;br /&gt;
|verb5= RUB&lt;br /&gt;
|verb6= TAP&lt;br /&gt;
|verb7= TOUCH&lt;br /&gt;
|verb8= TURN&lt;br /&gt;
|verb9= WHISPER&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=190118</id>
		<title>Enchant (925)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=190118"/>
		<updated>2023-02-24T21:27:04Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Added total difficulty and incremental difficulty at each level of enchant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant&lt;br /&gt;
 | number = 925&lt;br /&gt;
 | mnemonic = ENCHANT&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Permanent Enchantment&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = [[Enchanting potions]]&lt;br /&gt;
 | availability = Channel at held item&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}} &lt;br /&gt;
:&#039;&#039;{{Redirect|Enchant}}&#039;&#039;&lt;br /&gt;
:&#039;&#039;This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
The &#039;&#039;&#039;Enchant&#039;&#039;&#039; spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent +1 bonus to the item&#039;s [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. &lt;br /&gt;
&lt;br /&gt;
==Essence==&lt;br /&gt;
Enchanting now requires the gathering of [[essence]] by a wizard and expending it to increase the enchantment of an item. You can {{boldmono|[[SENSE (verb)|SENSE]]}} how much essence you have accumulated and how strong of an enchantment you can complete.  &lt;br /&gt;
&lt;br /&gt;
For every point of experience a wizard earns, they will obtain an equal point of essence. Free to play accounts cannot collect essence.&lt;br /&gt;
&lt;br /&gt;
You can now also see your resources via the {{boldmono|[[RESOURCE (verb)|RESOURCE]]}} verb which shows how much essence you&#039;ve fully absorbed toward your 50,000 weekly cap and how close you are to the 200,000 maximum cap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Health: 100/100     Mana: 200/200     Stamina: 50/50     Spirit: 10/10&lt;br /&gt;
Essence: 50,000/50,000 (Weekly)     200,000/200,000 (Total)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cost to Enchant===&lt;br /&gt;
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is TRUNC(100 * 3.125) essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 7500 essence plus 7500 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 7500 essence; from +49 to +50 costs 195,000 essence; from +0 to +1 costs zero essence. &lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Essence Cost to Enchant per Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +0 to +1||0&lt;br /&gt;
|-&lt;br /&gt;
| +1 to +2||312&lt;br /&gt;
|-&lt;br /&gt;
| +2 to +3||625&lt;br /&gt;
|-&lt;br /&gt;
| +3 to +4||937&lt;br /&gt;
|-&lt;br /&gt;
| +4 to +5||1250&lt;br /&gt;
|-&lt;br /&gt;
| +5 to +6||1562&lt;br /&gt;
|-&lt;br /&gt;
| +6 to +7||1875&lt;br /&gt;
|-&lt;br /&gt;
| +7 to +8||2187&lt;br /&gt;
|-&lt;br /&gt;
| +8 to +9||2500&lt;br /&gt;
|-&lt;br /&gt;
| +9 to +10||2812&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +10 to +11||3125&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +12||3437&lt;br /&gt;
|-&lt;br /&gt;
| +12 to +13||3750&lt;br /&gt;
|-&lt;br /&gt;
| +13 to +14||4062&lt;br /&gt;
|-&lt;br /&gt;
| +14 to +15||4375&lt;br /&gt;
|-&lt;br /&gt;
| +15 to +16||4687&lt;br /&gt;
|-&lt;br /&gt;
| +16 to +17||5000&lt;br /&gt;
|-&lt;br /&gt;
| +17 to +18||5312&lt;br /&gt;
|-&lt;br /&gt;
| +18 to +19||5625&lt;br /&gt;
|-&lt;br /&gt;
| +19 to +20||5937&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +20 to +21||6250&lt;br /&gt;
|-&lt;br /&gt;
| +21 to +22||6562&lt;br /&gt;
|-&lt;br /&gt;
| +22 to +23||6875&lt;br /&gt;
|-&lt;br /&gt;
| +23 to +24||7187&lt;br /&gt;
|-&lt;br /&gt;
| +24 to +25||7500&lt;br /&gt;
|-&lt;br /&gt;
| +25 to +26||15000&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +27||22500&lt;br /&gt;
|-&lt;br /&gt;
| +27 to +28||30000&lt;br /&gt;
|-&lt;br /&gt;
| +28 to +29||37500&lt;br /&gt;
|-&lt;br /&gt;
| +29 to +30||45000&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +30 to +31||52500&lt;br /&gt;
|-&lt;br /&gt;
| +31 to +32||60000&lt;br /&gt;
|-&lt;br /&gt;
| +32 to +33||67500&lt;br /&gt;
|-&lt;br /&gt;
| +33 to +34||75000&lt;br /&gt;
|-&lt;br /&gt;
| +34 to +35||82500&lt;br /&gt;
|-&lt;br /&gt;
| +35 to +36||90000&lt;br /&gt;
|-&lt;br /&gt;
| +36 to +37||97500&lt;br /&gt;
|-&lt;br /&gt;
| +37 to +38||105000&lt;br /&gt;
|-&lt;br /&gt;
| +38 to +39||112500&lt;br /&gt;
|-&lt;br /&gt;
| +39 to +40||120000&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +40 to +41||127500&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +42||135000&lt;br /&gt;
|-&lt;br /&gt;
| +42 to +43||142500&lt;br /&gt;
|-&lt;br /&gt;
| +43 to +44||150000&lt;br /&gt;
|-&lt;br /&gt;
| +44 to +45||157500&lt;br /&gt;
|-&lt;br /&gt;
| +45 to +46||165000&lt;br /&gt;
|-&lt;br /&gt;
| +46 to +47||172500&lt;br /&gt;
|-&lt;br /&gt;
| +47 to +48||180000&lt;br /&gt;
|-&lt;br /&gt;
| +48 to +49||187500&lt;br /&gt;
|-&lt;br /&gt;
| +49 to +50||195000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Essence &amp;amp; Weekly Cost for Full Enchant Tier&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 3124 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 1x to 2x || 10937|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 2x to 3x || 18750|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 3x to 4x || 26562|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 4x to 5x || 34375|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 5x to 6x || 150000|| 3&lt;br /&gt;
|-&lt;br /&gt;
| 6x to 7x || 337500|| 6.75&lt;br /&gt;
|-&lt;br /&gt;
| 7x to 8x || 525000|| 10.5&lt;br /&gt;
|-&lt;br /&gt;
| 8x to 9x || 712500|| 14.25&lt;br /&gt;
|-&lt;br /&gt;
| 9x to 10x || 900000|| 18&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 3124 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 2x || 14062|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 3x || 32812|| &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 4x || 59375|| 1.1875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 5x || 93750|| 1.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 6x || 243750 || 4.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 7x || 581250|| 11.625&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 8x || 1106250|| 22.125&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 9x || 1818750 || 36.375&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 10x || 2718750|| 54.375&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Using Essence to Enchant===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you begin any project with the new style enchanting system, you will NOT be able to use the old style enchant system again!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item.  This is done via the various color ayan&#039;eth potions now available at the various wizard guild shops.  The color of each potion corresponds to the ROYGBIV colors associated with the [[AI crystal]], where green equates up to +20 and so on.&lt;br /&gt;
&lt;br /&gt;
Unlock potions must be used in order, starting with green.  Green ayan&#039;eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20.  So, if enchanting a steel weapon, the green ayan&#039;eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour.  After that, a single pour of the blue ayan&#039;eth potion will unlock its maximum enchant further to +25.&lt;br /&gt;
&lt;br /&gt;
The current maximum enchant unlock can be checked by a wizard via 405:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body...&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20.&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A wizard can cast also use 405 to determine the precise current enchant.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Color intensity&lt;br /&gt;
 !Enchant value&lt;br /&gt;
 |-&lt;br /&gt;
 | faint&lt;br /&gt;
 | color value -4&lt;br /&gt;
 |-&lt;br /&gt;
 | muted&lt;br /&gt;
 | color value -3&lt;br /&gt;
 |-&lt;br /&gt;
 | hazy&lt;br /&gt;
 | color value -2&lt;br /&gt;
 |-&lt;br /&gt;
 | soft&lt;br /&gt;
 | color value -1&lt;br /&gt;
 |-&lt;br /&gt;
 | vibrant&lt;br /&gt;
 | full color value&lt;br /&gt;
|}&lt;br /&gt;
Thus, an item that registers as yellow with the AI crystal (+11 to +15) would have a faint yellow aura if +11, a hazy yellow aura if +13, and a vibrant yellow aura if a full +15.  Once it reaches +16, the item then has a faint green aura.&lt;br /&gt;
&lt;br /&gt;
There is no tempering time associated with maximum enchant potential unlocks.  As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it.  The maximum unlock is permanent and never fades.  The item can be used in combat at any point during new style enchanting process.  The item cannot be &amp;quot;locked&amp;quot; as with old style enchants, and it cannot be destroyed in a catastrophic failure.  The item is not associated with any individual wizard&#039;s project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.&lt;br /&gt;
&lt;br /&gt;
Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using {{boldmono|[[CHANNEL (verb)|CHANNEL]]}} on the item.  Each enchant channel increases the item&#039;s enchant by +1.  Each channel enchant also reduces the wizard&#039;s available essence by that individual step amount, referenced in the above essence charts.  If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.&lt;br /&gt;
&lt;br /&gt;
==Difficulty Detection==&lt;br /&gt;
A wizard&#039;s chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item.  This can be done without first unlocking the item for enchantment.&lt;br /&gt;
&lt;br /&gt;
:{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable|1=font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||97% (will only fail on a &#039;&#039;&#039;[[#Fumble|fumble]]&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| you should be able to enchant it easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side to successfully complete the enchantment||75+%&lt;br /&gt;
|-&lt;br /&gt;
| you are more likely than not to succeed on your cast, but you will need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| that this enchantment will be nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle to complete this enchantment||-100+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment is completely beyond your abilities||less than -100%&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable|1=font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly good attempt!||100+ ([[Open roll]])&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||2+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||1&lt;br /&gt;
|-&lt;br /&gt;
| Something doesn&#039;t seem right... ||Fumble&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Penalty Modifier Formula ===&lt;br /&gt;
&lt;br /&gt;
*Your current skill will be evaluated against the base difficulty provided by a Bard Loresong &#039;&#039;&#039;plus&#039;&#039;&#039; the difficulty penalty modifier.&lt;br /&gt;
*Each +1 of enchant has a difficulty penalty modifier based upon the current enchant and the desired enchant.&lt;br /&gt;
&lt;br /&gt;
*When attempting to increase the enchant of an item from +X to +Y, the +Y number of the item will used to determine the difficulty penalty modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
*The formula for the difficulty penalty modifier uses +X to +Y.&lt;br /&gt;
*((+Y - 2)^2)/9 (round)&lt;br /&gt;
&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
*Current Enchant: +25&lt;br /&gt;
**((25-2)^2)/9 = 59&lt;br /&gt;
&lt;br /&gt;
*Desired Enchant: +26&lt;br /&gt;
**((26-2)^2)/9 = 64&lt;br /&gt;
&lt;br /&gt;
*Difference in values = 5&lt;br /&gt;
**(5 would be the difficulty penalty modifier added to the base difficulty provided by Bard Loresong.)&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! +Y Enchant Value|| Difficulty Penalty Modifier&lt;br /&gt;
|- &lt;br /&gt;
| 25-27 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 27-31 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 31-36 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 36-40 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 40-45 || 9&lt;br /&gt;
|-&lt;br /&gt;
| 45-49 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 49-50 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Enchant Target||Total Difficulty||Incremental Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|3||0||0&lt;br /&gt;
|-&lt;br /&gt;
|4||0||0&lt;br /&gt;
|-&lt;br /&gt;
|5||1||1&lt;br /&gt;
|-&lt;br /&gt;
|6||2||1&lt;br /&gt;
|-&lt;br /&gt;
|7||3||1&lt;br /&gt;
|-&lt;br /&gt;
|8||4||1&lt;br /&gt;
|-&lt;br /&gt;
|9||5||1&lt;br /&gt;
|-&lt;br /&gt;
|10||7||2&lt;br /&gt;
|-&lt;br /&gt;
|11||9||2&lt;br /&gt;
|-&lt;br /&gt;
|12||11||2&lt;br /&gt;
|-&lt;br /&gt;
|13||13||2&lt;br /&gt;
|-&lt;br /&gt;
|14||16||3&lt;br /&gt;
|-&lt;br /&gt;
|15||19||3&lt;br /&gt;
|-&lt;br /&gt;
|16||22||3&lt;br /&gt;
|-&lt;br /&gt;
|17||25||3&lt;br /&gt;
|-&lt;br /&gt;
|18||28||3&lt;br /&gt;
|-&lt;br /&gt;
|19||32||4&lt;br /&gt;
|-&lt;br /&gt;
|20||36||4&lt;br /&gt;
|-&lt;br /&gt;
|21||40||4&lt;br /&gt;
|-&lt;br /&gt;
|22||44||4&lt;br /&gt;
|-&lt;br /&gt;
|23||49||5&lt;br /&gt;
|-&lt;br /&gt;
|24||54||5&lt;br /&gt;
|-&lt;br /&gt;
|25||59||5&lt;br /&gt;
|-&lt;br /&gt;
|26||64||5&lt;br /&gt;
|-&lt;br /&gt;
|27||69||5&lt;br /&gt;
|-&lt;br /&gt;
|28||75||6&lt;br /&gt;
|-&lt;br /&gt;
|29||81||6&lt;br /&gt;
|-&lt;br /&gt;
|30||87||6&lt;br /&gt;
|-&lt;br /&gt;
|31||93||6&lt;br /&gt;
|-&lt;br /&gt;
|32||100||7&lt;br /&gt;
|-&lt;br /&gt;
|33||107||7&lt;br /&gt;
|-&lt;br /&gt;
|34||114||7&lt;br /&gt;
|-&lt;br /&gt;
|35||121||7&lt;br /&gt;
|-&lt;br /&gt;
|36||128||7&lt;br /&gt;
|-&lt;br /&gt;
|37||136||8&lt;br /&gt;
|-&lt;br /&gt;
|38||144||8&lt;br /&gt;
|-&lt;br /&gt;
|39||152||8&lt;br /&gt;
|-&lt;br /&gt;
|40||160||8&lt;br /&gt;
|-&lt;br /&gt;
|41||169||9&lt;br /&gt;
|-&lt;br /&gt;
|42||178||9&lt;br /&gt;
|-&lt;br /&gt;
|43||187||9&lt;br /&gt;
|-&lt;br /&gt;
|44||196||9&lt;br /&gt;
|-&lt;br /&gt;
|45||205||9&lt;br /&gt;
|-&lt;br /&gt;
|46||215||10&lt;br /&gt;
|-&lt;br /&gt;
|47||225||10&lt;br /&gt;
|-&lt;br /&gt;
|48||235||10&lt;br /&gt;
|-&lt;br /&gt;
|49||245||10&lt;br /&gt;
|-&lt;br /&gt;
|50||256||11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following tables lists all known factors (positive or negative), in no particular order.  &#039;&#039;&#039;At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 |Positive Factors&lt;br /&gt;
 |Bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Wizard Base]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +2 per rank, up to 1x (level + 1)&amp;lt;br&amp;gt;+1 per rank, above 1x&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Level]] of enchanter&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per level&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magic Item Use]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;|+1 per 10 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Arcane Symbols]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per 10 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]]&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per stat bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +1 per 2 ranks&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Workshop]]&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +25 Public&amp;lt;br&amp;gt;+50 MHO/CHE/Guild&amp;lt;br&amp;gt;+75 Private&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| +25&lt;br /&gt;
|}&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 |Negative Factors&lt;br /&gt;
 |-&lt;br /&gt;
 |Existing enchant bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Ensorcell (735)|Ensorcell]] tier&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Material]] of the item&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Resistance]]s (Penalty = sum of all resist/2)&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Bane weapon|Creature bane]]&lt;br /&gt;
 |-&lt;br /&gt;
 |Holy&lt;br /&gt;
 |-&lt;br /&gt;
 |[[WPS|Weighting, Padding, and/or Sighting]] (Penalty = CER*CER)&lt;br /&gt;
 |-&lt;br /&gt;
 |Health or Spirit Loss, Injuries&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Flares]], [[TD bonus]], AS/DS bonus (Flare Penalty = Nearly all -100) , (TD Penalty = TD*TD)&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Enhancive item]], [[Fusion]], Scripted item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gear Difficulty Modifiers===&lt;br /&gt;
{{Material_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Script_Gear_Difficulty_Modifier}}&lt;br /&gt;
{{Other_Gear_Difficulty_Modifier}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Weighting/Padding Difficulty====&lt;br /&gt;
Difficulty is the square of CER, truncated, i.e. trunc(CER²).  Whatever the percent to reach the next CER level is also used.  Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty.  Mixed types are the sum of each type&#039;s square - i.e.  [crit trunc(CER²)] + [dmg trunc(CER²)]&lt;br /&gt;
&lt;br /&gt;
====Permanent Resist Penalty Difficulty====&lt;br /&gt;
&lt;br /&gt;
[Total Resist % / 2]&lt;br /&gt;
&lt;br /&gt;
==Failures==&lt;br /&gt;
It is not possible to destroy an item during the enchanting process.  Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.&lt;br /&gt;
&lt;br /&gt;
==Pre-enchanting Potions==&lt;br /&gt;
Pre-enchanting potions are used by wizards in the enchanting process to unlock the item for enchantment or reduce difficulty. &#039;&#039;&#039;Under the updated enchanting system, enchanting projects do not require tempering potions or tempering times.&#039;&#039;&#039; The process is as follows:&lt;br /&gt;
&lt;br /&gt;
# A wizard first pours an unlock potion (aya&#039;neth) on the item to unlock it for enchant. Undiluted aya&#039;neth potions unlock a full +5 with one pour. Diluted aya&#039;neth potions only unlock +1 for each pour. See the chart below to see which potion is needed to unlock the item to be enchanted.&lt;br /&gt;
# Next, if the project is fusion, holy, or enhancive gear, it will also require a glowing urven&#039;eth potion before a cast can be successful. You&#039;ll know urven&#039;eth is required if the item shows a power that must be overcome on the test cast.  &lt;br /&gt;
# Items with some flares also have &#039;&#039;&#039;OPTIONAL&#039;&#039;&#039; ilvan&#039;eth flare potions that can reduce the enchant difficulty for the item by 100. &#039;&#039;&#039;It is no longer REQUIRED to use pre-enchant potions to enchant flaring items; it&#039;s an optional tool to remove 100 difficulty from the item.&#039;&#039;&#039;&lt;br /&gt;
# All of these potions are poured prior to [[channel]]ing the Enchant spell.&lt;br /&gt;
&lt;br /&gt;
For urven&#039;eth &amp;amp; ilvan&#039;eth Potions, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlock potions1 /&amp;gt;&amp;lt;section begin=table header /&amp;gt;&lt;br /&gt;
{| {{Prettytable|1=text-align:center;font-size:95%;}}&amp;lt;section end=unlock potions1 /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=unlock potions2 /&amp;gt;&amp;lt;includeonly&amp;gt; |+ &#039;&#039;&#039;New Style Enchanting Unlock Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;section begin=unlock potions2 /&amp;gt;&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Starting&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Starting&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Aura&amp;lt;br&amp;gt;Color&lt;br /&gt;
 !Destination&amp;lt;br&amp;gt;Bonus (+)&lt;br /&gt;
 !width=80|Destination&amp;lt;br&amp;gt;Unlock (X)&lt;br /&gt;
 !width=80|Unlock Potion&lt;br /&gt;
 !width=65|Potion&amp;lt;br&amp;gt;Cost&lt;br /&gt;
 |-&amp;lt;section end=table header /&amp;gt;&lt;br /&gt;
 | 0 to +4&lt;br /&gt;
 | 0x&lt;br /&gt;
 | Red&lt;br /&gt;
 | +5&lt;br /&gt;
 | 1x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +5 to +9&lt;br /&gt;
 | 1x&lt;br /&gt;
 | Orange&lt;br /&gt;
 | +10&lt;br /&gt;
 | 2x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +10 to +14&lt;br /&gt;
 | 2x&lt;br /&gt;
 | Yellow&lt;br /&gt;
 | +15&lt;br /&gt;
 | 3x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +15 to +19&lt;br /&gt;
 | 3x&lt;br /&gt;
 | Green&lt;br /&gt;
 | +20&lt;br /&gt;
 | 4x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted green ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 10,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +20 to +24&lt;br /&gt;
 | 4x&lt;br /&gt;
 | Blue&lt;br /&gt;
 | +25&lt;br /&gt;
 | 5x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted blue ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 25,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +25 to +29&lt;br /&gt;
 | 5x&lt;br /&gt;
 | Indigo&lt;br /&gt;
 | +30&lt;br /&gt;
 | 6x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted indigo ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 50,000&lt;br /&gt;
 |-&lt;br /&gt;
 | +30 to +34&lt;br /&gt;
 | 6x&lt;br /&gt;
 | Violet&lt;br /&gt;
 | +35&lt;br /&gt;
 | 7x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| an undiluted violet ayan&#039;eth potion&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| 75,000&amp;lt;section end=unlock potions2 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt; |}&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; |-&amp;lt;/noinclude&amp;gt;&amp;lt;section end=base /&amp;gt;&amp;lt;section begin=unlock potions3 /&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
 | +35 to +39&lt;br /&gt;
 | 7x&lt;br /&gt;
 | Copper&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | 8x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a diluted copper ayan&#039;eth potion**&lt;br /&gt;
 | 20,000 Bloodscrip***&lt;br /&gt;
 |-&lt;br /&gt;
 | +40 to +44&lt;br /&gt;
 | 8x&lt;br /&gt;
 | Silver&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | 9x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a diluted silver ayan&#039;eth potion**&lt;br /&gt;
 | 25,000 Bloodscrip***&lt;br /&gt;
 |-&lt;br /&gt;
 | +45 to +49&lt;br /&gt;
 | 9x&lt;br /&gt;
 | Golden&lt;br /&gt;
 | +46 to 50&lt;br /&gt;
 | 10x&lt;br /&gt;
 | style=&amp;quot;white-space:nowrap;&amp;quot;| a diluted golden ayan&#039;eth potion**&lt;br /&gt;
 | 30,000 Bloodscrip***&lt;br /&gt;
 |}&amp;lt;section end=unlock potions3 /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=unlocknotes /&amp;gt;&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Dilute potions only provide +1 enchant level unlock, so if the item is unlocked to +35 one pour would raise the unlock level to +36.These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&#039;&#039;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.&amp;lt;section end=unlocknotes /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=pre-temper potions /&amp;gt;&lt;br /&gt;
{| {{Prettytable|text-align:center; font-size:95%;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|+&#039;&#039;&#039;Pre-tempering Potions&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!colspan=2|Item Property&lt;br /&gt;
!Potion &lt;br /&gt;
!Potion&amp;lt;br&amp;gt;Pour&amp;lt;br&amp;gt;Penalty&lt;br /&gt;
!Starting Enchant&amp;lt;br&amp;gt;Restriction&lt;br /&gt;
!Lore Requirements&amp;lt;br&amp;gt;100 Ranks&amp;lt;br&amp;gt;OLD SYSTEM ONLY&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Enhancive]]&lt;br /&gt;
|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&amp;lt;br&amp;gt; formerly [[Ayveneh potion|Ayveneh]]&lt;br /&gt;
|rowspan=2|-200&lt;br /&gt;
|rowspan=2|≤+30&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|[[Sanctified]]&lt;br /&gt;
|[[Urven&#039;eth potion|Glowing Urven&#039;eth]]&amp;lt;br&amp;gt; formerly [[Eoveneh potion|Eoveneh]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=7|[[flare|Flaring]]&lt;br /&gt;
|[[impact critical table|Earth]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Gorveneh potion|Gorveneh]]&lt;br /&gt;
|rowspan=7| -100&lt;br /&gt;
|rowspan=7|N/A&lt;br /&gt;
|[[Elemental Lore, Earth|Earth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[fire critical table|Fire]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Draveneh potion|Draveneh]]&lt;br /&gt;
|[[Elemental Lore, Fire|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold critical table|Ice]]&lt;br /&gt;
|[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[vacuum critical table|Vacuum]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Zorveneh potion|Zorveneh]]&lt;br /&gt;
|[[Elemental Lore, Air|Air]]&lt;br /&gt;
|-&lt;br /&gt;
|[[acid critical table|Acid]]&lt;br /&gt;
|[[Earthy Ilvan&#039;eth potion|Earthy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Gorveneh potion|Gorveneh]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Earth|Earth]] and/or [[Elemental Lore, Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[lightning critical table|Lightning]]&lt;br /&gt;
|[[Cloudy Ilvan&#039;eth potion|Cloudy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Zorveneh potion|Zorveneh]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Air|Air]] and/or [[Elemental Lore, Water|Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[steam critical table|Steam]]&lt;br /&gt;
|[[Fiery Ilvan&#039;eth potion|Fiery Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Draveneh potion|Draveneh]]&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;[[Icy Ilvan&#039;eth potion|Icy Ilvan&#039;eth]]&amp;lt;br&amp;gt; formerly [[Rhiveneh potion|Rhiveneh]]&lt;br /&gt;
|[[Elemental Lore, Fire|Fire]] and/or [[Elemental Lore, Water|Water]]&lt;br /&gt;
|} &amp;lt;section end=pre-temper potions /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other types of flares do not have a corresponding pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
[[Permabless]]ed items can similarly be further enchanted, with a difficulty modifier, through the use of the [[urven&#039;eth potion]].&lt;br /&gt;
&lt;br /&gt;
Special Note: Unlike ayveneh and eoveneh potions, urven&#039;eth potions are not restricted to 35 and lower enchants.&lt;br /&gt;
&lt;br /&gt;
{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
==Enchant Unlocking==&lt;br /&gt;
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is permanently unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item.&lt;br /&gt;
&lt;br /&gt;
==Rewards for Enchanting==&lt;br /&gt;
Successful enchantments earn the wizard experience, and while the enchantment process does not directly reward the enchanter in [[silver]], many items are enchanted with the intent of sale.  By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.&lt;br /&gt;
&lt;br /&gt;
==Negative Bonus Items==&lt;br /&gt;
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.&lt;br /&gt;
&lt;br /&gt;
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan&#039;eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.&lt;br /&gt;
&lt;br /&gt;
== Functional Item Scripts ==&lt;br /&gt;
:&#039;&#039;Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted.  Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;These are player-created lists and are not complete.  [[:Category: Functional Scripts|See here]] for more functional scripts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CAN be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)&lt;br /&gt;
*[[Blink_weapon|Blink Weapons]]&lt;br /&gt;
*[[Briar_flare|Briar Flaring Weapons]]&lt;br /&gt;
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]&lt;br /&gt;
*[[Ethereal weapon]]&lt;br /&gt;
*[[Forest armor]]&lt;br /&gt;
*[[Fusion]]&lt;br /&gt;
*[[Greater elemental flare]]s (appropriate pre-temper potion required)&lt;br /&gt;
*[[Ironwright|Ironwright Weapons]]&lt;br /&gt;
*[[Ithziri_armor|Ithziri Armor]]&lt;br /&gt;
*[[Black ora weapon|Pure/Greater black ora weapons]] - must be uncursed&lt;br /&gt;
*[[Shock_Weapon|Shock Weapons]]&lt;br /&gt;
*[[Sprite_Weapon|Sprite Weapons]]&lt;br /&gt;
*[[Stalwart Resilience]] (bubble flares)&lt;br /&gt;
*[[Vial flare]]s&lt;br /&gt;
*[[Voln armor]]&lt;br /&gt;
*[[Iasha_white_ora_weapon|Iasha Weapons]]&lt;br /&gt;
*[[Realm_flare|Realm flares]]&lt;br /&gt;
*Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Need to re-verify these since Spring Spectacular 2019 release&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CANNOT be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Gem-eating runestaff]]&lt;br /&gt;
*[[Gem-eating weapon]]&lt;br /&gt;
*[[Nebular Weapon]]s&lt;br /&gt;
*[[ShadowDeath weapons]]&lt;br /&gt;
*[[Snake flare]]s&lt;br /&gt;
*[[Solar Weapon]]s&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Other Items Marked for No Enchanting==&lt;br /&gt;
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to &amp;quot;not take any magic&amp;quot;[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible sortable&amp;quot; width=75%&lt;br /&gt;
!Specific Items Marked for No Enchanting ||Origin&lt;br /&gt;
|-&lt;br /&gt;
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the fel-hafted waraxes||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the rolaren longsword (ruby, sapphire, and one other)||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the pryothag hide brigandine||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the white ora warmaces||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.&lt;br /&gt;
&lt;br /&gt;
==Potion Tables==&lt;br /&gt;
{{main|Enchanting potions}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{#section:Enchanting potions|unlock potions1}}&lt;br /&gt;
{{#section:Enchanting potions|unlock potions2}}&lt;br /&gt;
{{#section:Enchanting potions|unlock potions3}}&lt;br /&gt;
{{#section:Enchanting potions|pre-temper potions}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Enchant Item (925)|Old Enchant Item (925)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[/history|Spell history]]&lt;br /&gt;
*[[Magical workshop/saved posts|Magical workshop saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]&lt;br /&gt;
*[[User:ZHEPHEN|Zhephen&#039;s Enchant (925) Research Notes]]&lt;br /&gt;
{{top}}&lt;br /&gt;
{{wizard}}&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=BVShop:The_Herbal_Huntsman/February_2023&amp;diff=189216</id>
		<title>BVShop:The Herbal Huntsman/February 2023</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=BVShop:The_Herbal_Huntsman/February_2023&amp;diff=189216"/>
		<updated>2023-02-12T05:45:14Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Add lich room number.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NoTOC__&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Festshop2&lt;br /&gt;
|look=a cedar lean-to camouflaged under leaf-woven netting&lt;br /&gt;
|location=[Map Room 27], Room# 8214537, Lich# L26838, go wooden lean-to}}&lt;br /&gt;
===The Herbal Huntsman===&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=The Herbal Huntsman - 8212812&lt;br /&gt;
|desc=Lashed to the beams on the slanted ceiling, fragrant herbs infuse the air with a medley of vegetal aromas, mingling with the earthy, woodsy scents of fur and leather from the varied hides draped over the sparse furniture.  An austere iron lantern casts foliated shadows over the bark-stripped rack fashioned from branches against the back wall.  Pulled halfway open, an undyed flax curtain splits the windowless space, a deer-carved oak chest sitting open beside the loosely gathered fabric. &lt;br /&gt;
|exits=  out}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container2||container=On the bark-stripped rack you see:||contents= a fel twig herb basket with a split leather lid, a brushed nubuck satchel traced in red squirrel fur, a snow leopard pelt tote with braided suede straps, a black bear hide pack with a clawed toggle, and a juniper buckskin bag tooled in a foliated design.}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable col-3-right&amp;quot; {{prettytable}} style=&amp;quot;width: 80%;&amp;quot; aria-label=&amp;quot;On a bark-stripped rack fashioned from branches&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;max-width: 25%;&amp;quot; | Item &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;max-width: 15%;&amp;quot; | Type &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Info &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 40%;&amp;quot; | Details &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Price &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a fel twig herb basket with a split leather lid ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| 4 lbs&amp;lt;br&amp;gt;Pocketed: A slightly large amount  (in)&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;shoulder-slung (functional)&amp;lt;/nowiki&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Survivalist&#039;s Kit]]&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-169036964&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-169036964&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Bundle Size: 1/5 (50 charges maximum per herb)&lt;br /&gt;
Liquid Storage unlock: no&lt;br /&gt;
Extractor unlock (requires Liquid Storage): no&lt;br /&gt;
Potency unlock (requires Liquid Storage): no&lt;br /&gt;
Messaging theme: magical&lt;br /&gt;
The basket will also respond to the following verbs: WEAR, REMOVE, OPEN, CLOSE, CLEAN, GAZE, PINCH, RUB, and TOUCH.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a brushed nubuck satchel traced in red squirrel fur ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| 4 lbs&amp;lt;br&amp;gt;Pocketed: A slightly large amount  (in)&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;shoulder-slung (functional)&amp;lt;/nowiki&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Survivalist&#039;s Kit]]&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-169036963&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-169036963&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Bundle Size: 1/5 (50 charges maximum per herb)&lt;br /&gt;
Liquid Storage unlock: no&lt;br /&gt;
Extractor unlock (requires Liquid Storage): no&lt;br /&gt;
Potency unlock (requires Liquid Storage): no&lt;br /&gt;
Messaging theme: natural&lt;br /&gt;
The satchel will also respond to the following verbs: WEAR, REMOVE, OPEN, CLOSE, CLEAN, GAZE, PINCH, RUB, and TOUCH.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a snow leopard pelt tote with braided suede straps ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| 4 lbs&amp;lt;br&amp;gt;Pocketed: A slightly large amount  (in)&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;shoulder-slung (functional)&amp;lt;/nowiki&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Survivalist&#039;s Kit]]&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-169036962&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-169036962&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Bundle Size: 1/5 (50 charges maximum per herb)&lt;br /&gt;
Liquid Storage unlock: no&lt;br /&gt;
Extractor unlock (requires Liquid Storage): no&lt;br /&gt;
Potency unlock (requires Liquid Storage): no&lt;br /&gt;
Messaging theme: magical&lt;br /&gt;
The tote will also respond to the following verbs: WEAR, REMOVE, OPEN, CLOSE, CLEAN, GAZE, PINCH, RUB, and TOUCH.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a black bear hide pack with a clawed toggle ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| 4 lbs&amp;lt;br&amp;gt;Pocketed: A slightly large amount  (in)&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;shoulder-slung (functional)&amp;lt;/nowiki&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Survivalist&#039;s Kit]]&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-169036961&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-169036961&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Bundle Size: 1/5 (50 charges maximum per herb)&lt;br /&gt;
Liquid Storage unlock: no&lt;br /&gt;
Extractor unlock (requires Liquid Storage): no&lt;br /&gt;
Potency unlock (requires Liquid Storage): no&lt;br /&gt;
Messaging theme: mechanical&lt;br /&gt;
The pack will also respond to the following verbs: WEAR, REMOVE, OPEN, CLOSE, CLEAN, GAZE, PINCH, RUB, and TOUCH.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a juniper buckskin bag tooled in a foliated design ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| 4 lbs&amp;lt;br&amp;gt;Pocketed: A slightly large amount  (in)&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;shoulder-slung (functional)&amp;lt;/nowiki&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Survivalist&#039;s Kit]]&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-169036960&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-169036960&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Bundle Size: 1/5 (50 charges maximum per herb)&lt;br /&gt;
Liquid Storage unlock: no&lt;br /&gt;
Extractor unlock (requires Liquid Storage): no&lt;br /&gt;
Potency unlock (requires Liquid Storage): no&lt;br /&gt;
Messaging theme: natural&lt;br /&gt;
The bag will also respond to the following verbs: WEAR, REMOVE, OPEN, CLOSE, CLEAN, GAZE, PINCH, RUB, and TOUCH.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 2,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container2||container=In the oak chest you see:||contents= a lacquered hip-satchel woven from green reeds, a cire leather herb kit scuffed at the corners, a dark cordovan case whipstitched with rawhide laces, a neutral-toned pouch of diamond-scaled rattlesnake skin, and a punched suede sack drawn by feathered ties.}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable col-3-right&amp;quot; {{prettytable}} style=&amp;quot;width: 80%;&amp;quot; aria-label=&amp;quot;In a deer-carved oak chest&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;max-width: 25%;&amp;quot; | Item &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;max-width: 15%;&amp;quot; | Type &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Info &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 40%;&amp;quot; | Details &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Price &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a lacquered hip-satchel woven from green reeds ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| 2 lbs&amp;lt;br&amp;gt;Pocketed: A medium amount  (in)&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;belt-attached (functional)&amp;lt;/nowiki&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Survivalist&#039;s Kit]]&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-169036958&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-169036958&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Bundle Size: 1/5 (50 charges maximum per herb)&lt;br /&gt;
Liquid Storage unlock: no&lt;br /&gt;
Extractor unlock (requires Liquid Storage): no&lt;br /&gt;
Potency unlock (requires Liquid Storage): no&lt;br /&gt;
Messaging theme: natural&lt;br /&gt;
The hip-satchel will also respond to the following verbs: WEAR, REMOVE, OPEN, CLOSE, CLEAN, GAZE, PINCH, RUB, and TOUCH.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a cire leather herb kit scuffed at the corners ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| 2 lbs&amp;lt;br&amp;gt;Pocketed: A medium amount  (in)&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;belt-attached (functional)&amp;lt;/nowiki&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Survivalist&#039;s Kit]]&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-169036957&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-169036957&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Bundle Size: 1/5 (50 charges maximum per herb)&lt;br /&gt;
Liquid Storage unlock: no&lt;br /&gt;
Extractor unlock (requires Liquid Storage): no&lt;br /&gt;
Potency unlock (requires Liquid Storage): no&lt;br /&gt;
Messaging theme: mechanical&lt;br /&gt;
The kit will also respond to the following verbs: WEAR, REMOVE, OPEN, CLOSE, CLEAN, GAZE, PINCH, RUB, and TOUCH.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a dark cordovan case whipstitched with rawhide laces ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| 2 lbs&amp;lt;br&amp;gt;Pocketed: A medium amount  (in)&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;belt-attached (functional)&amp;lt;/nowiki&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Survivalist&#039;s Kit]]&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-169036956&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-169036956&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Bundle Size: 1/5 (50 charges maximum per herb)&lt;br /&gt;
Liquid Storage unlock: no&lt;br /&gt;
Extractor unlock (requires Liquid Storage): no&lt;br /&gt;
Potency unlock (requires Liquid Storage): no&lt;br /&gt;
Messaging theme: mechanical&lt;br /&gt;
The case will also respond to the following verbs: WEAR, REMOVE, OPEN, CLOSE, CLEAN, GAZE, PINCH, RUB, and TOUCH.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a neutral-toned pouch of diamond-scaled rattlesnake skin ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| 2 lbs&amp;lt;br&amp;gt;Pocketed: A medium amount  (in)&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;belt-attached (functional)&amp;lt;/nowiki&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Survivalist&#039;s Kit]]&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-169036955&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-169036955&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Bundle Size: 1/5 (50 charges maximum per herb)&lt;br /&gt;
Liquid Storage unlock: no&lt;br /&gt;
Extractor unlock (requires Liquid Storage): no&lt;br /&gt;
Potency unlock (requires Liquid Storage): no&lt;br /&gt;
Messaging theme: natural&lt;br /&gt;
The pouch will also respond to the following verbs: WEAR, REMOVE, OPEN, CLOSE, CLEAN, GAZE, PINCH, RUB, and TOUCH.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a punched suede sack drawn by feathered ties ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| 2 lbs&amp;lt;br&amp;gt;Pocketed: A medium amount  (in)&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;belt-attached (functional)&amp;lt;/nowiki&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Survivalist&#039;s Kit]]&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &amp;lt;div class=&amp;quot;mw-customtoggle-169036954&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;Analyze&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-169036954&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;pre style=&amp;quot;border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Bundle Size: 1/5 (50 charges maximum per herb)&lt;br /&gt;
Liquid Storage unlock: no&lt;br /&gt;
Extractor unlock (requires Liquid Storage): no&lt;br /&gt;
Potency unlock (requires Liquid Storage): no&lt;br /&gt;
Messaging theme: magical&lt;br /&gt;
The sack will also respond to the following verbs: WEAR, REMOVE, OPEN, CLOSE, CLEAN, GAZE, PINCH, RUB, and TOUCH.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 2,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
===The Herbal Huntsman, Respite===&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=The Herbal Huntsman, Respite - 8212813&lt;br /&gt;
|desc=Bottles and apparati lie scattered around a bronze-caged lamp on the open lid of a pebbled leather trunk, its sisken-lined interior brimming with twine-tied scrolls.  Flicking orange light brings a warm shine to the plush bear hide rug softening the solid cedar floor.  Secured with two worn suede straps, a thin bedroll tilts against the back corner beside a scarred cordovan pack.  An undyed flax curtain, left partially open, evenly divides the lean-to and affords a modicum of privacy. &lt;br /&gt;
|exits=  none}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container2||container=In the leather trunk you see:||contents= a scroll of crinkled paper, a scroll of pale papyrus, a scroll of faded parchment, and a scroll of stained vellum.}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable col-3-right&amp;quot; {{prettytable}} style=&amp;quot;width: 80%;&amp;quot; aria-label=&amp;quot;In a pebbled leather trunk&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;max-width: 25%;&amp;quot; | Item &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;max-width: 15%;&amp;quot; | Type &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Info &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 40%;&amp;quot; | Details &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Price &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a scroll of crinkled paper ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| [[:Category:Automated_Unlocking_Certificates|unlock certificate]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| &amp;lt;br&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Survivalist&#039;s Kit]]&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
 Your crinkled paper will unlock your Survivalist&#039;s Kit&#039;s Capacity from tier 4 to tier 5 (150 per herb).&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a scroll of pale papyrus ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| [[:Category:Automated_Unlocking_Certificates|unlock certificate]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| &amp;lt;br&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Survivalist&#039;s Kit]]&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
 Your pale papyrus will unlock your Survivalist&#039;s Kit&#039;s Capacity from tier 3 to tier 4 (125 per herb).&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a scroll of faded parchment ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| [[:Category:Automated_Unlocking_Certificates|unlock certificate]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| &amp;lt;br&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Survivalist&#039;s Kit]]&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
 Your faded parchment will unlock your Survivalist&#039;s Kit&#039;s Capacity from tier 2 to tier 3 (100 per herb).&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 1,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a scroll of stained vellum ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| [[:Category:Automated_Unlocking_Certificates|unlock certificate]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| &amp;lt;br&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Survivalist&#039;s Kit]]&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
 Your stained vellum will unlock your Survivalist&#039;s Kit&#039;s Capacity from tier 1 to tier 2 (75 per herb).&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 1,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container2||container=On the leather trunk you see:||contents= some empty crystalline vials, a small copper distiller, and a fluid-filled glass bottle.}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable col-3-right&amp;quot; {{prettytable}} style=&amp;quot;width: 80%;&amp;quot; aria-label=&amp;quot;On a pebbled leather trunk&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;max-width: 25%;&amp;quot; | Item &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;max-width: 15%;&amp;quot; | Type &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Info &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 40%;&amp;quot; | Details &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Price &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | some empty crystalline vials ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| [[:Category:Automated_Unlocking_Certificates|unlock certificate]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| &amp;lt;br&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Survivalist&#039;s Kit]]&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
 Your crystalline vials will unlock your Survivalist&#039;s Kit&#039;s Liquid Storage capabilities.  Rose-marrow lovers rejoice!&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 2,500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a small copper distiller ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| [[:Category:Automated_Unlocking_Certificates|unlock certificate]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| &amp;lt;br&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Survivalist&#039;s Kit]]&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
 Your copper distiller will unlock your Survivalist&#039;s Kit&#039;s Liquid Extractor.  It must already have Liquid Storage unlocked.  The Extractor will allow your kit to distill solid herbs into liquid form over time.  Simply POINT the kit at the target solid herb inside, then NUDGE the kit to start (or stop) the process.  Each dose will take about 20 minutes to distill (time spent offline will count).&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot; | a fluid-filled glass bottle ||style=&amp;quot;vertical-align: top; white-space: nowrap;&amp;quot;| [[:Category:Automated_Unlocking_Certificates|unlock certificate]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;| &amp;lt;br&amp;gt; ||style=&amp;quot;width: 40%; vertical-align: top; text-align: left;&amp;quot;| [[Survivalist&#039;s Kit]]&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
 Your glass bottle will unlock your Survivalist&#039;s Kit&#039;s Potency upgrade.  It must already have Liquid Storage unlocked.  The Potency upgrade will cause any liquid herbs that come from your kit to be administered at a faster rate based on the consumer&#039;s Survival training.  This effect fades 30 seconds after the herb has been removed from the kit.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
 |style=&amp;quot;white-space:nowrap; vertical-align: top; text-align: right;&amp;quot;| 10,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Bloodriven Village February 2023 shops|H]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=154813</id>
		<title>Comprehensive Wizard Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Wizard_Guide&amp;diff=154813"/>
		<updated>2021-10-14T21:02:53Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Issalya portrait.jpg]]&lt;br /&gt;
| name = Lady Issalya Valdarien Illistim&lt;br /&gt;
| type = [[Elemental]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]]&amp;lt;br /&amp;gt;[[Major Elemental]]&amp;lt;br /&amp;gt;[[Wizard Base]]&lt;br /&gt;
| prime = [[Aura]], [[Logic]]&lt;br /&gt;
| mana = [[Aura]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  =  14 / 0 | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 14 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 8 / 2   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 10 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 8 / 0   | PFranks  = 1&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 2   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 1   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 2 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 3   | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0 / 15  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 15  | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 6   | ELranks  = 2&lt;br /&gt;
  | SpLcost = 0 / 20  | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 10  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20  | MLranks  = 1&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 1&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 2 / 1   | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
{{otheruses4|the Wizard profession|the front end|Wizard (front end)}}&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
The basis for this guide was originally created by Whirlin, using information gathered by the community, and then reformatted and updated by Kithus.  It has been expanded upon by members of the Gemstone community from discussions via various forums, Discord chats and direct player input on GSWiki. Any and all contributions from the community are welcome!&amp;lt;br&amp;gt;&lt;br /&gt;
Last Updated:  8/1/2020&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Racial Bonus To Starting Statistics (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=80px | &#039;&#039;&#039;[[Race]]&#039;&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]] || width=80px |  Total&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;    ||-5||0||5||10||5||0||5||5||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Burghal gnome]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;10&#039;&#039;&#039;||10||-5||5||10||5||0||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dark elf]]&#039;&#039;&#039;    ||0||-5||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-10||&#039;&#039;&#039;10&#039;&#039;&#039;||0||5||5||-5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||15||0||-5||10||-10||5||0||0||-10||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;    ||0||0||5||15||-15||5||0||0||0||10||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;    ||-5||10||0||0||5||0||5||0||0||10||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Forest gnome]]&#039;&#039;&#039;    ||-10||10||5||10||5||0||5||0||5||-5||+25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;    ||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||0||-5||-5||0||0||5||+10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half elf]]&#039;&#039;&#039;    ||0||0||5||10||-5||0||0||0||0||5||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Half krolvin]]&#039;&#039;&#039;    ||&#039;&#039;&#039;10&#039;&#039;&#039;||10||0||5||0||0||-10||0||-5||-5||+5&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;    ||-15||10||&#039;&#039;&#039;15&#039;&#039;&#039;||10||-5||-5||5||10||0||-5||+20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;    ||5||0||0||0||0||0||5||5||0||0||+15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;    ||0||0||&#039;&#039;&#039;10&#039;&#039;&#039;||5||-5||5||0||0||0||0||+15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR is Melee AS and Ranged RT.&amp;lt;br&amp;gt;&lt;br /&gt;
DEX is spell bolts and Ranged AS and Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
AGI is also a factor in Melee RT.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura is Elemental CS.&lt;br /&gt;
&lt;br /&gt;
==Benefits of Dexterity==&lt;br /&gt;
A Ranged attack or Bolt spells uses [[Dexterity]] as an AS mod, but it is much more than that.&amp;lt;br&amp;gt;&lt;br /&gt;
Most people do not realize that TRUNC(DEX Bonus/4) is added as phantom damage to attacks, when no crit weighting is present.  When calculating damage you take the damage factor, multiply by the endroll in excess of 100, and, depending on the damage versus the armor type, you get crits that provide extra damage. However, between those two steps, there is one additional calculation. Your DEX Bonus/4, rounded down is added as &amp;quot;phantom damage&amp;quot; when calculating what rank crit you get. This occurs in all AS based attacks, including melee, ranged, and spells. &lt;br /&gt;
&lt;br /&gt;
*Please note:  The DEX BONUS/4 is still commonly accepted as true, but there do appear to be abnormalities that don&#039;t make it uniformly applied.  This is still being tested to determine any potential limits.&lt;br /&gt;
&lt;br /&gt;
As an example of how this is applied we can take a simple cast of 901:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all know 901 has a terrible DF.  However, if a halfling with maxed DEX casts it, with their +40 DEX bonus, they get 10 phantom damage right off the bat. If they do adequate damage to obtain a Tier 1 crit, it will receive +10 phantom damage when calculating the crit. Since a substantial margin of the damage from 901 is based on the crit tier, this could significantly increase the damage.&lt;br /&gt;
&lt;br /&gt;
When it comes to racial selection this means Halflings are potentially the best race to select for bolting.  At least from a purely offensive point of view. With the second highest max DEX bonus, Dark Elves have a DEX bonus at +35 at 100, but since phantom damage is rounded down, they max at only +8 phantom damage, while halflings get +10 phantom Damage from their +40 max bonus. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s a wonderful example that Riltus provided, with a breakdown of the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You gesture at a dark orc.&amp;lt;br&amp;gt;&lt;br /&gt;
You hurl a small surge of electricity at a dark orc!&amp;lt;br&amp;gt;&lt;br /&gt;
AS: +212 vs DS: +39 with AvD: +22 + d100 roll: +68 = +263&amp;lt;br&amp;gt;&lt;br /&gt;
... and hit for 49 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 5 Crit w/25 damage&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard with 20 air lore and 34 Dex bonus (8 pts. crit weighting)&amp;lt;br&amp;gt;&lt;br /&gt;
901 DF: 0.133&amp;lt;br&amp;gt;&lt;br /&gt;
Lore DF bonus: 0.012&amp;lt;br&amp;gt;&lt;br /&gt;
Effective DF: 0.145&amp;lt;br&amp;gt;&lt;br /&gt;
Endroll success margin: 163&amp;lt;br&amp;gt;&lt;br /&gt;
Raw damage: 23.6 rounds up to 24&amp;lt;br&amp;gt;&lt;br /&gt;
Armor: double leather w/ 6 crit divisor&amp;lt;br&amp;gt;&lt;br /&gt;
Calc max crit w/o weighting: 24/6 = 4&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit damage: 25 (R5 chest)&amp;lt;br&amp;gt;&lt;br /&gt;
Observed Crit: rank 5&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum Crit weighting for a rank 5 outcome: 6 pts. [(24 + 6)/6 = rank 5 crit] &lt;br /&gt;
&lt;br /&gt;
Without phantom damage, the maximum crit outcome would have been a tier 4 crit (only 20 damage), so that additional phantom damage for the crit roll ended up being an additional 5 real damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Warmages==&lt;br /&gt;
&amp;lt;s&amp;gt;Melee Warmages are mainly concerned about strength.  They need all the AS they can get relative to the other classes before the AS slowdown. AgiDex is less of a concern because, from an RT perspective if you are doing most melee builds, you should be able to swing anything in 6 seconds with any race. That is the RT needed to hit 1 second eventually. If your stats are placed for growth, and you are using a lance, AgiDex might be a concern in a few cases.  In that case just make sure you math it out before you get started, or swap to a faster polearm.&lt;br /&gt;
&lt;br /&gt;
The strongest races are:&lt;br /&gt;
&amp;lt;u&amp;gt;Giantman&amp;lt;/u&amp;gt;: +15 STR, but bolting suffers with a -5 DEX and CS takes a hit with a -5 Aura.  They do have a nice CON bonus at +10 and the best encumbrance factor of all races.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half-Krol&amp;lt;/u&amp;gt;: +10 STR, with no bonus or penalty on DEX or AURA.  They share the same +10 CON bonus as Giantmen, as well as a high encumbrance factor.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarf&amp;lt;/u&amp;gt;: +10 STR, no DEX penalties but -5 to AGI and bad Aura at -10.  They have the highest CON bonus at +15.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Human&amp;lt;/u&amp;gt;: Only +5 STR, no modifiers to DEX, AGI or AURA.  Humans are the middle of the road race.&lt;br /&gt;
&lt;br /&gt;
It should be noted that these THW warmages races outlined above tend to be weak in DEX and Aura if you decide to swap builds after the AS slowdown. So you would find it very difficult to swap from a Racially maximized THW Warmage to a Pure or Ranged Warmage.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a warmage, AS is important but reaching 1sec RT is top priority. You want to come out the gates swinging your target weapon at 5sec RT. If you build your warmage with using this starting rule, you&#039;ll save yourself a boat load of TPs in the long run. Lets take a Claidhmore as an example since Two Handed Weapons are a popular weapon choice for warmages. The base round time on a claidhmore is 8 seconds (https://gswiki.play.net/Claidhmore). &lt;br /&gt;
&lt;br /&gt;
If we refer to the Two Handed Weapon round time table from the Celerity (506) wiki page https://gswiki.play.net/Celerity_(506) , you&#039;ll see that a 6 second base round time for swinging a claidhmore will require 80 ranks of air lore as oppose to a 5 second base swinging round time would only take 58 ranks. That is a difference of 528 physical TPs to get to one second swinging round time. As a warmage your AS is going to be low, the power comes from the 1 second round time swings and disabling your opponent with stomp evoked 909.  &#039;&#039;&#039;An AGI + DEX bonus of 53+ will ensure your character swings any weapon at 5sec rt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Two-Handed Weapons&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | Base Weapon Speed&lt;br /&gt;
|- &lt;br /&gt;
| Current RT&lt;br /&gt;
| 9&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 9&lt;br /&gt;
| 154&lt;br /&gt;
| 146&lt;br /&gt;
| 130&lt;br /&gt;
| 122&lt;br /&gt;
| 106&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 8&lt;br /&gt;
| 131&lt;br /&gt;
| 124&lt;br /&gt;
| 110&lt;br /&gt;
| 103&lt;br /&gt;
| 89&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 7&lt;br /&gt;
| 108&lt;br /&gt;
| 102&lt;br /&gt;
| 90&lt;br /&gt;
| 84&lt;br /&gt;
| 72&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 6&lt;br /&gt;
| 85&lt;br /&gt;
| 80&lt;br /&gt;
| 70&lt;br /&gt;
| 65&lt;br /&gt;
| 55&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 5&lt;br /&gt;
| 62&lt;br /&gt;
| 58&lt;br /&gt;
| 50&lt;br /&gt;
| 46&lt;br /&gt;
| 38&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 4&lt;br /&gt;
| 39&lt;br /&gt;
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| 30&lt;br /&gt;
| 27&lt;br /&gt;
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|- &lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 3&lt;br /&gt;
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| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The best races that achieve the AGI + DEX bonus of 53+ are elves of any sort. &lt;br /&gt;
Strength is secondary to AGI and DEX since it&#039;s directly connected to AS. &lt;br /&gt;
&lt;br /&gt;
You training goals for a warmage should be as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Goals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minor Elemental: - 1x until 75 (This is for the AS boost that 425 offers)&amp;lt;br&amp;gt;&lt;br /&gt;
Major Elemental: - 1x until 50 (You can skip a few tanks but you obviously want 506 and 509 ASAP)&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard - As able (You want 909 ASAP but after that you can take your time. The 900 circle is the best circle for a wizard to gain DS.)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon skill - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Physical Fitness - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Perception - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Harness power - 1x&amp;lt;br&amp;gt;&lt;br /&gt;
Spell aim - 2x (It&#039;s always good to have an alternative attack method)&amp;lt;br&amp;gt;&lt;br /&gt;
Air lore - as much as possible until you can 1 sec swing your goal weapon. (Do not neglect the other primary skills to achieve this)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Goals&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can you swing your choice weapon with 1 sec RT? no? then why are you looking here?!&amp;lt;br&amp;gt;&lt;br /&gt;
Combat Maneuvers - whatever you can spare. (Every 2 ranks is +1 AS. the Cman skill of choice is feint followed by disarm.)&amp;lt;br&amp;gt;&lt;br /&gt;
Magic item use&amp;lt;br&amp;gt;&lt;br /&gt;
Arcane Symbols&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Mana Control - I stopped at 30 ranks&amp;lt;br&amp;gt;&lt;br /&gt;
Armor use&amp;lt;br&amp;gt;&lt;br /&gt;
Whatever else you want. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This section was edited by Alsal on 08/01/2019&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ranged Warmage==&lt;br /&gt;
Ranged Warmages primarily need 1 thing, [[Dexterity]]. Even a halfling with -15 STR mod can get to a STR bonus of +5 and fire an aimed longbow in 1 second. The following highlights strength mods because it can be a factor at lower levels and in the case that you decide to switch builds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Halflings&amp;lt;/u&amp;gt;: The winning race with +15 DEX, but a woeful -15 STR and -5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elf&amp;lt;/u&amp;gt;: +10 DEX, 0 STR, and +10 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +10 DEX, 0 STR and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burger Gnome&amp;lt;/u&amp;gt;: +10 Dex, with the same -15 STR as a halfling, but a +5 Aura&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 DEX, 0 STR, and +5 Aura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Half Elves&amp;lt;/u&amp;gt;: +5 Dex, 0 STR, 0 Aura. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Aelotoi&amp;lt;/u&amp;gt;: +5 DEX and 0 Aura like Half-Elves, but with -5 Strength.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Forest Gnomes&amp;lt;/u&amp;gt;: +5 DEX, -10 Strength, and 0 Aura.&lt;br /&gt;
&lt;br /&gt;
==Pure Builds==&lt;br /&gt;
The emphasis here is on Aura, as our CS mod, because we already highlighted DEX in the Ranged section:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Dark Elves&amp;lt;/u&amp;gt;: +10 Aura, along with their +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Burghal Gnomes&amp;lt;/u&amp;gt;: +5 AURA, also with +10 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Elves&amp;lt;/u&amp;gt;: +5 AURA as well but only +5 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Sylvan&amp;lt;/u&amp;gt;: +5 AURA too and with +10 DEX&lt;br /&gt;
&lt;br /&gt;
==Other Racial Factors==&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent wizard.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick a halfling anyway because that DEX!&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Reduces swinging RT, maneuver penalties, and spell hindrance from wearing armor.&lt;br /&gt;
*[[Shield Use]] Generates DS when using a shield.&lt;br /&gt;
*Weapons Use Raises AS with a particular Weapon.&lt;br /&gt;
*[[Two Weapon Combat]] Ability to use two one-handed weapons.  It is prohibitively expensive for a wizard to train in.&lt;br /&gt;
*[[Combat Maneuvers]] +.5 Melee AS per rank. 1 CM Point per rank to use towards the limited list of combat maneuvers available to wizards!&lt;br /&gt;
*[[Multi-Opponent Combat]] Reduces Force-on-Force penalties for multiple opponents and adds 1 to the minimum ball-spell area effect per rank. &lt;br /&gt;
*[[Ambush]] Ability to aim physical attacks.  Improves ranged AS by .25 for every rank over 40.&lt;br /&gt;
*[[Physical Fitness]] HP total, stamina, factors into Maneuver defense&lt;br /&gt;
*[[Dodge]] Adds to evade DS but is prohibitively expensive for wizards.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Ability to use scrolls, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Magic Item Use]] Ability to use magic items such as wands, small statues and other imbeds, each rank improves duration. Also assists with Enchanting.&lt;br /&gt;
*[[Harness Power]] +3 Mana per rank up to your level, +1 mana per rank over level.&lt;br /&gt;
*[[Spell Aiming]] Adds to bolt AS in the same way weapons training adds to a physical AS.&lt;br /&gt;
*Mana Control: Allows sharing of mana with others, based on your skill in a specific mana control and theirs.  Also improves your mana regeneration rate.&lt;br /&gt;
*[[Spell Research]] Learn spells, improve effectiveness and duration.&lt;br /&gt;
*[[Elemental Lore]]: Various effects and improvements to specific elemental spells.  Other lores do not effect your native spells.&lt;br /&gt;
&lt;br /&gt;
==Elemental Lores==&lt;br /&gt;
&lt;br /&gt;
The [[Elemental Lore]] Review offered a variety of new synergies between spells, and introduced a lot more than just DF bonuses on bolt spells.  The list below gives a general overview of which spells each lore effects and a general idea of how.  A more complete overview can be found in the [[Lore_chart|Lore Chart]].&lt;br /&gt;
&lt;br /&gt;
===Important Breakpoints===&lt;br /&gt;
*50 ranks in any lore gives the greatest Bolt DF benefit before diminishing returns on spells of that element, or .050 DF.&lt;br /&gt;
*100 combined ranks provide the greatest Bolt DF benefit before diminishing returns on dual element spells, or .050 DF.&lt;br /&gt;
*20 ranks in any lore gives the 518 specialization for that lore and 10 ranks each of two lores provides the specialization for dual lore specializations&lt;br /&gt;
*Arcane Circle spell EVOKES and Tonis Bolt:  &lt;br /&gt;
**20 Fire for 903 -&amp;gt; 1707&lt;br /&gt;
**20 Air for Tonis Bolt&lt;br /&gt;
**30 Water for 904 -&amp;gt; 1710&lt;br /&gt;
*55 or 60 air lore provides the majority of RT reduction from [[506|Celerity]] for a warmage&lt;br /&gt;
*[[514|Stone Fist]] Earth Lore at .5x for SLAP, 1.25x for CLENCH, and 2x for POUND&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Fire]]===&lt;br /&gt;
*[[413]]: Increases TD penalty by Seed 5 summation.&lt;br /&gt;
*[[415]]: Chance equal to [[Elemental Lore, Fire]] ranks/2 to strike an additional target in the room for 5 additional mana.&lt;br /&gt;
*[[417]]: 10 ranks unlocks a defensive spell from the target.  The chance is 10% +3% per every 10 ranks.  The mana drain is increased by skill/15.&lt;br /&gt;
*[[425]]: A percentage chance on a Seed 10 scale to increase the critical weighting of your next spell cast within 10 seconds.&lt;br /&gt;
*[[502]]: Fire Version - Provides a DS pushdown against fire spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks. &lt;br /&gt;
*[[513]]: Casting multiple bolts at the same target will increase AS by Seed 4 stacking up to +25 maximum.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Fire specification which uses [[906|Minor Fire]]&#039;s damage tables and lore bonuses.  10 ranks of Fire AND Water unlock Steam.&lt;br /&gt;
*[[519]]: Increases critical damage and damage cycles.&lt;br /&gt;
*[[903]]: 20 ranks unlocks [[Minor_Steam_(1707)|Minor Steam]] using EVOKE with this spell.&lt;br /&gt;
*[[906]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  &lt;br /&gt;
*[[908]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the fire version.&lt;br /&gt;
*[[950]]: Increases AS of spells cast with 950 by 6 * Seed 10 summation and CS by 3/5 that amount.&lt;br /&gt;
*[[1707]] Increases DF by .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Fire====&lt;br /&gt;
&lt;br /&gt;
The only major discreet breakpoint for fire lore is 20 ranks for EVOKE on [[903|Minor Water]] for [[1707|Minor Steam]], the best damage to mana ratio bolt spell.  The other important bonuses are scaling.&lt;br /&gt;
&lt;br /&gt;
519 bonuses are two fold: &lt;br /&gt;
*Chance of incineration on warding margins 50 or higher = Seed 1 summation (Fire Lore ranks -10)/2 &lt;br /&gt;
*And Ranks / 1.5 % chance of an extra damage cycle. (100% at 150 ranks)&lt;br /&gt;
&lt;br /&gt;
The 513 AS bonus maxes out at +25. This makes some seed values appear more beneficial than others. Because going from +5 AS per bolt to +6 AS per bolt will still require 5 bolts to max out the benefit of +25 AS that +1 AS might be less substantial.  The number of bolts needed to cap the bonus is below:&lt;br /&gt;
*+1 per bolt: 25 casts to cap&lt;br /&gt;
*+2 per bolt: 13 casts to cap&lt;br /&gt;
*+3 per bolt: 9 bolts to cap&lt;br /&gt;
*+4 per bolt: 7 bolts to cap&lt;br /&gt;
*+5 per bolt: 5 bolts to cap&lt;br /&gt;
*+6 per bolt: 5 bolts to cap&lt;br /&gt;
*+7 per bolt: 4 bolts to cap&lt;br /&gt;
*+9 per bolt: 3 bolts to cap&lt;br /&gt;
*+13 per bolt: 2 bolts to cap&lt;br /&gt;
*Benefit maxes at +19, always 2 bolts to cap the benefit.&lt;br /&gt;
*This mechanic of the +25 max, paired with a Summation Seed 4 for benefit ends up producing two forms of diminishing returns. The difference between 72 ranks of fire lore for +9 per bolt (3 to cap), and 130 ranks for +13 per bolt (2 to cap) is substantial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
*[[402]]: Gives a chance to point out hidden targets based on ranks in [[Elemental Lore, Air]] versus the targets hide ranks.&lt;br /&gt;
*[[405]]: At 30 ranks can detect elemental flares and if an item is enhancive (but not what it enhances)&lt;br /&gt;
*[[410]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[435]]: 50 ranks unlocks a SPHERE version of the spell which can hit flying targets.&lt;br /&gt;
*[[502]]: Air/Lightning version - Provides a DS pushdown against air/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[504]]: Increases RT penalty by 1 at 24, 100, and 100 ranks.  Increases possible targets by 1 per 20 ranks.&lt;br /&gt;
*[[505]]: 20 ranks unlocks Tonis Bolt using EVOKE.  Increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[506]]: 50 ranks unlocks a group version with EVOKE.  Decreases the stamina cost of combat actions and improves RT reduction of utility actions.&lt;br /&gt;
*[[511]]: Increases maximum items by Seed 10 summation.&lt;br /&gt;
*[[515]]: Gives a percentage chance to provide a CHANNEL bonus to a spell without additional RT equal to Seed 1 summation.&lt;br /&gt;
*[[518]]: 20 ranks unlocks Air specialization, which uses vacuum crits.  10 Air AND Water ranks unlocks Lightning specialization.&lt;br /&gt;
*[[535]]: -1% RT for every 5 ranks, max of 60%.&lt;br /&gt;
*[[550]]: Increases the amount of RT removed from negative effects by 1.5 * Seed 1 summation.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[911]]: Adds phantom [[Dodge]] ranks on a Seed 1 summation.&lt;br /&gt;
*[[912]]: Adds a 2% chance per Seed 5 summation to produce a vortex which causes RT for a random, ungrouped target at a regular interval.&lt;br /&gt;
*[[914]]: Reduces the summoning time and increases critical damage.&lt;br /&gt;
*[[916]]: 50 ranks unlocks a group version that lasts for 2 minutes using EVOKE.&lt;br /&gt;
*[[920]]: Decreases the time it takes a familiar to find a player-character.&lt;br /&gt;
*[[950]]: Allows a chance to gain offensive CHANNEL benefits to the spells cast without the RT with a percentage chance equal to 5 * Seed 1 Summation.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Air====&lt;br /&gt;
&lt;br /&gt;
Arguably the greatest benefit to training air lore is Tonis Bolt at 20 ranks or the -1% RT from Celerity per 5 ranks, depending on your build. &lt;br /&gt;
&lt;br /&gt;
[[506|Celerity]] Breakpoints:&lt;br /&gt;
*Base 4 RT becomes 1 at 60 ranks&lt;br /&gt;
*Base 5 RT becomes 1 at 105 ranks&lt;br /&gt;
*Base 6 RT becomes 2 at 55 Ranks, 1 at 135 Ranks&lt;br /&gt;
*Base 7 RT becomes 3 at 20 Ranks, 2 at 90 Ranks, 1 at 160 ranks&lt;br /&gt;
*Base 8 RT becomes 3 at 55 ranks, 3 at 115 ranks, and 1 at 180 ranks&lt;br /&gt;
&lt;br /&gt;
After either 55 or 60 ranks in Air Lore, you receive a majority of the RT reduction bonuses. You also unlock all the major breakpoints for air lore:&lt;br /&gt;
Tonis Bolt&lt;br /&gt;
Group Casting 506 &lt;br /&gt;
410/435 Sphere&lt;br /&gt;
Flare detection on 405&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Water]]===&lt;br /&gt;
*[[403]]: Removes 1 point per Seed 10 summation of potential damage to a lockpick on a failed attempt.&lt;br /&gt;
*[[404]]: Reduces DISARM roundtime by 1 second per Seed 6 summation.&lt;br /&gt;
*[[407]]: Unsuccessful casts will corrode a lock, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[408]]: Unsuccessful casts will corrode a trap, reducing the difficulty by 1 per Seed 1 summation.  Stacks up to 10% of the original difficulty.&lt;br /&gt;
*[[410]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[416]]: Grants a percentage chance equal to Skill/4 to show Unlock and Disarm success messenging.&lt;br /&gt;
*[[418]]: Provides a +10 mana regeneration bonus for the caster.  This bonus will last a number of pulses equal to a Seed 10 summation.&lt;br /&gt;
*[[435]]: Reduces targets maneuver defense against the spell.&lt;br /&gt;
*[[502]]: Water/Cold/Lightning version - Provides a DS pushdown against water/cold/lightning spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[512]]: Increases targets by 1 per Seed 5 summation.  Shatter chance on fully encased targets equal to Skill Bonus/3.  Converts [[903|Minor water]] cast at target to [[1709|Minor Cold]] for Seed 10 summation casts.&lt;br /&gt;
*[[515]]: Percentage chance to negate the cooldown when the spell ends equal to Seed 1 summation.&lt;br /&gt;
*[[516]]: Percentage chance equal to Seed 2 summation to drain an additional 20 mana.&lt;br /&gt;
*[[518]]: 20 ranks to unlock cold specialization, which uses [[1709|Minor Cold]] damage tables and lore bonuses and water specialization, which uses [[903|Minor water]]. 10 ranks + 10 Fire/Earth/Air unlocks Steam/Acid/Lightning.&lt;br /&gt;
*[[520]]: Water mode dispel cooldown reduced by Seed 1 summation seconds.&lt;br /&gt;
*[[550]]: 50 ranks unlocks an automatic [[410|Elemental Wave]] cast for free alongside Time Stop.&lt;br /&gt;
*[[901]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[903]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Increases the chance to soak a target by skill/2%.&lt;br /&gt;
*[[904]]: 30 ranks unlocks [[1710|Major Acid]] with EVOKE.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[907]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
*[[910]]: Combined Air and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Increases the duration of Stun Shock by 1 second per Seed 10 summation.&lt;br /&gt;
*[[917]]: Ranks/5% chance to do an additional strike with the cold version.&lt;br /&gt;
*[[920]]: 50 ranks unlocks the ability to set an anchor on an earthnode.&lt;br /&gt;
*[[1707]]: Combined Fire and Water lore increases DF by .001/rank up to 50 ranks, .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[1709]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that. &lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Water====&lt;br /&gt;
&lt;br /&gt;
Water lore has very little in the way of discreet breakpoints. 30 ranks will allow the use of [[1710|Major Acid]] with 904 and 50 ranks will provide the ability to set an anchor for your familiar and have an automatic [[410|Elemental Wave]] when you cast [[550|Time Stop]].  While interesting these benefits are not build defining. &lt;br /&gt;
&lt;br /&gt;
The largest benefit of water lore is its diversity.  Water lore provides bonuses to the DFs for a startling number of bolts.  This includes 901, 903, 904, 907, 910, 1707, 1709, and 1710.  It also lends itself to a variety of modes for 518.  This combines with the utility aspects to make water lore an interesting lore for a generalist wizard.&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Earth]]===&lt;br /&gt;
*[[412]]: Increases max targets of the open version by 1 per 20 ranks.&lt;br /&gt;
*[[414]]: 25 ranks unlocks a 5% + 1% per 20 additional ranks chance to block a single AS/DS attack when wearing all three elemental defenses.  &lt;br /&gt;
*[[430]]: Gives a percentage chance equal to Seed 10 summation to gain +10 critical padding for a single attack.&lt;br /&gt;
*[[502]]: Earth version - Provides a DS pushdown against impact spells equal to 2 * Seed 1 for 15 seconds, up to 2 attacks.&lt;br /&gt;
*[[503]]: Gives a percentage chance equal to Seed 10 summation to gain +20 DS against an attack.&lt;br /&gt;
*[[507]]: 15 ranks unlocks bolt redirection ability with a chance of 5% + 1% / 10 additional ranks.  Redirected bolts strike at a random enemy target with a -20 AS penalty.&lt;br /&gt;
*[[508]]: 25 ranks unlocks a 5% + 1% per additional 10 ranks chance to increase TD by 20 against a single warding spell.&lt;br /&gt;
*[[509]]: Provides a self-cast additional AS bonus equal to Seed 4 summation.&lt;br /&gt;
*[[510]]: Increases DF by .001/rank up to 50 ranks, .001 per 2 ranks up to 100 ranks and .001 per 4 ranks beyond that.&lt;br /&gt;
*[[514]]: Unlocks additional commands at training breakpoints:  SLAP - .5x, CLENCH - 1.25x, POUND - 2x.&lt;br /&gt;
*[[518]]: 20 ranks to unlock earth specialization, which uses [[510|Hurl Boulder]] damage and lore benefits.  10 ranks + 10 water lore ranks to unlock acid specialization.&lt;br /&gt;
*[[520]]: Earth mode stun shield provides additional padding ranks equal to a Seed 3 summation.&lt;br /&gt;
*[[550]]: Increases uses per day by 1 at 40, 115, and 190 ranks.&lt;br /&gt;
*[[902]]: Increases the enhancive weapon skill bonus by 1 per Seed 7 summation.&lt;br /&gt;
*[[904]]: 10 ranks unlocks an acid burn ability at a rate of 25 + truncated(Skill Bonus/4)%.  Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.&lt;br /&gt;
*[[905]]: Provides an additional 1 DS per Seed 5 summation.&lt;br /&gt;
*[[909]]: Increases the E/B/P penalty by 1 per Seed 4 summation / 2.  Increases charges of the EVOKE version by 1 at 20, 50, 90, 150, and 200 ranks.&lt;br /&gt;
*[[914]]: Increases critical damage.&lt;br /&gt;
*[[917]]: Gives a percentage of the damage bonus provided by a stunned/prone target to all cycles after the initial strike equal to (100 * Ranks / 202)%.&lt;br /&gt;
*[[1710]]: Combined Earth and Water lore increases DF by .001/2 ranks up to 100 ranks and .001/4 ranks beyond that.  Adds to the potential number of splash targets.&lt;br /&gt;
&lt;br /&gt;
====Understanding the Bonuses behind Elemental Lore, Earth====&lt;br /&gt;
&lt;br /&gt;
Earth lore has a few important discreet breakpoints to consider.  One is the additional charges on the evoked version of [[909|Tremors]] at 20, 50, 90, 150, and 200 ranks.  Another is the added uses per day of [[550|Time Stop]] at 40, 115, and 190 ranks respectively.  Finally there is the acid burn effect on [[904|Minor Acid]] which turns on at 10 ranks and improves from there.  &lt;br /&gt;
&lt;br /&gt;
With that in mind 50 ranks will net you:&lt;br /&gt;
+2 charges of EVOKE 909&lt;br /&gt;
+1 daily use of 550&lt;br /&gt;
62% chance of acid burn on 904&lt;br /&gt;
25% of the stunned/prone bonus on 917&lt;br /&gt;
&lt;br /&gt;
The major outlier here is [[514|Stone Fist]].  Only a dedicated earth mage will get to make any real use of the additional commands that hold most of this spells power.  At 50 ranks you would be able to reasonably use SLAP but the spell likely is not worth using without at least CLENCH, if not POUND.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Runes==&lt;br /&gt;
Wizards have access to learning three runes:&lt;br /&gt;
*After learning 930, a wizard can learn the &amp;quot;Gate&amp;quot; Rune.  Applying this on a runestone and holding the runestone while you cast decreases failure chances.&lt;br /&gt;
*A wizard who knows it can teach another the &amp;quot;Binding&amp;quot; Rune.  This will allow the wizard to trap their familiar type in an amulet that can be purchase from the wizard guild.  Holding this when casting 920 guarantees that type of critter. (i.e.  cats)&lt;br /&gt;
*The Wy&#039;Zio is used to unlearn unique runes.  Which currently means nothing to wizards.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY wizard:&lt;br /&gt;
*2x [[Spell Research]]: As a pure you should, at minimum, be training 2 spell ranks per level. (0/24)&lt;br /&gt;
*1x-1 [[Harness Power]]: Harness power, at level, provides 3 mana per training (0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]]: Mana regeneration, Multi-cast, Spellup, and benefits to many spells. (0/3)&lt;br /&gt;
*1x [[Physical Fitness]]: Combat Maneuvers Defense and health (8/0)&lt;br /&gt;
*1x [[Perception]]: Maneuver defense, getting around. (0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
[[Armor Use]] &lt;br /&gt;
*2 Ranks will train off maneuver penalties for Full Leather (Previously thought to be 4 ranks until July 2020 and GM Naijin release of Armor equation)&lt;br /&gt;
*15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
*35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
==The Archer Mage==&lt;br /&gt;
&lt;br /&gt;
===Why Archery?===&lt;br /&gt;
Wizards main attack are magical bolts. This puts a high emphasis on [[Dexterity]].  Archery offers an alternative method for attack that relies on the same [[Dexterity]] bonus.  It also offers a cost-effective way to max out your weapon enchant bonus and is not largely impacted by encumbrance. With [[506|Celerity]] you can easily produce a hail of arrows.&lt;br /&gt;
&lt;br /&gt;
The strength of the build is maximization of all enhancive spells.  [[509|Strength]] applies towards RT reduction alongside [[506|Celerity]]. Due to these spells it is quite easy to hit a 1 second RT with a longbow, while aiming. Furthermore, the focus on [[Dexterity]] allows an Archer Mage can make full use of classic Wizard Bolt Spells as well. Having two viable attack options opens up a lot of potential creatures to hunt.&lt;br /&gt;
&lt;br /&gt;
In addition [[404|Disarm Enhancement]] provides a pseudo-bonus to [[Perception]] when it comes to AIMing ranged attacks.  Even if Wizards are not the best aimers, 404 is easy to stack up with 515, and every little bit helps.&lt;br /&gt;
&lt;br /&gt;
===Training for Archery===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/3)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Ranged Weapons]] (14/3)&lt;br /&gt;
*+1x [[Perception]] (2x total) (0/6)&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
**+(20/12)&lt;br /&gt;
**=28/46 TP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**2 Ranks will train off maneuver penalties for Full Leather (Changed from 4 Ranks July 2020)&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]: 66 ranks If you&#039;re a small race, like a halfling, gnome, etc. 55 ranks if you&#039;re a race with a higher STR bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&amp;lt;br&amp;gt;&lt;br /&gt;
*25 ranks of [[Elemental Lore, Earth]] for bonus AS and some defensive benefits.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
Additional [[Spell Research]] is the best way to improve your stance offensive DS.&lt;br /&gt;
&lt;br /&gt;
===Post Cap Goals===&lt;br /&gt;
*3x [[Spell Research]]. More DS, more AS/CS for spells, better enchanting capabilities.&lt;br /&gt;
*1x [[Ambushing]]. 100 ranks of Ambush will net you 15 AS. AS bonus = ((ranks -40)/4). This is INCREDIBLY expensive at (15/10) per rank for such a small AS boost. That is why it is not listed in core training. This will not assist aiming, as it only impacts aiming while hidden.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*All spheres to rank 2 at level 2&lt;br /&gt;
*Major Elemental &amp;amp; Wizard until Wizard=13&lt;br /&gt;
*Minor Elemental &amp;amp; Major Elemental until Major Elemental = 20 (13 wizard, 9 minor, 20 major)&lt;br /&gt;
*2x Minor Elemental until Minor Elemental = 31 (Should be level 31)&amp;lt;br&amp;gt;&lt;br /&gt;
*From there determine your target ranks of Major Elemental and Air Lore needed to minimize RT.&amp;lt;br&amp;gt;&lt;br /&gt;
**50 Ranks in MjE will unlock 550, a strong escape spell&amp;lt;br&amp;gt;&lt;br /&gt;
**75 Ranks of MnE will max out AS potential from 425&amp;lt;br&amp;gt;&lt;br /&gt;
**Wizard Circle will generate the most DS of any three circles&lt;br /&gt;
&lt;br /&gt;
===Combat Suggestions===&lt;br /&gt;
*Keep [[506|Celerity]] Up&lt;br /&gt;
*1 Creature and plenty of mana - 505 bolt until it falls prone -&amp;gt; Arrows.&lt;br /&gt;
*1 Creature and low on mana -  Arrows&lt;br /&gt;
*2 Creatures and plenty of mana -  410 -&amp;gt; Arrows&lt;br /&gt;
*2 Creatures and low on mana -&amp;gt; Arrows, carefully&lt;br /&gt;
*&amp;gt;2 Creatures 410 -&amp;gt; 518&lt;br /&gt;
*Undead - 901/903/904/906 are less hassle than finding a bless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Two Handed Mage==&lt;br /&gt;
1. Get a big weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Swing a big weapon really fast.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Profit!&amp;lt;br&amp;gt;&lt;br /&gt;
Two-Handed Mages can use Polearms or Two-Handed Weapons at the same TP cost. If you want to be a polearm mage, just make sure it is a two handed polearm.&lt;br /&gt;
&lt;br /&gt;
===Why a Two-Hander?===&lt;br /&gt;
The best defense is a good offense and in Gemstone IV a good offense often comes in the form of a giant weapon.  An even better offense comes in the form of a giant weapon swung with a 1 second RT.&lt;br /&gt;
Two Handers and Polearms have the highest Damage Factors out of any weapons in the game. Paired with the speed of [[506|Celerity]] this can be a devastating build.&lt;br /&gt;
&lt;br /&gt;
Two-Handers are a great way to level, especially early on when mana is tight. By the time your AS growth slows down you have the mana to keep [[506|Celerity]] going and speed yourself up.  As an added benefit this build is more interested in strength so you can pick your race appropriately.  No need to worry about picking up a smooth stone and being encumbered.&lt;br /&gt;
&lt;br /&gt;
===Training for Two-Handers===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/3)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/34 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Two-Handed Weapons]] or [[Polearms]] (14/3)&lt;br /&gt;
*1x [[Combat Maneuvers]] (12/8)&lt;br /&gt;
**+26/11&lt;br /&gt;
**=34/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**2 Ranks will train off maneuver penalties for Full Leather (Changed from 4 Ranks July 2020)&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
*[[Elemental Lore, Air]]:  Typically 55 or 60 ranks but figure out what you need to swing your chosen weapon in 1 second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Earth]]:  You can consider getting 25 or 35 ranks to increase 902 and 509 potency.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Elemental Lore, Air]]:  Getting up to 55 ranks, if you needed less than that for the discrete training, will end up rounding advantageously for you.  See the lores section for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Core Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]]&lt;br /&gt;
*1x-2x [[Magic Item Use]]&lt;br /&gt;
*1x-2x [[Arcane Symbols]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional Additional Discrete Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You could take armor up to Leather Breastplate, if not further. Warmages do not cast in combat nearly as much as Pures. The hindrance can be annoying but, overall, better AvD and crit divisor is worth it, as you are gonna be caught in offensive more.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
[[Elemental Lore, Earth]]. This is really the only other way to increase AS after you&#039;ve reached 75 ranks in Minor Elemental. There are huge diminishing returns after the first 25-35 ranks unfortunately.&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
*Start off with 2/2/2 at level 2&lt;br /&gt;
*Wizard &amp;amp; Major Elemental until at 11/11 (Level 11)  (Rank 11 yields bonuses from 503 and 507, also floating disk)&lt;br /&gt;
*Wizard &amp;amp; Minor Elemental until 13/4 (Level 13)&lt;br /&gt;
*2x Minor Elemental until 25 (Level 25)  You reach this a little before level 25 at full 2x spells&amp;lt;br&amp;gt;&lt;br /&gt;
From here there are some options:&amp;lt;br&amp;gt;&lt;br /&gt;
*Major Elemental to 51: If your RT without [[506|Celeity]] is 6 seconds, 51 ranks will produce an additional -1 RT, and take it down to 1 sec with [[506|Celerity]].&lt;br /&gt;
*Minor Elemental up to 75 to max out the AS contribution of 425.&lt;br /&gt;
*If DS is an issue the wizard circle generates the most DS of any circle, at 1.25 DS per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
As 513 no longer reduces melee AS, a melee warmage has a variety of options available.&lt;br /&gt;
&lt;br /&gt;
If you are attuned to air then at 25 ranks of air lore you can use a 1x weapon and e-blade it.  An e-bladed weapon can take advantage of the [[502|Chromatic Circle]] weakness effect. Plus it is cheaper than buying a 5x flaring weapon.&lt;br /&gt;
&lt;br /&gt;
Due to the low swinging AS, warmages need to utilize disablers like 505, 909, 912, or 410 as an opener to knock the critters down for the DS reduction.  Since you are training in CMANs, you will also have feint and some other options available to you as an opener later on in life.  If you are attuned to air (or earth with enough earth lore), and are wielding an e-bladed weapon, you can start off with a 502 before your opener to further reduce your target&#039;s DS.  Beyond that you want to simply keep [[506|Celerity]] up and hack away at things.&lt;br /&gt;
&lt;br /&gt;
Remember that you do still have a full litany of spells available to you if you while hunting.  Your Bolt AS will not be bad as a Warmage, assuming you choose to train in Spell Aiming.  It is viable for hunting, and is a perfect way to deal with undead in areas such as Wyneb or Maaghara in Ta&#039;Illistim, where they are mixed in with living creatures.  Just use your magic against the undead, and swing your weapon against the living.&lt;br /&gt;
&lt;br /&gt;
==Warmage AS Slowdown==&lt;br /&gt;
Non-pure builds tend to slow down in the later levels.  Mathematically, a warmage&#039;s AS is going to fall behind other swingers eventually. An archer or two-hander needs to train Weapon Training and either 1x CM or 2x perception.  That will grant 1.5 AS per level in later levels. That is a 1 AS per level deficit compared to a semi or square who trains 1x in CM and can 2x their weapon. Warmages have two tools to assist in bridging the gap: 425 and 509.  Meanwhile a ranger has Phoen&#039;s Strength.  With that in mind here is a comparison between a warmage and ranger.&lt;br /&gt;
&lt;br /&gt;
Since 425&#039;s potency is .5/level, that still puts a warmage at a .5 AS per level deficit compared to a ranger. &lt;br /&gt;
*At level 20, a warmage is 15 AS below a ranger (15 (509) -20 - 10 (606)) -15. &lt;br /&gt;
*At 25, a warmage actually gets ahead of a ranger (15-25-10+25) by +5 AS due to 425. &lt;br /&gt;
*At level 75,  it is still pretty close at (75 - 15 + 10 - 50) -20 AS, but 425 potency is maxed out.&lt;br /&gt;
*At level 80, the warmage is behind by (80-15+10-50) -25 AS.&lt;br /&gt;
*New to cap, a warmage is at -45 AS compared to a ranger.&lt;br /&gt;
&lt;br /&gt;
The only way to make up this disparity is through proper use of disablers.  Even then, the ranger is going to have similar skills available.  What they will never have is a 1 second RT to take full advantage.  The warmage will probably never hit as hard but they will hit anywhere from 3 to 6 times more often.&lt;br /&gt;
&lt;br /&gt;
==The Pure Mage==&lt;br /&gt;
&lt;br /&gt;
To put this simply, you get to hurl balls of fire at your enemies and burn them to cinders.  Wizards are the masters of elemental magic and bolting.  When you have access to some of the most powerful spells in Elanthia why would you ever want to pick up a weapon?  Wizards might have the second-to-worst melee AS in the game but their bolting AS is second to none.  A well trained wizard is a magical powerhouse that can tangle with the toughest creatures in the game and come out laughing.&lt;br /&gt;
&lt;br /&gt;
===Training for a Pure===&lt;br /&gt;
&#039;&#039;&#039;Core&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Research]](0/24)&lt;br /&gt;
*1x [[Harness Power]](0/4)&lt;br /&gt;
*1x [[Elemental Mana Control]] (0/3)&lt;br /&gt;
*1x [[Physical Fitness]](8/0)&lt;br /&gt;
*1x [[Perception]](0/3)&lt;br /&gt;
**Total of 8/35 TP&lt;br /&gt;
&#039;&#039;&#039;Additional&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x [[Spell Aiming]] (6/3)&lt;br /&gt;
*1x [[Magic Item Use]] (0/1)&lt;br /&gt;
*1x [[Arcane Symbols]] (0/2)&lt;br /&gt;
*1x [[Elemental Lore]] (0/6)  Which type depends on your choices.&lt;br /&gt;
**Additional TP cost of (6/11)&lt;br /&gt;
**=14/46 Total&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discreet Training&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Armor Use]] &lt;br /&gt;
**2 Ranks will train off maneuver penalties for Full Leather (Changed from 4 Ranks July 2020)&lt;br /&gt;
**15 Ranks will train off as much spell hindrance as you can for Double Leathers.&lt;br /&gt;
**35 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.&lt;br /&gt;
*[[Climbing]] 50 Ranks will let you climb anywhere.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Swimming]] 50 Ranks will let you swim anywhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Optional Training for a Pure&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*2x in [[Magic Item Use]] and/or [[Arcane Symbols]]&lt;br /&gt;
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it.  The most important is that your spells from magic items and scrolls will last a long time.  The only thing more powerful than a well trained pure mage is a well trained pure mage with a ton of outside spells.  Beyond that they help with some utility skills like enchanting and recharging.&amp;lt;br&amp;gt;&lt;br /&gt;
*1x [[Shield Use]] Some wizards choose to go with a shield over a runestaff for the extra defense it provides.&lt;br /&gt;
&lt;br /&gt;
===Extra Training Points===&lt;br /&gt;
At low levels, returns from additional ranks of harness power are more substantial. Gaining 1 more mana when you have a max pool of 30 is proportionally much better than getting that same 1 mana when you have a pool of 300. A low level pure wizard&#039;s biggest stumbling block is the lack of mana.  [[1700|Arcane Blast]] does mitigate this somewhat, as do wands, but having more mana early is a boon.  At low levels it can be worthwhile to dump additional points into Harness Power. Once you reach your 20s or 30s and find yourself comfortable with your mana total you can simply stop training in [[Harness Power]] until your level catches up to your ranks.  Once that is done everything else should go into [[Spell Research]].&lt;br /&gt;
&lt;br /&gt;
===Spell Research Goals===&lt;br /&gt;
* 2/2/2 by level 2&lt;br /&gt;
*Wizard and Major Elemental to 13&lt;br /&gt;
*Major Elemental and Minor Elemental until Major Elemental 18&lt;br /&gt;
*All Spell Research into Minor Elemental until 430 is unlocked&lt;br /&gt;
*Go back to Major to train it up to = Level&lt;br /&gt;
*Keep Major = Level, Try to get Minor Elemental = Level&lt;br /&gt;
*Any additional spell ranks go into wizard circle&lt;br /&gt;
*100 Major, 75-78 Minor, rest in Wizard&lt;br /&gt;
&lt;br /&gt;
===Channeling===&lt;br /&gt;
&lt;br /&gt;
====Channeling Bolts====&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For how unchanneled bolts are assigned location, see [[Unaimed Body Location Assignment (saved post)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Channeling Warding Spells====&lt;br /&gt;
The spells [[Chromatic Circle (502)]] and [[Immolation (519)]] can gain a bonus from [[CHANNEL]].  &lt;br /&gt;
&lt;br /&gt;
{{channel-damage}}&lt;br /&gt;
&lt;br /&gt;
===Runestaves vs. Shields===&lt;br /&gt;
&lt;br /&gt;
Runestaves make the Pure builds work, but before we had them we used shields.  It turns out that there are still pros and cons to using a shield over a runestaff.  Shields tend to offer higher DS totals over runestaves.  They also do not suffer from the possibility of being disarmed.  In contrast runestaves will certainly allow you to spend more points on magical skills.  Additionally you need to consider runestaff flares, which are designed purely with casters in mind.&lt;br /&gt;
&lt;br /&gt;
====Shield Benefits====&lt;br /&gt;
The first thing to remember about a shield is that you will get a flat +20 DS from using a shield before anything else is factored in.  When you explore the runestaff formula you will find that it takes a lot of magical ranks to make up even that 20 extra.  It is also worth noting that the stance modifier for parry DS (runestaves) in offensive stance is .2, compared to .5 for block DS in that stance.  What that means is that more shield DS survives stancing up and that is the stance you are most worried about being hit in.  Finally, we need to remember that one of the most dangerous things that can happen to a pure is having their runestaff disarmed and shields do not have that problem.&lt;br /&gt;
&lt;br /&gt;
The cost for a wizard of one rank of [[Shield Use]] is 13/0 and, considering a wizard is likely already converting PTPs to MTPs is more like 0/6.5, call it 7.  That is roughly the equivalent of 2 magical skills or 1/5 of an extra spell rank.  We already know the most DS per spell rank is wizard spells at 1.25 DS so 1/5 of that is &#039;&#039;&#039;.25 DS&#039;&#039;&#039;.  2 magical skills will increase your parry ranks by .2 per level, or roughly &#039;&#039;&#039;.06 DS&#039;&#039;&#039; per level in offensive stance.  The block DS formula is:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[((Shields Ranks + trunc(STR Bonus / 4) + trunc(DEX Bonus / 4)) x Size Modifier x Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant.  &lt;br /&gt;
&lt;br /&gt;
For ease of use we can just say our STR and DEX bonuses are 0 and using a medium shield.  So 1 rank of shield use would increase our total offensive DS by &#039;&#039;&#039;.5 DS&#039;&#039;&#039;.  It is also worth noting that it can be beneficial, depending on your STR and DEX bonuses, to train a single rank of [[Brawling]] to activate the parry DS formula with a shield.  If you have a strength bonus of 5, with an additional 15 from 509, and a dexterity bonus of 20 that 1 rank is worth 2.2 parry DS in offensive.  The best DS return you can get on your training point investment for just that single rank.  &lt;br /&gt;
&lt;br /&gt;
====Runestaff Benefits====&lt;br /&gt;
&lt;br /&gt;
There is no denying that there is a positive DS benefit to using a shield over a runestaff.  With that said, DS is not the only thing we care about.  There are multiple other factors to consider when making the decision about how to spend our valuable training points.  We care just as much about our offensive and utility capabilities.&lt;br /&gt;
&lt;br /&gt;
While the cost of 1 rank of shield use is worth far less in terms of DS for a spell rank or magical skills, that is not the only thing those points are gaining you.  One more spell rank might be worth roughly half of the equivalent TPs in shield rank DS but it is a spell rank.  Above all else it is another spell you can cast.  Beyond that it is more CS for that circle and potentially other circles.  It is also increased duration on your spells from that circle.  It represents other efficiency increases for spells in that circle.  At some points it could represent increased AS as well.  A spell rank is more than just the sum of its DS addition.&lt;br /&gt;
&lt;br /&gt;
In much the same way additional magical skills have their own value.  It is easy to discount 2 additional magical skills, say 1 rank each of MIU and AS as just .06 DS.  What cannot be discounted is what can be done with those skills.  In the example we are using that represents increased durations on spells that are used from magic items or scrolls.  Those skills also factor in to other important skills such as enchanting and recharging.  Depending on how they are using they could certainly provide more DS than using a shield ever would, along with AS, CS, TD, and tertiary benefits.&lt;br /&gt;
&lt;br /&gt;
As we can see the greatest benefit to using a runestaff is not having to waste any of our precious training points on anything that does not directly benefit our magical skills.  The other big factor is the multitude of abilities you can add to a runestaff.  The most common example is runestaff flares, which offer additional power to your spells.  Beyond that there are various combat scripts designed for runestaves that benefit the pure caster.  Rarely will a combat script designed for a shield provide anywhere near such a benefit.  These things need to be taken into consideration when choosing what to hold in your hands.&lt;br /&gt;
&lt;br /&gt;
Just remember that many creatures are all too happy to knock that thing out of your hand as well.&lt;br /&gt;
&lt;br /&gt;
=====Runestaves Formula Explained=====&lt;br /&gt;
Runestaves generate DS based on your total ranks in magical skills per level. Magical skills include:&amp;lt;br&amp;gt;&lt;br /&gt;
*Spell Research&lt;br /&gt;
*Spell Aiming&lt;br /&gt;
*Mana Controls&lt;br /&gt;
*Harness Power&lt;br /&gt;
*Lores&lt;br /&gt;
*Arcane Symbols&lt;br /&gt;
*Magic Item Use&lt;br /&gt;
&lt;br /&gt;
Runestaff defense uses the two-handed parry DS equation, including a flat stance adjustment, so you always get +50 DS regardless of ranks when in defensive versus offensive.  Since it uses the two-handed formula, you&#039;ll get 1:1 on Enchant added to DS.  &lt;br /&gt;
&lt;br /&gt;
The actual formula is: ((Parry Ranks + 10 + (STR Bonus/4) + (Dex Bonus/4)) * Stance Mod * 1.5 ) + Stance Bonus + Enchant Bonus&lt;br /&gt;
Note: Stance Modifier for Offensive is .2&lt;br /&gt;
&lt;br /&gt;
You gain Parry Ranks from training more magical skills. 8 ranks of magical skills per level is the equivalent of training 1x in two-handed weapons and a typical caster is expected to have between 10 and 11 magical ranks per level when using a runestaff.  Spell heavy builds will get more DS from their spells and typically are fine with anywhere from 6-8 ranks.  &lt;br /&gt;
&lt;br /&gt;
Example: If you&#039;re level 20, and have 160 ranks in magic skills, that&#039;s 8/level, or would yield 20 Parry Ranks.&lt;br /&gt;
If you were level 20, and had 180 ranks in magic skills, that&#039;s 9/level, and would yield 22 Parry Ranks.&lt;br /&gt;
&lt;br /&gt;
+2 ranks in parrying is quite small, especially considering the cost of those +20 magic skills could be as high as 40 MTPs, which could result in a spell rank.&lt;br /&gt;
&lt;br /&gt;
2 ranks of parry would yield .6 DS in offensive, whereas 1 rank in Major Elemental would yield .75 DS, and 1 rank in Wizard would yield 1.25 DS.&lt;br /&gt;
&lt;br /&gt;
Training specifically for Runestaff DS is not a recommended path.&lt;br /&gt;
&lt;br /&gt;
You can find more information on the [[Runestaff]] Page&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  This includes bolts and fire can be VERY effective against a warcamp full of trolls.  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, which is essentially free mana when you have nothing else to do with stamina&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
Some of the intangibles can be nice for warmages, like blessing.  The ability to UAC without needing a bless can be helpful to the new subset of brawling warmages.&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. With the symbol of blessing, warmages can fight undead, and pures can both just spellcast. Undead are typically pretty easy targets to hunt relative to other critters at like levels, so you&#039;ll find yourself hunting a lot of them. &lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
*[[Charge Item (517)]] and the [[Charge Item (guide)]]:  Provide great information on maximizing the wizard&#039;s ability to charge magical items.&lt;br /&gt;
*[[Call Familiar (920)]]:  A familiar is an integral part of the wizarding experience.  This will give you the basic background info for how to use one of the most coveted spells in Elanthia.&lt;br /&gt;
*[[Enchant (925)]]:  The resource to learn everything necessary to enchant weapons and armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Armor_Support&amp;diff=151793</id>
		<title>Armor Support</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Armor_Support&amp;diff=151793"/>
		<updated>2021-07-26T19:01:00Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Update costs (only) for PSM 3.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = support&lt;br /&gt;
  |type = Passive Buff&lt;br /&gt;
  |requirements = None&lt;br /&gt;
  |availableto = [[Warrior]]s&lt;br /&gt;
  |availablein = Armor Specializations&lt;br /&gt;
}}&lt;br /&gt;
{{PSMcosts&lt;br /&gt;
  |sq1 = 10|se1 = -  |pu1 = -&lt;br /&gt;
  |sq2 = 15&lt;br /&gt;
  |sq3 = 20&lt;br /&gt;
  |sq4 = 25&lt;br /&gt;
  |sq5 = 30&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{PSMinfo&lt;br /&gt;
  |description = Adjusts a person&#039;s armor so that it better supports the weight of their gear.&lt;br /&gt;
  |mechanics = Reduces encumbrance by a number of pounds equal to {{boldmono|5 + ((Armor Group + 1) * Rank)}}.&lt;br /&gt;
  |additionalinfo = The maximum amount of pounds that could be reduced would be 35 from adjusting plate armor.&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
;Application of the specialization:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;armor support ayas&lt;br /&gt;
You adjust your rolaren metal breastplate, improving its ability to support the weight of your gear.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Armor_Reinforcement&amp;diff=151792</id>
		<title>Armor Reinforcement</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Armor_Reinforcement&amp;diff=151792"/>
		<updated>2021-07-26T19:00:15Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Update costs (only) for PSM3.0.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = reinforcement&lt;br /&gt;
  |type = Passive Buff&lt;br /&gt;
  |requirements = None&lt;br /&gt;
  |availableto = [[Warrior]]s&lt;br /&gt;
  |availablein = Armor Specializations&lt;br /&gt;
}}&lt;br /&gt;
{{PSMcosts&lt;br /&gt;
  |sq1 = 10|se1 = -  |pu1 = -&lt;br /&gt;
  |sq2 = 15&lt;br /&gt;
  |sq3 = 20&lt;br /&gt;
  |sq4 = 25&lt;br /&gt;
  |sq5 = 30&lt;br /&gt;
}}&lt;br /&gt;
{{PSMinfo&lt;br /&gt;
  |description = Adjusts a person&#039;s armor so that it better protects against repeated blows.&lt;br /&gt;
  |mechanics = Provides a {{boldmono|(Rank * 15)%}} chance of not stacking wounds of the same level when struck in combat by an attack that Damage Reduction could apply against.&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
;Application of the specialization:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;armor reinforce ayas&lt;br /&gt;
You adjust your rolaren metal breastplate, reinforcing weak spots.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Crowbill&amp;diff=151533</id>
		<title>Crowbill</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Crowbill&amp;diff=151533"/>
		<updated>2021-07-22T23:09:03Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Fix reference link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;crowbill&#039;&#039;&#039; is classified as a [[Blunt Weapons|blunt weapon]] that is a descendant of the pick. It is constructed with a spike or dagger-like blade set at a right angle to the haft. In addition to [[Crush critical table|crushing]] damage, it is also a [[Puncture critical table|piercing]] weapon. The crowbill has a shorter [[Roundtime|roundtime]] compared to other blunt weapons, but the increase in speed is offset by its lower [[Damage factor|damage factors]] and [[Attack versus Defense|AvDs]] versus more heavily armored defenders. &lt;br /&gt;
&lt;br /&gt;
To be effective with the crowbill, the user must train in the [[Blunt Weapons|blunt weapon skill]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Alternate Names==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;hakapik&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;skull-piercer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
{{Weapon table start}}&lt;br /&gt;
{{Weapon table crowbill}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
&lt;br /&gt;
The standard crowbill has a weight of 5 lbs.&lt;br /&gt;
&lt;br /&gt;
Note: To edit this table go to [[Template:Weapon table crowbill]]&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
&lt;br /&gt;
*[[Blunt Weapons]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[https://www.play.net/gs4/info/armory/concussion.asp#Crowbill Official Documentation &amp;gt;&amp;gt; Crowbill]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Mana&amp;diff=148433</id>
		<title>Symbol of Mana</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Symbol_of_Mana&amp;diff=148433"/>
		<updated>2021-05-10T19:30:36Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Add lich ID for Wehnimer&amp;#039;s monk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
&#039;&#039;&#039;Step 13&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Symbol of Mana&#039;&#039;&#039;, governed by Lord [[Koar]], is obtained at the thirteenth step of the [[Order of Voln]]. Upon a successful invocation of this [[symbol]] the member will immediately gain 50 mana.&lt;br /&gt;
&lt;br /&gt;
If, by using this symbol, mana is increased above the normal max capacity, it will begin to incrementally dissipate at 5 per pulse until the normal level is reached.&lt;br /&gt;
&lt;br /&gt;
Initial use of this symbol will cost only favor and no [[deed]]s. After this use, the symbol will enter a soft cooldown period of 5 minutes, where additional activations will require 1 deed per use. [[Cleric]]s may be interested to note that the symbol will become useable while [[Death&#039;s Sting|dead]], should any [[Miracle]]s be required.&lt;br /&gt;
&lt;br /&gt;
Typing SYMBOL OF MANA TOGGLE ON|OFF will help you not accidentally use deeds when you don&#039;t mean to use them.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Successful invocation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&#039;&#039;&amp;gt;symbol of mana&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You call upon a special blessing from Koar&amp;lt;br&amp;gt;&lt;br /&gt;
You feel a surge of mana flow through you.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cooldown ending:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You feel Koar&#039;s blessing return to you.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Failure:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&#039;&#039;&amp;gt;symbol of mana&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The image of the symbol burns in your mind, but no mana flows.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Favor Cost== &lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[Favor]] cost is based on the member&#039;s level. See [[Favor#Symbol Use Favor Cost|Table]] for specific examples. It has a relative cost of 3x [[Symbol of Protection]]. In other words, one use of Symbol of Mana costs the same favor as three activations of [[Symbol of Protection]].&lt;br /&gt;
&lt;br /&gt;
===Favor Required to Obtain Symbol of Mana===&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula: &amp;lt;tt&amp;gt;1200 + (( level&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;amp;times; 20 ) &amp;amp;divide; 3 )&amp;lt;/tt&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 10 member: &amp;lt;tt&amp;gt;1200 + ((10 &amp;amp;times; 10 &amp;amp;times; 20) &amp;amp;divide; 3) = 1866 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 20 member: &amp;lt;tt&amp;gt;1200 + ((20 &amp;amp;times; 20 &amp;amp;times; 20) &amp;amp;divide; 3) = 3866 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monk&#039;s Teaching and Instruction Highlights===&lt;br /&gt;
*[[Koar]] is the Master of [[Mana]].&lt;br /&gt;
*He controls the pools of mana. This is why he leads the other Lords of Liabo. &lt;br /&gt;
*He taught us how to tap the mana around us.&lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] Task ===&lt;br /&gt;
*From Town Square Central: Go well, Climb rope, Kneel (Lich ID 7544)&lt;br /&gt;
*Say I have come to honor Koar, master of mana. (must be exact including punctuation)&lt;br /&gt;
*Return to the monk to receive your symbol (Lich ID 18200)&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] Task ===&lt;br /&gt;
*From Annatto Gate: N, E, E, E, N, N, kneel (Lich Shortcut ;go2 3539)&lt;br /&gt;
*Say I have come to honor Koar, Master of Mana. (must be exact including punctuation)&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:Order of Voln]]&lt;br /&gt;
[[Category:Symbols]]&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Transcendence&amp;diff=148410</id>
		<title>Symbol of Transcendence</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Symbol_of_Transcendence&amp;diff=148410"/>
		<updated>2021-05-09T05:06:22Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Add lich ID for Wehnimer&amp;#039;s monk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
&#039;&#039;&#039;Step 12&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Symbol of Transcendence&#039;&#039;&#039;, governed by Lady [[Lumnis]], is obtained at the twelfth step of the [[Order of Voln]]. This symbol will allow the player to step into the space between the corporeal and ethereal realms for 30 seconds. While in this state, players will take [[Hitpoint|damage]] as if they were a [[non-corporeal]] creature (i.e. [[critical]] wounds will be much harder to inflict upon them and [[combat maneuver]]s will be harder to land on them). After this symbol&#039;s duration expires, there is a 3 minute hard cooldown period where the symbol cannot be reactivated.&lt;br /&gt;
&lt;br /&gt;
This symbol may also be invoked while the player is stunned, webbed, bound, or in [[RT]], in which case the cooldown period is 10 minutes. It is important to note that the use of this symbol &#039;&#039;&#039;does not&#039;&#039;&#039; remove the negative status effect. Additionally, when used during this &#039;emergency&#039; situation, symbol activation must be {{boldmono|CONFIRM}}ed. This confirmation requirement can be preset with an on/off toggle (See {{boldmono|SYMBOL OF TRANSCENDENCE TOGGLE}} while in game to set the desired option). &lt;br /&gt;
&lt;br /&gt;
The {{boldmono|SPELL ACTIVE}} command will display the remaining cooldown duration.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&lt;br /&gt;
:Symbol of transcendence (can be abbreviated) or&lt;br /&gt;
:Symbol of transcendence confirm (while stunned, webbed, bound or in RT)&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Symbol activation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;sym of trans&amp;lt;br&amp;gt;&lt;br /&gt;
You step into the space between the corporeal and ethereal realms.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Symbol activation while stunned, webbed, bound or in RT:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;sym of trans&lt;br /&gt;
You must CONFIRM that you wish to use the emergency feature of this symbol.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[You may set your preference to automatically confirm emergency use of this symbol with the SYMBOL OF TRANSCENDENCE TOGGLE option.]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sym of trans confirm&amp;lt;br&amp;gt;&lt;br /&gt;
With difficulty, you manage to will yourself into the space between the corporeal and ethereal realms.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wearing off:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You feel yourself being pulled back fully into the corporeal realm.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cooldown ending:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You feel ready to challenge the grasp of the corporeal realm once more.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Favor Cost==&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[Favor]] cost is based on the member&#039;s level. See [[Favor#Symbol Use Favor Cost|Table]] for specific examples. It&#039;s relative cost is 6x [[Symbol of Protection]]. In other words, 1 use of Symbol of Transcendence uses the same favor as 6 activations of [[Symbol of Protection]].&lt;br /&gt;
&lt;br /&gt;
===Favor Required to Obtain Symbol of Transcendence===&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula: &amp;lt;tt&amp;gt;1100 + (( level&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;amp;times; 20 ) &amp;amp;divide; 3 )&amp;lt;/tt&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 10 member: &amp;lt;tt&amp;gt;1100 + ((10 &amp;amp;times; 10 &amp;amp;times; 20) &amp;amp;divide; 3) = 1766 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 20 member: &amp;lt;tt&amp;gt;1100 + ((20 &amp;amp;times; 20 &amp;amp;times; 20) &amp;amp;divide; 3) = 3766 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monk&#039;s Teaching and Instruction Highlights===&lt;br /&gt;
*Lumnis is the wife of [[Koar]] and the patron of scholars and masters of thought. She is also known as The Wise.&lt;br /&gt;
*Lumnis taught a way to temporarily slip into the place between the corporeal and ethereal realms.&lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] Task ===&lt;br /&gt;
*From inside the Graveyard Gate proceed: {{boldmono|NE, N, N, NW, GO TRAIL, NE, N, W, NW, NW, SW, W, GO PATH, E}} (Lich ID 7262)&lt;br /&gt;
*Search twice&lt;br /&gt;
*Wait for a question&lt;br /&gt;
*{{boldmono|Say Koar}} or {{boldmono|&#039;Koar}}&lt;br /&gt;
*Return to the monk to receive your symbol (Lich ID 18201)&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] Task ===&lt;br /&gt;
&lt;br /&gt;
*Go to library in [[Ta&#039;Illistim]]. Directions to library from the Sapphire Gate in Ta&#039;Illistim: {{boldmono|N, N, GO PORTCULLIS, W, W, NE, NE, GO GATE, SW, W, NE, N, SW, SW, SW, SW, W, N, N, N, W, NW, N, N, N, NW, SW, W, W, GO COURTYARD, GO DOORS, GO ARCH}} (Lich ID 13233)&lt;br /&gt;
*{{boldmono|BOW BANNER}}, {{boldmono|LOOK BANNER}}&lt;br /&gt;
*Next, {{boldmono|GO DOOR}} to enter Hall of Being. You will be tasked to find the appropriate room in the hall and {{boldmono|PRAY}}.&lt;br /&gt;
**Example room task: A voice twinkles in your ear, &amp;quot;Of the great elven houses, both Ta&#039;Ardenai and Ta&#039;Illistim were ruled by these.&amp;quot;&lt;br /&gt;
**Solution room: Hall of Queens (No Lich ID, {{boldmono|GO DOOR}} from 13445)&lt;br /&gt;
*You will know when you&#039;ve completed the task when you get the tingling sensation&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:Order of Voln]]&lt;br /&gt;
[[Category:Symbols]]&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Sleep&amp;diff=148409</id>
		<title>Symbol of Sleep</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Symbol_of_Sleep&amp;diff=148409"/>
		<updated>2021-05-09T05:04:43Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Add lich ID for Wehnimer&amp;#039;s monk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
&#039;&#039;&#039;Step 11&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Symbol of Sleep&#039;&#039;&#039;, governed by Lord [[Ronan]], is obtained at the eleventh step of the [[Order of Voln]]. This symbol can be used, as either a single target (targeted version) or mass disabling attack (untargeted version), against both [[Undead|undead]] and living creatures. The mass disabling version (untargeted) of this symbol &#039;&#039;&#039;does not&#039;&#039;&#039; affect player characters in the room. However, player characters can be &#039;slept&#039; with the  targeted version. Symbol of Sleep uses the [[Standard success resolution system|Standard Success Resolution System]] to detemine success or failure.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
Type:&amp;lt;br&amp;gt;&lt;br /&gt;
Symbol of Sleep (by itself for the mass untargeted version)&amp;lt;br&amp;gt;&lt;br /&gt;
Symbol of Sleep &amp;lt;target&amp;gt; (for the single targeted version)&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
Initial cast (first person):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;sym of sleep&amp;lt;br&amp;gt;&lt;br /&gt;
You draw a glowing pattern in the air before you.&lt;br /&gt;
A wraith&#039;s eyes roll up into its head as it slumps to the ground.&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wearing off (first person):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;The wraith slowly comes back to consciousness.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Targeted&#039;&#039;&#039; Player sees:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;Voln Member draws a glowing pattern in the air before you.&amp;lt;br&amp;gt;&lt;br /&gt;
Your thoughts drift off to a battle field where a lone figure, bedecked in battle worn armor, sends wave after wave of undead to a more peaceful eternity.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wearing off a &#039;&#039;&#039;Targeted&#039;&#039;&#039; Player:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;Your thoughts slowly come back to you as you find yourself lying on the ground.  You must have been sleeping.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Untargeted&#039;&#039;&#039; Player sees:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;Voln Member draws an intricately glowing pattern in the air before you.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Symbol Effects==&lt;br /&gt;
&lt;br /&gt;
Causes target/targets to fall asleep, temporarily disabling them from engaging in combat and reducing their ability to defend themselves. &lt;br /&gt;
&lt;br /&gt;
==Favor Cost==&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
The base [[favor]] cost for Symbol of Sleep is dependent on the member&#039;s level (not member&#039;s rank). See [[Favor#Symbol Use Favor Cost|Table]] for specific examples.&lt;br /&gt;
&lt;br /&gt;
When there is one creature in the room, only the base cost applies for both targeted and untargeted versions. The untargeted (mass attack) version&#039;s favor cost increases when more than one creature is present. With two creatures present the cost doubles. Each additional creature, greater than two, adds approximately 1/2 base cost. Although more than 8 creatures can be affected by the untargeted version, the favor cost is capped at 8 creatures.&lt;br /&gt;
&lt;br /&gt;
==Favor Cost Table==&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Creatures&lt;br /&gt;
!Favor Cost&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|Base&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 2&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 2.5&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 3&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 3.5&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 4.5&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;8 or more&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 5&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
Example for a level 20 member with 5 creatures present.&lt;br /&gt;
*Base cost at level 20 is 58 favor.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tt&amp;gt;Base Cost &amp;amp;times; 3.5 = favor cost (5 creatures)&amp;lt;/tt&amp;gt;&lt;br /&gt;
 &amp;lt;tt&amp;gt;58 &amp;amp;times; 3.5 = 286 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example for a level 100 member with 10 creatures present.&lt;br /&gt;
*Base cost at level 100 is 435 favor.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tt&amp;gt;Base Cost &amp;amp;times; 5 = favor cost (10 creatures)&amp;lt;/tt&amp;gt;&lt;br /&gt;
 &amp;lt;tt&amp;gt;435 &amp;amp;times; 5 = 2174 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Because of rounding the actual cost will be slightly different than the formula result. Sym Sleep when activated against 8 or more creatures has the same favor cost as one [[Symbol of Return]] use.&lt;br /&gt;
&lt;br /&gt;
===Favor Required to Obtain Symbol of Sleep===&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula: &amp;lt;tt&amp;gt;1000 + (( level&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;amp;times; 20 ) &amp;amp;divide; 3 )&amp;lt;/tt&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 10 member: &amp;lt;tt&amp;gt;1000 + ((10 &amp;amp;times; 10 &amp;amp;times; 20) &amp;amp;divide; 3) = 1666 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 20 member: &amp;lt;tt&amp;gt;1000 + ((20 &amp;amp;times; 20 &amp;amp;times; 20) &amp;amp;divide; 3) = 3666 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monk&#039;s Teaching and Instruction Highlights===&lt;br /&gt;
*Ronan rules the world of dreams and visions&lt;br /&gt;
*He wanders the night on a white unicorn steed saving the innocent from the [[Undead]]&lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] Task ===&lt;br /&gt;
*From North Gate Go: SW, W, S, SW, SW, S, S, S, S, S, SW, Go Footpath, S, S, SE, SW, S, S, E, Go Mountain Pass, Go Trail, U, U, Go Path, Go Water, Go Arch (Lich ID 7926)&lt;br /&gt;
*Lie Down&lt;br /&gt;
&amp;lt;i&amp;gt;When Ronan asks for an answer to a riddle&amp;lt;/i&amp;gt;&lt;br /&gt;
*Type: say life or &#039;life&lt;br /&gt;
*Return to the monk to receive your symbol (Lich ID 18202)&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] Task ===&lt;br /&gt;
*From Amaranth Gate Go: E, E, E, E, E, E, S, E, S, E, E, S, S, S, Go Structure, S, Go door (Lich ID 13494)&lt;br /&gt;
*Lie Down&lt;br /&gt;
&amp;lt;i&amp;gt;When Ronan asks for an answer to a riddle&amp;lt;/i&amp;gt;&lt;br /&gt;
*Type: say shadow or &#039;shadow.&lt;br /&gt;
*Return to the monk to receive your symbol.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Standard success resolution system]]&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Order of Voln]]&lt;br /&gt;
[[Category:Symbols]]&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tundra_giant&amp;diff=146436</id>
		<title>Tundra giant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tundra_giant&amp;diff=146436"/>
		<updated>2021-04-03T19:38:16Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Added attacks and melee DS for tundra giants&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 = tundra_giant.jpg&lt;br /&gt;
| level = 34&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Giant&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Element-based&lt;br /&gt;
| area = Frozen Battlefield&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 480&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claw&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 235&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Major Cold (907)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 193&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12&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 = 216&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 = 121 - 131&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 = Spirit Warding I (101)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Spirit Defense (103)&lt;br /&gt;
| DSP3 = Spirit Warding II (107)&lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = Yes&lt;br /&gt;
 | skin = a tundra giant tooth&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Standing twice as tall as as the tallest giantman, the ice giant trails frost and snow in its wake.  Seemingly carved from living ice and snow, icy blue eyes set beneath a heavily furrowed brow and a tangled mop of icy blue hair provide a splash of color against the ice giant&#039;s dull white frost-covered skin.&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
They can be tackled for Warrior Guild reps.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 32&lt;br /&gt;
|levelm1 = 33&lt;br /&gt;
|level = 34&lt;br /&gt;
|levelp1 = 35&lt;br /&gt;
|levelp2 = 36&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Arctic_manticore&amp;diff=146433</id>
		<title>Arctic manticore</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Arctic_manticore&amp;diff=146433"/>
		<updated>2021-04-03T18:29:14Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Update Arctic Manticore AS&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 = Arctic_Manticore_Colored.jpg&lt;br /&gt;
| level = 29&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 = Chimeric &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area =  Frozen Battlefield&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 = 340&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 194&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = &lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &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 = 101&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;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = an arctic manticore mane&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The first thing that will strike you about the manticore is its noxious smell.  Looking much like a snow-white lion, if such a thing could naturally exist, it appears somewhat like an unkempt lion, but after you wipe away the tears brought to your eyes by its vile stench, you will see that its head is more like that of a man, and it has a long segmented tail like that of a scorpion.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Their attacks can flare cold damage.&lt;br /&gt;
&lt;br /&gt;
 An arctic manticore claws at you!&lt;br /&gt;
   AS: +194 vs DS: +224 with AvD: +35 + d100 roll: +97 = +102&lt;br /&gt;
    ... and hits for 1 point of damage!&lt;br /&gt;
    Tap to the arm pricks some interest but not much else.&lt;br /&gt;
 &lt;br /&gt;
 The manticore&#039;s attack chills you!&lt;br /&gt;
    ... 30 points of damage!&lt;br /&gt;
    Boiling water would feel better than this!&lt;br /&gt;
    You are stunned for 5 rounds!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Manticore Manticore on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 27&lt;br /&gt;
|levelm1 = 28&lt;br /&gt;
|level = 29&lt;br /&gt;
|levelp1 = 30&lt;br /&gt;
|levelp2 = 31&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Arctic_manticore&amp;diff=146432</id>
		<title>Arctic manticore</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Arctic_manticore&amp;diff=146432"/>
		<updated>2021-04-03T18:28:41Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Add Arctic Manticore AS&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 = Arctic_Manticore_Colored.jpg&lt;br /&gt;
| level = 29&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 = Chimeric &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area =  Frozen Battlefield&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 = 340&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 174&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = &lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &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 = 101&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;
&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = an arctic manticore mane&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The first thing that will strike you about the manticore is its noxious smell.  Looking much like a snow-white lion, if such a thing could naturally exist, it appears somewhat like an unkempt lion, but after you wipe away the tears brought to your eyes by its vile stench, you will see that its head is more like that of a man, and it has a long segmented tail like that of a scorpion.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Their attacks can flare cold damage.&lt;br /&gt;
&lt;br /&gt;
 An arctic manticore claws at you!&lt;br /&gt;
   AS: +194 vs DS: +224 with AvD: +35 + d100 roll: +97 = +102&lt;br /&gt;
    ... and hits for 1 point of damage!&lt;br /&gt;
    Tap to the arm pricks some interest but not much else.&lt;br /&gt;
 &lt;br /&gt;
 The manticore&#039;s attack chills you!&lt;br /&gt;
    ... 30 points of damage!&lt;br /&gt;
    Boiling water would feel better than this!&lt;br /&gt;
    You are stunned for 5 rounds!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Manticore Manticore on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 27&lt;br /&gt;
|levelm1 = 28&lt;br /&gt;
|level = 29&lt;br /&gt;
|levelp1 = 30&lt;br /&gt;
|levelp2 = 31&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Reiver&amp;diff=145688</id>
		<title>Reiver</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Reiver&amp;diff=145688"/>
		<updated>2021-03-05T22:46:34Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Add falchion as reaver weapon&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 = 24&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 = Reiver&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Old Mine Road&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 270&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Broadsword&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 222&lt;br /&gt;
| PA2 = Handaxe&lt;br /&gt;
| PAB = 222&lt;br /&gt;
| PA3 = Falchion&lt;br /&gt;
| PAC = 222&lt;br /&gt;
| PA4 =&lt;br /&gt;
| PAD =&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 19&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 = 131&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 153&lt;br /&gt;
| BarTD = 72&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 = 72&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 72&lt;br /&gt;
| MnMTD = 72&lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
The reiver stands tall and proud.  Moss-green eyes dominate the strong face and tousled, dark hair crowns the head.  The reiver is well-muscled and toned, with calloused hands used to the wielding of weapons.  Forged by a hard history and a harsh climate, the reiver is a tough fighter with a sense of honor and duty.  Normally calm and amiable, the reiver&#039;s visage is thunderous when kith and kin are threatened or there are krolvins lurking.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
- Reivers recover abnormally quickly from both stuns, and from being knocked down. Be careful when attacking after either of these occur if you cannot defend in your attack stance.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
More information pertaining to reivers and their background can be found by perusing the reivers category (see bottom of page.)&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
The reiver looks at you with doubt.  &amp;quot;If ye have come tae join our efforts against the krol&#039;, we&#039;ll have tae first see if yer tough enough tae be one o&#039; us.  &#039;tis ae hard life and ae harsh place up &#039;ere.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The reiver peers at you and says, &amp;quot;Have ye come to help us drive those bloody krolvins off our continent?  Nae many seem tae care anymore.  Cowards, the lot o&#039; them!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ye best run home tae yer mum now.  This is nae the place for ae wee one like ye,&amp;quot; mumbles the reiver.&lt;br /&gt;
&lt;br /&gt;
The reiver sneers at you and says, &amp;quot;I hope ye have nae come tae steal our roltons!  Food is ae precious commodity up here.  Petty rustlers will be dealt wi&#039; harshly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The reiver smiles sadly, &amp;quot;Ol&#039; [[Talbot Dabbings]] would surely turn in his grave, if he could see this, Pushkin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Border_reivers Reiver on Wikipedia]&lt;br /&gt;
* [https://web.archive.org/web/20100324165318/http://www.gemstone.net/etimes/et1/annals.html History of Reivers]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 22&lt;br /&gt;
|levelm1 = 23&lt;br /&gt;
|level = 24&lt;br /&gt;
|levelp1 = 25&lt;br /&gt;
|levelp2 = 26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Reivers]]&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Holy_places&amp;diff=145630</id>
		<title>Holy places</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Holy_places&amp;diff=145630"/>
		<updated>2021-03-02T19:46:46Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Holy places may or may not be a shrine to one or more of the [[Arkati|Gods]], and have a number of mechanical influences, particularly for [[Cleric|clerics]] and [[Paladin|paladins]], who may [[SENSE (verb)|sense]] any alignment of the room.  Many holy places are also natural sanctuaries.&lt;br /&gt;
&lt;br /&gt;
==Relevance==&lt;br /&gt;
&lt;br /&gt;
Holy places are, for example, relevant for the following:&lt;br /&gt;
*Outcome of [[Prayer of Commune (330)|Prayer of Commune]].&lt;br /&gt;
*Available anchor locations for [[Aid The Fallen (1620)|Aid the Fallen]].  &lt;br /&gt;
*[[Weapon Bonding]] for [[warriors]] or [[Holy Weapon (1625)|Holy Weapon]] for paladins.&lt;br /&gt;
* [[CONVERT (verb)|Conversion]] of deity via an [[Intercession]].&lt;br /&gt;
&lt;br /&gt;
==Tabulation of Holy Places==&lt;br /&gt;
Below is a partial list of holy places in various areas of the world.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dedication&lt;br /&gt;
! Pantheon&lt;br /&gt;
! Room Name&lt;br /&gt;
! Realm&lt;br /&gt;
! Location&lt;br /&gt;
! Lich ID&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Voln]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Icemule Trace, Ice Garden]&lt;br /&gt;
| [[Icemule Trace]]&lt;br /&gt;
| [[Icemule Trace]]&lt;br /&gt;
| 3365&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| [Icemule Temple, Foyer]&lt;br /&gt;
| [[Icemule Trace]]&lt;br /&gt;
| [[Icemule Trace]]&lt;br /&gt;
| 2334&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| [Icemule Temple, Chancel Nexus]&lt;br /&gt;
| [[Icemule Trace]]&lt;br /&gt;
| [[Icemule Trace]]&lt;br /&gt;
| 2336&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| [Hall of Holy Struggle]&lt;br /&gt;
| [[Icemule Trace]]&lt;br /&gt;
| [[Icemule Trace]]&lt;br /&gt;
| 2341&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Imaera]]&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[Liabo]]&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [Hall of the Seasons]&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 2343&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Lorminstra]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Oleani]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Phoen]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Charl]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Liabo]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [Hall of the Sea]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2344&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Niima]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Eonak]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Liabo]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [Hall of the Crafts]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2345&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Tonis]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Cholen]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Liabo]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [Hall of the Arts]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 2346&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Jastev]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Tilamaire]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Kai]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Liabo]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [Hall of the Body]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2347&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Leya]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Lumnis]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Liabo]] &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [Hall of the Mind]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2348&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ronan]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Koar]]&lt;br /&gt;
| [[Liabo]] &lt;br /&gt;
| [Hall of the King]&lt;br /&gt;
| [[Icemule Trace]]&lt;br /&gt;
| [[Icemule Trace]]&lt;br /&gt;
| 2349&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Arachne]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Neutral&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [Hall of the Rivals]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2342&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[The Huntress]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Marlu]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Lornon]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [Hall of Those Beyond]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2350&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Sheru]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Andelas]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Lornon]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [Hall of Those Outside]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2351&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Fash&#039;lo&#039;nae]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ivas]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Lornon]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [Hall of the Wounded Heart]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2352&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Mularos]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Amasalen]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Lornon]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [Hall of the Deathbringers]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2353&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[V&#039;tull]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Eorgina]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [Hall of the Dark]&lt;br /&gt;
| [[Icemule Trace]]&lt;br /&gt;
| [[Icemule Trace]]&lt;br /&gt;
| 2354&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Zelia]]&lt;br /&gt;
| Neutral&lt;br /&gt;
| [Hall of Madness]&lt;br /&gt;
| [[Icemule Trace]]&lt;br /&gt;
| [[Icemule Trace]]&lt;br /&gt;
| 2337&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Laethe]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Liabo]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [Hall of the Lovers]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2338&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Voaris]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Jaston]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Liabo]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [Hall of Nature&#039;s Balance]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Icemule Trace]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2339&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Kuon]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Gosaena]]&lt;br /&gt;
| Neutral&lt;br /&gt;
| [Hall of the End]&lt;br /&gt;
| [[Icemule Trace]]&lt;br /&gt;
| [[Icemule Trace]]&lt;br /&gt;
| 2340&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Jaston]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Memnole&#039;s Cottage]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| 16356&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Jaston]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Cavern, Entry]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| 28619&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Jaston]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Cavern, Altar Room]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| 28620&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Niima]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Ceiluir Glade, Niima&#039;s Temple]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| 19604&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Andelas]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [Monsoon Jungle, Stone Tree]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| 21120&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Mularos]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [Earthen Cave, Undertree]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| 21121&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Marlu]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [Shadowed Clearing]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| 21122&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[V&#039;tull]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [The Offering]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| 21123&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Eorgina]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [Maoral Hall, Dark Sanctuary]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| 21088&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ivas]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [The Center of Stillness]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| 21125&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Luukos]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [Temple of the Howling Veil]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| [[Mist Harbor]]&lt;br /&gt;
| 21126&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| [River&#039;s Rest, Sanctuary]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| 10855&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Aeia]]&lt;br /&gt;
| Neutral&lt;br /&gt;
| [Cleric Guild, Garden Shrine]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| 10989&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Voln]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Courtyard]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| 11043&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[The Huntress]]&lt;br /&gt;
| Neutral&lt;br /&gt;
| [River Tunnels, Ancient Altar]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[Citadel]]&lt;br /&gt;
| None (near 11141&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Aeia]]&lt;br /&gt;
| Neutral&lt;br /&gt;
| [Citadel, Gardens]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[Citadel]]&lt;br /&gt;
| 11333&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Niima]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Oteska&#039;s Haven, Niima&#039;s Shrine]&lt;br /&gt;
| [[River&#039;s Rest]]&lt;br /&gt;
| [[Miasmal Forest]]&lt;br /&gt;
| 11669&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Tonis]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Kanchoco Cave, Shrine]&lt;br /&gt;
| [[Sanctum of Scales]]&lt;br /&gt;
| [[Sanctum of Scales]]&lt;br /&gt;
| 25223&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Lumnis]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Ta&#039;Illistim, Kaerinar Wey]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| 168&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Jastev]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Ta&#039;Illistim, Moonglae Var]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| 204&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Jastev]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Ta&#039;Illistim, Caear Var]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| 743&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Voln]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Hall of Patrons, Vestibule]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| 4033&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ronan]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Hall of Patrons, Chamber]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| [[Ta&#039;Illistim]]&lt;br /&gt;
| 4034&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Imaera]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Rambling Meadows, Shrine]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| [[Rambling Meadows]]&lt;br /&gt;
| 6011&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Kai]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Ta&#039;Vaalor, King&#039;s Court]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| 3542&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Leya]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Cleric Guild, Shrine]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| 13502&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Koar]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Hall of the Arkati, Altar]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| [[Ta&#039;Vaalor]]&lt;br /&gt;
| 10370&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Imaera]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Imaera&#039;s Grove, Rowan Copse]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 14132&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Niima]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Niima&#039;s Temple, Altar]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 14434&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Oleani]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Oleani&#039;s Temple, Altar]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 13308&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Zelia]]&lt;br /&gt;
| Neutral&lt;br /&gt;
| [Zelia&#039;s Temple, Oratory]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 28605&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Charl]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Solhaven, Charl&#039;s Quay]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 1488&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Koar]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Fane of the God-King, Shrine]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 14235&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Lumnis]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Altar of Illumination]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 14222&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Tonis]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Temple of Tonis, Nave]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 14565&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Phoen]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [The Divine Sun, Center Chamber]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 28611&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Lorminstra]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Chamber of Manifest Grace]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 14178&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Lorminstra]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Temple of Lorminstra, Nave]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 14190&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Voln]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Fasthr&#039;s Lance, Aegis Shrine]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 13197&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Cholen]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Cholen&#039;s Temple, Auditorium]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 13484&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Cholen]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Chamber of Laughter]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 27829&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Tilamaire]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Chamber of Music]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 27825&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Jastev]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Temple of Jastev, High Altar]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 14151&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Eonak]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Subterrain, Altar of the Smith]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 14578&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Eonak]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Subterrain, Altar of the Broken]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 14577&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Kai]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Kai&#039;s Temple, Altar]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 14469&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Gosaena]]&lt;br /&gt;
| Neutral&lt;br /&gt;
| [Temple, Inner Sanctum]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 14386&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Gosaena]]&lt;br /&gt;
| Neutral&lt;br /&gt;
| [Temple, Chamber of Eternity]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 14387&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Luukos]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [Garden of Death]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 4619&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Marlu]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [Garden of Destruction]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 4620&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Mularos]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [Shrine of Suffering]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 5677&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ivas]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [Garden of Desire]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 4625&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Fash&#039;lo&#039;nae]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [Garden of Forbidden Knowledge]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 4624&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Andelas]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [Hall of the Claw, Altar]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 5684&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[V&#039;tull]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [Garden of the Champion]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 13321&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Eorgina]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [Eorgina&#039;s Temple, Adytum]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 14409&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Onar]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [Eorgina&#039;s Temple, Monk&#039;s Cell]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 14411&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Voaris]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Chapel, Chantry of Blessed Sins]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 28616 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Laethe]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Chapel, Chantry of Grief&#039;s Wake]&lt;br /&gt;
| [[Vornavis]]&lt;br /&gt;
| [[Solhaven]]&lt;br /&gt;
| 28615 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Charl]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [The Sea&#039;s Judge]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Coastal Cliffs]]&lt;br /&gt;
| 7653&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Luukos]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [Underground, Hidden Wing]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Coastal Cliffs]]&lt;br /&gt;
| 7703&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Sheru]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [Shrine of the Jackal]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Darkstone Castle]]&lt;br /&gt;
| 7036&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Imaera]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Lysierian Hills, A Small Shrine]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Lysierian Hills]]&lt;br /&gt;
| 6460&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Kai]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Shrine of Heroes]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Lower Dragonsclaw]]&lt;br /&gt;
| 18254&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Kuon]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Hearthstone, Herb Garden]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Hearthstone Manor]]&lt;br /&gt;
| 14688&amp;lt;br&amp;gt;(Must have 200,000&amp;lt;br&amp;gt;fame to access)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ronan]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [The Shrine of Dreams]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Upper Dragonsclaw]]&lt;br /&gt;
| 7926&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Leya]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Shrine of Leya, Northwest Wall]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Old Mine Road|Mine Road]]&lt;br /&gt;
| 8146&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Arachne]]&lt;br /&gt;
| None&lt;br /&gt;
| [Spider Temple, Near Altar]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Spider Temple]]&lt;br /&gt;
| 8361&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ivas]]&lt;br /&gt;
| [[Lornon]]&lt;br /&gt;
| [Temple of Ivas, Inner Sanctum]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Vipershroud]]&lt;br /&gt;
| 9645&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Jaston]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Tree Statue, Arm&#039;s Cradle]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Danjirland]]&lt;br /&gt;
| 7900&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Lorminstra]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Temple, Altar]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]&lt;br /&gt;
| 7523&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Eonak]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Liabo]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [Sister Cocytel&#039;s Hospice]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Zul Logoth]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Zul Logoth]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 9506&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Lorminstra]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Eonak]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Temple of Eonak, East Sanctuary]&lt;br /&gt;
| [[Zul Logoth]]&lt;br /&gt;
| [[Zul Logoth]]&lt;br /&gt;
| 16727&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Eonak]]&lt;br /&gt;
| [[Liabo]]&lt;br /&gt;
| [Temple of Eonak, Landing]&lt;br /&gt;
| [[Zul Logoth]]&lt;br /&gt;
| [[Zul Logoth]]&lt;br /&gt;
| 13961&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
:&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt; Huntress&#039;s shrine in River&#039;s Rest: past the magical green barrier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cleric]]&lt;br /&gt;
[[Category:Paladin]]&lt;br /&gt;
[[Category:Geography]]&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Return&amp;diff=145565</id>
		<title>Symbol of Return</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Symbol_of_Return&amp;diff=145565"/>
		<updated>2021-03-01T16:45:08Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
&#039;&#039;&#039;Step 25&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Symbol of Return&#039;&#039;&#039;, governed by Lady [[Lumnis]], is obtained at the twenty fifth step of the [[Order of Voln]]. Invoking this symbol will cause the player and all group members to be instantly transported (aka fogged) to one of several Voln anchor locations depending upon the member&#039;s location at the time of use. This is one-way travel only that cannot be targeted. In certain locations, such as [[:File:WL-graveyard.gif|Shadow Valley]] and [[Old Ta&#039;Faendryl]] there are group restrictions and only the member will be transported. &lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&lt;br /&gt;
Symbol of Return&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Caution should be used when typing this symbol. If abbreviated to Sym of Ret the member will invoke Symbol of Retribution instead of Symbol of Return.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
First Person (returning to [[Wehnimer&#039;s Landing]] Voln monastery courtyard):&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;symbol of return&lt;br /&gt;
Your surroundings blur into a white fog . . .&lt;br /&gt;
&lt;br /&gt;
[Courtyard]&lt;br /&gt;
A well maintained and healthy garden occupies the entirety of the courtyard.  The air here is cool and crisp, but the bulk of the monastery shelters you from wind and makes the air bracing instead of chilling.  In the center of the garden is a natural spring bubbling up several inches above the surface of the encircling pool of crystal clear water.  A large stone and iron gate blocks the entrance to the monastery flanked by a statue of a woman carrying a crystal staff and a set of crystalline keys facing a second statue of a kneeling young man bedecked in battle-worn black chain armor.  You also see a mottled grey hedgehog, some ambrominas leaf, some woth flower, a large fel tree and a polished marble bench with some stuff on it.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Third Person:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;lt;Name&amp;gt; blurs into a white fog and vanishes!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Return Locations==&lt;br /&gt;
&lt;br /&gt;
*Voln monastery ([[Wehnimer&#039;s Landing]] area)&lt;br /&gt;
*Liabo Plaza ([[Solhaven]] area)&lt;br /&gt;
*Tower Ruins (Solhaven trail area)&lt;br /&gt;
*Voln ([[Icemule Trace]] area)&lt;br /&gt;
*Temple ([[Teras Isle]] area)&lt;br /&gt;
*Ledge ([[:File:WL-graveyard.gif|Shadow Valley]]) area&lt;br /&gt;
&lt;br /&gt;
==Favor Cost==&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
Symbol of Return favor cost is based on the member&#039;s level (not Voln rank). See [[Favor#Symbol Use Favor Cost|Table]] for specific examples. Each use has a relative favor cost of 10x [[Symbol of Protection]]. In other words, 1 activation of Sym of Return uses the same amount of favor as 10 activations of Sym of Protection.&lt;br /&gt;
&lt;br /&gt;
===[[Favor]] Required to Obtain Symbol of Return ===&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula: &amp;lt;tt&amp;gt;2400 + (( level&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;amp;times; 40) &amp;amp;divide; 3 )&amp;lt;/tt&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 15 member: &amp;lt;tt&amp;gt;2400 + ((15 &amp;amp;times; 15 &amp;amp;times; 40) &amp;amp;divide; 3) = 5400 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 20 member: &amp;lt;tt&amp;gt;2400 + ((20 &amp;amp;times; 20 &amp;amp;times; 40) &amp;amp;divide; 3) = 7733 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monk&#039;s Teaching and Instruction Highlights==&lt;br /&gt;
*[[Lumnis]] showed us how to protect our mind and spirit with the [[Symbol of Transcendence]], and now she has taught us how to return safely to our homes.&lt;br /&gt;
*Lumnis gave us the power to return us and our group to a place of safety here within the walls of the brotherhood.&lt;br /&gt;
&lt;br /&gt;
==[[Wehnimer&#039;s Landing]] Task ==&lt;br /&gt;
To gain [[Lumnis]]&#039; blessing, one must proceed to the black sands beach area and locate the hermit who will ask three questions. Success will depend on answering each question correctly.&lt;br /&gt;
*https://sites.google.com/site/loresinging/voln-for-dummies/voln-landing&lt;br /&gt;
*Return to monk to receive symbol (Lich ID: 18189)&lt;br /&gt;
&lt;br /&gt;
== [[Ta&#039;Vaalor]] Task ==&lt;br /&gt;
*https://sites.google.com/site/loresinging/voln-for-dummies/voln-vaalor&lt;br /&gt;
*Return to monk to receive symbol&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Order of Voln]]&lt;br /&gt;
[[Category:Symbols]]&lt;br /&gt;
[[category:Transport]]&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Dreams&amp;diff=145549</id>
		<title>Symbol of Dreams</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Symbol_of_Dreams&amp;diff=145549"/>
		<updated>2021-03-01T06:15:56Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
&#039;&#039;&#039;Step 24&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Symbol of Dreams&#039;&#039;&#039;, governed by Lord [[Ronan]] is obtained at the twenty fourth step of the [[Order of Voln]]. When invoked the user will automatically lie down and fall asleep. Although it isn&#039;t a requirement, it is best to use this on a [[node]] or other safe location. While under the influence of this symbol the member will have increased [[stat]], [[Mana point|mana]], [[Spirit point|spirit]] and [[Hitpoint|health]] recovery. &lt;br /&gt;
 &lt;br /&gt;
==Syntax==&lt;br /&gt;
Type:&amp;lt;br&amp;gt;&lt;br /&gt;
Symbol of Dreams (can be abbreviated)&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
*Increased [[Statistic|stat]] recovery from [[Death&#039;s Sting]].&lt;br /&gt;
*Increased [[Mana]] recovery.&lt;br /&gt;
*Increased [[Spirit]] recovery.&lt;br /&gt;
*Increased [[Hitpoint|Health]] recovery.&lt;br /&gt;
&lt;br /&gt;
===Mana regeneration formula===&lt;br /&gt;
&#039;&#039;&#039;On-node&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=37%}}&amp;gt;&#039;&#039;&#039;Mana regeneration per dream pulse = [[Trunc]][0.20 &amp;amp;times; (maximum mana - remaining mana)]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Off-node&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=37%}}&amp;gt;&#039;&#039;&#039;Mana regeneration per dream pulse = Trunc[0.10 &amp;amp;times; (maximum mana - remaining mana)]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current maximum mana includes any additional bonus from [[Manna (203)|manna bread]] or [[enhancive]]s.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Initial activation on node:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;symbol of dreams&amp;lt;br&amp;gt;&lt;br /&gt;
You feel suddenly tired and lie down for a nap.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initial activation off node:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;symbol of dreams&lt;br /&gt;
You feel suddenly tired and lie down for a nap.&lt;br /&gt;
A tinge of nervousness makes going to sleep harder, but you manage.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pulse messaging:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You rest peacefully.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dream messaging:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;A woman appears before you and holds your hand, leading you through a doorway and outside onto a busy street.&lt;br /&gt;
&lt;br /&gt;
You suddenly smell the rotting flesh of a corpse and hear the slow scraping sounds of something wounded coming your way.&lt;br /&gt;
&lt;br /&gt;
You stop to rest in a child&#039;s rocking chair.  You also hear the child humming a nursery rhyme.&lt;br /&gt;
&lt;br /&gt;
You see yourself as a child playing with other children.  The sight changes quickly from laughter and joy to anger and frustration as someone knocks you down by accident.  A nasty fight and a bloodied nose end the encounter.&lt;br /&gt;
&lt;br /&gt;
You cradle a child in your arms.  It coos and gurgles in delight when it catches sight of your face.&lt;br /&gt;
&lt;br /&gt;
You hear soft music and decide to follow it to its source.  At that moment, a long staircase unfolds before you and you begin to climb it.&lt;br /&gt;
&lt;br /&gt;
Words appear in the sky written in blood, &amp;quot;Heed the signs!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You are walking through a pile of flower petals.&lt;br /&gt;
&lt;br /&gt;
A lone horse canters by, its saddle empty.&lt;br /&gt;
&lt;br /&gt;
You pick up a lyre and begin to sing a song about a poor hero and how he saved a princess from a great terror.&lt;br /&gt;
&lt;br /&gt;
A man appears and points to a mountain.  Without a thought, you begin to climb it.&lt;br /&gt;
&lt;br /&gt;
A road appears before you.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Additional messaging&amp;lt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Favor]] Cost==&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
Favor cost is based on the member&#039;s level. See [[Favor#Symbol Use Favor Cost|Table]] for specific examples. Each use has a relative favor cost of 6x [[Symbol of Protection]]. In other words, 1 activation of Symbol of Dreams uses the same amount of favor as 6 activations of Sym of Protection.&lt;br /&gt;
&lt;br /&gt;
===[[Favor]] Required to Obtain Symbol of Dreams ===&lt;br /&gt;
&#039;&#039;&#039;Formula:&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=70%}}&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;2300 + (( level&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;amp;times; 40) &amp;amp;divide; 3 )&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Example 1:&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;level 15 member: 2300 + ((15 &amp;amp;times; 15 &amp;amp;times; 40) &amp;amp;divide; 3) = 5300 favor&amp;lt;/div&amp;gt;&lt;br /&gt;
Example 2:&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;level 20 member: 2300 + ((20 &amp;amp;times; 20 &amp;amp;times; 40) &amp;amp;divide; 3) = 7633 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;
*[[Ronan]] knows about the healing power of rest and sleep and has taught us how to accelerate this healing process.&lt;br /&gt;
*If you rest after recalling this Symbol, you will experience a quickening of your [[Hitpoint|health]], [[Spirit points|life]], and [[Mana point|vitality]].&lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] Task ===&lt;br /&gt;
*To gain Ronan&#039;s blessing, one must proceed to the onyx altar atop [[A Popular History of Melgorehn&#039;s Reach|Melgorehn&#039;s Reach]] and there lie down when the moonbeam hits the altar.&lt;br /&gt;
*https://sites.google.com/site/loresinging/voln-for-dummies/voln-landing &lt;br /&gt;
*Alternatively, try lich #18185 then wait for &amp;quot;Suddenly a beam of light&amp;quot; and then lie down. If you get stuck with go2, try the above link. &lt;br /&gt;
*Return to monk to receive symbol (Lich ID: 18188)&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] Task ===&lt;br /&gt;
&lt;br /&gt;
*In the same room as the monk, you must JUMP into the pit&lt;br /&gt;
*SEARCH until you find a stone-carved door, then GO DOOR. Ignore all other doors.&lt;br /&gt;
*SMELL until you have a scent of a battlefield, then GO BATTLEFIELD.&lt;br /&gt;
*LISTEN until you hear a nightingale, then GO NIGHTINGALE.&lt;br /&gt;
:: Now, Ronan will test you.&lt;br /&gt;
*If Ronan moves right or left, LEAN in the opposite direction.&lt;br /&gt;
*If Ronan glances at your feet, JUMP.&lt;br /&gt;
*If he holds a weapon at your head, DUCK.&lt;br /&gt;
*If his spear is aimed at your chest, FALL.&lt;br /&gt;
*If he puts you to sleep, ROLL.&lt;br /&gt;
&lt;br /&gt;
*Once complete, you will be returned to the monk to receive the symbol.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Order of Voln]]&lt;br /&gt;
[[Category:Symbols]]&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Preservation&amp;diff=145480</id>
		<title>Symbol of Preservation</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Symbol_of_Preservation&amp;diff=145480"/>
		<updated>2021-02-28T07:18:28Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Add lich ID for Wehnimer&amp;#039;s monk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
&#039;&#039;&#039;Step 23&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Symbol of Preservation&#039;&#039;&#039;, governed by Lady [[Lorminstra]], is obtained upon completion of the 23rd step of the [[Order of Voln]]. This symbol acts to strengthen the bonds of spirit to body in a target (or oneself), similar to the [[Cleric Base]] spell [[Preservation (305)]], or the contents of a [[white flask]]. Preservation, regardless of the source, is also commonly referred to as &#039;life keep&#039;.&lt;br /&gt;
&lt;br /&gt;
== Using the Symbol of Preservation ==&lt;br /&gt;
&lt;br /&gt;
;Syntax: &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;symbol of preservation (target)&amp;lt;/span&amp;gt;&lt;br /&gt;
*The target is optional - use of the symbol without a target will default to oneself.&lt;br /&gt;
*This symbol can even be used when [[Death&#039;s Sting|dead]], to preserve the souls of the Volner and any group members.&lt;br /&gt;
*This symbol preserves the corpse for 30 seconds per member&#039;s rank with a thirteen-minute maximum at mastery.&lt;br /&gt;
&lt;br /&gt;
==[[Favor]] Cost==&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
Favor cost is based on the member&#039;s level. See [[Favor#Symbol Use Favor Cost|Table]] for specific examples. Each use has a relative favor cost of 6x [[Symbol of Protection]].&lt;br /&gt;
&lt;br /&gt;
===[[Favor]] Required to Obtain Symbol of Preservation ===&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula: &amp;lt;tt&amp;gt;2200 + (( level&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;amp;times; 40) &amp;amp;divide; 3 )&amp;lt;/tt&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 15 member: &amp;lt;tt&amp;gt;2200 + ((15 &amp;amp;times; 15 &amp;amp;times; 40) &amp;amp;divide; 3) = 5200 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 20 member: &amp;lt;tt&amp;gt;2200 + ((20 &amp;amp;times; 20 &amp;amp;times; 40) &amp;amp;divide; 3) = 7533 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monk&#039;s Teaching and Instruction Highlights===&lt;br /&gt;
&lt;br /&gt;
*Explains the importance of having studied all previous lessons.&lt;br /&gt;
*Lorminstra has shown us how to preserve our own spirits, even when dead in order to delay decaying.&lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] Task ===&lt;br /&gt;
To gain Lorminstra&#039;s blessing, one must help one that has not found the favor of the Gods to do so.&lt;br /&gt;
*First, find a player with no deeds.  Usually, this is easiest to accomplish by seeking out the Clerk&#039;s office or low-level hunting grounds.&lt;br /&gt;
*Take the above-mentioned character to the altar in Lorminstra&#039;s Temple: (Lich ID 7523)&lt;br /&gt;
**From TSC: E, E, E, S, S, E, Go temple, Go altar&lt;br /&gt;
*At the altar, type &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;say Lorminstra, give (other character) my deed.&amp;lt;/span&amp;gt;&lt;br /&gt;
*One deed will be removed from you and transferred to the other player, and your task will be completed.&lt;br /&gt;
*Return to monk to receive symbol (Lich ID: 18190)&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] Task ===&lt;br /&gt;
Likewise, we must help out the less-blessed.&lt;br /&gt;
*First, find a player with no deeds.  Usually, this is easiest to accomplish by seeking out low-level hunting grounds.&lt;br /&gt;
*Take this character to the Temple:&lt;br /&gt;
*From Victory Court: E, E, E, N, E, E, E, N, N, Go structure, W to the altar (Lich ID: 10370)&lt;br /&gt;
*At the altar, type &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;say Lorminstra, give (other character) my deed.&amp;lt;/span&amp;gt;&lt;br /&gt;
*One deed will be removed from you and transferred to the other player, and your task will be completed.&lt;br /&gt;
*Return to monk to receive symbol&lt;br /&gt;
&lt;br /&gt;
===Deed Transfer Messaging===&lt;br /&gt;
&lt;br /&gt;
Recipients View&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;lt;Voln Member&amp;gt; mutters something.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are suddenly covered by a blue light that is emanating from the altar and which also covers &amp;lt;Voln Member&amp;gt;.  Then it is gone and you realize that something has happened to you and him.&amp;lt;/div&amp;gt;&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>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Preservation&amp;diff=145479</id>
		<title>Symbol of Preservation</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Symbol_of_Preservation&amp;diff=145479"/>
		<updated>2021-02-28T07:18:09Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Add lich ID for Wehnimer&amp;#039;s monk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
&#039;&#039;&#039;Step 23&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Symbol of Preservation&#039;&#039;&#039;, governed by Lady [[Lorminstra]], is obtained upon completion of the 23rd step of the [[Order of Voln]]. This symbol acts to strengthen the bonds of spirit to body in a target (or oneself), similar to the [[Cleric Base]] spell [[Preservation (305)]], or the contents of a [[white flask]]. Preservation, regardless of the source, is also commonly referred to as &#039;life keep&#039;.&lt;br /&gt;
&lt;br /&gt;
== Using the Symbol of Preservation ==&lt;br /&gt;
&lt;br /&gt;
;Syntax: &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;symbol of preservation (target)&amp;lt;/span&amp;gt;&lt;br /&gt;
*The target is optional - use of the symbol without a target will default to oneself.&lt;br /&gt;
*This symbol can even be used when [[Death&#039;s Sting|dead]], to preserve the souls of the Volner and any group members.&lt;br /&gt;
*This symbol preserves the corpse for 30 seconds per member&#039;s rank with a thirteen-minute maximum at mastery.&lt;br /&gt;
&lt;br /&gt;
==[[Favor]] Cost==&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
Favor cost is based on the member&#039;s level. See [[Favor#Symbol Use Favor Cost|Table]] for specific examples. Each use has a relative favor cost of 6x [[Symbol of Protection]].&lt;br /&gt;
&lt;br /&gt;
===[[Favor]] Required to Obtain Symbol of Preservation ===&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula: &amp;lt;tt&amp;gt;2200 + (( level&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;amp;times; 40) &amp;amp;divide; 3 )&amp;lt;/tt&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 15 member: &amp;lt;tt&amp;gt;2200 + ((15 &amp;amp;times; 15 &amp;amp;times; 40) &amp;amp;divide; 3) = 5200 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 20 member: &amp;lt;tt&amp;gt;2200 + ((20 &amp;amp;times; 20 &amp;amp;times; 40) &amp;amp;divide; 3) = 7533 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monk&#039;s Teaching and Instruction Highlights===&lt;br /&gt;
&lt;br /&gt;
*Explains the importance of having studied all previous lessons.&lt;br /&gt;
*Lorminstra has shown us how to preserve our own spirits, even when dead in order to delay decaying.&lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] Task ===&lt;br /&gt;
To gain Lorminstra&#039;s blessing, one must help one that has not found the favor of the Gods to do so.&lt;br /&gt;
*First, find a player with no deeds.  Usually, this is easiest to accomplish by seeking out the Clerk&#039;s office or low-level hunting grounds.&lt;br /&gt;
*Take the above-mentioned character to the altar in Lorminstra&#039;s Temple: (Lich ID 7523)&lt;br /&gt;
**From TSC: E, E, E, S, S, E, Go temple, Go altar&lt;br /&gt;
*At the altar, type &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;say Lorminstra, give (other character) my deed.&amp;lt;/span&amp;gt;&lt;br /&gt;
*One deed will be removed from you and transferred to the other player, and your task will be completed.&lt;br /&gt;
*Return to monk to receive symbol&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] Task ===&lt;br /&gt;
Likewise, we must help out the less-blessed.&lt;br /&gt;
*First, find a player with no deeds.  Usually, this is easiest to accomplish by seeking out low-level hunting grounds.&lt;br /&gt;
*Take this character to the Temple:&lt;br /&gt;
*From Victory Court: E, E, E, N, E, E, E, N, N, Go structure, W to the altar (Lich ID: 10370)&lt;br /&gt;
*At the altar, type &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;say Lorminstra, give (other character) my deed.&amp;lt;/span&amp;gt;&lt;br /&gt;
*One deed will be removed from you and transferred to the other player, and your task will be completed.&lt;br /&gt;
*Return to monk to receive symbol (Lich ID: 18190)&lt;br /&gt;
&lt;br /&gt;
===Deed Transfer Messaging===&lt;br /&gt;
&lt;br /&gt;
Recipients View&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;lt;Voln Member&amp;gt; mutters something.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are suddenly covered by a blue light that is emanating from the altar and which also covers &amp;lt;Voln Member&amp;gt;.  Then it is gone and you realize that something has happened to you and him.&amp;lt;/div&amp;gt;&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>MEDDEL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Turning&amp;diff=145478</id>
		<title>Symbol of Turning</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Symbol_of_Turning&amp;diff=145478"/>
		<updated>2021-02-28T07:14:30Z</updated>

		<summary type="html">&lt;p&gt;MEDDEL: Add lich ID for Wehnimer&amp;#039;s monk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
&#039;&#039;&#039;Step 22&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Symbol of Turning&#039;&#039;&#039;, governed by Lord [[Phoen]], is obtained at the twenty second step of the [[Order of Voln]]. This [[symbol]] can be used as either a single target or mass attack against [[Undead|undead]] creatures. This symbol uses the [[Standard success resolution system]] to detemine success or failure. There are several possible outcomes, from benign to instant death, that may occur depending on the level of success.&lt;br /&gt;
  &lt;br /&gt;
==Syntax==&lt;br /&gt;
&lt;br /&gt;
Symbol of Turning (by itself for the mass attack version)&amp;lt;br&amp;gt;&lt;br /&gt;
Symbol of Turning &amp;lt;target&amp;gt; (for the single target version)&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;sym of turning&lt;br /&gt;
You draw a glowing pattern in the air before you.&lt;br /&gt;
&lt;br /&gt;
A [[wraith]] backs away from the pattern for a few moments.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Target flees:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;sym of turn&lt;br /&gt;
You draw a glowing pattern in the air before you.&lt;br /&gt;
&lt;br /&gt;
A wraith backs itself south.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Insta-kill:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;sym of turn&amp;lt;br&amp;gt;&lt;br /&gt;
You draw a glowing pattern in the air before you.&lt;br /&gt;
&lt;br /&gt;
A wraith lets out a blood curdling scream!&lt;br /&gt;
You hear a sound like a weeping child as a white glow separates itself from the wraith&#039;s body as it rises, disappearing into the heavens.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Living creature:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;sym of turning goblin&lt;br /&gt;
You draw a glowing pattern in the air before a goblin.&lt;br /&gt;
A goblin does not seem to be affected.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Favor Cost==&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
Symbol of Turning has a base cost which is dependent on the member&#039;s level (not member&#039;s rank). See [[Favor#Symbol Use Favor Cost|Table]] for specific examples.&lt;br /&gt;
&lt;br /&gt;
The base cost, for either the targeted or untargeted (mass attack) version, applies when there is one undead creature in the room. The mass attack version (untargeted) has an escalating cost that increases when more than one undead are present. There is no favor cost for living creatures. Favor cost for this symbol is capped at 8 undead creatures regardless of the number actually affected.&lt;br /&gt;
&lt;br /&gt;
==[[Favor]] Cost Table==&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Undead&amp;lt;br&amp;gt;Creatures&lt;br /&gt;
!Favor Cost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|Base&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 2.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 3.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 4.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;8 or more&#039;&#039;&#039;&lt;br /&gt;
|Base &amp;amp;times; 5&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
Cost example for a level 40 member (Base Cost = 219) with 4 creatures present.&lt;br /&gt;
&lt;br /&gt;
*Formula with 4 undead from the above table:&lt;br /&gt;
: Base Cost &amp;amp;times; 3&lt;br /&gt;
*81 &amp;amp;times; 3 = 657 favor&lt;br /&gt;
&lt;br /&gt;
===[[Favor]] Required to Obtain Symbol of Turning ===&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula: &amp;lt;tt&amp;gt;2100 + (( level&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;amp;times; 35) &amp;amp;divide; 3 )&amp;lt;/tt&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 15 member: &amp;lt;tt&amp;gt;2100 + ((15 &amp;amp;times; 15 &amp;amp;times; 35) &amp;amp;divide; 3) = 4725 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 20 member: &amp;lt;tt&amp;gt;2100 + ((20 &amp;amp;times; 20 &amp;amp;times; 35) &amp;amp;divide; 3) = 6766 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monk&#039;s Teaching and Instruction Highlights===&lt;br /&gt;
&lt;br /&gt;
*[[Undead]] are vulnerable to all that is holy.&lt;br /&gt;
*Phoen has taught us how to use this holy power to turn the undead, repelling or potential destroying them.&lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] Task ===&lt;br /&gt;
&lt;br /&gt;
This task is straightforward. Drop a [[blue crystal]], blue crystals contain the spell [[Spirit Strike (117)]], into the lava at the volcano in Danjirland.&lt;br /&gt;
*Obtain a blue crystal&lt;br /&gt;
*From the North Gate: SW, S, S, S, S, S, SW, S, SE, S, SE, S, S, S, SW, S, S, SE, SE, SE, SE, SE, E, E, NE, E, E, E, Go Trail, N, NE, E, SE, E, NE, N, NE, N, N, N, Go Trunk, NW, NE, U, N, U, U, W, W, NW, NW, Go Gash, D, D, D, D, N, NE, E (Lich ID 4131)&lt;br /&gt;
*Drop crystal in lava&lt;br /&gt;
*Return to monk to receive symbol (Lich ID 18191)&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] Task ===&lt;br /&gt;
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* First, purchase a votive from the cleric shop. (Lich Room: 10372)&lt;br /&gt;
* Second, return to monk&#039;s location and &#039;&#039;light votive with fire&#039;&#039;. (Lich Room: 25950)&lt;br /&gt;
* Third, go to the Wraithenmist, Fishing Dock in Ta&#039;Illistim (Lich Room: 1830), then &#039;&#039;wave votive&#039;&#039;&lt;br /&gt;
* Return to the monk to receive your symbol.&lt;br /&gt;
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{{top}}&lt;br /&gt;
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[[Category:Order of Voln]]&lt;br /&gt;
[[Category:Symbols]]&lt;/div&gt;</summary>
		<author><name>MEDDEL</name></author>
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